X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fbattle%2FBattleState.cpp;h=f548f2dfdc6968a59c4ce8a8dbd09ec50f24d1e0;hb=93cd8cb0f16c1809d76faa33ed6f281a3276140b;hp=3f28f5cc43e1f74a2f4b9d650a867d7b8aa63961;hpb=fde7b27297882a7f033641df92e732abd137b532;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 3f28f5c..f548f2d 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -16,7 +16,6 @@ #include "../common/Inventory.h" #include "../common/Item.h" #include "../common/Spell.h" -#include "../geometry/operators.h" #include "../graphics/Frame.h" #include "../graphics/Sprite.h" @@ -30,7 +29,6 @@ using app::Input; using common::Inventory; using common::Item; using common::Spell; -using geometry::Point; using geometry::Vector; using graphics::Menu; @@ -97,19 +95,19 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); int xOffset((Width() - 2 * tagWidth) / 2); - heroTagPositions[0] = Point(xOffset, Height() - 2 * tagHeight); - heroTagPositions[1] = Point(xOffset + tagWidth, Height() - 2 * tagHeight); - heroTagPositions[2] = Point(xOffset, Height() - tagHeight); - heroTagPositions[3] = Point(xOffset + tagWidth, Height() - tagHeight); + heroTagPositions[0] = Vector(xOffset, Height() - 2 * tagHeight); + heroTagPositions[1] = Vector(xOffset + tagWidth, Height() - 2 * tagHeight); + heroTagPositions[2] = Vector(xOffset, Height() - tagHeight); + heroTagPositions[3] = Vector(xOffset + tagWidth, Height() - tagHeight); tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2; tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2; xOffset = (Width() - 4 * tagWidth) / 2; int yOffset(Height() - tagHeight); - smallHeroTagPositions[0] = Point(xOffset, yOffset); - smallHeroTagPositions[1] = Point(xOffset + 2 * tagWidth, yOffset); - smallHeroTagPositions[2] = Point(xOffset + tagWidth, yOffset); - smallHeroTagPositions[3] = Point(xOffset + 3 * tagWidth, yOffset); + smallHeroTagPositions[0] = Vector(xOffset, yOffset); + smallHeroTagPositions[1] = Vector(xOffset + 2 * tagWidth, yOffset); + smallHeroTagPositions[2] = Vector(xOffset + tagWidth, yOffset); + smallHeroTagPositions[3] = Vector(xOffset + 3 * tagWidth, yOffset); itemMenu = res->itemMenuPrototype; LoadInventory(); @@ -232,83 +230,14 @@ void BattleState::CalculateDamage() { // TODO: this only evaluates SWORD type attacks if (CurrentAttack().isMonster) { const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats()); - if (ts.TargetsMonsters()) { - for (int i(0); i < MaxMonsters(); ++i) { - if (ts.IsSelected(i)) { - if (MonsterAt(i).Health() > 0) { - const Stats &defenderStats(MonsterAt(i).GetStats()); - Uint16 damage(CalculateDamage(attackerStats, defenderStats)); - ts.SetBad(i, damage); - } else { - ts.Unselect(i); - } - } - } - } else { - for (int i(0); i < NumHeroes(); ++i) { - if (ts.IsSelected(i)) { - if (HeroAt(i).Health() > 0) { - const Stats &defenderStats(HeroAt(i).GetStats()); - Uint16 damage(CalculateDamage(attackerStats, defenderStats)); - ts.SetBad(i, damage); - } else { - ts.Unselect(i); - } - } - } - } + CalculateDamage(attackerStats, ts); } else { const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats()); - bool hitSome(false); - if (ts.TargetsMonsters()) { - for (int i(0); i < MaxMonsters(); ++i) { - if (ts.IsSelected(i)) { - if (MonsterAt(i).Health() > 0) { - const Stats &defenderStats(MonsterAt(i).GetStats()); - Uint16 damage(CalculateDamage(attackerStats, defenderStats)); - ts.SetBad(i, damage); - hitSome = true; - } else { - ts.Unselect(i); - } - } - } - if (hitSome) return; - for (int i(0); i < MaxMonsters(); ++i) { - if (MonsterAt(i).Health() > 0) { - const Stats &defenderStats(MonsterAt(i).GetStats()); - Uint16 damage(CalculateDamage(attackerStats, defenderStats)); - ts.SetBad(i, damage); - break; - } - } - } else { - for (int i(0); i < NumHeroes(); ++i) { - if (ts.IsSelected(i)) { - if (HeroAt(i).Health() > 0) { - const Stats &defenderStats(HeroAt(i).GetStats()); - Uint16 damage(CalculateDamage(attackerStats, defenderStats)); - ts.SetBad(i, damage); - hitSome = true; - } else { - ts.Unselect(i); - } - } - } - if (hitSome) return; - for (int i(0); i < NumHeroes(); ++i) { - if (HeroAt(i).Health() > 0) { - const Stats &defenderStats(HeroAt(i).GetStats()); - Uint16 damage(CalculateDamage(attackerStats, defenderStats)); - ts.SetBad(i, damage); - break; - } - } - } + CalculateDamage(attackerStats, ts); } } -void BattleState::DecideMonsterAttack(Monster &m) { +void BattleState::DecideMonsterAttack(Monster &m) const { AttackChoice &ac(m.GetAttackChoice()); TargetSelection &ts(ac.Selection()); ac.Reset(); @@ -323,6 +252,55 @@ void BattleState::DecideMonsterAttack(Monster &m) { ts.Select(target); } +void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const { + bool hitSome(false); + if (ts.TargetsMonsters()) { + for (int i(0); i < MaxMonsters(); ++i) { + if (ts.IsSelected(i)) { + if (MonsterAt(i).Health() > 0) { + const Stats &defenderStats(MonsterAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); + hitSome = true; + } else { + ts.Unselect(i); + } + } + } + if (hitSome) return; + for (int i(0); i < MaxMonsters(); ++i) { + if (MonsterAt(i).Health() > 0) { + const Stats &defenderStats(MonsterAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); + break; + } + } + } else { + for (int i(0); i < NumHeroes(); ++i) { + if (ts.IsSelected(i)) { + if (HeroAt(i).Health() > 0) { + const Stats &defenderStats(HeroAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); + hitSome = true; + } else { + ts.Unselect(i); + } + } + } + if (hitSome) return; + for (int i(0); i < NumHeroes(); ++i) { + if (HeroAt(i).Health() > 0) { + const Stats &defenderStats(HeroAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); + break; + } + } + } +} + 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;