]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
moved attack order to battle state
[l2e.git] / src / battle / BattleState.cpp
index db221b43324293f29d1fe3e8df0303c2878f6945..dcad8b2322d3c12197e3a308438da6556bddc294 100644 (file)
@@ -225,14 +225,6 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
 }
 
 
-void BattleState::ClearAllAttacks() {
-       activeHero = -1;
-       for (int i(0); i < numHeroes; ++i) {
-               attackChoices[i] = AttackChoice(this);
-       }
-}
-
-
 class OrderCompare {
        public:
                OrderCompare(BattleState *battle) : battle(battle) { }
@@ -245,15 +237,64 @@ class OrderCompare {
                BattleState *battle;
 };
 
-void BattleState::WriteOrder(std::vector<Order> &order) {
-       order.reserve(monsters.size() + NumHeroes());
+void BattleState::CalculateAttackOrder() {
+       attackOrder.reserve(monsters.size() + NumHeroes());
        for (int i(0); i < numHeroes; ++i) {
-               order.push_back(Order(i, false));
+               attackOrder.push_back(Order(i, false));
        }
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               order.push_back(Order(i, true));
+               attackOrder.push_back(Order(i, true));
+       }
+       std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
+
+       monsterAttacks.resize(monsters.size(), AttackChoice(this));
+}
+
+void BattleState::NextAttack() {
+       ++attackCursor;
+       while (attackCursor < int(attackOrder.size())) {
+               if (attackOrder[attackCursor].isMonster) {
+                       if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
+               } else {
+                       if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+               }
+               ++attackCursor;
+       }
+}
+
+void BattleState::CalculateDamage() {
+       if (CurrentAttack().isMonster) {
+               // TODO: run monster's attack script
+               monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD);
+               monsterAttacks[CurrentAttack().index].Selection().SelectSingle();
+               monsterAttacks[CurrentAttack().index].Selection().SelectHeroes();
+               monsterAttacks[CurrentAttack().index].Selection().SetBad(0, 15);
+       } else {
+               TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+               if (ts.TargetsEnemies()) {
+                       for (int i(0); i < NumHeroes(); ++i) {
+                               if (ts.IsSelected(i)) {
+                                       ts.SetBad(i, 15);
+                               }
+                       }
+               } else {
+                       for (int i(0); i < MaxMonsters(); ++i) {
+                               if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) {
+                                       ts.SetBad(i, 15);
+                               }
+                       }
+               }
+       }
+}
+
+void BattleState::ClearAllAttacks() {
+       attackCursor = -1;
+       activeHero = -1;
+       for (int i(0); i < numHeroes; ++i) {
+               attackChoices[i] = AttackChoice(this);
        }
-       std::sort(order.begin(), order.end(), OrderCompare(this));
+       attackOrder.clear();
+       monsterAttacks.clear();
 }
 
 
@@ -284,19 +325,19 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offse
 
 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+               monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
        }
 }
 
 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        for (int i(0); i < numHeroes; ++i) {
                if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
-                       heroes[i].AttackAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+                       heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
                } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
-                       heroes[i].SpellAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+                       heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
                } else {
                        int row(heroes[i].Health() > 0 ? 0 : 2);
-                       heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row);
+                       heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
                }
        }
 }