X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=0f3fad94838f56e88a16bda2b6efbce8a788b624;hb=35f8a25fc914f10a8e987357bab94584af0992fb;hp=b3ad20ede3ef4a15aec0ffb214aeccc8a74dfbba;hpb=85f12b6b3dd4abb488a24b41d2d5d9725fb33462;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index b3ad20e..0f3fad9 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -9,6 +9,7 @@ #include "PartyLayout.h" #include "states/SelectMoveAction.h" +#include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.h" #include "../common/Ikari.h" @@ -42,14 +43,15 @@ void BattleState::AddMonster(const Monster &m) { } void BattleState::AddHero(const Hero &h) { - if (heroes.size() >= heroesLayout->NumPositions()) { + if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) { throw std::overflow_error("too many heroes for layout"); } - heroes.push_back(h); + heroes[numHeroes] = h; + ++numHeroes; } -void BattleState::SwapHeroes(std::vector::size_type lhs, std::vector::size_type rhs) { - if (lhs < 0 || lhs >= heroes.size() || rhs < 0 || rhs >= heroes.size() || lhs == rhs) return; +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]); } @@ -62,10 +64,10 @@ 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 (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - spellMenus.push_back(res->spellMenuPrototype); + for (int i(0); i < 4; ++i) { + spellMenus[i] = res->spellMenuPrototype; LoadSpellMenu(i); - ikariMenus.push_back(res->ikariMenuPrototype); + ikariMenus[i] = res->ikariMenuPrototype; LoadIkariMenu(i); heroTags[i] = HeroTag(this, i); } @@ -180,6 +182,7 @@ void BattleState::LoadInventory() { itemMenu.AddEmptyEntry(); } } + ClearAllAttacks(); } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -187,13 +190,16 @@ void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { } void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { - // TODO: check for victory, defeat or run - // reset attack choices - activeHero = -1; - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - attackChoices[i] = AttackChoice(this); + // TODO: check for victory or defeat + if (ranAway) { + ctrl.PopState(); // quit the battle scene + return; + } + if (AttackSelectionDone()) { + ctrl.PushState(new PerformAttacks(this)); + } else { + ctrl.PushState(new SelectMoveAction(this)); } - ctrl.PushState(new SelectMoveAction(this)); } void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { @@ -201,6 +207,14 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } +void BattleState::ClearAllAttacks() { + activeHero = -1; + for (int i(0); i < numHeroes; ++i) { + attackChoices[i] = AttackChoice(this); + } +} + + void BattleState::HandleEvents(const Input &input) { } @@ -236,7 +250,7 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) } void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + for (int i(0); i < numHeroes; ++i) { heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1); } } @@ -245,7 +259,7 @@ void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + for (int i(0); i < numHeroes; ++i) { heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); } }