, ikariLabelCol(0)
, ikariLabelRow(0)
+, victoryGetsText(0)
+, victoryExpText(0)
+, victoryGoldText(0)
+, victoryLevelUpText(0)
+, victoryUpgradeText(0)
+, victoryNextLevelText(0)
+
+, victoryMHPText(0)
+, victoryMMPText(0)
+, victoryATPText(0)
+, victoryDFPText(0)
+, victorySTRText(0)
+, victoryAGLText(0)
+, victoryINTText(0)
+, victoryGUTText(0)
+, victoryMGRText(0)
+
{ }
td.AddField("ikariLabelCol", FieldDescription(((char *)&r.ikariLabelCol) - ((char *)&r), Interpreter::NUMBER_ID).SetDescription("row of the ikari label in heroTagLabels"));
td.AddField("heroesBgColor", FieldDescription(((char *)&r.heroesBgColor) - ((char *)&r), Interpreter::COLOR_ID).SetDescription("background color of the small tags during attack animation"));
+
+ td.AddField("victoryGetsText", FieldDescription(((char *)&r.victoryGetsText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryExpText", FieldDescription(((char *)&r.victoryExpText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryGoldText", FieldDescription(((char *)&r.victoryGoldText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryLevelUpText", FieldDescription(((char *)&r.victoryLevelUpText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryUpgradeText", FieldDescription(((char *)&r.victoryUpgradeText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryNextLevelText", FieldDescription(((char *)&r.victoryNextLevelText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+
+ td.AddField("victoryMHPText", FieldDescription(((char *)&r.victoryMHPText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryMMPText", FieldDescription(((char *)&r.victoryMMPText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryATPText", FieldDescription(((char *)&r.victoryATPText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryDFPText", FieldDescription(((char *)&r.victoryDFPText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victorySTRText", FieldDescription(((char *)&r.victorySTRText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryAGLText", FieldDescription(((char *)&r.victoryAGLText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryINTText", FieldDescription(((char *)&r.victoryINTText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryGUTText", FieldDescription(((char *)&r.victoryGUTText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("victoryMGRText", FieldDescription(((char *)&r.victoryMGRText) - ((char *)&r), Interpreter::STRING_ID).SetReferenced());
}
void Resources::Construct(void *data) {
graphics::Color heroesBgColor;
+ const char *victoryGetsText;
+ const char *victoryExpText;
+ const char *victoryGoldText;
+ const char *victoryLevelUpText;
+ const char *victoryUpgradeText;
+ const char *victoryNextLevelText;
+
+ const char *victoryMHPText;
+ const char *victoryMMPText;
+ const char *victoryATPText;
+ const char *victoryDFPText;
+ const char *victorySTRText;
+ const char *victoryAGLText;
+ const char *victoryINTText;
+ const char *victoryGUTText;
+ const char *victoryMGRText;
+
Resources();
#include "../Battle.h"
#include "../BattleState.h"
#include "../Hero.h"
+#include "../Resources.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Capsule.h"
#include "../../graphics/Font.h"
#include "../../graphics/Frame.h"
+#include <iomanip>
#include <sstream>
using app::Application;
using graphics::Font;
using graphics::Frame;
using math::Vector;
+using std::left;
+using std::right;
+using std::setfill;
+using std::setw;
using std::string;
+using std::stringstream;
using std::vector;
namespace battle {
}
void VictoryState::LoadResults() {
- // TODO: localization
+ const Resources &res = parent->Res();
lines.clear();
- std::stringstream s;
- s << "Gets " << battle->ExpReward() << " EXP";
+ stringstream s;
+ s << res.victoryGetsText << ' '
+ << battle->ExpReward() << ' '
+ << res.victoryExpText << '.';
lines.push_back(s.str());
s.str("");
- s << "Gets " << battle->GoldReward() << " gold";
+ s << res.victoryGetsText << ' '
+ << battle->GoldReward() << ' '
+ << res.victoryGoldText << '.';
lines.push_back(s.str());
lines.push_back("");
GameState &state = *parent->Game().state;
vector<Upgrade> upgrade;
battle->ApplyRewards(state, upgrade);
- for (std::vector<Upgrade>::const_iterator
+ for (vector<Upgrade>::const_iterator
i(upgrade.begin()), end(upgrade.end());
i != end; ++i) {
LoadResult(*i, lines);
}
+ s.str("");
+ s << state.money << ' ' << res.victoryGoldText;
+ string goldStr = s.str();
+
lines.push_back("");
s.str("");
- s << state.money << " gold";
+ s << right << setw(28) << setfill(' ') << goldStr;
lines.push_back(s.str());
}
void VictoryState::LoadResult(
const Upgrade &u,
vector<string> &lines) {
- std::stringstream s;
+ const Resources &res = parent->Res();
+ stringstream s;
switch (u.GetType()) {
case Upgrade::LEVEL_UP:
- s << u.Name() << " levels up.";
+ s << left << setw(6) << setfill(' ') << u.Name()
+ << res.victoryLevelUpText << '.';
break;
case Upgrade::MAX_HEALTH:
- s << "Max. HP increases by " << u.Amount();
+ s << res.victoryMHPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::MAX_MAGIC:
- s << "Max. MP increases by " << u.Amount();
+ s << res.victoryMMPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::ATTACK:
- s << "ATP increases by " << u.Amount();
+ s << res.victoryATPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::DEFENSE:
- s << "DFP increases by " << u.Amount();
+ s << res.victoryDFPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::STRENGTH:
- s << "STR increases by " << u.Amount();
+ s << res.victorySTRText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::AGILITY:
- s << "AGL increases by " << u.Amount();
+ s << res.victoryAGLText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::INTELLIGENCE:
- s << "INT increases by " << u.Amount();
+ s << res.victoryINTText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::GUT:
- s << "GUT increases by " << u.Amount();
+ s << res.victoryGUTText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::MAGIC_RESISTANCE:
- s << "MGR increases by " << u.Amount();
+ s << res.victoryMGRText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
break;
case Upgrade::LEVEL_NEXT:
- s << u.Name() << " next level " << u.Amount();
+ s << setw(7) << setfill(' ')
+ << left << u.Name() << ' '
+ << res.victoryNextLevelText
+ << ' ' << u.Amount();
break;
default:
s << "unknown upgrade type " << u.GetType();