1 #include "BattleState.h"
3 #include "PartyLayout.h"
4 #include "states/SelectMoveAction.h"
5 #include "states/PerformAttacks.h"
6 #include "../app/Application.h"
7 #include "../app/Input.h"
8 #include "../common/GameState.h"
9 #include "../common/Ikari.h"
10 #include "../common/Inventory.h"
11 #include "../common/Item.h"
12 #include "../common/Spell.h"
13 #include "../graphics/Frame.h"
14 #include "../graphics/Sprite.h"
21 using app::Application;
23 using common::Inventory;
27 using geometry::Vector;
35 void BattleState::AddMonster(const Monster &m) {
36 if (monsters.size() >= monstersLayout->NumPositions()) {
37 throw std::overflow_error("too many monsters for layout");
39 monsters.push_back(m);
42 void BattleState::AddHero(const Hero &h) {
43 if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
44 throw std::overflow_error("too many heroes for layout");
46 heroes[numHeroes] = h;
50 void BattleState::SetCapsule(const Capsule &c) {
54 void BattleState::NextHero() {
56 while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
61 void BattleState::PreviousHero() {
63 while (activeHero >= 0 && heroes[activeHero].Health() == 0) {
68 void BattleState::SwapHeroes(int lhs, int rhs) {
69 if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
70 std::swap(heroes[lhs], heroes[rhs]);
74 void BattleState::OnResize(int w, int h) {
79 void BattleState::OnEnterState(SDL_Surface *screen) {
80 for (int i(0); i < 4; ++i) {
81 heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
82 heroes[i].SpellMenu() = *res->spellMenuProperties;
83 heroes[i].UpdateSpellMenu();
84 heroes[i].IkariMenu() = *res->ikariMenuProperties;
85 heroes[i].UpdateIkariMenu(res);
86 heroTags[i] = HeroTag(this, i);
87 smallHeroTags[i] = SmallHeroTag(this, i);
90 capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h);
92 for (int i(0); i < int(monsters.size()); ++i) {
93 monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
96 int tagHeight(attackTypeMenu.Height());
97 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
98 int xOffset((Width() - 2 * tagWidth) / 2);
99 heroTagPositions[0] = Vector<int>(xOffset, Height() - 2 * tagHeight);
100 heroTagPositions[1] = Vector<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
101 heroTagPositions[2] = Vector<int>(xOffset, Height() - tagHeight);
102 heroTagPositions[3] = Vector<int>(xOffset + tagWidth, Height() - tagHeight);
104 tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
105 tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
106 xOffset = (Width() - 4 * tagWidth) / 2;
107 int yOffset(Height() - tagHeight);
108 smallHeroTagPositions[0] = Vector<int>(xOffset, yOffset);
109 smallHeroTagPositions[1] = Vector<int>(xOffset + 2 * tagWidth, yOffset);
110 smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
111 smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
113 itemMenu = *res->itemMenuProperties;
118 void BattleState::LoadInventory() {
119 const Inventory &inv(game->state->inventory);
121 itemMenu.Reserve(inv.MaxItems());
122 for (int i(0); i < inv.MaxItems(); ++i) {
123 const Item *item(inv.ItemAt(i));
125 itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
127 itemMenu.AddEmptyEntry();
132 void BattleState::OnExitState(SDL_Surface *screen) {
136 void BattleState::OnResumeState(SDL_Surface *screen) {
138 Ctrl().PopState(); // quit the battle scene
149 // TODO: this should not push a state while quitting
150 if (AttackSelectionDone()) {
151 Ctrl().PushState(new PerformAttacks(this));
153 Ctrl().PushState(new SelectMoveAction(this));
157 bool BattleState::Victory() const {
158 for (int i(0); i < MaxMonsters(); ++i) {
159 if (MonsterAt(i).Health() > 0) return false;
164 bool BattleState::Defeat() const {
165 for (int i(0); i < NumHeroes(); ++i) {
166 if (HeroAt(i).Health() > 0) return false;
171 void BattleState::OnPauseState(SDL_Surface *screen) {
178 OrderCompare(BattleState *battle) : battle(battle) { }
179 bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
180 return lhs.GetStats(*battle).Agility() > rhs.GetStats(*battle).Agility();
186 void BattleState::CalculateAttackOrder() {
187 attackOrder.reserve(monsters.size() + NumHeroes());
188 for (int i(0); i < NumHeroes(); ++i) {
189 attackOrder.push_back(Order(Order::HERO, i));
191 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
192 attackOrder.push_back(Order(Order::MONSTER, i));
193 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
195 if (capsule.Health() > 0) {
196 attackOrder.push_back(Order(Order::CAPSULE));
198 std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
201 void BattleState::NextAttack() {
202 if (Victory() || Defeat()) {
203 attackCursor = attackOrder.size();
207 while (attackCursor < int(attackOrder.size())) {
208 if (attackOrder[attackCursor].IsMonster()) {
209 if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
210 } else if (attackOrder[attackCursor].IsHero()) {
211 if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
213 if (capsule.Health() > 0) break;
219 bool BattleState::AttacksFinished() const {
220 return attackCursor >= int(attackOrder.size())
221 || Victory() || Defeat();
224 void BattleState::CalculateDamage() {
225 if (CurrentAttack().IsMonster()) {
226 DecideMonsterAttack(MonsterAt(CurrentAttack().index));
227 } else if (CurrentAttack().IsCapsule()) {
228 DecideCapsuleAttack();
230 AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
231 if (ac.GetType() == AttackChoice::DEFEND) return;
232 TargetSelection &ts(ac.Selection());
234 const Stats &attackerStats = CurrentAttack().GetStats(*this);
235 CalculateDamage(attackerStats, ts);
238 void BattleState::DecideMonsterAttack(Monster &m) {
239 AttackChoice &ac(m.GetAttackChoice());
240 TargetSelection &ts(ac.Selection());
242 int target(rand() % NumHeroes());
243 while (!HeroPositionOccupied(target)) {
244 target = rand() % NumHeroes();
246 ac.SetType(AttackChoice::SWORD);
252 void BattleState::DecideCapsuleAttack() {
253 AttackChoice &ac(capsule.GetAttackChoice());
254 TargetSelection &ts(ac.Selection());
256 int target(rand() % monsters.size());
257 while (!MonsterPositionOccupied(target)) {
258 target = rand() % monsters.size();
260 ac.SetType(AttackChoice::SWORD);
266 AttackChoice &BattleState::Order::GetAttackChoice(BattleState &b) const {
269 return b.HeroAt(index).GetAttackChoice();
271 return b.GetCapsule().GetAttackChoice();
273 return b.MonsterAt(index).GetAttackChoice();
275 throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
279 Stats &BattleState::Order::GetStats(BattleState &b) const {
282 return b.HeroAt(index).GetStats();
284 return b.GetCapsule().GetStats();
286 return b.MonsterAt(index).GetStats();
288 throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
292 void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const {
294 if (ts.TargetsMonsters()) {
295 for (int i(0); i < MaxMonsters(); ++i) {
296 if (ts.IsSelected(i)) {
297 if (MonsterAt(i).Health() > 0) {
298 const Stats &defenderStats(MonsterAt(i).GetStats());
299 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
300 ts.SetBad(i, damage);
308 for (int i(0); i < MaxMonsters(); ++i) {
309 if (MonsterAt(i).Health() > 0) {
310 const Stats &defenderStats(MonsterAt(i).GetStats());
311 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
312 ts.SetBad(i, damage);
317 for (int i(0); i < NumHeroes(); ++i) {
318 if (ts.IsSelected(i)) {
319 if (HeroAt(i).Health() > 0) {
320 const Stats &defenderStats(HeroAt(i).GetStats());
321 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
322 ts.SetBad(i, damage);
330 for (int i(0); i < NumHeroes(); ++i) {
331 if (HeroAt(i).Health() > 0) {
332 const Stats &defenderStats(HeroAt(i).GetStats());
333 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
334 ts.SetBad(i, damage);
341 Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
342 return attacker.Attack() / 2 - defender.Defense() / 4;
345 void BattleState::ApplyDamage() {
346 if (attackCursor < 0) return;
347 AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
348 TargetSelection &ts(ac.Selection());
349 if (ts.TargetsMonsters()) {
350 for (int i(0); i < MaxMonsters(); ++i) {
351 Monster &monster(MonsterAt(i));
353 monster.SubtractHealth(ts.GetAmount(i));
354 if (monster.Health() == 0) {
355 expReward += monster.ExpReward();
356 goldReward += monster.GoldReward();
361 for (int i(0); i < NumHeroes(); ++i) {
362 Hero &hero(HeroAt(i));
364 hero.SubtractHealth(ts.GetAmount(i));
370 AttackChoice &BattleState::CurrentAttackAttackChoice() {
371 return CurrentAttack().GetAttackChoice(*this);
374 void BattleState::ClearAllAttacks() {
377 for (int i(0); i < NumHeroes(); ++i) {
378 HeroAt(i).GetAttackChoice() = AttackChoice(this);
380 for (int i(0); i < MaxMonsters(); ++i) {
381 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
383 capsule.GetAttackChoice() = AttackChoice(this);
388 void BattleState::HandleEvents(const Input &input) {
392 void BattleState::UpdateWorld(float deltaT) {
396 void BattleState::Render(SDL_Surface *screen) {
398 Vector<int> offset(CalculateScreenOffset(screen));
399 RenderBackground(screen, offset);
400 RenderMonsters(screen, offset);
403 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
406 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
408 destRect.x = offset.X();
409 destRect.y = offset.Y();
410 destRect.w = background->w;
411 destRect.h = background->h;
412 SDL_BlitSurface(background, 0, screen, &destRect);
415 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
417 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
418 if (MonsterPositionOccupied(i)) {
419 if (monsters[i].GetAnimation().Running()) {
420 monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
422 monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
428 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
430 for (int i(0); i < numHeroes; ++i) {
431 if (heroes[i].GetAnimation().Running()) {
432 heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
434 int row(heroes[i].Health() > 0 ? 0 : 2);
435 heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
440 void BattleState::RenderCapsule(SDL_Surface *screen, const Vector<int> &offset) {
441 if (capsule.Health() <= 0) return;
442 if (capsule.GetAnimation().Running()) {
443 capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset);
445 capsule.Sprite()->DrawCenter(screen, capsule.Position() + offset);
449 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
451 int tagHeight(attackTypeMenu.Height());
452 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
454 for (int i(0); i < numHeroes; ++i) {
455 heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
459 void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
461 int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
462 int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
466 rect.y = offset.Y() + Height() - tagHeight;
469 SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
470 rect.y += res->normalFont->CharHeight() / 8;
471 rect.h -= res->normalFont->CharHeight() / 4;
472 SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
474 for (int i(0); i < numHeroes; ++i) {
475 smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);