void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
for (int i(0); i < 4; ++i) {
heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
- heroes[i].SpellMenu() = res->spellMenuPrototype;
+ heroes[i].SpellMenu() = *res->spellMenuProperties;
heroes[i].UpdateSpellMenu();
- heroes[i].IkariMenu() = res->ikariMenuPrototype;
+ heroes[i].IkariMenu() = *res->ikariMenuProperties;
heroes[i].UpdateIkariMenu(res);
heroTags[i] = HeroTag(this, i);
smallHeroTags[i] = SmallHeroTag(this, i);
smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
- itemMenu = res->itemMenuPrototype;
+ itemMenu = *res->itemMenuProperties;
LoadInventory();
}
return;
}
if (Victory()) {
- // TODO: push victory state
ctrl.PopState();
return;
}
if (Defeat()) {
- // TODO: push defeat state
ctrl.PopState();
return;
}
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);
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();
}
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;
}
SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
rect.y += res->normalFont->CharHeight() / 8;
rect.h -= res->normalFont->CharHeight() / 4;
- SDL_FillRect(screen, &rect, res->heroesBgColor);
+ SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
for (int i(0); i < numHeroes; ++i) {
smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);