]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
refactored battle resources to better compatibility with loader
[l2e.git] / src / battle / BattleState.cpp
index f548f2dfdc6968a59c4ce8a8dbd09ec50f24d1e0..d9586636d9667ee2d97756e83c28fcc3913bc77a 100644 (file)
@@ -80,9 +80,9 @@ void BattleState::Resize(int w, int h) {
 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);
@@ -109,7 +109,7 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
        smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
 
-       itemMenu = res->itemMenuPrototype;
+       itemMenu = *res->itemMenuProperties;
        LoadInventory();
 }
 
@@ -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;
 }
 
@@ -427,7 +422,7 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &of
        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);