}
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]);
}
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) {
+ for (int i(0); i < 4; ++i) {
spellMenus[i] = res->spellMenuPrototype;
LoadSpellMenu(i);
ikariMenus[i] = res->ikariMenuPrototype;
void BattleState::ClearAllAttacks() {
activeHero = -1;
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ for (int i(0); i < numHeroes; ++i) {
attackChoices[i] = AttackChoice(this);
}
}
}
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);
}
}
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);
}
}