ctrl.PopState(); // quit the battle scene
return;
}
+ if (Victory()) {
+ // TODO: push victory state
+ ctrl.PopState();
+ return;
+ }
+ if (Defeat()) {
+ // TODO: push defeat state
+ ctrl.PopState();
+ return;
+ }
+ // TODO: this should not push a state while quitting
if (AttackSelectionDone()) {
ctrl.PushState(new PerformAttacks(this));
} else {
}
}
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+bool BattleState::Victory() const {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) return false;
+ }
+ return true;
+}
+bool BattleState::Defeat() const {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) return false;
+ }
+ return true;
}
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
-void BattleState::ClearAllAttacks() {
- activeHero = -1;
- for (int i(0); i < numHeroes; ++i) {
- attackChoices[i] = AttackChoice(this);
- }
}
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;
}
- std::sort(order.begin(), order.end(), OrderCompare(this));
+}
+
+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());
+ bool hitSome(false);
+ if (ts.TargetsEnemies()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (MonsterAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ break;
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (HeroAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ break;
+ }
+ }
+ }
+ }
+}
+
+void BattleState::ApplyDamage() {
+ if (attackCursor < 0) return;
+ AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+ TargetSelection &ts(ac.Selection());
+ if (ts.TargetsEnemies()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsBad(i)) {
+ MonsterAt(i).SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsBad(i)) {
+ HeroAt(i).SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ }
+}
+
+void BattleState::ClearAllAttacks() {
+ attackCursor = -1;
+ activeHero = -1;
+ for (int i(0); i < numHeroes; ++i) {
+ attackChoices[i] = AttackChoice(this);
+ }
+ attackOrder.clear();
+ monsterAttacks.clear();
}
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()->DrawCenter(screen, monsterPositions[i] + offset);
+ if (MonsterPositionOccupied(i)) {
+ monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+ }
}
}