}
}
+void BattleState::PreviousHero() {
+ --activeHero;
+ while (activeHero >= 0 && heroes[activeHero].Health() == 0) {
+ --activeHero;
+ }
+}
+
void BattleState::SwapHeroes(int lhs, int rhs) {
if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
std::swap(heroes[lhs], heroes[rhs]);
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
for (int i(0); i < 4; ++i) {
- spellMenus[i] = res->spellMenuPrototype;
- LoadSpellMenu(i);
- ikariMenus[i] = res->ikariMenuPrototype;
- LoadIkariMenu(i);
+ heroes[i].SpellMenu() = res->spellMenuPrototype;
+ heroes[i].UpdateSpellMenu();
+ heroes[i].IkariMenu() = res->ikariMenuPrototype;
+ heroes[i].UpdateIkariMenu(res);
heroTags[i] = HeroTag(this, i);
smallHeroTags[i] = SmallHeroTag(this, i);
}
LoadInventory();
}
-void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
- assert(index >= 0 && index < 4);
- spellMenus[index].Clear();
- spellMenus[index].Reserve(HeroAt(index).Spells().size());
- for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
- bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
- spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
- }
-}
-
-void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
- assert(index >= 0 && index < 4);
- ikariMenus[index].Clear();
- ikariMenus[index].Reserve(6);
-
- if (HeroAt(index).HasWeapon()) {
- ikariMenus[index].Add(
- HeroAt(index).Weapon()->Name(),
- HeroAt(index).Weapon(),
- HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->weaponMenuIcon,
- 0,
- HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon);
- }
-
- if (HeroAt(index).HasArmor()) {
- ikariMenus[index].Add(
- HeroAt(index).Armor()->Name(),
- HeroAt(index).Armor(),
- HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->armorMenuIcon,
- 0,
- HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon);
- }
-
- if (HeroAt(index).HasShield()) {
- ikariMenus[index].Add(
- HeroAt(index).Shield()->Name(),
- HeroAt(index).Shield(),
- HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->shieldMenuIcon,
- 0,
- HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon);
- }
-
- if (HeroAt(index).HasHelmet()) {
- ikariMenus[index].Add(
- HeroAt(index).Helmet()->Name(),
- HeroAt(index).Helmet(),
- HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->helmetMenuIcon,
- 0,
- HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon);
- }
-
- if (HeroAt(index).HasRing()) {
- ikariMenus[index].Add(
- HeroAt(index).Ring()->Name(),
- HeroAt(index).Ring(),
- HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->ringMenuIcon,
- 0,
- HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon);
- }
-
- if (HeroAt(index).HasJewel()) {
- ikariMenus[index].Add(
- HeroAt(index).Jewel()->Name(),
- HeroAt(index).Jewel(),
- HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->jewelMenuIcon,
- 0,
- HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon);
- }
-}
-
void BattleState::LoadInventory() {
const Inventory &inv(*res->inventory);
itemMenu.Clear();
attackCursor = -1;
activeHero = -1;
for (int i(0); i < numHeroes; ++i) {
- attackChoices[i] = AttackChoice(this);
+ heroes[i].GetAttackChoice() = AttackChoice(this);
}
attackOrder.clear();
monsterAttacks.clear();
assert(screen);
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
if (MonsterPositionOccupied(i)) {
- // TODO: better solution for running animations
if (monsters[i].GetAnimation().Running()) {
monsters[i].GetAnimation().DrawCenter(screen, monsterPositions[i] + offset);
} else {