}
void BattleState::NextAttack() {
+ if (Victory() || Defeat()) {
+ attackCursor = attackOrder.size();
+ return;
+ }
++attackCursor;
while (attackCursor < int(attackOrder.size())) {
if (attackOrder[attackCursor].isMonster) {
TargetSelection &ts(ac.Selection());
if (ts.TargetsEnemies()) {
for (int i(0); i < MaxMonsters(); ++i) {
+ Monster &monster(MonsterAt(i));
if (ts.IsBad(i)) {
- MonsterAt(i).SubtractHealth(ts.GetAmount(i));
- // TODO: collect reward if dead
+ monster.SubtractHealth(ts.GetAmount(i));
+ if (monster.Health() == 0) {
+ expReward += monster.ExpReward();
+ goldReward += monster.GoldReward();
+ }
}
}
} else {
for (int i(0); i < NumHeroes(); ++i) {
+ Hero &hero(HeroAt(i));
if (ts.IsBad(i)) {
- HeroAt(i).SubtractHealth(ts.GetAmount(i));
+ hero.SubtractHealth(ts.GetAmount(i));
}
}
}
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
if (MonsterPositionOccupied(i)) {
// TODO: better solution for running animations
- if (monsters[i].AttackAnimation() && monsters[i].AttackAnimation()->Running()) {
- monsters[i].AttackAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
- } else if (monsters[i].SpellAnimation() && monsters[i].SpellAnimation()->Running()) {
- monsters[i].SpellAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
+ if (monsters[i].GetAnimation().Running()) {
+ monsters[i].GetAnimation().DrawCenter(screen, monsterPositions[i] + offset);
} else {
monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
}
void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
assert(screen);
for (int i(0); i < numHeroes; ++i) {
- if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
- heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
- } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
- heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
+ if (heroes[i].GetAnimation().Running()) {
+ heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset);
} else {
int row(heroes[i].Health() > 0 ? 0 : 2);
heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);