X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=fe1b309a3a65b36543de7d8585290f6503b9139f;hb=b53c2ec2621ccc654e819cb203dc26e0a482bd41;hp=bd039ff588c7e86bb278065dad1a49bd092a1c5d;hpb=8639675fbf1d232ab8188dd283149ab650e10336;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index bd039ff..fe1b309 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -59,6 +59,13 @@ void BattleState::NextHero() { } } +void BattleState::PreviousHero() { + --activeHero; + while (activeHero >= 0 && heroes[activeHero].Health() == 0) { + --activeHero; + } +} + 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]); @@ -71,17 +78,20 @@ 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 (int i(0); i < 4; ++i) { - spellMenus[i] = res->spellMenuPrototype; - LoadSpellMenu(i); - ikariMenus[i] = res->ikariMenuPrototype; - LoadIkariMenu(i); + heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h); + 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); } + for (int i(0); i < int(monsters.size()); ++i) { + monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h); + } + int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); int xOffset((Width() - 2 * tagWidth) / 2); @@ -103,94 +113,6 @@ 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(); @@ -271,13 +193,16 @@ void BattleState::CalculateAttackOrder() { } for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { attackOrder.push_back(Order(i, true)); + MonsterAt(i).GetAttackChoice() = AttackChoice(this); } std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this)); - - monsterAttacks.resize(monsters.size(), AttackChoice(this)); } void BattleState::NextAttack() { + if (Victory() || Defeat()) { + attackCursor = attackOrder.size(); + return; + } ++attackCursor; while (attackCursor < int(attackOrder.size())) { if (attackOrder[attackCursor].isMonster) { @@ -295,7 +220,7 @@ bool BattleState::AttacksFinished() const { } void BattleState::CalculateDamage() { - AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index)); + AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice()); if (ac.GetType() == AttackChoice::DEFEND) return; if (CurrentAttack().isMonster) { @@ -371,7 +296,7 @@ Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender void BattleState::ApplyDamage() { if (attackCursor < 0) return; - AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index)); + AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice()); TargetSelection &ts(ac.Selection()); if (ts.TargetsEnemies()) { for (int i(0); i < MaxMonsters(); ++i) { @@ -396,20 +321,22 @@ void BattleState::ApplyDamage() { AttackChoice &BattleState::CurrentAttackAttackChoice() { if (CurrentAttack().isMonster) { - return monsterAttacks[CurrentAttack().index]; + return MonsterAt(CurrentAttack().index).GetAttackChoice(); } else { - return AttackChoiceAt(CurrentAttack().index); + return HeroAt(CurrentAttack().index).GetAttackChoice(); } } void BattleState::ClearAllAttacks() { attackCursor = -1; activeHero = -1; - for (int i(0); i < numHeroes; ++i) { - attackChoices[i] = AttackChoice(this); + for (int i(0); i < NumHeroes(); ++i) { + HeroAt(i).GetAttackChoice() = AttackChoice(this); + } + for (int i(0); i < MaxMonsters(); ++i) { + MonsterAt(i).GetAttackChoice() = AttackChoice(this); } attackOrder.clear(); - monsterAttacks.clear(); } @@ -444,13 +371,10 @@ 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, monsters[i].Position() + offset); } else { - monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); + monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset); } } } @@ -459,13 +383,11 @@ 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, heroes[i].Position() + offset); } else { int row(heroes[i].Health() > 0 ? 0 : 2); - heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row); + heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row); } } }