]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
use correct headline in SelectIkari
[l2e.git] / src / battle / BattleState.cpp
index f548f2dfdc6968a59c4ce8a8dbd09ec50f24d1e0..5ba60d67bb02ac29061df9509834b307145c40ba 100644 (file)
@@ -138,12 +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;
        }
@@ -227,7 +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);
@@ -241,7 +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();
@@ -302,7 +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;
 }