]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
use correct headline in SelectIkari
[l2e.git] / src / battle / BattleState.cpp
index ae88731fe0c9d06cde1edc265e6e868cb640dc2f..5ba60d67bb02ac29061df9509834b307145c40ba 100644 (file)
@@ -16,7 +16,6 @@
 #include "../common/Inventory.h"
 #include "../common/Item.h"
 #include "../common/Spell.h"
-#include "../geometry/operators.h"
 #include "../graphics/Frame.h"
 #include "../graphics/Sprite.h"
 
@@ -30,7 +29,6 @@ using app::Input;
 using common::Inventory;
 using common::Item;
 using common::Spell;
-using geometry::Point;
 using geometry::Vector;
 using graphics::Menu;
 
@@ -97,19 +95,19 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
        int xOffset((Width() - 2 * tagWidth) / 2);
-       heroTagPositions[0] = Point<int>(xOffset, Height() - 2 * tagHeight);
-       heroTagPositions[1] = Point<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
-       heroTagPositions[2] = Point<int>(xOffset, Height() - tagHeight);
-       heroTagPositions[3] = Point<int>(xOffset + tagWidth, Height() - tagHeight);
+       heroTagPositions[0] = Vector<int>(xOffset, Height() - 2 * tagHeight);
+       heroTagPositions[1] = Vector<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
+       heroTagPositions[2] = Vector<int>(xOffset, Height() - tagHeight);
+       heroTagPositions[3] = Vector<int>(xOffset + tagWidth, Height() - tagHeight);
 
        tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
        tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
        xOffset = (Width() - 4 * tagWidth) / 2;
        int yOffset(Height() - tagHeight);
-       smallHeroTagPositions[0] = Point<int>(xOffset, yOffset);
-       smallHeroTagPositions[1] = Point<int>(xOffset + 2 * tagWidth, yOffset);
-       smallHeroTagPositions[2] = Point<int>(xOffset + tagWidth, yOffset);
-       smallHeroTagPositions[3] = Point<int>(xOffset + 3 * tagWidth, yOffset);
+       smallHeroTagPositions[0] = Vector<int>(xOffset, yOffset);
+       smallHeroTagPositions[1] = Vector<int>(xOffset + 2 * tagWidth, yOffset);
+       smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
+       smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
 
        itemMenu = res->itemMenuPrototype;
        LoadInventory();
@@ -140,12 +138,10 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
                return;
        }
        if (Victory()) {
-               // TODO: push victory state
                ctrl.PopState();
                return;
        }
        if (Defeat()) {
-               // TODO: push defeat state
                ctrl.PopState();
                return;
        }
@@ -229,7 +225,6 @@ void BattleState::CalculateDamage() {
        if (ac.GetType() == AttackChoice::DEFEND) return;
        TargetSelection &ts(ac.Selection());
 
-       // TODO: this only evaluates SWORD type attacks
        if (CurrentAttack().isMonster) {
                const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
                CalculateDamage(attackerStats, ts);
@@ -243,7 +238,6 @@ void BattleState::DecideMonsterAttack(Monster &m) const {
        AttackChoice &ac(m.GetAttackChoice());
        TargetSelection &ts(ac.Selection());
        ac.Reset();
-       // TODO: run monster's attack script
        int target(rand() % NumHeroes());
        while (!HeroPositionOccupied(target)) {
                target = rand() % NumHeroes();
@@ -304,7 +298,6 @@ void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &t
 }
 
 Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
-       // TODO: find out real formula and add some randomness
        return attacker.Attack() / 2 - defender.Defense() / 4;
 }