X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=65bdb9180b56e86dbff54a64a5f21f356f06f4e7;hb=5121f4215d725f492bea084fb94900d7e5972743;hp=bf2d2c1ff1c6d084cef55c91fdc6b7b038a588ad;hpb=fa2eb577b1b5356b8f4b1c23b52f673900ae6b71;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index bf2d2c1..65bdb91 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -74,10 +74,10 @@ 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) { - spellMenus[i] = res->spellMenuPrototype; - LoadSpellMenu(i); - ikariMenus[i] = res->ikariMenuPrototype; - LoadIkariMenu(i); + heroes[i].SpellMenu() = res->spellMenuPrototype; + heroes[i].UpdateSpellMenu(); + heroes[i].IkariMenu() = res->ikariMenuPrototype; + heroes[i].UpdateIkariMenu(res); heroTags[i] = HeroTag(this, i); smallHeroTags[i] = SmallHeroTag(this, i); } @@ -103,94 +103,6 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { LoadInventory(); } -void BattleState::LoadSpellMenu(vector::size_type index) { - assert(index >= 0 && index < 4); - spellMenus[index].Clear(); - spellMenus[index].Reserve(HeroAt(index).Spells().size()); - for (vector::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) { - bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana()); - spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost()); - } -} - -void BattleState::LoadIkariMenu(vector::size_type index) { - assert(index >= 0 && index < 4); - ikariMenus[index].Clear(); - ikariMenus[index].Reserve(6); - - if (HeroAt(index).HasWeapon()) { - ikariMenus[index].Add( - HeroAt(index).Weapon()->Name(), - HeroAt(index).Weapon(), - HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->weaponMenuIcon, - 0, - HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon); - } - - if (HeroAt(index).HasArmor()) { - ikariMenus[index].Add( - HeroAt(index).Armor()->Name(), - HeroAt(index).Armor(), - HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->armorMenuIcon, - 0, - HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon); - } - - if (HeroAt(index).HasShield()) { - ikariMenus[index].Add( - HeroAt(index).Shield()->Name(), - HeroAt(index).Shield(), - HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->shieldMenuIcon, - 0, - HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon); - } - - if (HeroAt(index).HasHelmet()) { - ikariMenus[index].Add( - HeroAt(index).Helmet()->Name(), - HeroAt(index).Helmet(), - HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->helmetMenuIcon, - 0, - HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon); - } - - if (HeroAt(index).HasRing()) { - ikariMenus[index].Add( - HeroAt(index).Ring()->Name(), - HeroAt(index).Ring(), - HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->ringMenuIcon, - 0, - HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon); - } - - if (HeroAt(index).HasJewel()) { - ikariMenus[index].Add( - HeroAt(index).Jewel()->Name(), - HeroAt(index).Jewel(), - HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->jewelMenuIcon, - 0, - HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon); - } -} - void BattleState::LoadInventory() { const Inventory &inv(*res->inventory); itemMenu.Clear(); @@ -410,7 +322,7 @@ void BattleState::ClearAllAttacks() { attackCursor = -1; activeHero = -1; for (int i(0); i < numHeroes; ++i) { - attackChoices[i] = AttackChoice(this); + heroes[i].GetAttackChoice() = AttackChoice(this); } attackOrder.clear(); monsterAttacks.clear(); @@ -448,11 +360,8 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) assert(screen); for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { if (MonsterPositionOccupied(i)) { - // TODO: better solution for running animations - if (monsters[i].AttackAnimation() && monsters[i].AttackAnimation()->Running()) { - monsters[i].AttackAnimation()->DrawCenter(screen, monsterPositions[i] + offset); - } else if (monsters[i].SpellAnimation() && monsters[i].SpellAnimation()->Running()) { - monsters[i].SpellAnimation()->DrawCenter(screen, monsterPositions[i] + offset); + if (monsters[i].GetAnimation().Running()) { + monsters[i].GetAnimation().DrawCenter(screen, monsterPositions[i] + offset); } else { monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); } @@ -463,10 +372,8 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { assert(screen); for (int i(0); i < numHeroes; ++i) { - if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) { - heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset); - } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) { - heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset); + if (heroes[i].GetAnimation().Running()) { + heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset); } else { int row(heroes[i].Health() > 0 ? 0 : 2); heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);