X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=9e84206b3908dde82be2eba8fec5da82bf4e8661;hb=4956380d5109fe57722a968ad1ffbf2fa0a5ed2e;hp=cbea81a82cb5d1564344abe6e24d757bbca70d0e;hpb=62c0a1d0ac98eb51418e4daa59e80b6cc97b522f;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index cbea81a..9e84206 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" @@ -63,9 +64,9 @@ 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); + spellMenus[i] = res->spellMenuPrototype; LoadSpellMenu(i); - ikariMenus.push_back(res->ikariMenuPrototype); + ikariMenus[i] = res->ikariMenuPrototype; LoadIkariMenu(i); heroTags[i] = HeroTag(this, i); } @@ -180,6 +181,7 @@ void BattleState::LoadInventory() { itemMenu.AddEmptyEntry(); } } + ClearAllAttacks(); } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -187,13 +189,16 @@ 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) { @@ -201,7 +206,15 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::HandleInput(const Input &input) { +void BattleState::ClearAllAttacks() { + activeHero = -1; + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + attackChoices[i] = AttackChoice(this); + } +} + + +void BattleState::HandleEvents(const Input &input) { } @@ -237,7 +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) { - heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); + heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1); } }