X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=d9586636d9667ee2d97756e83c28fcc3913bc77a;hb=3ecf065f3bcef720e82bb137a2be734ed7e16746;hp=f548f2dfdc6968a59c4ce8a8dbd09ec50f24d1e0;hpb=0542849dfccfec1ce1477265fa0fee2401a8fb23;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index f548f2d..d958663 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -80,9 +80,9 @@ void BattleState::Resize(int w, int h) { void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { for (int i(0); i < 4; ++i) { heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h); - heroes[i].SpellMenu() = res->spellMenuPrototype; + heroes[i].SpellMenu() = *res->spellMenuProperties; heroes[i].UpdateSpellMenu(); - heroes[i].IkariMenu() = res->ikariMenuPrototype; + heroes[i].IkariMenu() = *res->ikariMenuProperties; heroes[i].UpdateIkariMenu(res); heroTags[i] = HeroTag(this, i); smallHeroTags[i] = SmallHeroTag(this, i); @@ -109,7 +109,7 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { smallHeroTagPositions[2] = Vector(xOffset + tagWidth, yOffset); smallHeroTagPositions[3] = Vector(xOffset + 3 * tagWidth, yOffset); - itemMenu = res->itemMenuPrototype; + itemMenu = *res->itemMenuProperties; LoadInventory(); } @@ -138,12 +138,10 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { return; } if (Victory()) { - // TODO: push victory state ctrl.PopState(); return; } if (Defeat()) { - // TODO: push defeat state ctrl.PopState(); return; } @@ -227,7 +225,6 @@ void BattleState::CalculateDamage() { if (ac.GetType() == AttackChoice::DEFEND) return; TargetSelection &ts(ac.Selection()); - // TODO: this only evaluates SWORD type attacks if (CurrentAttack().isMonster) { const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats()); CalculateDamage(attackerStats, ts); @@ -241,7 +238,6 @@ void BattleState::DecideMonsterAttack(Monster &m) const { AttackChoice &ac(m.GetAttackChoice()); TargetSelection &ts(ac.Selection()); ac.Reset(); - // TODO: run monster's attack script int target(rand() % NumHeroes()); while (!HeroPositionOccupied(target)) { target = rand() % NumHeroes(); @@ -302,7 +298,6 @@ void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &t } 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; } @@ -427,7 +422,7 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector &of SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0)); rect.y += res->normalFont->CharHeight() / 8; rect.h -= res->normalFont->CharHeight() / 4; - SDL_FillRect(screen, &rect, res->heroesBgColor); + SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format)); for (int i(0); i < numHeroes; ++i) { smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);