]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
fixed a bug in BattleState::PreviousHero()
[l2e.git] / src / battle / BattleState.cpp
index 84d1a497240da814a105eb64301889b412c7650e..50121049651fc4b0a4deacb7c40554dcdc21400a 100644 (file)
@@ -59,6 +59,13 @@ void BattleState::NextHero() {
        }
 }
 
+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]);
@@ -74,10 +81,10 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        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);
        }
@@ -103,94 +110,6 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        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();
@@ -278,6 +197,10 @@ void BattleState::CalculateAttackOrder() {
 }
 
 void BattleState::NextAttack() {
+       if (Victory() || Defeat()) {
+               attackCursor = attackOrder.size();
+               return;
+       }
        ++attackCursor;
        while (attackCursor < int(attackOrder.size())) {
                if (attackOrder[attackCursor].isMonster) {
@@ -375,15 +298,20 @@ void BattleState::ApplyDamage() {
        TargetSelection &ts(ac.Selection());
        if (ts.TargetsEnemies()) {
                for (int i(0); i < MaxMonsters(); ++i) {
+                       Monster &monster(MonsterAt(i));
                        if (ts.IsBad(i)) {
-                               MonsterAt(i).SubtractHealth(ts.GetAmount(i));
-                               // TODO: collect reward if dead
+                               monster.SubtractHealth(ts.GetAmount(i));
+                               if (monster.Health() == 0) {
+                                       expReward += monster.ExpReward();
+                                       goldReward += monster.GoldReward();
+                               }
                        }
                }
        } else {
                for (int i(0); i < NumHeroes(); ++i) {
+                       Hero &hero(HeroAt(i));
                        if (ts.IsBad(i)) {
-                               HeroAt(i).SubtractHealth(ts.GetAmount(i));
+                               hero.SubtractHealth(ts.GetAmount(i));
                        }
                }
        }
@@ -401,7 +329,7 @@ void BattleState::ClearAllAttacks() {
        attackCursor = -1;
        activeHero = -1;
        for (int i(0); i < numHeroes; ++i) {
-               attackChoices[i] = AttackChoice(this);
+               heroes[i].GetAttackChoice() = AttackChoice(this);
        }
        attackOrder.clear();
        monsterAttacks.clear();
@@ -439,11 +367,8 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset)
        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].AttackAnimation() && monsters[i].AttackAnimation()->Running()) {
-                               monsters[i].AttackAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
-                       } else if (monsters[i].SpellAnimation() && monsters[i].SpellAnimation()->Running()) {
-                               monsters[i].SpellAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
+                       if (monsters[i].GetAnimation().Running()) {
+                               monsters[i].GetAnimation().DrawCenter(screen, monsterPositions[i] + offset);
                        } else {
                                monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
                        }
@@ -454,10 +379,8 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset)
 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        assert(screen);
        for (int i(0); i < numHeroes; ++i) {
-               if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
-                       heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
-               } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
-                       heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
+               if (heroes[i].GetAnimation().Running()) {
+                       heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset);
                } else {
                        int row(heroes[i].Health() > 0 ? 0 : 2);
                        heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);