#include "states/SelectMoveAction.h"
#include "../app/Application.h"
#include "../app/Input.h"
+#include "../common/Inventory.h"
+#include "../common/Item.h"
#include "../geometry/operators.h"
#include "../graphics/Sprite.h"
+#include <iomanip>
#include <stdexcept>
+#include <sstream>
using app::Application;
using app::Input;
+using common::Inventory;
+using common::Item;
using geometry::Point;
using geometry::Vector;
using graphics::Menu;
}
// TODO: insert item menu entries
itemMenu = res->itemMenuPrototype;
+ LoadInventory();
+}
+
+void BattleState::LoadInventory() {
+ const Inventory &inv(*res->inventory);
+ itemMenu.Clear();
+ itemMenu.Reserve(inv.MaxItems());
+ itemMenuStrings.clear();
+ itemMenuStrings.resize(inv.MaxItems());
+ int itemNameLength(itemMenu.CharsPerEntry() - 3);
+ // TODO: better (maybe intrusive) solution for menus with counts
+ for (int i(0); i < inv.MaxItems(); ++i) {
+ const Item *item(inv.ItemAt(i));
+ if (item) {
+ std::stringstream s;
+ s << std::setw(itemNameLength) << std::left << std::setfill(' ') << item->Name();
+ s << ':';
+ s << inv.ItemCountAt(i);
+ itemMenuStrings[i] = s.str();
+ itemMenu.Add(itemMenuStrings[i].c_str(), item, item->CanUseInBattle(), item->MenuIcon());
+ } else {
+ itemMenu.Add("", 0, false);
+ }
+ }
}
void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
#include "../graphics/Menu.h"
#include <vector>
+#include <string>
#include <SDL.h>
namespace app { class Input; }
+namespace common {
+ class Inventory;
+ class Item;
+}
namespace graphics {
class Font;
class Frame;
const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
- graphics::Menu</* Item */ void *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu</* Item */ void *> &GetItemMenu() const { return itemMenu; }
+ graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+private:
+ void LoadInventory();
+
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
std::vector<Monster> monsters;
std::vector<Hero> heroes;
std::vector<graphics::Menu</* Spell */ void *> > spellMenus;
- graphics::Menu</* Item */ void *> itemMenu;
+ graphics::Menu<const common::Item *> itemMenu;
+ std::vector<std::string> itemMenuStrings;
std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
std::vector<HeroTag> heroTags;
std::vector<AttackChoice> attackChoices;
#include "battle/Monster.h"
#include "battle/PartyLayout.h"
#include "battle/Resources.h"
+#include "common/Inventory.h"
+#include "common/Item.h"
#include "geometry/Point.h"
#include "graphics/Font.h"
#include "graphics/Frame.h"
using battle::Hero;
using battle::Monster;
using battle::PartyLayout;
+using common::Inventory;
+using common::Item;
using geometry::Point;
using graphics::Font;
using graphics::Frame;
Sprite ringIcon(itemIcons, 16, 16, 0, 160);
Sprite stoneIcon(itemIcons, 16, 16, 0, 176);
+ Inventory inventory;
+ Item antidote;
+ antidote.SetName("Antidote");
+ antidote.SetMenuIcon(&potionIcon);
+ antidote.SetUsableInBattle();
+ inventory.Add(&antidote, 9);
+ Item magicJar;
+ magicJar.SetName("Magic jar");
+ magicJar.SetMenuIcon(&potionIcon);
+ magicJar.SetUsableInBattle();
+ inventory.Add(&magicJar, 4);
+ Item hiPotion;
+ hiPotion.SetName("Hi-Potion");
+ hiPotion.SetMenuIcon(&potionIcon);
+ hiPotion.SetUsableInBattle();
+ inventory.Add(&hiPotion, 4);
+ Item powerPotion;
+ powerPotion.SetName("Power potion");
+ powerPotion.SetMenuIcon(&potionIcon);
+ inventory.Add(&powerPotion, 4);
+ Item escape;
+ escape.SetName("Escape");
+ inventory.Add(&escape, 2);
+ Item sleepBall;
+ sleepBall.SetName("Sleep ball");
+ sleepBall.SetMenuIcon(&ballIcon);
+ sleepBall.SetUsableInBattle();
+ inventory.Add(&sleepBall, 1);
+ Item figgoru;
+ figgoru.SetName("Figgoru");
+ figgoru.SetMenuIcon(&crankIcon);
+ inventory.Add(&figgoru, 1);
+ battleRes.inventory = &inventory;
+
battleRes.itemMenuHeadline = "Please choose an item.";
- battleRes.itemMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 16, 1, 32);
- battleRes.itemMenuPrototype.Add("Antidote : 9", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Magic jar : 4", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Miracle : 4", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Hi-Potion : 6", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Hi-Magic : 7", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Regain : 4", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Power potion: 4", 0, false, &potionIcon);
- battleRes.itemMenuPrototype.Add("Life potion : 1", 0, false, &potionIcon);
- battleRes.itemMenuPrototype.Add("Escape : 2", 0, false);
- battleRes.itemMenuPrototype.Add("Power gourd : 3", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Mystery pin : 2", 0, true, &potionIcon);
- battleRes.itemMenuPrototype.Add("Sleep ball : 1", 0, false, &ballIcon);
- battleRes.itemMenuPrototype.Add("Figgoru : 1", 0, false, &crankIcon);
- battleRes.itemMenuPrototype.Add("Spear : 1", 0, false, &spearIcon);
- battleRes.itemMenuPrototype.Add("Silvo rapier: 1", 0, false, &swordIcon);
- battleRes.itemMenuPrototype.Add("Rainy ax : 1", 0, false, &axIcon);
- battleRes.itemMenuPrototype.Add("Pounder rod : 2", 0, false, &rodIcon);
- battleRes.itemMenuPrototype.Add("Silver mail : 2", 0, false, &armorIcon);
- battleRes.itemMenuPrototype.Add("Slash shield: 2", 0, false, &shieldIcon);
- battleRes.itemMenuPrototype.Add("Golden helm : 1", 0, false, &helmetIcon);
- battleRes.itemMenuPrototype.Add("Protect ring: 1", 0, false, &ringIcon);
- battleRes.itemMenuPrototype.Add("Mysto jewel : 1", 0, false, &stoneIcon);
+ battleRes.itemMenuPrototype = Menu<const common::Item *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 16, 1, 32);
battleRes.ikariMenuHeadline = "Please choose equipment.";
battleRes.ikariMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 26, 6, 8, 16, 1, 32);