X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=aae4635be3687bf578533a925778cc20ef0e7f4b;hb=cded7d136b41e22f363ec702f2288491c0006e3a;hp=65bdb9180b56e86dbff54a64a5f21f356f06f4e7;hpb=5121f4215d725f492bea084fb94900d7e5972743;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 65bdb91..aae4635 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]); @@ -72,8 +79,8 @@ 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) { + heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h); heroes[i].SpellMenu() = res->spellMenuPrototype; heroes[i].UpdateSpellMenu(); heroes[i].IkariMenu() = res->ikariMenuPrototype; @@ -183,10 +190,9 @@ 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() { @@ -211,7 +217,7 @@ 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) { @@ -287,7 +293,7 @@ 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) { @@ -312,20 +318,22 @@ 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) { - heroes[i].GetAttackChoice() = 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(); } @@ -373,10 +381,10 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { assert(screen); for (int i(0); i < numHeroes; ++i) { if (heroes[i].GetAnimation().Running()) { - heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset); + 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); } } }