X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FPerformAttacks.cpp;h=238849b3f5da06638e04925fe5311d246e6a7783;hb=d2f44bfe5d159647431cee8ab29898bd3618d980;hp=6baa1dae0fe700d64d70bab13141d7d857179a0c;hpb=a01c2f05b5a6493d7fe097eb15e5337a095992ae;p=l2e.git diff --git a/src/battle/states/PerformAttacks.cpp b/src/battle/states/PerformAttacks.cpp index 6baa1da..238849b 100644 --- a/src/battle/states/PerformAttacks.cpp +++ b/src/battle/states/PerformAttacks.cpp @@ -39,6 +39,7 @@ void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) { } void PerformAttacks::ExitState(Application &c, SDL_Surface *screen) { + battle->ClearAllAttacks(); ctrl = 0; } @@ -60,9 +61,9 @@ void PerformAttacks::HandleEvents(const Input &input) { CheckAnimations(); if (HasAnimationsRunning()) return; ResetAnimation(); + battle->ApplyDamage(); battle->NextAttack(); if (battle->AttacksFinished()) { - battle->ClearAllAttacks(); ctrl->PopState(); return; } @@ -70,9 +71,11 @@ void PerformAttacks::HandleEvents(const Input &input) { battle->CalculateDamage(); if (battle->CurrentAttack().isMonster) { - const Monster &monster(battle->MonsterAt(battle->CurrentAttack().index)); + Monster &monster(battle->MonsterAt(battle->CurrentAttack().index)); titleBarText = monster.Name(); - moveAnimation = 0; + moveAnimation = monster.AttackAnimation(); + targetAnimation = monster.MeleeAnimation(); + AddNumberAnimations(battle->MonsterAttackChoiceAt(battle->CurrentAttack().index).Selection()); } else { Hero &hero(battle->HeroAt(battle->CurrentAttack().index)); const AttackChoice &ac(battle->AttackChoiceAt(battle->CurrentAttack().index)); @@ -87,24 +90,7 @@ void PerformAttacks::HandleEvents(const Input &input) { targetAnimation = hero.MeleeAnimation(); } moveAnimation = hero.AttackAnimation(); - - if (ac.Selection().TargetsEnemies()) { - for (int i(0); i < battle->MaxMonsters(); ++i) { - if (ac.Selection().IsSelected(i)) { - numberAnimation.push_back(NumberAnimation(ac.Selection().GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite)); - numberPosition.push_back( - battle->MonsterPositions()[i]); - } - } - } else { - for (int i(0); i < battle->NumHeroes(); ++i) { - if (ac.Selection().IsSelected(i)) { - numberAnimation.push_back(NumberAnimation(ac.Selection().GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite)); - numberPosition.push_back( - battle->HeroesPositions()[i]); - } - } - } + AddNumberAnimations(ac.Selection()); break; case AttackChoice::MAGIC: titleBarText = ac.GetSpell()->Name(); @@ -144,6 +130,34 @@ void PerformAttacks::HandleEvents(const Input &input) { } } +void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) { + if (ts.TargetsEnemies()) { + for (int i(0); i < battle->MaxMonsters(); ++i) { + if (ts.IsBad(i)) { + numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite)); + numberPosition.push_back( + battle->MonsterPositions()[i]); + } else if (ts.IsGood(i)) { + numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite)); + numberPosition.push_back( + battle->MonsterPositions()[i]); + } + } + } else { + for (int i(0); i < battle->NumHeroes(); ++i) { + if (ts.IsBad(i)) { + numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite)); + numberPosition.push_back( + battle->HeroesPositions()[i]); + } else if (ts.IsGood(i)) { + numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite)); + numberPosition.push_back( + battle->HeroesPositions()[i]); + } + } + } +} + void PerformAttacks::CheckAnimations() { if (targetAnimation && targetAnimationTimer.JustHit()) { targetAnimation->Start(*this); @@ -226,8 +240,7 @@ void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector &offse void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector &offset) const { if (!targetAnimation || !targetAnimation->Running()) return; - if (battle->CurrentAttack().isMonster) return; // no monsters for now - const TargetSelection &ts(battle->AttackChoiceAt(battle->CurrentAttack().index).Selection()); + const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection()); const vector > &positions(ts.TargetsHeroes() ? battle->HeroesPositions() : battle->MonsterPositions()); for (vector >::size_type i(0), end(positions.size()); i < end; ++i) { if (ts.IsSelected(i)) {