]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/PerformAttacks.cpp
moved hero position to Hero
[l2e.git] / src / battle / states / PerformAttacks.cpp
index 78e197077724629db3b4bca5c5f64d09a39ff9c4..acb8194746ee46a7bb675882f603a8038e054411 100644 (file)
@@ -157,11 +157,11 @@ void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
                        if (ts.IsBad(i)) {
                                numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
                                numberPosition.push_back(
-                                               battle->HeroesPositions()[i]);
+                                               battle->HeroAt(i).Position());
                        } else if (ts.IsGood(i)) {
                                numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
                                numberPosition.push_back(
-                                               battle->HeroesPositions()[i]);
+                                               battle->HeroAt(i).Position());
                        }
                }
        }
@@ -251,10 +251,9 @@ void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector<int> &offse
 void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
        if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
        const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
-       const vector<Point<int> > &positions(ts.TargetsHeroes() ? battle->HeroesPositions() : battle->MonsterPositions());
-       for (vector<Point<int> >::size_type i(0), end(positions.size()); i < end; ++i) {
+       for (vector<Point<int> >::size_type i(0), end(ts.TargetsHeroes() ? battle->NumHeroes() : battle->MaxMonsters()); i < end; ++i) {
                if (ts.IsSelected(i)) {
-                       targetAnimation.DrawCenter(screen, positions[i] + offset);
+                       targetAnimation.DrawCenter(screen, (ts.TargetsHeroes() ? battle->HeroAt(i).Position() : battle->MonsterPositions()[i]) + offset);
                }
        }
 }