bool Scene_Battle_Rpg2k::CheckWin() { if (!Main_Data::game_enemyparty->IsAnyActive()) { Game_Temp::battle_result = Game_Temp::BattleVictory; SetState(State_Victory); int exp = Main_Data::game_enemyparty->GetExp(); int money = Main_Data::game_enemyparty->GetMoney(); std::vector<int> drops; Main_Data::game_enemyparty->GenerateDrops(drops); Game_Message::SetPositionFixed(true); Game_Message::SetPosition(2); Game_Message::SetTransparent(false); Game_Message::texts.push_back(Data::terms.victory); std::stringstream ss; ss << exp << Data::terms.exp_received; Game_Message::texts.push_back(ss.str()); ss.str(""); ss << Data::terms.gold_recieved_a << " " << money << Data::terms.gold << Data::terms.gold_recieved_b; Game_Message::texts.push_back(ss.str()); for (std::vector<int>::iterator it = drops.begin(); it != drops.end(); ++it) { ss.str(""); ss << Data::items[*it - 1].name << Data::terms.item_recieved; Game_Message::texts.push_back(ss.str()); } Game_System::BgmPlay(Game_System::GetSystemBGM(Game_System::BGM_Victory)); // Update attributes std::vector<Game_Battler*> ally_battlers; Main_Data::game_party->GetActiveBattlers(ally_battlers); for (std::vector<Game_Battler*>::iterator it = ally_battlers.begin(); it != ally_battlers.end(); ++it) { Game_Actor* actor = static_cast<Game_Actor*>(*it); actor->ChangeExp(actor->GetExp() + exp, true); } Main_Data::game_party->GainGold(money); for (std::vector<int>::iterator it = drops.begin(); it != drops.end(); ++it) { Main_Data::game_party->AddItem(*it, 1); } return true; } return false; }
bool Scene_Battle_Rpg2k3::CheckWin() { if (!Main_Data::game_enemyparty->IsAnyAlive()) { Game_Temp::battle_result = Game_Temp::BattleVictory; SetState(State_Victory); std::vector<Game_Battler*> battlers; Main_Data::game_party->GetAliveBattlers(battlers); for (std::vector<Game_Battler*>::const_iterator it = battlers.begin(); it != battlers.end(); ++it) { Sprite_Battler* sprite = Game_Battle::GetSpriteset().FindBattler(*it); if (sprite) { sprite->SetAnimationState(Sprite_Battler::AnimationState_Victory); } } int exp = Main_Data::game_enemyparty->GetExp(); int money = Main_Data::game_enemyparty->GetMoney(); Game_Message::texts.push_back(Data::terms.victory + "\f"); std::stringstream ss; ss << exp << Data::terms.exp_received << "\f"; Game_Message::texts.push_back(ss.str()); ss.str(""); ss << Data::terms.gold_recieved_a << " " << money << Data::terms.gold << Data::terms.gold_recieved_b << "\f"; Game_Message::texts.push_back(ss.str()); message_window->SetHeight(32); Game_Message::SetPositionFixed(true); Game_Message::SetPosition(0); Game_Message::message_waiting = true; Game_System::BgmPlay(Data::system.battle_end_music); // Update attributes std::vector<Game_Battler*> ally_battlers; Main_Data::game_party->GetAliveBattlers(ally_battlers); for (std::vector<Game_Battler*>::iterator it = ally_battlers.begin(); it != ally_battlers.end(); ++it) { Game_Actor* actor = static_cast<Game_Actor*>(*it); actor->ChangeExp(actor->GetExp() + exp, true); } Main_Data::game_party->GainGold(money); return true; } return false; }
// Command control vars bool Game_Interpreter::CommandControlVariables(RPG::EventCommand const& com) { // Code ControlVars int i, value = 0; Game_Actor* actor; Game_Character* character; switch (com.parameters[4]) { case 0: // Constant value = com.parameters[5]; break; case 1: // Var A ops B value = Game_Variables[com.parameters[5]]; break; case 2: // Number of var A ops B value = Game_Variables[Game_Variables[com.parameters[5]]]; break; case 3: // Random between range int a, b; a = max(com.parameters[5], com.parameters[6]); b = min(com.parameters[5], com.parameters[6]); value = rand() % (a-b+1)+b; break; case 4: // Items switch (com.parameters[6]) { case 0: // Number of items posessed value = Game_Party::ItemNumber(com.parameters[5]); break; case 1: // How often the item is equipped value = Game_Party::ItemNumber(com.parameters[5], true); break; } break; case 5: // Hero actor = Game_Actors::GetActor(com.parameters[5]); if (actor != NULL) { switch (com.parameters[6]) { case 0: // Level value = actor->GetLevel(); break; case 1: // Experience value = actor->GetExp(); break; case 2: // Current HP value = actor->GetHp(); break; case 3: // Current MP value = actor->GetSp(); break; case 4: // Max HP value = actor->GetMaxHp(); break; case 5: // Max MP value = actor->GetMaxSp(); break; case 6: // Attack value = actor->GetAtk(); break; case 7: // Defense value = actor->GetDef(); break; case 8: // Intelligence value = actor->GetSpi(); break; case 9: // Agility value = actor->GetAgi(); break; case 10: // Weapon ID value = actor->GetWeaponId(); break; case 11: // Shield ID value = actor->GetShieldId(); break; case 12: // Armor ID value = actor->GetArmorId(); break; case 13: // Helmet ID value = actor->GetHelmetId(); break; case 14: // Accesory ID value = actor->GetAccessoryId(); break; } } break; case 6: // Characters if (com.parameters[6] != 0){ character = GetCharacter(com.parameters[5]); } else { // Special case for Player Map ID character = NULL; value = Game_Map::GetMapId(); } // Other cases if (character != NULL) { switch (com.parameters[6]) { case 1: // X Coordinate value = character->GetX(); break; case 2: // Y Coordinate value = character->GetY(); break; case 3: // TODO Orientation // Needs testing value = character->GetDirection(); break; case 4: // Screen X value = character->GetScreenX(); break; case 5: // Screen Y value = character->GetScreenY(); } } break; case 7: // More switch (com.parameters[5]) { case 0: // Gold value = Game_Party::GetGold(); break; case 1: value = Game_Party::ReadTimer(Game_Party::Timer1); break; case 2: // Number of heroes in party value = Game_Party::GetActors().size(); break; case 3: // Number of saves value = Game_System::GetSaveCount(); break; case 4: // Number of battles value = Game_Party::GetBattleCount(); break; case 5: // Number of wins value = Game_Party::GetWinCount(); break; case 6: // Number of defeats value = Game_Party::GetDefeatCount(); break; case 7: // Number of escapes (aka run away) value = Game_Party::GetRunCount(); break; case 8: // TODO: MIDI play position break; case 9: value = Game_Party::ReadTimer(Game_Party::Timer2); break; } break; default: ; } switch (com.parameters[0]) { case 0: case 1: // Single and Var range for (i = com.parameters[1]; i <= com.parameters[2]; i++) { switch (com.parameters[3]) { case 0: // Assignement Game_Variables[i] = value; break; case 1: // Addition Game_Variables[i] += value; break; case 2: // Subtraction Game_Variables[i] -= value; break; case 3: // Multiplication Game_Variables[i] *= value; break; case 4: // Division if (value != 0) { Game_Variables[i] /= value; } break; case 5: // Module if (value != 0) { Game_Variables[i] %= value; } else { Game_Variables[i] = 0; } } if (Game_Variables[i] > MaxSize) { Game_Variables[i] = MaxSize; } if (Game_Variables[i] < MinSize) { Game_Variables[i] = MinSize; } } break; case 2: switch (com.parameters[3]) { case 0: // Assignement Game_Variables[com.parameters[1]] = value; break; case 1: // Addition Game_Variables[com.parameters[1]] += value; break; case 2: // Subtraction Game_Variables[com.parameters[1]] -= value; break; case 3: // Multiplication Game_Variables[com.parameters[1]] *= value; break; case 4: // Division if (value != 0) { Game_Variables[com.parameters[1]] /= value; } break; case 5: // Module if (value != 0) { Game_Variables[com.parameters[1]] %= value; } } if (Game_Variables[com.parameters[1]] > MaxSize) { Game_Variables[com.parameters[1]] = MaxSize; } if (Game_Variables[com.parameters[1]] < MinSize) { Game_Variables[com.parameters[1]] = MinSize; } } Game_Map::SetNeedRefresh(true); return true; }