X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=95f2f118d9e618f45b928180bad1698240b0969d;hb=d4609ba1798d82cce128b5985d60cb212b760246;hp=7ea17d82c4e0c29f99e19444baf5fff338331b1b;hpb=7b73cc018371817cb29f658ac94e8863aa6e1656;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 7ea17d8..95f2f11 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -21,6 +21,7 @@ #include "../graphics/Sprite.h" #include +#include #include using app::Application; @@ -103,6 +104,7 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { } 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) { @@ -112,6 +114,7 @@ void BattleState::LoadSpellMenu(vector::size_type index) { } void BattleState::LoadIkariMenu(vector::size_type index) { + assert(index >= 0 && index < 4); ikariMenus[index].Clear(); ikariMenus[index].Reserve(6); @@ -264,7 +267,7 @@ class OrderCompare { void BattleState::CalculateAttackOrder() { attackOrder.reserve(monsters.size() + NumHeroes()); - for (int i(0); i < numHeroes; ++i) { + for (int i(0); i < NumHeroes(); ++i) { attackOrder.push_back(Order(i, false)); } for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { @@ -287,6 +290,11 @@ void BattleState::NextAttack() { } } +bool BattleState::AttacksFinished() const { + return attackCursor >= int(attackOrder.size()) + || Victory() || Defeat(); +} + void BattleState::CalculateDamage() { AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index)); if (ac.GetType() == AttackChoice::DEFEND) return; @@ -370,6 +378,7 @@ void BattleState::ApplyDamage() { for (int i(0); i < MaxMonsters(); ++i) { if (ts.IsBad(i)) { MonsterAt(i).SubtractHealth(ts.GetAmount(i)); + // TODO: collect reward if dead } } } else { @@ -381,6 +390,14 @@ void BattleState::ApplyDamage() { } } +AttackChoice &BattleState::CurrentAttackAttackChoice() { + if (CurrentAttack().isMonster) { + return monsterAttacks[CurrentAttack().index]; + } else { + return AttackChoiceAt(CurrentAttack().index); + } +} + void BattleState::ClearAllAttacks() { attackCursor = -1; activeHero = -1; @@ -401,12 +418,14 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { + assert(screen); Vector offset(CalculateScreenOffset(screen)); RenderBackground(screen, offset); RenderMonsters(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { + assert(screen); // black for now SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_Rect destRect; @@ -418,14 +437,23 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offse } 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)) { - monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); + // 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); + } else { + monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + 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); @@ -439,6 +467,7 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + assert(screen); int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); @@ -448,6 +477,7 @@ void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) } void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector &offset) { + assert(screen); int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2); int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);