Able to start and finish a battle

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
This commit is contained in:
sigonasr2 2022-09-25 21:45:11 -05:00
parent bcf1107267
commit 2df115153a
2 changed files with 474 additions and 424 deletions

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898
main.cpp
View File

@ -665,430 +665,9 @@ goes on a very long time, I hope you can understand this is only for testing pur
CurrentCutscene->LockAction(); CurrentCutscene->LockAction();
} }
if (BATTLE_ENCOUNTER!=nullptr) { HandleBattle();
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
if (player_rollwait_counter[i]>0) {
if (BATTLE_ROLLING_COUNTER_WAITTIME==0) {
player_rollwait_counter[i]=0;
} else {
player_rollwait_counter[i]--;
}
}
Entity*member=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]];
if (member->GetHP()>std::clamp(member->GetTargetHP(),0,member->GetTargetHP())) {
if (player_rollhp_counter[i][0]<=0&&player_rollwait_counter[i]==0) {
player_rollhp_display[i][0]--;
player_rollhp_counter[i][0]=13;
member->_SetDirectHP(member->GetHP()-1);
if (player_rollhp_display[i][0]<0) {
player_rollhp_display[i][0]=9;
player_rollhp_counter[i][0]=13;
player_rollhp_display[i][1]--;
player_rollhp_counter[i][1]=13;
if (player_rollhp_display[i][1]<0) {
player_rollhp_display[i][1]=9;
player_rollhp_counter[i][1]=13;
player_rollhp_display[i][2]--;
player_rollhp_counter[i][2]=13;
}
}
}
if (player_rollhp_counter[i][0]>0) {
if (member->GetTargetHP()<-member->maxHP) {
player_rollhp_counter[i][0]-=HEALTH_ROLLING_SPEED+(member->maxHP-member->GetTargetHP())/10;
} else
if (member->GetTargetHP()<0) {
player_rollhp_counter[i][0]-=HEALTH_ROLLING_SPEED+(member->maxHP-member->GetTargetHP())/20;
} else {
player_rollhp_counter[i][0]-=HEALTH_ROLLING_SPEED;
}
}
if (player_rollhp_counter[i][1]>0) {
player_rollhp_counter[i][1]--;
}
if (player_rollhp_counter[i][2]>0) {
player_rollhp_counter[i][2]--;
}
} else
if (member->GetHP()<member->GetTargetHP()) {
if (player_rollhp_counter[i][0]>=0&&player_rollwait_counter[i]==0) {
player_rollhp_display[i][0]++;
player_rollhp_counter[i][0]=-13;
member->_SetDirectHP(member->GetHP()+1);
if (player_rollhp_display[i][0]>9) {
player_rollhp_display[i][0]=0;
player_rollhp_counter[i][0]=-13;
player_rollhp_display[i][1]++;
player_rollhp_counter[i][1]=-13;
if (player_rollhp_display[i][1]>9) {
player_rollhp_display[i][1]=0;
player_rollhp_counter[i][1]=-13;
player_rollhp_display[i][2]++;
player_rollhp_counter[i][2]=-13;
}
}
}
if (player_rollhp_counter[i][0]<0) {
player_rollhp_counter[i][0]+=HEALTH_ROLLING_SPEED;
}
if (player_rollhp_counter[i][1]<0) {
player_rollhp_counter[i][1]++;
}
if (player_rollhp_counter[i][2]<0) {
player_rollhp_counter[i][2]++;
}
} else {
if (player_rollhp_counter[i][0]<0) {
player_rollhp_counter[i][0]++;
}
if (player_rollhp_counter[i][1]<0) {
player_rollhp_counter[i][1]++;
}
if (player_rollhp_counter[i][2]<0) {
player_rollhp_counter[i][2]++;
}
if (player_rollhp_counter[i][0]>0) {
player_rollhp_counter[i][0]--;
}
if (player_rollhp_counter[i][1]>0) {
player_rollhp_counter[i][1]--;
}
if (player_rollhp_counter[i][2]>0) {
player_rollhp_counter[i][2]--;
}
}
if (player_rollwait_counter[i]==0) { HandleCutscenes();
player_rollwait_counter[i]=BATTLE_ROLLING_COUNTER_WAITTIME*13;
}
}
switch (BATTLE_STATE) {
case BattleState::MOVE_CAMERA:{
bool allDone=true;
if (!MoveCameraTowardsPoint(BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD)) {
allDone=false;
}
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
if (!MoveObjectTowardsPoint(PARTY_MEMBER_OBJ[i],BATTLE_ENCOUNTER->playerPos[i]+BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD)) {
allDone=false;
}
}
if (allDone) {
CAMERA_WAIT_TIMER++;
if (CAMERA_WAIT_TIMER>=CAMERA_WAIT_TIME) {
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
Entity*member=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]];
for (int j=0;j<3;j++) {
switch (j) {
case 0:{
player_rollhp_display[i][j]=member->GetHP()%10;
player_rollpp_display[i][j]=member->PP%10;
}break;
case 1:{
player_rollhp_display[i][j]=member->GetHP()/10%10;
player_rollpp_display[i][j]=member->PP/10%10;
}break;
case 2:{
player_rollhp_display[i][j]=member->GetHP()/100%10;
player_rollpp_display[i][j]=member->PP/100%10;
}break;
}
}
BATTLE_STATE=BattleState::WAIT;
}
}
}
}break;
case BattleState::WAIT:{
BATTLE_ROLLING_COUNTER_WAITTIME=0;
bool done=false;
if (!done) {
for (int i=0;i<4;i++) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove!=nullptr) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->channelTimeRemaining>0) {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->channelTimeRemaining--;
} else {
//Attack is being done.
printf("%s performs %s.\n",PARTY_MEMBER_OBJ[i]->name.c_str(),PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove->name.c_str());
BATTLE_STATE=BattleState::WAIT_ANIMATION;
BATTLE_ANIMATION_TIMER=0;
CURRENT_TURN=-i-1;
done=true;
break;
}
}
}
}
if (!done) {
for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) {
if (BATTLE_ENCOUNTER->objs[i]->selectedMove!=nullptr) {
if (BATTLE_ENCOUNTER->objs[i]->channelTimeRemaining>0) {
BATTLE_ENCOUNTER->objs[i]->channelTimeRemaining--;
} else {
CURRENT_TURN=i;
printf("%s performs %s.\n",BATTLE_ENCOUNTER->objs[i]->obj->name.c_str(),BATTLE_ENCOUNTER->objs[i]->selectedMove->name.c_str());
BATTLE_STATE=BattleState::WAIT_ANIMATION;
BATTLE_ANIMATION_TIMER=0;
done=true;
break;
}
}
}
}
if (!done) {
for (int i=0;i<4;i++) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove==nullptr) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->atb>=1000) {
printf("%s ready.\n",PARTY_MEMBER_OBJ[i]->name.c_str());
CURRENT_TURN=-i-1;
BATTLE_STATE=BattleState::SELECT_ACTION;
BATTLE_SELECTION_CURSOR=0;
POWER_GRADE_CURSOR[-CURRENT_TURN-1]=0;
done=true;
break;
} else {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->atb+=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->speed;
}
}
}
}
if (!done) {
for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) {
if (BATTLE_ENCOUNTER->objs[i]->selectedMove==nullptr) {
if (BATTLE_ENCOUNTER->objs[i]->atb>=1000) {
printf("%s (%d) ready.\n",BATTLE_ENCOUNTER->objs[i]->obj->name.c_str(),i);
CURRENT_TURN=i;
//Enemy picks a random move from the movelist. And a random target.
BATTLE_ENCOUNTER->objs[i]->selectedMove=BATTLE_ENCOUNTER->objs[i]->moveSet[rand()%BATTLE_ENCOUNTER->objs[i]->moveSet.size()];
BATTLE_ENCOUNTER->objs[i]->channelTimeRemaining=BATTLE_ENCOUNTER->objs[i]->selectedMove->channelTime;
if (BATTLE_ENCOUNTER->objs[i]->selectedMove->friendly) {
do {
BATTLE_ENCOUNTER->objs[i]->selectedTarget=rand()%BATTLE_ENCOUNTER->objs.size();
} while (BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[i]->selectedTarget]->GetHP()<=0);
} else {
bool playerAlive=false;
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetHP()>0) {
playerAlive=true;
break;
}
}
if (playerAlive) {
do {
BATTLE_ENCOUNTER->objs[i]->selectedTarget=-(rand()%PARTY_MEMBER_COUNT)-1;
} while (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-BATTLE_ENCOUNTER->objs[i]->selectedTarget-1]]->GetHP()<=0);
printf("Selected Target: %d\n",BATTLE_ENCOUNTER->objs[i]->selectedTarget);
}
}
printf(" %s chose move %s.\n",BATTLE_ENCOUNTER->objs[i]->obj->name.c_str(),BATTLE_ENCOUNTER->objs[i]->selectedMove->name.c_str());
BATTLE_STATE=BattleState::WAIT;
BATTLE_SELECTION_CURSOR=0;
done=true;
break;
} else {
BATTLE_ENCOUNTER->objs[i]->atb+=BATTLE_ENCOUNTER->objs[i]->speed;
}
}
}
}
}break;
case BattleState::WAIT_ANIMATION:{
BATTLE_ROLLING_COUNTER_WAITTIME=5;
BATTLE_ANIMATION_TIMER++;
if (BATTLE_ANIMATION_TIMER==90) {
if (CURRENT_TURN<0) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->friendly) {
if (PARTY_MEMBER_STATS[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->GetHP()>0) {
int healAmt = PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->baseDmg+
((PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg>0)?rand()%PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg:0)
+PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->baseAtk;
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->name << " recovering " << healAmt << " health.\n";
PARTY_MEMBER_STATS[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->AddHP(healAmt);
} else {
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->name << " but it failed.\n";
}
} else {
if (BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->GetHP()>0) {
int dmgAmt = PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->baseDmg+
((PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg>0)?rand()%PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg:0)
+PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->baseAtk;
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->obj->name << " dealing " << dmgAmt << " health.\n";
BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->_SetDirectHP(
BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->GetHP()-dmgAmt
); //Enemies have their health directly set.
} else {
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->obj->name << " but it failed.\n";
}
}
} else {
if (BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->friendly) {
if (BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->GetHP()>0) {
int healAmt = BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->baseDmg+
((rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg>0)?rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg:0)
+BATTLE_ENCOUNTER->objs[CURRENT_TURN]->baseAtk;
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->obj->name << " recovering " << healAmt << " health.\n";
BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->AddHP(healAmt);
} else {
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->obj->name << " but it failed.\n";
}
} else {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]]->GetHP()>0) {
printf("HP check passes.\n");
int dmgAmt = BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->baseDmg+
((rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg>0)?rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg:0)
+BATTLE_ENCOUNTER->objs[CURRENT_TURN]->baseAtk;
printf("Damage: %d\n",dmgAmt);
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]->name << " dealing " << dmgAmt << " health.\n";
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]]->SubtractHP(dmgAmt);
} else {
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]->name << " but it failed.\n";
}
}
}
} else
if (BATTLE_ANIMATION_TIMER>120) {
//Turn's done!
if (CURRENT_TURN<0) {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove=nullptr;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->atb=0;
BATTLE_STATE=BattleState::WAIT;
CURRENT_TURN=-99;
} else {
BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove=nullptr;
BATTLE_ENCOUNTER->objs[CURRENT_TURN]->atb=0;
BATTLE_STATE=BattleState::WAIT;
}
}
}break;
case BattleState::SELECT_ACTION:
case BattleState::ITEM_SELECT:
case BattleState::GRADE_SELECT:
case BattleState::TARGET_SELECT:
case BattleState::POWER_SELECT:{
BATTLE_ROLLING_COUNTER_WAITTIME=5;
}break;
}
}
switch (CurrentAction) {
case ActionType::SET_FLAG_WHEN_CUTSCENE_ENDS:{
CurrentCutscene->SetupEndingCutsceneFlag(((SetFlagWhenCutsceneEnds*)CurrentCutscene->GetAction())->GetCutsceneEndingFlag(),((SetFlagWhenCutsceneEnds*)CurrentCutscene->GetAction())->GetCutsceneEndingVal());
CurrentCutscene->AdvanceAction();
}break;
case ActionType::PAN_CAMERA:{
PanCamera*cam=(PanCamera*)CurrentCutscene->GetAction();
if (MoveCameraTowardsPoint(cam->GetCameraTargetPos(),cam->GetPriorityDirection(),cam->GetCameraSpeed())) {
CurrentCutscene->AdvanceAction();
}
}break;
case ActionType::PAN_CAMERA_ASYNC:{
AddAsyncCutsceneAction(PanCameraAsync);
}break;
case ActionType::MOVE_CUTSCENE_OBJ:{
if (MoveObjectTowardsPoint(CurrentCutscene->GetCutsceneObjects()[((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetObjectID()],((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetTargetPos(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMovement(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMoveSpd())) {
CurrentCutscene->AdvanceAction();
}
}break;
case ActionType::MOVE_CUTSCENE_OBJ_ASYNC:{
AddAsyncCutsceneAction(MoveCutsceneObjectAsync);
}break;
case ActionType::CREATE_OBJECTS:{
for (auto&obj:((CreateObjects*)CurrentCutscene->GetAction())->GetObjects()) {
obj->temp=true;
AddObjectToWorld(CurrentCutscene->AddCutsceneObject(new Object(obj->id,obj->name,obj->GetPos(),obj->spr,obj->GetScale(),obj->color,obj->animationSpd,true)));
}
CurrentCutscene->AdvanceAction();
}break;
case ActionType::CLEANUP:{
if (CUTSCENE_QUEUE.size()==0) {
for (int i=0;i<OBJECTS.size();i++) {
if (OBJECTS[i]->temp) {
delete OBJECTS[i];
OBJECTS.erase(OBJECTS.begin()+i--);
} else {
OBJECTS[i]->objArrElement=i;
}
}
CurrentCutscene->CleanupCutscene();
CurrentCutscene->ResetCutscene();
SetGameFlag(CurrentCutscene->GetEndingCutsceneFlag(),CurrentCutscene->GetEndingCutsceneVal());
CurrentCutscene=nullptr;
CurrentAction=ActionType::NONE;
}
}break;
case ActionType::FADE:{
if (((Fade*)CurrentCutscene->GetAction())->FadeIn()&&CUTSCENE_FADE_VALUE>0) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE-((Fade*)CurrentCutscene->GetAction())->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==0) {
CurrentCutscene->AdvanceAction();
}
} else
if (!((Fade*)CurrentCutscene->GetAction())->FadeIn()&&CUTSCENE_FADE_VALUE<255) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE+((Fade*)CurrentCutscene->GetAction())->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==255) {
CurrentCutscene->AdvanceAction();
}
}
}break;
case ActionType::FADE_ASYNC:{
AddAsyncCutsceneAction(FadeAsync);
}break;
case ActionType::DIALOG:{
if (!((DialogBox*)CurrentCutscene->GetAction())->MessageHasBeenShown()) {
DisplayMessageBox(((DialogBox*)CurrentCutscene->GetAction())->GetMessage());
((DialogBox*)CurrentCutscene->GetAction())->SetMessageBoxVisible();
} else
if (!messageBoxVisible) {
CurrentCutscene->AdvanceAction();
}
}break;
case ActionType::DIALOG_ASYNC:{
DisplayMessageBox(((DialogBox*)CurrentCutscene->GetAction())->GetMessage());
CurrentCutscene->AdvanceAction();
}break;
case ActionType::MODIFY_OBJECT:{
ModifyObject*action=(ModifyObject*)CurrentCutscene->GetAction();
Object*obj=CurrentCutscene->GetCutsceneObjects()[action->GetCutsceneObjID()];
obj->SetScale(action->GetObjScale());
obj->color=action->GetObjCol();
obj->spr=action->GetObjSpr();
if (action->GetFrameIndex()!=-1) {
obj->frameIndex=action->GetFrameIndex();
}
obj->animationSpd=action->GetAnimationSpeed();
CurrentCutscene->AdvanceAction();
}break;
}
for (int i=0;i<CUTSCENE_QUEUE.size();i++) {
switch (CUTSCENE_QUEUE[i]->GetActionType()) {
case ActionType::PAN_CAMERA_ASYNC:{
PanCameraAsync*cam=(PanCameraAsync*)CUTSCENE_QUEUE[i];
if (MoveCameraTowardsPoint(cam->GetCameraTargetPos(),cam->GetPriorityDirection(),cam->GetCameraSpeed())) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
}break;
case ActionType::MOVE_CUTSCENE_OBJ_ASYNC:{
if (MoveObjectTowardsPoint(CurrentCutscene->GetCutsceneObjects()[((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetObjectID()],((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetTargetPos(),((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetMovement(),((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetMoveSpd())) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
}break;
case ActionType::FADE_ASYNC:{
if (((FadeAsync*)CUTSCENE_QUEUE[i])->FadeIn()&&CUTSCENE_FADE_VALUE>0) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE-((FadeAsync*)CUTSCENE_QUEUE[i])->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==0) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
} else
if (!((FadeAsync*)CUTSCENE_QUEUE[i])->FadeIn()&&CUTSCENE_FADE_VALUE<255) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE+((FadeAsync*)CUTSCENE_QUEUE[i])->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==255) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
}
}break;
}
}
switch (GAME_STATE) { switch (GAME_STATE) {
@ -1921,7 +1500,7 @@ goes on a very long time, I hope you can understand this is only for testing pur
} }
for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) { for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) {
Entity*obj = BATTLE_ENCOUNTER->objs[i]; Entity*obj = BATTLE_ENCOUNTER->objs[i];
if (obj->selectedMove!=nullptr) { if (obj->GetHP()>0&&obj->selectedMove!=nullptr) {
vi2d barOffset={-SPRITES["atbbar_front.png"]->sprite->width/2,8}; vi2d barOffset={-SPRITES["atbbar_front.png"]->sprite->width/2,8};
DrawPartialDecal(obj->obj->GetPos()+obj->obj->originPoint-cameraPos+barOffset,SPRITES["atbbar_back.png"],{0,0},{(1-((float)obj->channelTimeRemaining/obj->selectedMove->channelTime))*SPRITES["atbbar_back.png"]->sprite->width,SPRITES["atbbar_back.png"]->sprite->height},{1,1},YELLOW*0.8); DrawPartialDecal(obj->obj->GetPos()+obj->obj->originPoint-cameraPos+barOffset,SPRITES["atbbar_back.png"],{0,0},{(1-((float)obj->channelTimeRemaining/obj->selectedMove->channelTime))*SPRITES["atbbar_back.png"]->sprite->width,SPRITES["atbbar_back.png"]->sprite->height},{1,1},YELLOW*0.8);
DrawDecal(obj->obj->GetPos()+obj->obj->originPoint-cameraPos+barOffset,SPRITES["atbbar_front.png"]); DrawDecal(obj->obj->GetPos()+obj->obj->originPoint-cameraPos+barOffset,SPRITES["atbbar_front.png"]);
@ -2920,6 +2499,477 @@ goes on a very long time, I hope you can understand this is only for testing pur
} }
return -1; return -1;
} }
void HandleBattle() {
if (BATTLE_ENCOUNTER!=nullptr) {
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
if (player_rollwait_counter[i]>0) {
if (BATTLE_ROLLING_COUNTER_WAITTIME==0) {
player_rollwait_counter[i]=0;
} else {
player_rollwait_counter[i]--;
}
}
Entity*member=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]];
if (member->GetHP()>std::clamp(member->GetTargetHP(),0,member->GetTargetHP())) {
if (player_rollhp_counter[i][0]<=0&&player_rollwait_counter[i]==0) {
player_rollhp_display[i][0]--;
player_rollhp_counter[i][0]=13;
member->_SetDirectHP(member->GetHP()-1);
if (player_rollhp_display[i][0]<0) {
player_rollhp_display[i][0]=9;
player_rollhp_counter[i][0]=13;
player_rollhp_display[i][1]--;
player_rollhp_counter[i][1]=13;
if (player_rollhp_display[i][1]<0) {
player_rollhp_display[i][1]=9;
player_rollhp_counter[i][1]=13;
player_rollhp_display[i][2]--;
player_rollhp_counter[i][2]=13;
}
}
}
if (player_rollhp_counter[i][0]>0) {
if (member->GetTargetHP()<-member->maxHP) {
player_rollhp_counter[i][0]-=HEALTH_ROLLING_SPEED+(member->maxHP-member->GetTargetHP())/10;
} else
if (member->GetTargetHP()<0) {
player_rollhp_counter[i][0]-=HEALTH_ROLLING_SPEED+(member->maxHP-member->GetTargetHP())/20;
} else {
player_rollhp_counter[i][0]-=HEALTH_ROLLING_SPEED;
}
}
if (player_rollhp_counter[i][1]>0) {
player_rollhp_counter[i][1]--;
}
if (player_rollhp_counter[i][2]>0) {
player_rollhp_counter[i][2]--;
}
} else
if (member->GetHP()<member->GetTargetHP()) {
if (player_rollhp_counter[i][0]>=0&&player_rollwait_counter[i]==0) {
player_rollhp_display[i][0]++;
player_rollhp_counter[i][0]=-13;
member->_SetDirectHP(member->GetHP()+1);
if (player_rollhp_display[i][0]>9) {
player_rollhp_display[i][0]=0;
player_rollhp_counter[i][0]=-13;
player_rollhp_display[i][1]++;
player_rollhp_counter[i][1]=-13;
if (player_rollhp_display[i][1]>9) {
player_rollhp_display[i][1]=0;
player_rollhp_counter[i][1]=-13;
player_rollhp_display[i][2]++;
player_rollhp_counter[i][2]=-13;
}
}
}
if (player_rollhp_counter[i][0]<0) {
player_rollhp_counter[i][0]+=HEALTH_ROLLING_SPEED;
}
if (player_rollhp_counter[i][1]<0) {
player_rollhp_counter[i][1]++;
}
if (player_rollhp_counter[i][2]<0) {
player_rollhp_counter[i][2]++;
}
} else {
if (player_rollhp_counter[i][0]<0) {
player_rollhp_counter[i][0]++;
}
if (player_rollhp_counter[i][1]<0) {
player_rollhp_counter[i][1]++;
}
if (player_rollhp_counter[i][2]<0) {
player_rollhp_counter[i][2]++;
}
if (player_rollhp_counter[i][0]>0) {
player_rollhp_counter[i][0]--;
}
if (player_rollhp_counter[i][1]>0) {
player_rollhp_counter[i][1]--;
}
if (player_rollhp_counter[i][2]>0) {
player_rollhp_counter[i][2]--;
}
}
if (player_rollwait_counter[i]==0) {
player_rollwait_counter[i]=BATTLE_ROLLING_COUNTER_WAITTIME*13;
}
}
switch (BATTLE_STATE) {
case BattleState::MOVE_CAMERA:{
bool allDone=true;
if (!MoveCameraTowardsPoint(BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD)) {
allDone=false;
}
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
if (!MoveObjectTowardsPoint(PARTY_MEMBER_OBJ[i],BATTLE_ENCOUNTER->playerPos[i]+BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD)) {
allDone=false;
}
}
if (allDone) {
CAMERA_WAIT_TIMER++;
if (CAMERA_WAIT_TIMER>=CAMERA_WAIT_TIME) {
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
Entity*member=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]];
for (int j=0;j<3;j++) {
switch (j) {
case 0:{
player_rollhp_display[i][j]=member->GetHP()%10;
player_rollpp_display[i][j]=member->PP%10;
}break;
case 1:{
player_rollhp_display[i][j]=member->GetHP()/10%10;
player_rollpp_display[i][j]=member->PP/10%10;
}break;
case 2:{
player_rollhp_display[i][j]=member->GetHP()/100%10;
player_rollpp_display[i][j]=member->PP/100%10;
}break;
}
}
BATTLE_STATE=BattleState::WAIT;
}
}
}
}break;
case BattleState::WAIT:{
BATTLE_ROLLING_COUNTER_WAITTIME=0;
bool done=false;
if (!done) {
for (int i=0;i<4;i++) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetHP()>0) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove!=nullptr) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->channelTimeRemaining>0) {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->channelTimeRemaining--;
} else {
//Attack is being done.
printf("%s performs %s.\n",PARTY_MEMBER_OBJ[i]->name.c_str(),PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove->name.c_str());
BATTLE_STATE=BattleState::WAIT_ANIMATION;
BATTLE_ANIMATION_TIMER=0;
CURRENT_TURN=-i-1;
done=true;
break;
}
}
} else {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove=nullptr;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->channelTimeRemaining=0;
}
}
}
if (!done) {
for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) {
if (BATTLE_ENCOUNTER->objs[i]->GetHP()>0) {
if (BATTLE_ENCOUNTER->objs[i]->selectedMove!=nullptr) {
if (BATTLE_ENCOUNTER->objs[i]->channelTimeRemaining>0) {
BATTLE_ENCOUNTER->objs[i]->channelTimeRemaining--;
} else {
CURRENT_TURN=i;
printf("%s performs %s.\n",BATTLE_ENCOUNTER->objs[i]->obj->name.c_str(),BATTLE_ENCOUNTER->objs[i]->selectedMove->name.c_str());
BATTLE_STATE=BattleState::WAIT_ANIMATION;
BATTLE_ANIMATION_TIMER=0;
done=true;
break;
}
}
} else {
BATTLE_ENCOUNTER->objs[i]->selectedMove=nullptr;
BATTLE_ENCOUNTER->objs[i]->channelTimeRemaining=0;
}
}
}
if (!done) {
for (int i=0;i<4;i++) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetHP()>0) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove==nullptr) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->atb>=1000) {
printf("%s ready.\n",PARTY_MEMBER_OBJ[i]->name.c_str());
CURRENT_TURN=-i-1;
BATTLE_STATE=BattleState::SELECT_ACTION;
BATTLE_SELECTION_CURSOR=0;
POWER_GRADE_CURSOR[-CURRENT_TURN-1]=0;
done=true;
break;
} else {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->atb+=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->speed;
}
}
} else {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->atb=0;
}
}
}
if (!done) {
for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) {
if (BATTLE_ENCOUNTER->objs[i]->GetHP()>0) {
if (BATTLE_ENCOUNTER->objs[i]->selectedMove==nullptr) {
if (BATTLE_ENCOUNTER->objs[i]->atb>=1000) {
printf("%s (%d) ready.\n",BATTLE_ENCOUNTER->objs[i]->obj->name.c_str(),i);
CURRENT_TURN=i;
//Enemy picks a random move from the movelist. And a random target.
BATTLE_ENCOUNTER->objs[i]->selectedMove=BATTLE_ENCOUNTER->objs[i]->moveSet[rand()%BATTLE_ENCOUNTER->objs[i]->moveSet.size()];
BATTLE_ENCOUNTER->objs[i]->channelTimeRemaining=BATTLE_ENCOUNTER->objs[i]->selectedMove->channelTime;
if (BATTLE_ENCOUNTER->objs[i]->selectedMove->friendly) {
do {
BATTLE_ENCOUNTER->objs[i]->selectedTarget=rand()%BATTLE_ENCOUNTER->objs.size();
} while (BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[i]->selectedTarget]->GetHP()<=0);
} else {
bool playerAlive=false;
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetHP()>0) {
playerAlive=true;
break;
}
}
if (playerAlive) {
do {
BATTLE_ENCOUNTER->objs[i]->selectedTarget=-(rand()%PARTY_MEMBER_COUNT)-1;
} while (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-BATTLE_ENCOUNTER->objs[i]->selectedTarget-1]]->GetHP()<=0);
printf("Selected Target: %d\n",BATTLE_ENCOUNTER->objs[i]->selectedTarget);
}
}
printf(" %s chose move %s.\n",BATTLE_ENCOUNTER->objs[i]->obj->name.c_str(),BATTLE_ENCOUNTER->objs[i]->selectedMove->name.c_str());
BATTLE_STATE=BattleState::WAIT;
BATTLE_SELECTION_CURSOR=0;
done=true;
break;
} else {
BATTLE_ENCOUNTER->objs[i]->atb+=BATTLE_ENCOUNTER->objs[i]->speed;
}
}
} else {
BATTLE_ENCOUNTER->objs[i]->atb=0;
}
}
}
}break;
case BattleState::WAIT_ANIMATION:{
BATTLE_ROLLING_COUNTER_WAITTIME=5;
BATTLE_ANIMATION_TIMER++;
if (BATTLE_ANIMATION_TIMER==90) {
if (CURRENT_TURN<0) {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->friendly) {
if (PARTY_MEMBER_STATS[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->GetHP()>0) {
int healAmt = PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->baseDmg+
((PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg>0)?rand()%PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg:0)
+PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->baseAtk;
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->name << " recovering " << healAmt << " health.\n";
PARTY_MEMBER_STATS[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->AddHP(healAmt);
} else {
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget-1]->name << " but it failed.\n";
}
} else {
if (BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->GetHP()>0) {
int dmgAmt = PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->baseDmg+
((PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg>0)?rand()%PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->randomDmg:0)
+PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->baseAtk;
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->obj->name << " dealing " << dmgAmt << " health.\n";
BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->_SetDirectHP(
BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->GetHP()-dmgAmt
); //Enemies have their health directly set.
if (BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->GetHP()<=0) {
BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->obj->dead=true;
}
} else {
std::cout << PARTY_MEMBER_OBJ[-CURRENT_TURN-1]->name << " uses " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->name << " " << PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget]->obj->name << " but it failed.\n";
}
}
} else {
if (BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->friendly) {
if (BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->GetHP()>0) {
int healAmt = BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->baseDmg+
((rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg>0)?rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg:0)
+BATTLE_ENCOUNTER->objs[CURRENT_TURN]->baseAtk;
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->obj->name << " recovering " << healAmt << " health.\n";
BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->AddHP(healAmt);
} else {
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << BATTLE_ENCOUNTER->objs[BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget]->obj->name << " but it failed.\n";
}
} else {
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]]->GetHP()>0) {
int dmgAmt = BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->baseDmg+
((rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg>0)?rand()%BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->randomDmg:0)
+BATTLE_ENCOUNTER->objs[CURRENT_TURN]->baseAtk;
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]->name << " dealing " << dmgAmt << " health.\n";
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]]->SubtractHP(dmgAmt);
} else {
std::cout << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->obj->name << " uses " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->name << " " << BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove->grade << " on " << PARTY_MEMBER_OBJ[-BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget-1]->name << " but it failed.\n";
}
}
}
} else
if (BATTLE_ANIMATION_TIMER>120) {
//Turn's done!
if (CURRENT_TURN<0) {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove=nullptr;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->atb=0;
BATTLE_STATE=BattleState::WAIT;
CURRENT_TURN=-99;
} else {
BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove=nullptr;
BATTLE_ENCOUNTER->objs[CURRENT_TURN]->atb=0;
BATTLE_STATE=BattleState::WAIT;
}
bool enemyStillAlive=false;
for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) {
if (BATTLE_ENCOUNTER->objs[i]->GetHP()>0) {
enemyStillAlive=true;
break;
}
}
if (!enemyStillAlive) {
BATTLE_ENCOUNTER=nullptr;
BATTLE_STATE=BattleState::MOVE_CAMERA;
for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->atb=0;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->selectedMove=nullptr;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->channelTimeRemaining=0;
if (PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetTargetHP()>PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetHP()) {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->_SetDirectHP(PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetTargetHP());
} else {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->SetTargetHP(PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]->GetHP());
}
}
}
}
}break;
case BattleState::SELECT_ACTION:
case BattleState::ITEM_SELECT:
case BattleState::GRADE_SELECT:
case BattleState::TARGET_SELECT:
case BattleState::POWER_SELECT:{
BATTLE_ROLLING_COUNTER_WAITTIME=5;
}break;
}
}
}
void HandleCutscenes() {
switch (CurrentAction) {
case ActionType::SET_FLAG_WHEN_CUTSCENE_ENDS:{
CurrentCutscene->SetupEndingCutsceneFlag(((SetFlagWhenCutsceneEnds*)CurrentCutscene->GetAction())->GetCutsceneEndingFlag(),((SetFlagWhenCutsceneEnds*)CurrentCutscene->GetAction())->GetCutsceneEndingVal());
CurrentCutscene->AdvanceAction();
}break;
case ActionType::PAN_CAMERA:{
PanCamera*cam=(PanCamera*)CurrentCutscene->GetAction();
if (MoveCameraTowardsPoint(cam->GetCameraTargetPos(),cam->GetPriorityDirection(),cam->GetCameraSpeed())) {
CurrentCutscene->AdvanceAction();
}
}break;
case ActionType::PAN_CAMERA_ASYNC:{
AddAsyncCutsceneAction(PanCameraAsync);
}break;
case ActionType::MOVE_CUTSCENE_OBJ:{
if (MoveObjectTowardsPoint(CurrentCutscene->GetCutsceneObjects()[((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetObjectID()],((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetTargetPos(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMovement(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMoveSpd())) {
CurrentCutscene->AdvanceAction();
}
}break;
case ActionType::MOVE_CUTSCENE_OBJ_ASYNC:{
AddAsyncCutsceneAction(MoveCutsceneObjectAsync);
}break;
case ActionType::CREATE_OBJECTS:{
for (auto&obj:((CreateObjects*)CurrentCutscene->GetAction())->GetObjects()) {
obj->temp=true;
AddObjectToWorld(CurrentCutscene->AddCutsceneObject(new Object(obj->id,obj->name,obj->GetPos(),obj->spr,obj->GetScale(),obj->color,obj->animationSpd,true)));
}
CurrentCutscene->AdvanceAction();
}break;
case ActionType::CLEANUP:{
if (CUTSCENE_QUEUE.size()==0) {
for (int i=0;i<OBJECTS.size();i++) {
if (OBJECTS[i]->temp) {
delete OBJECTS[i];
OBJECTS.erase(OBJECTS.begin()+i--);
} else {
OBJECTS[i]->objArrElement=i;
}
}
CurrentCutscene->CleanupCutscene();
CurrentCutscene->ResetCutscene();
SetGameFlag(CurrentCutscene->GetEndingCutsceneFlag(),CurrentCutscene->GetEndingCutsceneVal());
CurrentCutscene=nullptr;
CurrentAction=ActionType::NONE;
}
}break;
case ActionType::FADE:{
if (((Fade*)CurrentCutscene->GetAction())->FadeIn()&&CUTSCENE_FADE_VALUE>0) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE-((Fade*)CurrentCutscene->GetAction())->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==0) {
CurrentCutscene->AdvanceAction();
}
} else
if (!((Fade*)CurrentCutscene->GetAction())->FadeIn()&&CUTSCENE_FADE_VALUE<255) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE+((Fade*)CurrentCutscene->GetAction())->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==255) {
CurrentCutscene->AdvanceAction();
}
}
}break;
case ActionType::FADE_ASYNC:{
AddAsyncCutsceneAction(FadeAsync);
}break;
case ActionType::DIALOG:{
if (!((DialogBox*)CurrentCutscene->GetAction())->MessageHasBeenShown()) {
DisplayMessageBox(((DialogBox*)CurrentCutscene->GetAction())->GetMessage());
((DialogBox*)CurrentCutscene->GetAction())->SetMessageBoxVisible();
} else
if (!messageBoxVisible) {
CurrentCutscene->AdvanceAction();
}
}break;
case ActionType::DIALOG_ASYNC:{
DisplayMessageBox(((DialogBox*)CurrentCutscene->GetAction())->GetMessage());
CurrentCutscene->AdvanceAction();
}break;
case ActionType::MODIFY_OBJECT:{
ModifyObject*action=(ModifyObject*)CurrentCutscene->GetAction();
Object*obj=CurrentCutscene->GetCutsceneObjects()[action->GetCutsceneObjID()];
obj->SetScale(action->GetObjScale());
obj->color=action->GetObjCol();
obj->spr=action->GetObjSpr();
if (action->GetFrameIndex()!=-1) {
obj->frameIndex=action->GetFrameIndex();
}
obj->animationSpd=action->GetAnimationSpeed();
CurrentCutscene->AdvanceAction();
}break;
}
for (int i=0;i<CUTSCENE_QUEUE.size();i++) {
switch (CUTSCENE_QUEUE[i]->GetActionType()) {
case ActionType::PAN_CAMERA_ASYNC:{
PanCameraAsync*cam=(PanCameraAsync*)CUTSCENE_QUEUE[i];
if (MoveCameraTowardsPoint(cam->GetCameraTargetPos(),cam->GetPriorityDirection(),cam->GetCameraSpeed())) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
}break;
case ActionType::MOVE_CUTSCENE_OBJ_ASYNC:{
if (MoveObjectTowardsPoint(CurrentCutscene->GetCutsceneObjects()[((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetObjectID()],((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetTargetPos(),((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetMovement(),((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetMoveSpd())) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
}break;
case ActionType::FADE_ASYNC:{
if (((FadeAsync*)CUTSCENE_QUEUE[i])->FadeIn()&&CUTSCENE_FADE_VALUE>0) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE-((FadeAsync*)CUTSCENE_QUEUE[i])->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==0) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
} else
if (!((FadeAsync*)CUTSCENE_QUEUE[i])->FadeIn()&&CUTSCENE_FADE_VALUE<255) {
CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE+((FadeAsync*)CUTSCENE_QUEUE[i])->GetFadeSpd(),0.0,255.0);
if (CUTSCENE_FADE_VALUE==255) {
CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--);
}
}
}break;
}
}
}
}; };