]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
removed direct access to battle's monsters vector
[l2e.git] / src / battle / BattleState.cpp
index b3ad20ede3ef4a15aec0ffb214aeccc8a74dfbba..0f3fad94838f56e88a16bda2b6efbce8a788b624 100644 (file)
@@ -9,6 +9,7 @@
 
 #include "PartyLayout.h"
 #include "states/SelectMoveAction.h"
+#include "states/PerformAttacks.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
 #include "../common/Ikari.h"
@@ -42,14 +43,15 @@ void BattleState::AddMonster(const Monster &m) {
 }
 
 void BattleState::AddHero(const Hero &h) {
-       if (heroes.size() >= heroesLayout->NumPositions()) {
+       if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
                throw std::overflow_error("too many heroes for layout");
        }
-       heroes.push_back(h);
+       heroes[numHeroes] = h;
+       ++numHeroes;
 }
 
-void BattleState::SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs) {
-       if (lhs < 0 || lhs >= heroes.size() || rhs < 0 || rhs >= heroes.size() || lhs == rhs) return;
+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]);
 }
 
@@ -62,10 +64,10 @@ void BattleState::Resize(int w, int h) {
 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
        heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
-       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
-               spellMenus.push_back(res->spellMenuPrototype);
+       for (int i(0); i < 4; ++i) {
+               spellMenus[i] = res->spellMenuPrototype;
                LoadSpellMenu(i);
-               ikariMenus.push_back(res->ikariMenuPrototype);
+               ikariMenus[i] = res->ikariMenuPrototype;
                LoadIkariMenu(i);
                heroTags[i] = HeroTag(this, i);
        }
@@ -180,6 +182,7 @@ void BattleState::LoadInventory() {
                        itemMenu.AddEmptyEntry();
                }
        }
+       ClearAllAttacks();
 }
 
 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
@@ -187,13 +190,16 @@ void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
 }
 
 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
-       // TODO: check for victory, defeat or run
-       // reset attack choices
-       activeHero = -1;
-       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
-               attackChoices[i] = AttackChoice(this);
+       // TODO: check for victory or defeat
+       if (ranAway) {
+               ctrl.PopState(); // quit the battle scene
+               return;
+       }
+       if (AttackSelectionDone()) {
+               ctrl.PushState(new PerformAttacks(this));
+       } else {
+               ctrl.PushState(new SelectMoveAction(this));
        }
-       ctrl.PushState(new SelectMoveAction(this));
 }
 
 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
@@ -201,6 +207,14 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
 }
 
 
+void BattleState::ClearAllAttacks() {
+       activeHero = -1;
+       for (int i(0); i < numHeroes; ++i) {
+               attackChoices[i] = AttackChoice(this);
+       }
+}
+
+
 void BattleState::HandleEvents(const Input &input) {
 
 }
@@ -236,7 +250,7 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset)
 }
 
 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
-       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+       for (int i(0); i < numHeroes; ++i) {
                heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1);
        }
 }
@@ -245,7 +259,7 @@ void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset)
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
 
-       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+       for (int i(0); i < numHeroes; ++i) {
                heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
        }
 }