]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
fixed popping all states on application exit
[l2e.git] / src / battle / BattleState.cpp
index e72fbf94fc6c17b2a441881ed38de540d7fa9539..b934039ef0a0a55b799a96d4d5af6e6a7ab26dbb 100644 (file)
@@ -288,23 +288,26 @@ void BattleState::NextAttack() {
 }
 
 void BattleState::CalculateDamage() {
+       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       if (ac.GetType() == AttackChoice::DEFEND) return;
+
        if (CurrentAttack().isMonster) {
                const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
                // TODO: run monster's attack script
-               monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD);
-               monsterAttacks[CurrentAttack().index].Selection().SelectSingle();
-               monsterAttacks[CurrentAttack().index].Selection().SelectHeroes();
+               ac.SetType(AttackChoice::SWORD);
+               ac.Selection().SelectSingle();
+               ac.Selection().SelectHeroes();
                for (int i(0); i < NumHeroes(); ++i) {
                        if (HeroAt(i).Health() > 0) {
                                const Stats &defenderStats(HeroAt(i).GetStats());
                                Uint16 damage(CalculateDamage(attackerStats, defenderStats));
-                               monsterAttacks[CurrentAttack().index].Selection().SetBad(0, damage);
+                               ac.Selection().SetBad(0, damage);
                                break;
                        }
                }
        } else {
                const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
-               TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+               TargetSelection &ts(ac.Selection());
                bool hitSome(false);
                if (ts.TargetsEnemies()) {
                        for (int i(0); i < MaxMonsters(); ++i) {
@@ -417,7 +420,14 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offse
 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
                if (MonsterPositionOccupied(i)) {
-                       monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+                       // 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);
+                       } else {
+                               monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+                       }
                }
        }
 }