X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=3dea5b4c5f40c9cad6f88ce6055df1d90ae0b84e;hb=51c5ffb4958968827b93624f7849c1b7d3a1eacb;hp=dcad8b2322d3c12197e3a308438da6556bddc294;hpb=a01c2f05b5a6493d7fe097eb15e5337a095992ae;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index dcad8b2..3dea5b4 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -213,6 +213,17 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { 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 { @@ -220,6 +231,20 @@ void BattleState::ResumeState(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) { } @@ -271,22 +296,66 @@ void BattleState::CalculateDamage() { 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 < NumHeroes(); ++i) { + 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 < MaxMonsters(); ++i) { - if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) { + 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; @@ -325,7 +394,9 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offse void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { for (vector::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); + } } }