hoa_battle::BattleMode Class Reference

Manages all objects, events, and scenes that occur in a battle. More...

#include <battle.h>

Inheritance diagram for hoa_battle::BattleMode:

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Collaboration diagram for hoa_battle::BattleMode:

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List of all members.

Public Member Functions

bool _IsPerformingScript () const
 Returns true if an actor is performing an action.
void AddEnemy (uint32 new_enemy_id)
 Adds a new active enemy to the battle field.
void AddEnemy (hoa_global::GlobalEnemy new_enemy)
 Adds a new active enemy to the battle field.
void AddMusic (std::string music_filename)
 Adds a piece of music to the battle soundtrack.
void AddScriptEventToQueue (private_battle::ScriptEvent *event)
 Added a scripted event to the queue.
 BattleMode ()
void FreezeTimers ()
 Freezes all timers in battle mode. Used when game is paused or using wait battle mode.
private_battle::ScriptEventGetActiveScript ()
std::deque< private_battle::BattleCharacterActor * > GetCharacters () const
 Returns all player actors.
private_battle::BattleEnemyActorGetEnemyActorAt (uint32 index) const
 Returns the enemy actor at the deque location 'index'.
uint32 GetIndexOfCharacter (private_battle::BattleCharacterActor *const Actor) const
 Returns the index of a player character.
uint32 GetIndexOfFirstAliveEnemy () const
uint32 GetIndexOfFirstIdleCharacter () const
uint32 GetIndexOfLastAliveEnemy () const
uint32 GetIndexOfNextAliveEnemy (bool move_upward) const
 Useful for item and skill targeting.
uint32 GetNumberOfCharacters () const
uint32 GetNumberOfEnemies () const
private_battle::BattleCharacterActorGetPlayerCharacterAt (uint32 index) const
 Returns the player actor at the deque location 'index'.
bool IsBattleOver () const
 Is the battle over?
bool IsVictorious () const
 Was the battle victorious?
void PlayerDefeat ()
 Handle player defeat.
void PlayerVictory ()
 Handle player victory.
void RemoveScriptedEventsForActor (hoa_battle::private_battle::BattleActor *actor)
 Remove all scripted events for an actor.
void SetPerformingScript (bool is_performing, private_battle::ScriptEvent *se)
 Sets whether an action is being performed or not, and what that action is.
void SwapCharacters (private_battle::BattleCharacterActor *ActorToRemove, private_battle::BattleCharacterActor *ActorToAdd)
 Swap a character from _player_actors to _player_actors_in_battle.
void UnFreezeTimers ()
 Unfreezes all timers in battle mode. Used when game is unpaused or using wait battle mode.
 ~BattleMode ()
void Draw ()
 This method calls different draw functions depending on the battle state.
void Reset ()
 Resets appropriate class members. Called whenever BattleMode is made the active game mode.
void Update ()
 This method calls different update functions depending on the battle state.

Private Member Functions

void _CreateCharacterActors ()
void _CreateEnemyActors ()
void _Initialize ()
 Initializes all data necessary for the battle to begin.
uint32 _NumberCharactersAlive () const
 Returns the number of characters that are still alive in the battle.
uint32 _NumberEnemiesAlive () const
 Returns the number of enemies that are still alive in the battle.
void _ShutDown ()
 Shutdown the battle mode.
void _TallyRewards ()
 Tally rewards (XP, money, items).
void _TEMP_LoadTestData ()
 Loads images and other hard-coded data for the battle.
Draw helper functions
Functions which draw various components of the battle screen

void _DrawBackgroundVisuals ()
 Draws all background images and animations The images and effects drawn by this function will never be drawn over anything else in the battle (battle sprites, menus, etc.).
void _DrawBottomMenu ()
 Draws the bottom menu visuals and information The bottom menu contains a wide array of information, including swap cards, character portraits, character names, and both character and enemy status. This menu is perpetually drawn on the battle screen.
void _DrawSprites ()
 Draws all character and enemy sprites as well as any sprite visuals In addition to the sprites themselves, this function draws special effects and indicators for the sprites. For example, the actor selector image and any visible action effects like magic.
void _DrawTimeMeter ()
 Draws the universal time meter and the portraits attached to it Portraits are retrieved from the battle actors.
Update helper functions
Functions which update the state of various battle components

void _UpdateAttackPointSelection ()
 Processes user input when the player's cursor is selecting an attack point for an action.
void _UpdateCharacterSelection ()
 Updates which character the player has chosen to select.
void _UpdateTargetSelection ()
 Processes user input when the player's cursor is selecting a target for an action.

Private Attributes

private_battle::ScriptEvent_active_se
 The script currently being performed.
std::vector< hoa_audio::MusicDescriptor_battle_music
 Container for all music to be played during the battle The first element in this vector is the primary battle track. For most battles, only a primary track is required. However, some battles may require additional tracks to toggle between.
bool _battle_over
 Set to true when either side of the battle is dead.
bool _initialized
 When set to true, all preparations have been made and the battle is ready to begin.
uint32 _min_agility
 Used for scaling actor wait times.
int32 _next_monster_location_index
 An Index to the (x,y) location of the next created monster (MONSTER_LOCATIONS array).
bool _performing_script
 Set to true whenever an actor (player or enemy) is performing an action.
bool _victorious_battle
 Set to true if it was player who won the battle.
std::map< std::string, uint32_victory_items
 Items gained from battle.
bool _victory_level
 Set to true if character gained an experience level.
uint32 _victory_money
 Money gained from battle.
bool _victory_skill
 Set to true if character earned a new skill this experience level.
uint32 _victory_sp
 SP gained from battle.
uint32 _victory_xp
 XP gained from battle.
Battle GUI Windows
private_battle::ActionWindow_action_window
 Window which displays various information and options related to selecting actions for characters Located at the bottom right hand corner of the screen, this window is only visible when the player is actively selecting an action for a character.
private_battle::FinishWindow_finish_window
 Window which presents information and options after a battle is concluded Located at the center of the screen, this window only appears after one party in the battle has defeated the other.
Battle GUI Images
hoa_video::StillImage _actor_selection_image
 An image that indicates that a particular actor has been selected This image best suites character sprites and enemy sprites of similar size. It does not work well with larger or smaller sprites.
hoa_video::AnimatedImage _attack_point_indicator
 An image that points out the location of specific attack points on an actor This image may be used for both character and enemy actors. It is used to indicate an actively selected attack point, not just any attack points present.
hoa_video::StillImage _bottom_menu_image
 The static image that is drawn for the bottom menus.
hoa_video::StillImage _swap_card
 Used for visual display of how many swaps a character may perform This image is drawn in the lower left corner of the screen, just above the swap indicator. This image may be drawn on the screen up to four times (in a card-stack fashion), one for each swap that is available to be used. It is not drawn when the player has no swaps available.
hoa_video::StillImage _swap_icon
 Image that indicates when a player may perform character swapping This image is drawn in the lower left corner of the screen. When no swaps are available to the player, the image is drawn in gray-scale.
hoa_video::StillImage _universal_time_meter
 The universal stamina bar that all battle actors proceed along All battle actors have a portrait that moves along this meter to signify their turn in the rotation. The meter and corresponding portraits must be drawn after the character sprites.
Battle Background Data
std::vector< hoa_video::ImageDescriptor * > _background_images
 Container for images (both still and animated) that are to be drawn in the background.
hoa_video::StillImage _battle_background
 The full-screen, static background image to be used for the battle.
Battle Actor Containers
std::map< uint8, private_battle::BattleActor * > _battle_actors
 A map containing pointers to all actors both on and off the battle field The actor objects are indexed by their unique ID numbers. This structure is used primarily for two things. First, it serves as a convenient index to look up and retrieve an actor object when only an ID number is known. Second, it is used to prevent memory leaks by ensuring that all BattleActor objects are deleted when the battle ends.
std::deque< private_battle::BattleCharacterActor * > _character_actors
 Characters that are presently fighting in the battle No more than four characters may be fighting at any given time, thus this structure will never contain more than four CharacterActor objects. This structure does not include any characters that are in the party, but not actively fighting in the battle. This structure includes characters that have zero hit points.
std::deque< private_battle::BattleEnemyActor * > _enemy_actors
 Enemies that are presently fighting in the battle There is a theoretical limit on how many enemies may fight in one battle, but that is dependent upon the sprite size of all active enemies and this limit will be detected by the BattleMode class. This structure includes enemies that have zero hit points.
std::deque< hoa_global::GlobalCharacter_original_characters
 Contains the original set of characters and their status This data is retained in the case that the player loses the battle and chooses to re-try the battle from the beginning. This data will be used to restore BattleMode::_character_actors.
std::deque< hoa_global::GlobalEnemy_original_enemies
 Contains the original set of enemies and their status This data is retained in the case that the player loses the battle and chooses to re-try the battle from the beginning. This data will be used to restore BattleMode::_enemy_actors.
std::deque< private_battle::BattleCharacterActor * > _reserve_characters
 Characters that are in the party reserves This structure contains characters which are in the current party, but are not fighting in the battle. They may be swapped into the battle by the player.
Character Swap Card Data
uint8 _current_number_swaps
 The number of character swaps that the player may currently perform The maximum number of swaps ever allowed is four, thus the value of this class member will always have the range [0, 4]. This member is also used to determine how many swap cards to draw on the battle screen.
int32 _swap_countdown_timer
 A running counter to determine when a player may be given another swap card The units of this timer are milliseconds. The timer is initially set to around 5 minutes. Once the timer reaches below zero, it is reset and BattleMode::_num_swap_cards is incremented by one.
Selection Data
private_battle::CURSOR_STATE _cursor_state
 The state of the battle's selection cursor.
uint32 _selected_attack_point
 The index of the attack point on the selected target that is selected If the target type of the skill or item is not an attack point target, then the value of this member is meaningless.
private_battle::BattleCharacterActor_selected_character
 The current character that is selected by the player.
int32 _selected_character_index
 Character index of the currently selected actor.
private_battle::BattleActor_selected_target
 The current target for the player's selection This may point to either a character or enemy actor.
uint32 _selected_target_index
 Argument selector.
Actor Action Processing
std::list< private_battle::ScriptEvent * > _script_queue
 A FIFO queue of actor actions to perform.

Friends

class private_battle::ActionWindow
class private_battle::BattleActor
class private_battle::BattleCharacterActor
class private_battle::BattleEnemyActor
class private_battle::FinishWindow
class private_battle::ScriptEvent

Detailed Description

Manages all objects, events, and scenes that occur in a battle.

****************************************************************************

To create a battle, first you must create an instance of this class. Next, the battle must be populated with enemies by using the AddEnemy() methods prescribed below. You must then call the InitializeEnemies() method so that the added enemies are ready for the battle to come. This should all be done prior the Reset() method being called. If you fail to add any enemies, an error will occur and the battle will self-terminate itself.

Todo:
Add a RestartBattle() function that re-initializes all battle data and begins the battle over from the start.

Definition at line 222 of file battle.h.


Constructor & Destructor Documentation

hoa_battle::BattleMode::BattleMode (  ) 

Definition at line 287 of file battle.cpp.

References _action_window, _actor_selection_image, _attack_point_indicator, _finish_window, _TEMP_LoadTestData(), _universal_time_meter, _victory_items, hoa_video::AnimatedImage::AddFrame(), hoa_battle::BATTLE_DEBUG, hoa_video::GameVideo::LoadImage(), hoa_mode_manager::MODE_MANAGER_BATTLE_MODE, hoa_mode_manager::GameMode::mode_type, hoa_video::StillImage::SetDimensions(), hoa_video::StillImage::SetFilename(), and hoa_video::VideoManager.

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hoa_battle::BattleMode::~BattleMode (  ) 

Definition at line 354 of file battle.cpp.

References _action_window, _actor_selection_image, _attack_point_indicator, _battle_background, _battle_music, _bottom_menu_image, _character_actors, _enemy_actors, _finish_window, _script_queue, _swap_card, _swap_icon, _universal_time_meter, _victory_items, hoa_battle::private_battle::current_battle, hoa_video::GameVideo::DeleteImage(), and hoa_video::VideoManager.

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Member Function Documentation

void hoa_battle::BattleMode::_CreateCharacterActors (  )  [private]

void hoa_battle::BattleMode::_CreateEnemyActors (  )  [private]

void hoa_battle::BattleMode::_DrawBackgroundVisuals (  )  [private]

Draws all background images and animations The images and effects drawn by this function will never be drawn over anything else in the battle (battle sprites, menus, etc.).

Definition at line 1028 of file battle.cpp.

References _battle_background, hoa_video::GameVideo::DrawImage(), hoa_video::GameVideo::Move(), hoa_video::GameVideo::SetDrawFlags(), hoa_video::VIDEO_NO_BLEND, hoa_video::VIDEO_X_LEFT, hoa_video::VIDEO_Y_BOTTOM, and hoa_video::VideoManager.

Referenced by Draw().

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void hoa_battle::BattleMode::_DrawBottomMenu (  )  [private]

Draws the bottom menu visuals and information The bottom menu contains a wide array of information, including swap cards, character portraits, character names, and both character and enemy status. This menu is perpetually drawn on the battle screen.

Definition at line 1039 of file battle.cpp.

References _bottom_menu_image, _character_actors, _current_number_swaps, _selected_character, _swap_card, _swap_icon, hoa_video::GameVideo::DrawImage(), hoa_battle::private_battle::BattleCharacterActor::DrawPortrait(), hoa_video::GameVideo::Move(), hoa_video::GameVideo::MoveRelative(), hoa_video::GameVideo::SetDrawFlags(), hoa_video::VIDEO_BLEND, hoa_video::VIDEO_X_LEFT, hoa_video::VIDEO_Y_BOTTOM, and hoa_video::VideoManager.

Referenced by Draw().

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void hoa_battle::BattleMode::_DrawSprites (  )  [private]

Draws all character and enemy sprites as well as any sprite visuals In addition to the sprites themselves, this function draws special effects and indicators for the sprites. For example, the actor selector image and any visible action effects like magic.

Definition at line 1065 of file battle.cpp.

References _character_actors, and _enemy_actors.

Referenced by Draw().

void hoa_battle::BattleMode::_DrawTimeMeter (  )  [private]

Draws the universal time meter and the portraits attached to it Portraits are retrieved from the battle actors.

Definition at line 1084 of file battle.cpp.

References _action_window, _character_actors, _cursor_state, _enemy_actors, _selected_target, _universal_time_meter, hoa_battle::private_battle::ACTION_TYPE_ITEM, hoa_battle::private_battle::CURSOR_SELECT_ATTACK_POINT, hoa_battle::private_battle::CURSOR_SELECT_TARGET, hoa_video::GameVideo::DrawImage(), hoa_battle::private_battle::ActionWindow::GetActionCategory(), hoa_battle::private_battle::ActionWindow::GetActionTargetType(), hoa_global::GLOBAL_TARGET_INVALID, hoa_global::GLOBAL_TARGET_PARTY, hoa_battle::private_battle::BattleActor::IsEnemy(), hoa_video::GameVideo::Move(), hoa_video::GameVideo::SetDrawFlags(), hoa_video::VIDEO_X_CENTER, hoa_video::VIDEO_X_LEFT, hoa_video::VIDEO_Y_BOTTOM, hoa_video::VIDEO_Y_CENTER, and hoa_video::VideoManager.

Referenced by Draw().

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void hoa_battle::BattleMode::_Initialize (  )  [private]

Initializes all data necessary for the battle to begin.

Definition at line 524 of file battle.cpp.

References _character_actors, _enemy_actors, _initialized, _min_agility, _selected_character, _selected_character_index, hoa_battle::BATTLE_DEBUG, hoa_global::GameGlobal::GetActiveParty(), hoa_global::GlobalParty::GetActorAtIndex(), GetIndexOfFirstIdleCharacter(), hoa_global::GlobalParty::GetPartySize(), hoa_global::GlobalManager, hoa_battle::private_battle::BattleActor::InitBattleActorStats(), hoa_battle::private_battle::MAX_INIT_WAIT_TIME, hoa_mode_manager::ModeManager, hoa_mode_manager::GameModeManager::Pop(), hoa_system::SystemManager, and hoa_system::GameSystem::UpdateTimers().

Referenced by Reset().

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bool hoa_battle::BattleMode::_IsPerformingScript (  )  const [inline]

Returns true if an actor is performing an action.

Definition at line 278 of file battle.h.

References _performing_script.

Referenced by Update().

uint32 hoa_battle::BattleMode::_NumberCharactersAlive (  )  const [private]

Returns the number of characters that are still alive in the battle.

Note:
This function only counts the characters on the screen, not characters in the party reserves

Definition at line 1203 of file battle.cpp.

References _character_actors.

Referenced by _UpdateCharacterSelection(), and Update().

uint32 hoa_battle::BattleMode::_NumberEnemiesAlive (  )  const [private]

Returns the number of enemies that are still alive in the battle.

Definition at line 1191 of file battle.cpp.

References _enemy_actors.

Referenced by Update().

void hoa_battle::BattleMode::_ShutDown (  )  [private]

Shutdown the battle mode.

Definition at line 615 of file battle.cpp.

References _battle_music, _character_actors, hoa_input::GameInput::EventHandler(), hoa_input::InputManager, hoa_mode_manager::ModeManager, and hoa_mode_manager::GameModeManager::Pop().

Referenced by _TEMP_LoadTestData(), PlayerDefeat(), and hoa_battle::private_battle::FinishWindow::Update().

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void hoa_battle::BattleMode::_TallyRewards (  )  [private]

Tally rewards (XP, money, items).

Definition at line 631 of file battle.cpp.

References _victory_money, _victory_sp, _victory_xp, hoa_battle::private_battle::BattleEnemyActor::GetActor(), hoa_global::GlobalEnemy::GetDrunesDropped(), GetEnemyActorAt(), hoa_global::GlobalActor::GetExperiencePoints(), GetNumberOfCharacters(), GetNumberOfEnemies(), and GetPlayerCharacterAt().

Referenced by Update().

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void hoa_battle::BattleMode::_TEMP_LoadTestData (  )  [private]

Loads images and other hard-coded data for the battle.

Note:
This function is temporary until there is necessary support for battle mode from the map code and from Lua scripting

Definition at line 491 of file battle.cpp.

References _battle_background, _bottom_menu_image, _ShutDown(), _swap_card, _swap_icon, hoa_video::GameVideo::LoadImage(), hoa_battle::private_battle::SCREEN_HEIGHT, hoa_battle::private_battle::SCREEN_LENGTH, hoa_video::StillImage::SetDimensions(), hoa_video::StillImage::SetFilename(), hoa_battle::private_battle::TILE_SIZE, and hoa_video::VideoManager.

Referenced by BattleMode().

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void hoa_battle::BattleMode::_UpdateAttackPointSelection (  )  [private]

Processes user input when the player's cursor is selecting an attack point for an action.

Definition at line 942 of file battle.cpp.

References _action_window, _cursor_state, _selected_attack_point, _selected_character, _selected_character_index, _selected_target, _selected_target_index, hoa_battle::private_battle::ACTION_TYPE_ITEM, hoa_battle::private_battle::ACTIVE_BATTLE_MODE, AddScriptEventToQueue(), hoa_input::GameInput::CancelPress(), hoa_input::GameInput::ConfirmPress(), hoa_battle::private_battle::CURSOR_IDLE, hoa_battle::private_battle::CURSOR_SELECT_TARGET, hoa_global::GlobalObject::DecrementCount(), hoa_input::GameInput::DownPress(), hoa_battle::private_battle::ActionWindow::GetActionCategory(), hoa_battle::private_battle::BattleEnemyActor::GetActor(), hoa_global::GlobalActor::GetAttackPoints(), GetEnemyActorAt(), GetIndexOfFirstIdleCharacter(), hoa_battle::private_battle::ActionWindow::GetSelectedItem(), hoa_battle::private_battle::ActionWindow::GetSelectedSkill(), hoa_input::InputManager, hoa_input::GameInput::LeftPress(), hoa_battle::private_battle::ActionWindow::Reset(), hoa_input::GameInput::RightPress(), hoa_battle::private_battle::BattleActor::SetQueuedToPerform(), UnFreezeTimers(), and hoa_input::GameInput::UpPress().

Referenced by Update().

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void hoa_battle::BattleMode::_UpdateCharacterSelection (  )  [private]

Updates which character the player has chosen to select.

Definition at line 778 of file battle.cpp.

References _action_window, _cursor_state, _NumberCharactersAlive(), _selected_character, _selected_character_index, hoa_battle::private_battle::ACTIVE_BATTLE_MODE, hoa_input::GameInput::ConfirmPress(), hoa_battle::private_battle::CURSOR_WAIT, hoa_input::GameInput::DownPress(), FreezeTimers(), GetIndexOfFirstIdleCharacter(), GetNumberOfCharacters(), GetPlayerCharacterAt(), hoa_battle::private_battle::BattleActor::GetWaitTime(), hoa_battle::private_battle::ActionWindow::Initialize(), hoa_input::InputManager, hoa_battle::private_battle::INVALID_BATTLE_ACTOR_INDEX, hoa_battle::private_battle::BattleActor::IsAlive(), hoa_system::SystemTimer::IsFinished(), hoa_battle::private_battle::BattleActor::IsQueuedToPerform(), hoa_input::GameInput::LeftPress(), hoa_input::GameInput::RightPress(), and hoa_input::GameInput::UpPress().

Referenced by Update().

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void hoa_battle::BattleMode::_UpdateTargetSelection (  )  [private]

Processes user input when the player's cursor is selecting a target for an action.

Definition at line 845 of file battle.cpp.

References _action_window, _cursor_state, _selected_attack_point, _selected_character, _selected_character_index, _selected_target, _selected_target_index, hoa_battle::private_battle::ACTION_TYPE_ITEM, hoa_battle::private_battle::ACTIVE_BATTLE_MODE, AddScriptEventToQueue(), hoa_input::GameInput::CancelPress(), hoa_input::GameInput::ConfirmPress(), hoa_battle::private_battle::CURSOR_IDLE, hoa_battle::private_battle::CURSOR_SELECT_ATTACK_POINT, hoa_global::GlobalObject::DecrementCount(), hoa_input::GameInput::DownPress(), hoa_battle::private_battle::ActionWindow::GetActionCategory(), hoa_battle::private_battle::ActionWindow::GetActionTargetType(), hoa_global::GameGlobal::GetActiveParty(), GetEnemyActorAt(), GetIndexOfFirstIdleCharacter(), GetIndexOfNextAliveEnemy(), hoa_global::GlobalParty::GetPartySize(), GetPlayerCharacterAt(), hoa_battle::private_battle::ActionWindow::GetSelectedItem(), hoa_battle::private_battle::ActionWindow::GetSelectedSkill(), hoa_global::GLOBAL_TARGET_ATTACK_POINT, hoa_global::GLOBAL_TARGET_PARTY, hoa_global::GlobalManager, hoa_input::InputManager, hoa_battle::private_battle::ActionWindow::IsActionTargetAlly(), hoa_battle::private_battle::BattleActor::IsEnemy(), hoa_input::GameInput::LeftPress(), hoa_input::GameInput::RightPress(), hoa_battle::private_battle::BattleActor::SetQueuedToPerform(), UnFreezeTimers(), and hoa_input::GameInput::UpPress().

Referenced by Update().

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void hoa_battle::BattleMode::AddEnemy ( uint32  new_enemy_id  )  [inline]

Adds a new active enemy to the battle field.

Parameters:
new_enemy_id The id number of the new enemy to add to the battle This method works precisely the same was as the method which takes a GlobalEnemy argument, only this version will construct the global enemy just using its id (meaning that it has to open up the Lua file which defines the enemy). If the GlobalEnemy has already been defined somewhere else, it is better to pass it in to the alternative definition of this function.

Definition at line 264 of file battle.h.

References AddEnemy().

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void hoa_battle::BattleMode::AddEnemy ( hoa_global::GlobalEnemy  new_enemy  ) 

Adds a new active enemy to the battle field.

Parameters:
new_enemy A copy of the GlobalEnemy object to add to the battle This method uses the GlobalEnemy copy constructor to create a copy of the enemy. The GlobalEnemy passed as an argument should be in its default loaded state (that is, it should have an experience level equal to one).

Definition at line 433 of file battle.cpp.

References _enemy_actors, _next_monster_location_index, _original_enemies, hoa_global::GameGlobal::AverageActivePartyExperienceLevel(), hoa_battle::BATTLE_DEBUG, hoa_global::GlobalActor::GetExperienceLevel(), hoa_global::GlobalActor::GetID(), hoa_global::GlobalManager, hoa_battle::private_battle::BattleActor::InitBattleActorStats(), hoa_global::GlobalEnemy::Initialize(), and hoa_battle::private_battle::MONSTER_LOCATIONS.

Referenced by hoa_boot::BootMode::_OnBattleDebug(), and AddEnemy().

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void hoa_battle::BattleMode::AddMusic ( std::string  music_filename  ) 

Adds a piece of music to the battle soundtrack.

Parameters:
music_filename The full filename of the music to play Note that the first piece of music added is the one that will be played upon entering battle. All subsequent pieces of music added must be explicitly triggered to play by certain scripted conditions in battle. If no music is added for a battle, a default battle theme will be played.

Referenced by hoa_battle::private_battle::FinishWindow::Initialize().

void hoa_battle::BattleMode::AddScriptEventToQueue ( private_battle::ScriptEvent event  )  [inline]

Added a scripted event to the queue.

Definition at line 285 of file battle.h.

References _script_queue.

Referenced by _UpdateAttackPointSelection(), _UpdateTargetSelection(), and hoa_battle::private_battle::BattleEnemyActor::Update().

void hoa_battle::BattleMode::Draw (  )  [virtual]

This method calls different draw functions depending on the battle state.

Implements hoa_mode_manager::GameMode.

Definition at line 1001 of file battle.cpp.

References _action_window, _battle_over, _DrawBackgroundVisuals(), _DrawBottomMenu(), _DrawSprites(), _DrawTimeMeter(), _finish_window, _victorious_battle, hoa_battle::private_battle::FinishWindow::Draw(), hoa_battle::private_battle::ActionWindow::Draw(), hoa_video::GameVideo::EnableSceneLighting(), hoa_battle::private_battle::ActionWindow::GetState(), hoa_video::VideoManager, and hoa_battle::private_battle::VIEW_INVALID.

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void hoa_battle::BattleMode::FreezeTimers (  ) 

Freezes all timers in battle mode. Used when game is paused or using wait battle mode.

Definition at line 1278 of file battle.cpp.

References _character_actors, _enemy_actors, and _script_queue.

Referenced by _UpdateCharacterSelection(), and hoa_input::TEMP_HandlePause().

private_battle::ScriptEvent* hoa_battle::BattleMode::GetActiveScript (  )  [inline]

Definition at line 347 of file battle.h.

References _active_se.

std::deque<private_battle::BattleCharacterActor*> hoa_battle::BattleMode::GetCharacters (  )  const [inline]

Returns all player actors.

Definition at line 292 of file battle.h.

References _character_actors.

private_battle::BattleEnemyActor* hoa_battle::BattleMode::GetEnemyActorAt ( uint32  index  )  const [inline]

Returns the enemy actor at the deque location 'index'.

Definition at line 335 of file battle.h.

References _enemy_actors.

Referenced by _TallyRewards(), hoa_battle::private_battle::ActionWindow::_UpdateActionSelection(), _UpdateAttackPointSelection(), _UpdateTargetSelection(), and hoa_battle::private_battle::ScriptEvent::RunScript().

uint32 hoa_battle::BattleMode::GetIndexOfCharacter ( private_battle::BattleCharacterActor *const  Actor  )  const

Returns the index of a player character.

Definition at line 1431 of file battle.cpp.

References _character_actors, and hoa_battle::private_battle::INVALID_BATTLE_ACTOR_INDEX.

uint32 hoa_battle::BattleMode::GetIndexOfFirstAliveEnemy (  )  const

Definition at line 1387 of file battle.cpp.

References _enemy_actors, and hoa_battle::private_battle::INVALID_BATTLE_ACTOR_INDEX.

Referenced by hoa_battle::private_battle::ActionWindow::_UpdateActionSelection().

uint32 hoa_battle::BattleMode::GetIndexOfFirstIdleCharacter (  )  const

Definition at line 1414 of file battle.cpp.

References _character_actors, hoa_battle::private_battle::BattleCharacterActor::GetActor(), hoa_battle::private_battle::BattleActor::GetWaitTime(), hoa_battle::private_battle::INVALID_BATTLE_ACTOR_INDEX, hoa_global::GlobalActor::IsAlive(), hoa_system::SystemTimer::IsFinished(), and hoa_battle::private_battle::BattleActor::IsQueuedToPerform().

Referenced by _Initialize(), _UpdateAttackPointSelection(), _UpdateCharacterSelection(), and _UpdateTargetSelection().

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uint32 hoa_battle::BattleMode::GetIndexOfLastAliveEnemy (  )  const

Definition at line 1400 of file battle.cpp.

References _enemy_actors, and hoa_battle::private_battle::INVALID_BATTLE_ACTOR_INDEX.

uint32 hoa_battle::BattleMode::GetIndexOfNextAliveEnemy ( bool  move_upward  )  const

Useful for item and skill targeting.

Definition at line 1444 of file battle.cpp.

References _enemy_actors, _selected_target_index, and hoa_battle::private_battle::INVALID_BATTLE_ACTOR_INDEX.

Referenced by _UpdateTargetSelection().

uint32 hoa_battle::BattleMode::GetNumberOfCharacters (  )  const [inline]

Definition at line 315 of file battle.h.

References _character_actors.

Referenced by _TallyRewards(), _UpdateCharacterSelection(), and hoa_battle::private_battle::ScriptEvent::RunScript().

uint32 hoa_battle::BattleMode::GetNumberOfEnemies (  )  const [inline]

Definition at line 318 of file battle.h.

References _enemy_actors.

Referenced by _TallyRewards(), and hoa_battle::private_battle::ScriptEvent::RunScript().

private_battle::BattleCharacterActor* hoa_battle::BattleMode::GetPlayerCharacterAt ( uint32  index  )  const [inline]

Returns the player actor at the deque location 'index'.

Definition at line 331 of file battle.h.

References _character_actors.

Referenced by _TallyRewards(), hoa_battle::private_battle::ActionWindow::_UpdateActionSelection(), _UpdateCharacterSelection(), _UpdateTargetSelection(), hoa_battle::private_battle::ScriptEvent::RunScript(), and hoa_battle::private_battle::BattleEnemyActor::Update().

bool hoa_battle::BattleMode::IsBattleOver (  )  const [inline]

Is the battle over?

Definition at line 302 of file battle.h.

References _battle_over.

bool hoa_battle::BattleMode::IsVictorious (  )  const [inline]

Was the battle victorious?

Definition at line 306 of file battle.h.

References _victorious_battle.

void hoa_battle::BattleMode::PlayerDefeat (  ) 

Handle player defeat.

Definition at line 1358 of file battle.cpp.

References _ShutDown(), hoa_mode_manager::ModeManager, hoa_mode_manager::GameModeManager::PopAll(), and hoa_mode_manager::GameModeManager::Push().

Referenced by hoa_battle::private_battle::FinishWindow::Update().

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void hoa_battle::BattleMode::PlayerVictory (  ) 

Handle player victory.

Definition at line 1337 of file battle.cpp.

References _character_actors, _victory_level, _victory_money, _victory_skill, _victory_sp, _victory_xp, hoa_global::GameGlobal::AddDrunes(), and hoa_global::GlobalManager.

Referenced by Update().

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void hoa_battle::BattleMode::RemoveScriptedEventsForActor ( hoa_battle::private_battle::BattleActor actor  ) 

Remove all scripted events for an actor.

Definition at line 1262 of file battle.cpp.

References _script_queue.

Referenced by hoa_battle::private_battle::BattleActor::TakeDamage().

void hoa_battle::BattleMode::Reset (  )  [virtual]

Resets appropriate class members. Called whenever BattleMode is made the active game mode.

Implements hoa_mode_manager::GameMode.

Definition at line 402 of file battle.cpp.

References _battle_music, _Initialize(), _initialized, hoa_battle::BATTLE_DEBUG, hoa_battle::private_battle::current_battle, hoa_audio::MusicDescriptor::GetFilename(), hoa_audio::MusicDescriptor::LoadMusic(), hoa_video::GameVideo::SetCoordSys(), hoa_video::GameVideo::SetFont(), and hoa_video::VideoManager.

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void hoa_battle::BattleMode::SetPerformingScript ( bool  is_performing,
private_battle::ScriptEvent se 
)

Sets whether an action is being performed or not, and what that action is.

Definition at line 1215 of file battle.cpp.

References _active_se, _performing_script, _script_queue, hoa_system::GameSystem::ExitGame(), hoa_battle::private_battle::BattleActor::ResetWaitTime(), hoa_battle::private_battle::BattleActor::SetQueuedToPerform(), and hoa_system::SystemManager.

Referenced by Update().

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void hoa_battle::BattleMode::SwapCharacters ( private_battle::BattleCharacterActor ActorToRemove,
private_battle::BattleCharacterActor ActorToAdd 
)

Swap a character from _player_actors to _player_actors_in_battle.

Definition at line 1367 of file battle.cpp.

References _character_actors, hoa_battle::private_battle::BattleActor::GetXOrigin(), hoa_battle::private_battle::BattleActor::GetYOrigin(), hoa_battle::private_battle::BattleActor::SetXLocation(), hoa_battle::private_battle::BattleActor::SetXOrigin(), hoa_battle::private_battle::BattleActor::SetYLocation(), and hoa_battle::private_battle::BattleActor::SetYOrigin().

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void hoa_battle::BattleMode::UnFreezeTimers (  ) 

Unfreezes all timers in battle mode. Used when game is unpaused or using wait battle mode.

Definition at line 1306 of file battle.cpp.

References _character_actors, _enemy_actors, and _script_queue.

Referenced by _UpdateAttackPointSelection(), _UpdateTargetSelection(), and hoa_input::TEMP_HandlePause().

void hoa_battle::BattleMode::Update (  )  [virtual]

This method calls different update functions depending on the battle state.

Implements hoa_mode_manager::GameMode.

Definition at line 681 of file battle.cpp.

References _action_window, _attack_point_indicator, _battle_over, _character_actors, _cursor_state, _enemy_actors, _finish_window, _IsPerformingScript(), _NumberCharactersAlive(), _NumberEnemiesAlive(), _script_queue, _TallyRewards(), _UpdateAttackPointSelection(), _UpdateCharacterSelection(), _UpdateTargetSelection(), _victorious_battle, hoa_battle::private_battle::CURSOR_IDLE, hoa_battle::private_battle::CURSOR_SELECT_ATTACK_POINT, hoa_battle::private_battle::CURSOR_SELECT_PARTY, hoa_battle::private_battle::CURSOR_SELECT_TARGET, hoa_battle::private_battle::CURSOR_WAIT, hoa_battle::private_battle::FINISH_INVALID, hoa_battle::private_battle::ActionWindow::GetState(), hoa_battle::private_battle::FinishWindow::GetState(), hoa_battle::private_battle::ScriptEvent::GetWarmUpTime(), hoa_battle::private_battle::FinishWindow::Initialize(), hoa_system::SystemTimer::IsFinished(), PlayerVictory(), hoa_battle::private_battle::ActionWindow::Reset(), hoa_battle::private_battle::ScriptEvent::RunScript(), SetPerformingScript(), hoa_battle::private_battle::ActionWindow::Update(), hoa_video::AnimatedImage::Update(), hoa_battle::private_battle::ScriptEvent::Update(), hoa_battle::private_battle::FinishWindow::Update(), and hoa_battle::private_battle::VIEW_INVALID.

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Friends And Related Function Documentation

friend class private_battle::ActionWindow [friend]

Definition at line 227 of file battle.h.

friend class private_battle::BattleActor [friend]

Definition at line 223 of file battle.h.

friend class private_battle::BattleCharacterActor [friend]

Definition at line 224 of file battle.h.

friend class private_battle::BattleEnemyActor [friend]

Definition at line 225 of file battle.h.

friend class private_battle::FinishWindow [friend]

Definition at line 228 of file battle.h.

friend class private_battle::ScriptEvent [friend]

Definition at line 226 of file battle.h.


Member Data Documentation

private_battle::ActionWindow* hoa_battle::BattleMode::_action_window [private]

Window which displays various information and options related to selecting actions for characters Located at the bottom right hand corner of the screen, this window is only visible when the player is actively selecting an action for a character.

Definition at line 481 of file battle.h.

Referenced by _DrawTimeMeter(), _UpdateAttackPointSelection(), _UpdateCharacterSelection(), _UpdateTargetSelection(), BattleMode(), Draw(), Update(), and ~BattleMode().

private_battle::ScriptEvent* hoa_battle::BattleMode::_active_se [private]

The script currently being performed.

Definition at line 358 of file battle.h.

Referenced by GetActiveScript(), and SetPerformingScript().

hoa_video::StillImage hoa_battle::BattleMode::_actor_selection_image [private]

An image that indicates that a particular actor has been selected This image best suites character sprites and enemy sprites of similar size. It does not work well with larger or smaller sprites.

Definition at line 499 of file battle.h.

Referenced by BattleMode(), hoa_battle::private_battle::BattleEnemyActor::DrawSprite(), hoa_battle::private_battle::BattleCharacterActor::DrawSprite(), and ~BattleMode().

hoa_video::AnimatedImage hoa_battle::BattleMode::_attack_point_indicator [private]

An image that points out the location of specific attack points on an actor This image may be used for both character and enemy actors. It is used to indicate an actively selected attack point, not just any attack points present.

Definition at line 505 of file battle.h.

Referenced by BattleMode(), hoa_battle::private_battle::BattleEnemyActor::DrawSprite(), Update(), and ~BattleMode().

std::vector<hoa_video::ImageDescriptor*> hoa_battle::BattleMode::_background_images [private]

Container for images (both still and animated) that are to be drawn in the background.

Definition at line 396 of file battle.h.

std::map<uint8, private_battle::BattleActor*> hoa_battle::BattleMode::_battle_actors [private]

A map containing pointers to all actors both on and off the battle field The actor objects are indexed by their unique ID numbers. This structure is used primarily for two things. First, it serves as a convenient index to look up and retrieve an actor object when only an ID number is known. Second, it is used to prevent memory leaks by ensuring that all BattleActor objects are deleted when the battle ends.

Definition at line 419 of file battle.h.

hoa_video::StillImage hoa_battle::BattleMode::_battle_background [private]

The full-screen, static background image to be used for the battle.

Definition at line 393 of file battle.h.

Referenced by _DrawBackgroundVisuals(), _TEMP_LoadTestData(), and ~BattleMode().

std::vector<hoa_audio::MusicDescriptor> hoa_battle::BattleMode::_battle_music [private]

Container for all music to be played during the battle The first element in this vector is the primary battle track. For most battles, only a primary track is required. However, some battles may require additional tracks to toggle between.

Definition at line 388 of file battle.h.

Referenced by _ShutDown(), hoa_battle::private_battle::FinishWindow::Initialize(), Reset(), and ~BattleMode().

bool hoa_battle::BattleMode::_battle_over [private]

Set to true when either side of the battle is dead.

Definition at line 361 of file battle.h.

Referenced by Draw(), IsBattleOver(), and Update().

hoa_video::StillImage hoa_battle::BattleMode::_bottom_menu_image [private]

The static image that is drawn for the bottom menus.

Definition at line 493 of file battle.h.

Referenced by _DrawBottomMenu(), _TEMP_LoadTestData(), and ~BattleMode().

std::deque<private_battle::BattleCharacterActor*> hoa_battle::BattleMode::_character_actors [private]

Characters that are presently fighting in the battle No more than four characters may be fighting at any given time, thus this structure will never contain more than four CharacterActor objects. This structure does not include any characters that are in the party, but not actively fighting in the battle. This structure includes characters that have zero hit points.

Definition at line 427 of file battle.h.

Referenced by _DrawBottomMenu(), _DrawSprites(), _DrawTimeMeter(), _Initialize(), _NumberCharactersAlive(), _ShutDown(), hoa_battle::private_battle::BattleCharacterActor::DrawStatus(), FreezeTimers(), GetCharacters(), GetIndexOfCharacter(), GetIndexOfFirstIdleCharacter(), GetNumberOfCharacters(), GetPlayerCharacterAt(), PlayerVictory(), SwapCharacters(), UnFreezeTimers(), Update(), and ~BattleMode().

uint8 hoa_battle::BattleMode::_current_number_swaps [private]

The number of character swaps that the player may currently perform The maximum number of swaps ever allowed is four, thus the value of this class member will always have the range [0, 4]. This member is also used to determine how many swap cards to draw on the battle screen.

Definition at line 535 of file battle.h.

Referenced by _DrawBottomMenu().

private_battle::CURSOR_STATE hoa_battle::BattleMode::_cursor_state [private]

The state of the battle's selection cursor.

Definition at line 446 of file battle.h.

Referenced by _DrawTimeMeter(), hoa_battle::private_battle::ActionWindow::_UpdateActionSelection(), _UpdateAttackPointSelection(), _UpdateCharacterSelection(), _UpdateTargetSelection(), hoa_battle::private_battle::BattleEnemyActor::DrawSprite(), hoa_battle::private_battle::BattleCharacterActor::DrawSprite(), hoa_battle::private_battle::BattleEnemyActor::DrawStatus(), and Update().

std::deque<private_battle::BattleEnemyActor*> hoa_battle::BattleMode::_enemy_actors [private]

Enemies that are presently fighting in the battle There is a theoretical limit on how many enemies may fight in one battle, but that is dependent upon the sprite size of all active enemies and this limit will be detected by the BattleMode class. This structure includes enemies that have zero hit points.

Definition at line 434 of file battle.h.

Referenced by _DrawSprites(), _DrawTimeMeter(), _Initialize(), _NumberEnemiesAlive(), AddEnemy(), FreezeTimers(), GetEnemyActorAt(), GetIndexOfFirstAliveEnemy(), GetIndexOfLastAliveEnemy(), GetIndexOfNextAliveEnemy(), GetNumberOfEnemies(), UnFreezeTimers(), Update(), and ~BattleMode().

private_battle::FinishWindow* hoa_battle::BattleMode::_finish_window [private]

Window which presents information and options after a battle is concluded Located at the center of the screen, this window only appears after one party in the battle has defeated the other.

Definition at line 487 of file battle.h.

Referenced by BattleMode(), Draw(), Update(), and ~BattleMode().

bool hoa_battle::BattleMode::_initialized [private]

When set to true, all preparations have been made and the battle is ready to begin.

Definition at line 352 of file battle.h.

Referenced by _Initialize(), and Reset().

uint32 hoa_battle::BattleMode::_min_agility [private]

Used for scaling actor wait times.

Definition at line 545 of file battle.h.

Referenced by _Initialize().

int32 hoa_battle::BattleMode::_next_monster_location_index [private]

An Index to the (x,y) location of the next created monster (MONSTER_LOCATIONS array).

Definition at line 554 of file battle.h.

Referenced by AddEnemy().

std::deque<hoa_global::GlobalCharacter> hoa_battle::BattleMode::_original_characters [private]

Contains the original set of characters and their status This data is retained in the case that the player loses the battle and chooses to re-try the battle from the beginning. This data will be used to restore BattleMode::_character_actors.

Definition at line 411 of file battle.h.

std::deque<hoa_global::GlobalEnemy> hoa_battle::BattleMode::_original_enemies [private]

Contains the original set of enemies and their status This data is retained in the case that the player loses the battle and chooses to re-try the battle from the beginning. This data will be used to restore BattleMode::_enemy_actors.

Definition at line 405 of file battle.h.

Referenced by AddEnemy().

bool hoa_battle::BattleMode::_performing_script [private]

Set to true whenever an actor (player or enemy) is performing an action.

Definition at line 355 of file battle.h.

Referenced by _IsPerformingScript(), and SetPerformingScript().

std::deque<private_battle::BattleCharacterActor*> hoa_battle::BattleMode::_reserve_characters [private]

Characters that are in the party reserves This structure contains characters which are in the current party, but are not fighting in the battle. They may be swapped into the battle by the player.

Definition at line 440 of file battle.h.

std::list<private_battle::ScriptEvent*> hoa_battle::BattleMode::_script_queue [private]

A FIFO queue of actor actions to perform.

Definition at line 550 of file battle.h.

Referenced by AddScriptEventToQueue(), FreezeTimers(), RemoveScriptedEventsForActor(), SetPerformingScript(), UnFreezeTimers(), Update(), and ~BattleMode().

uint32 hoa_battle::BattleMode::_selected_attack_point [private]

The index of the attack point on the selected target that is selected If the target type of the skill or item is not an attack point target, then the value of this member is meaningless.

Definition at line 472 of file battle.h.

Referenced by _UpdateAttackPointSelection(), _UpdateTargetSelection(), hoa_battle::private_battle::BattleEnemyActor::DrawSprite(), and hoa_battle::private_battle::BattleEnemyActor::DrawStatus().

private_battle::BattleCharacterActor* hoa_battle::BattleMode::_selected_character [private]

The current character that is selected by the player.

Definition at line 461 of file battle.h.

Referenced by _DrawBottomMenu(), _Initialize(), _UpdateAttackPointSelection(), _UpdateCharacterSelection(), _UpdateTargetSelection(), and hoa_battle::private_battle::BattleCharacterActor::DrawSprite().

int32 hoa_battle::BattleMode::_selected_character_index [private]

Character index of the currently selected actor.

Note:
This needs to be made defunct. Occurences of it in battle.cpp should be replaced with the index of the _selected_character member

Definition at line 455 of file battle.h.

Referenced by _Initialize(), _UpdateAttackPointSelection(), _UpdateCharacterSelection(), and _UpdateTargetSelection().

private_battle::BattleActor* hoa_battle::BattleMode::_selected_target [private]

The current target for the player's selection This may point to either a character or enemy actor.

Definition at line 466 of file battle.h.

Referenced by _DrawTimeMeter(), hoa_battle::private_battle::ActionWindow::_UpdateActionSelection(), _UpdateAttackPointSelection(), _UpdateTargetSelection(), hoa_battle::private_battle::BattleEnemyActor::DrawSprite(), and hoa_battle::private_battle::BattleCharacterActor::DrawSprite().

uint32 hoa_battle::BattleMode::_selected_target_index [private]

Argument selector.

Definition at line 458 of file battle.h.

Referenced by hoa_battle::private_battle::ActionWindow::_UpdateActionSelection(), _UpdateAttackPointSelection(), _UpdateTargetSelection(), and GetIndexOfNextAliveEnemy().

hoa_video::StillImage hoa_battle::BattleMode::_swap_card [private]

Used for visual display of how many swaps a character may perform This image is drawn in the lower left corner of the screen, just above the swap indicator. This image may be drawn on the screen up to four times (in a card-stack fashion), one for each swap that is available to be used. It is not drawn when the player has no swaps available.

Definition at line 525 of file battle.h.

Referenced by _DrawBottomMenu(), _TEMP_LoadTestData(), and ~BattleMode().

int32 hoa_battle::BattleMode::_swap_countdown_timer [private]

A running counter to determine when a player may be given another swap card The units of this timer are milliseconds. The timer is initially set to around 5 minutes. Once the timer reaches below zero, it is reset and BattleMode::_num_swap_cards is incremented by one.

Definition at line 541 of file battle.h.

hoa_video::StillImage hoa_battle::BattleMode::_swap_icon [private]

Image that indicates when a player may perform character swapping This image is drawn in the lower left corner of the screen. When no swaps are available to the player, the image is drawn in gray-scale.

Definition at line 518 of file battle.h.

Referenced by _DrawBottomMenu(), _TEMP_LoadTestData(), and ~BattleMode().

hoa_video::StillImage hoa_battle::BattleMode::_universal_time_meter [private]

The universal stamina bar that all battle actors proceed along All battle actors have a portrait that moves along this meter to signify their turn in the rotation. The meter and corresponding portraits must be drawn after the character sprites.

Definition at line 512 of file battle.h.

Referenced by _DrawTimeMeter(), BattleMode(), and ~BattleMode().

bool hoa_battle::BattleMode::_victorious_battle [private]

Set to true if it was player who won the battle.

Definition at line 364 of file battle.h.

Referenced by Draw(), IsVictorious(), and Update().

std::map<std::string, uint32> hoa_battle::BattleMode::_victory_items [private]

Items gained from battle.

Definition at line 382 of file battle.h.

Referenced by BattleMode(), hoa_battle::private_battle::FinishWindow::Draw(), and ~BattleMode().

bool hoa_battle::BattleMode::_victory_level [private]

Set to true if character gained an experience level.

Definition at line 376 of file battle.h.

Referenced by hoa_battle::private_battle::FinishWindow::Draw(), and PlayerVictory().

uint32 hoa_battle::BattleMode::_victory_money [private]

Money gained from battle.

Definition at line 373 of file battle.h.

Referenced by _TallyRewards(), hoa_battle::private_battle::FinishWindow::Draw(), and PlayerVictory().

bool hoa_battle::BattleMode::_victory_skill [private]

Set to true if character earned a new skill this experience level.

Definition at line 379 of file battle.h.

Referenced by hoa_battle::private_battle::FinishWindow::Draw(), and PlayerVictory().

uint32 hoa_battle::BattleMode::_victory_sp [private]

SP gained from battle.

Definition at line 370 of file battle.h.

Referenced by _TallyRewards(), hoa_battle::private_battle::FinishWindow::Draw(), and PlayerVictory().

uint32 hoa_battle::BattleMode::_victory_xp [private]

XP gained from battle.

Definition at line 367 of file battle.h.

Referenced by _TallyRewards(), hoa_battle::private_battle::FinishWindow::Draw(), and PlayerVictory().


The documentation for this class was generated from the following files:
Generated on Fri Jul 6 23:12:50 2007 for Hero of Allacrost by  doxygen 1.5.1