}
void PerformAttacks::ExitState(Application &c, SDL_Surface *screen) {
+ battle->ClearAllAttacks();
ctrl = 0;
}
CheckAnimations();
if (HasAnimationsRunning()) return;
ResetAnimation();
+ battle->ApplyDamage();
battle->NextAttack();
if (battle->AttacksFinished()) {
- battle->ClearAllAttacks();
ctrl->PopState();
return;
}
battle->CalculateDamage();
if (battle->CurrentAttack().isMonster) {
- const Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
+ Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
titleBarText = monster.Name();
- moveAnimation = 0;
+ moveAnimation = monster.AttackAnimation();
+ targetAnimation = monster.MeleeAnimation();
+ // TODO: add number animations
} else {
Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
const AttackChoice &ac(battle->AttackChoiceAt(battle->CurrentAttack().index));
void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
if (!targetAnimation || !targetAnimation->Running()) return;
- if (battle->CurrentAttack().isMonster) return; // no monsters for now
- const TargetSelection &ts(battle->AttackChoiceAt(battle->CurrentAttack().index).Selection());
+ 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) {
if (ts.IsSelected(i)) {