From 51c5ffb4958968827b93624f7849c1b7d3a1eacb Mon Sep 17 00:00:00 2001 From: Daniel Karbach Date: Sun, 19 Aug 2012 20:27:32 +0200 Subject: [PATCH] added checks for vitory/defeat condition --- src/battle/BattleState.cpp | 59 +++++++++++++++++++++++++++++++--- src/battle/BattleState.h | 3 ++ src/battle/TargetSelection.cpp | 2 ++ 3 files changed, 60 insertions(+), 4 deletions(-) diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index be3c970..3dea5b4 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -213,6 +213,16 @@ 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)); @@ -221,6 +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) { } @@ -272,16 +296,41 @@ 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 < MaxMonsters(); ++i) { - if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) { + 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) && HeroAt(i).Health() > 0) { + 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; } } } @@ -300,7 +349,7 @@ void BattleState::ApplyDamage() { } } else { for (int i(0); i < NumHeroes(); ++i) { - if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) { + if (ts.IsBad(i)) { HeroAt(i).SubtractHealth(ts.GetAmount(i)); } } @@ -345,7 +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); + } } } diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 45c43f9..7d65c14 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -134,6 +134,9 @@ public: const Order &CurrentAttack() const { return attackOrder[attackCursor]; }; void ClearAllAttacks(); + bool Victory() const; + bool Defeat() const; + public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { return geometry::Vector( diff --git a/src/battle/TargetSelection.cpp b/src/battle/TargetSelection.cpp index 2608e39..b24772d 100644 --- a/src/battle/TargetSelection.cpp +++ b/src/battle/TargetSelection.cpp @@ -89,8 +89,10 @@ void TargetSelection::MoveLeft() { } void TargetSelection::FindNextEnemy() { + int start(cursor); while (!battle->MonsterPositionOccupied(cursor)) { cursor = (cursor + battle->MonsterPositions().size() - 1) % battle->MonsterPositions().size(); + if (cursor == start) break; } } -- 2.39.2