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game_party_base.cpp
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <list>
#include "game_party_base.h"
#include "utils.h"
#include "rand.h"
Game_Party_Base::~Game_Party_Base() {
}
void Game_Party_Base::GetBattlers(std::vector<Game_Battler*>& out) {
int count = GetBattlerCount();
for (int i = 0; i < count; ++i) {
Game_Battler* battler = &(*this)[i];
out.push_back(battler);
}
}
void Game_Party_Base::GetActiveBattlers(std::vector<Game_Battler*>& out) {
int count = GetBattlerCount();
for (int i = 0; i < count; ++i) {
Game_Battler* battler = &(*this)[i];
if (battler->Exists()) {
out.push_back(battler);
}
}
}
void Game_Party_Base::GetDeadBattlers(std::vector<Game_Battler*>& out) {
int count = GetBattlerCount();
for (int i = 0; i < count; ++i) {
Game_Battler* battler = &(*this)[i];
if (battler->IsDead()) {
out.push_back(battler);
}
}
}
Game_Battler* Game_Party_Base::GetNextActiveBattler(Game_Battler* battler) {
std::vector<Game_Battler*> battlers;
GetBattlers(battlers);
std::vector<Game_Battler*>::const_iterator it;
it = std::find(battlers.begin(), battlers.end(), battler);
if (it == battlers.end()) {
return NULL;
}
for (++it; it != battlers.end(); ++it) {
Game_Battler* b = *it;
if (b->Exists()) {
return b;
}
}
// None found after battler, try from the beginning now
for (it = battlers.begin(); *it != battler; ++it) {
Game_Battler* b = *it;
if (b->Exists()) {
return b;
}
}
return NULL;
}
Game_Battler* Game_Party_Base::GetRandomActiveBattler() {
std::vector<Game_Battler*> battlers;
GetActiveBattlers(battlers);
if (battlers.empty()) {
return NULL;
}
return battlers[Rand::GetRandomNumber(0, battlers.size() - 1)];
}
Game_Battler* Game_Party_Base::GetRandomDeadBattler() {
std::vector<Game_Battler*> battlers;
GetDeadBattlers(battlers);
if (battlers.empty()) {
return NULL;
}
return battlers[Rand::GetRandomNumber(0, battlers.size() - 1)];
}
bool Game_Party_Base::IsAnyActive() {
return GetRandomActiveBattler() != NULL;
}
int Game_Party_Base::GetAverageAgility() {
std::vector<Game_Battler*> battlers;
int agi = 0;
GetBattlers(battlers);
std::vector<Game_Battler*>::const_iterator it;
for (it = battlers.begin(); it != battlers.end(); ++it) {
agi += (*it)->GetAgi();
}
return battlers.empty() ? 1 : agi /= battlers.size();
}