]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
moved monster's position to Monster
[l2e.git] / src / battle / BattleState.cpp
index 65bdb9180b56e86dbff54a64a5f21f356f06f4e7..fe1b309a3a65b36543de7d8585290f6503b9139f 100644 (file)
@@ -59,6 +59,13 @@ void BattleState::NextHero() {
        }
 }
 
+void BattleState::PreviousHero() {
+       --activeHero;
+       while (activeHero >= 0 && heroes[activeHero].Health() == 0) {
+               --activeHero;
+       }
+}
+
 void BattleState::SwapHeroes(int lhs, int rhs) {
        if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
        std::swap(heroes[lhs], heroes[rhs]);
@@ -71,9 +78,8 @@ void BattleState::Resize(int w, int h) {
 
 
 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
-       monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
-       heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
        for (int i(0); i < 4; ++i) {
+               heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
                heroes[i].SpellMenu() = res->spellMenuPrototype;
                heroes[i].UpdateSpellMenu();
                heroes[i].IkariMenu() = res->ikariMenuPrototype;
@@ -82,6 +88,10 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
                smallHeroTags[i] = SmallHeroTag(this, i);
        }
 
+       for (int i(0); i < int(monsters.size()); ++i) {
+               monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
+       }
+
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
        int xOffset((Width() - 2 * tagWidth) / 2);
@@ -183,10 +193,9 @@ void BattleState::CalculateAttackOrder() {
        }
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
                attackOrder.push_back(Order(i, true));
+               MonsterAt(i).GetAttackChoice() = AttackChoice(this);
        }
        std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
-
-       monsterAttacks.resize(monsters.size(), AttackChoice(this));
 }
 
 void BattleState::NextAttack() {
@@ -211,7 +220,7 @@ bool BattleState::AttacksFinished() const {
 }
 
 void BattleState::CalculateDamage() {
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
        if (ac.GetType() == AttackChoice::DEFEND) return;
 
        if (CurrentAttack().isMonster) {
@@ -287,7 +296,7 @@ Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender
 
 void BattleState::ApplyDamage() {
        if (attackCursor < 0) return;
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
        TargetSelection &ts(ac.Selection());
        if (ts.TargetsEnemies()) {
                for (int i(0); i < MaxMonsters(); ++i) {
@@ -312,20 +321,22 @@ void BattleState::ApplyDamage() {
 
 AttackChoice &BattleState::CurrentAttackAttackChoice() {
        if (CurrentAttack().isMonster) {
-               return monsterAttacks[CurrentAttack().index];
+               return MonsterAt(CurrentAttack().index).GetAttackChoice();
        } else {
-               return AttackChoiceAt(CurrentAttack().index);
+               return HeroAt(CurrentAttack().index).GetAttackChoice();
        }
 }
 
 void BattleState::ClearAllAttacks() {
        attackCursor = -1;
        activeHero = -1;
-       for (int i(0); i < numHeroes; ++i) {
-               heroes[i].GetAttackChoice() = AttackChoice(this);
+       for (int i(0); i < NumHeroes(); ++i) {
+               HeroAt(i).GetAttackChoice() = AttackChoice(this);
+       }
+       for (int i(0); i < MaxMonsters(); ++i) {
+               MonsterAt(i).GetAttackChoice() = AttackChoice(this);
        }
        attackOrder.clear();
-       monsterAttacks.clear();
 }
 
 
@@ -361,9 +372,9 @@ 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)) {
                        if (monsters[i].GetAnimation().Running()) {
-                               monsters[i].GetAnimation().DrawCenter(screen, monsterPositions[i] + offset);
+                               monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
                        } else {
-                               monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+                               monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
                        }
                }
        }
@@ -373,10 +384,10 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        assert(screen);
        for (int i(0); i < numHeroes; ++i) {
                if (heroes[i].GetAnimation().Running()) {
-                       heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset);
+                       heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
                } else {
                        int row(heroes[i].Health() > 0 ? 0 : 2);
-                       heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
+                       heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
                }
        }
 }