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"
15 #include "../math/Vector.h"
22 using app::Application;
24 using common::Inventory;
36 void BattleState::AddMonster(const Monster &m) {
37 if (monsters.size() >= monstersLayout->NumPositions()) {
38 throw std::overflow_error("too many monsters for layout");
40 monsters.push_back(m);
43 void BattleState::AddHero(const Hero &h) {
44 if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
45 throw std::overflow_error("too many heroes for layout");
47 heroes[numHeroes] = h;
51 void BattleState::SetCapsule(const Capsule &c) {
55 void BattleState::NextHero() {
57 while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
62 void BattleState::PreviousHero() {
64 while (activeHero >= 0 && heroes[activeHero].Health() == 0) {
69 void BattleState::SwapHeroes(int lhs, int rhs) {
70 if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
71 std::swap(heroes[lhs], heroes[rhs]);
75 void BattleState::OnResize(int w, int h) {
77 (w - background->w) / 2,
78 (h - background->h) / 2);
82 void BattleState::OnEnterState(SDL_Surface *screen) {
83 for (int i(0); i < 4; ++i) {
84 heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
85 heroes[i].SpellMenu() = *res->spellMenuProperties;
86 heroes[i].UpdateSpellMenu();
87 heroes[i].IkariMenu() = *res->ikariMenuProperties;
88 heroes[i].UpdateIkariMenu(res);
89 heroTags[i] = HeroTag(this, i);
90 smallHeroTags[i] = SmallHeroTag(this, i);
93 capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h);
95 for (int i(0); i < int(monsters.size()); ++i) {
96 monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
99 int tagHeight(attackTypeMenu.Height());
100 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
101 int xOffset((Width() - 2 * tagWidth) / 2);
102 heroTagPositions[0] = Vector<int>(xOffset, Height() - 2 * tagHeight);
103 heroTagPositions[1] = Vector<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
104 heroTagPositions[2] = Vector<int>(xOffset, Height() - tagHeight);
105 heroTagPositions[3] = Vector<int>(xOffset + tagWidth, Height() - tagHeight);
107 tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
108 tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
109 xOffset = (Width() - 4 * tagWidth) / 2;
110 int yOffset(Height() - tagHeight);
111 smallHeroTagPositions[0] = Vector<int>(xOffset, yOffset);
112 smallHeroTagPositions[1] = Vector<int>(xOffset + 2 * tagWidth, yOffset);
113 smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
114 smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
116 OnResize(screen->w, screen->h);
118 itemMenu = *res->itemMenuProperties;
123 void BattleState::LoadInventory() {
124 const Inventory &inv(game->state->inventory);
126 itemMenu.Reserve(inv.MaxItems());
127 for (int i(0); i < inv.MaxItems(); ++i) {
128 const Item *item(inv.ItemAt(i));
130 itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
132 itemMenu.AddEmptyEntry();
137 void BattleState::OnExitState(SDL_Surface *screen) {
141 void BattleState::OnResumeState(SDL_Surface *screen) {
143 Ctrl().PopState(); // quit the battle scene
154 // TODO: this should not push a state while quitting
155 if (AttackSelectionDone()) {
156 Ctrl().PushState(new PerformAttacks(this));
158 Ctrl().PushState(new SelectMoveAction(this));
162 bool BattleState::Victory() const {
163 for (int i(0); i < MaxMonsters(); ++i) {
164 if (MonsterAt(i).Health() > 0) return false;
169 bool BattleState::Defeat() const {
170 for (int i(0); i < NumHeroes(); ++i) {
171 if (HeroAt(i).Health() > 0) return false;
176 void BattleState::OnPauseState(SDL_Surface *screen) {
183 OrderCompare(BattleState *battle) : battle(battle) { }
184 bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
185 return lhs.GetStats(*battle).Agility() > rhs.GetStats(*battle).Agility();
191 void BattleState::CalculateAttackOrder() {
192 attackOrder.reserve(monsters.size() + NumHeroes());
193 for (int i(0); i < NumHeroes(); ++i) {
194 attackOrder.push_back(Order(Order::HERO, i));
196 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
197 attackOrder.push_back(Order(Order::MONSTER, i));
198 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
200 if (capsule.Active() && capsule.Health() > 0) {
201 attackOrder.push_back(Order(Order::CAPSULE));
203 std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
206 void BattleState::NextAttack() {
207 if (Victory() || Defeat()) {
208 attackCursor = attackOrder.size();
212 while (attackCursor < int(attackOrder.size())) {
213 if (attackOrder[attackCursor].IsMonster()) {
214 if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
215 } else if (attackOrder[attackCursor].IsHero()) {
216 if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
218 if (capsule.Active() && capsule.Health() > 0) break;
224 bool BattleState::AttacksFinished() const {
225 return attackCursor >= int(attackOrder.size())
226 || Victory() || Defeat();
229 void BattleState::CalculateDamage() {
230 if (CurrentAttack().IsMonster()) {
231 DecideMonsterAttack(MonsterAt(CurrentAttack().index));
232 } else if (CurrentAttack().IsCapsule()) {
233 DecideCapsuleAttack();
235 AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
236 if (ac.GetType() == AttackChoice::DEFEND) return;
237 TargetSelection &ts(ac.Selection());
239 const Stats &attackerStats = CurrentAttack().GetStats(*this);
240 CalculateDamage(attackerStats, ts);
243 void BattleState::DecideMonsterAttack(Monster &m) {
244 AttackChoice &ac(m.GetAttackChoice());
245 TargetSelection &ts(ac.Selection());
247 int target(rand() % NumHeroes());
248 while (!HeroPositionOccupied(target)) {
249 target = rand() % NumHeroes();
251 ac.SetType(AttackChoice::SWORD);
257 void BattleState::DecideCapsuleAttack() {
258 AttackChoice &ac(capsule.GetAttackChoice());
259 TargetSelection &ts(ac.Selection());
261 int target(rand() % monsters.size());
262 while (!MonsterPositionOccupied(target)) {
263 target = rand() % monsters.size();
265 ac.SetType(AttackChoice::SWORD);
271 AttackChoice &BattleState::Order::GetAttackChoice(BattleState &b) const {
274 return b.HeroAt(index).GetAttackChoice();
276 return b.GetCapsule().GetAttackChoice();
278 return b.MonsterAt(index).GetAttackChoice();
280 throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
284 Stats &BattleState::Order::GetStats(BattleState &b) const {
287 return b.HeroAt(index).GetStats();
289 return b.GetCapsule().GetStats();
291 return b.MonsterAt(index).GetStats();
293 throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
297 void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const {
299 if (ts.TargetsMonsters()) {
300 for (int i(0); i < MaxMonsters(); ++i) {
301 if (ts.IsSelected(i)) {
302 if (MonsterAt(i).Health() > 0) {
303 const Stats &defenderStats(MonsterAt(i).GetStats());
304 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
305 ts.SetBad(i, damage);
313 for (int i(0); i < MaxMonsters(); ++i) {
314 if (MonsterAt(i).Health() > 0) {
315 const Stats &defenderStats(MonsterAt(i).GetStats());
316 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
317 ts.SetBad(i, damage);
322 for (int i(0); i < NumHeroes(); ++i) {
323 if (ts.IsSelected(i)) {
324 if (HeroAt(i).Health() > 0) {
325 const Stats &defenderStats(HeroAt(i).GetStats());
326 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
327 ts.SetBad(i, damage);
335 for (int i(0); i < NumHeroes(); ++i) {
336 if (HeroAt(i).Health() > 0) {
337 const Stats &defenderStats(HeroAt(i).GetStats());
338 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
339 ts.SetBad(i, damage);
346 Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
347 return attacker.Attack() / 2 - defender.Defense() / 4;
350 void BattleState::ApplyDamage() {
351 if (attackCursor < 0) return;
352 AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
353 TargetSelection &ts(ac.Selection());
354 if (ts.TargetsMonsters()) {
355 for (int i(0); i < MaxMonsters(); ++i) {
356 Monster &monster(MonsterAt(i));
358 monster.SubtractHealth(ts.GetAmount(i));
359 if (monster.Health() == 0) {
360 expReward += monster.ExpReward();
361 goldReward += monster.GoldReward();
366 for (int i(0); i < NumHeroes(); ++i) {
367 Hero &hero(HeroAt(i));
369 hero.SubtractHealth(ts.GetAmount(i));
375 AttackChoice &BattleState::CurrentAttackAttackChoice() {
376 return CurrentAttack().GetAttackChoice(*this);
379 void BattleState::ClearAllAttacks() {
382 for (int i(0); i < NumHeroes(); ++i) {
383 HeroAt(i).GetAttackChoice() = AttackChoice(this);
385 for (int i(0); i < MaxMonsters(); ++i) {
386 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
388 capsule.GetAttackChoice() = AttackChoice(this);
393 void BattleState::HandleEvents(const Input &input) {
397 void BattleState::UpdateWorld(Uint32 deltaT) {
401 void BattleState::Render(SDL_Surface *screen) {
403 RenderBackground(screen);
404 RenderMonsters(screen);
407 void BattleState::RenderBackground(SDL_Surface *screen) {
410 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
412 destRect.x = offset.X();
413 destRect.y = offset.Y();
414 destRect.w = background->w;
415 destRect.h = background->h;
416 SDL_BlitSurface(background, 0, screen, &destRect);
419 void BattleState::RenderMonsters(SDL_Surface *screen) {
421 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
422 if (MonsterPositionOccupied(i)) {
423 if (monsters[i].GetAnimation().Running()) {
424 monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
426 monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
432 void BattleState::RenderHeroes(SDL_Surface *screen) {
434 for (int i(0); i < numHeroes; ++i) {
435 if (heroes[i].GetAnimation().Running()) {
436 heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
438 int row(heroes[i].Health() > 0 ? 0 : 2);
439 heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
444 void BattleState::RenderCapsule(SDL_Surface *screen) {
445 if (!capsule.Active() || capsule.Health() <= 0) return;
446 if (capsule.GetAnimation().Running()) {
447 capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset);
449 capsule.Sprite()->DrawCenter(screen, capsule.Position() + offset);
453 void BattleState::RenderHeroTags(SDL_Surface *screen) {
455 int tagHeight(attackTypeMenu.Height());
456 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
458 for (int i(0); i < numHeroes; ++i) {
459 heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
463 void BattleState::RenderSmallHeroTags(SDL_Surface *screen) {
465 int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
466 int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
470 rect.y = offset.Y() + Height() - tagHeight;
473 SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
474 rect.y += res->normalFont->CharHeight() / 8;
475 rect.h -= res->normalFont->CharHeight() / 4;
476 SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
478 for (int i(0); i < numHeroes; ++i) {
479 smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);