]> git.localhorst.tv Git - l2e.git/commitdiff
added support for defend action in damage calculation
authorDaniel Karbach <daniel.karbach@localhorst.tv>
Sun, 19 Aug 2012 20:01:14 +0000 (22:01 +0200)
committerDaniel Karbach <daniel.karbach@localhorst.tv>
Sun, 19 Aug 2012 20:01:14 +0000 (22:01 +0200)
src/battle/BattleState.cpp

index e72fbf94fc6c17b2a441881ed38de540d7fa9539..7ea17d82c4e0c29f99e19444baf5fff338331b1b 100644 (file)
@@ -288,23 +288,26 @@ void BattleState::NextAttack() {
 }
 
 void BattleState::CalculateDamage() {
+       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       if (ac.GetType() == AttackChoice::DEFEND) return;
+
        if (CurrentAttack().isMonster) {
                const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
                // TODO: run monster's attack script
-               monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD);
-               monsterAttacks[CurrentAttack().index].Selection().SelectSingle();
-               monsterAttacks[CurrentAttack().index].Selection().SelectHeroes();
+               ac.SetType(AttackChoice::SWORD);
+               ac.Selection().SelectSingle();
+               ac.Selection().SelectHeroes();
                for (int i(0); i < NumHeroes(); ++i) {
                        if (HeroAt(i).Health() > 0) {
                                const Stats &defenderStats(HeroAt(i).GetStats());
                                Uint16 damage(CalculateDamage(attackerStats, defenderStats));
-                               monsterAttacks[CurrentAttack().index].Selection().SetBad(0, damage);
+                               ac.Selection().SetBad(0, damage);
                                break;
                        }
                }
        } else {
                const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
-               TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+               TargetSelection &ts(ac.Selection());
                bool hitSome(false);
                if (ts.TargetsEnemies()) {
                        for (int i(0); i < MaxMonsters(); ++i) {