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) {
80 void BattleState::OnEnterState(SDL_Surface *screen) {
81 for (int i(0); i < 4; ++i) {
82 heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
83 heroes[i].SpellMenu() = *res->spellMenuProperties;
84 heroes[i].UpdateSpellMenu();
85 heroes[i].IkariMenu() = *res->ikariMenuProperties;
86 heroes[i].UpdateIkariMenu(res);
87 heroTags[i] = HeroTag(this, i);
88 smallHeroTags[i] = SmallHeroTag(this, i);
91 capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h);
93 for (int i(0); i < int(monsters.size()); ++i) {
94 monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
97 int tagHeight(attackTypeMenu.Height());
98 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
99 int xOffset((Width() - 2 * tagWidth) / 2);
100 heroTagPositions[0] = Vector<int>(xOffset, Height() - 2 * tagHeight);
101 heroTagPositions[1] = Vector<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
102 heroTagPositions[2] = Vector<int>(xOffset, Height() - tagHeight);
103 heroTagPositions[3] = Vector<int>(xOffset + tagWidth, Height() - tagHeight);
105 tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
106 tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
107 xOffset = (Width() - 4 * tagWidth) / 2;
108 int yOffset(Height() - tagHeight);
109 smallHeroTagPositions[0] = Vector<int>(xOffset, yOffset);
110 smallHeroTagPositions[1] = Vector<int>(xOffset + 2 * tagWidth, yOffset);
111 smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
112 smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
114 itemMenu = *res->itemMenuProperties;
119 void BattleState::LoadInventory() {
120 const Inventory &inv(game->state->inventory);
122 itemMenu.Reserve(inv.MaxItems());
123 for (int i(0); i < inv.MaxItems(); ++i) {
124 const Item *item(inv.ItemAt(i));
126 itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
128 itemMenu.AddEmptyEntry();
133 void BattleState::OnExitState(SDL_Surface *screen) {
137 void BattleState::OnResumeState(SDL_Surface *screen) {
139 Ctrl().PopState(); // quit the battle scene
150 // TODO: this should not push a state while quitting
151 if (AttackSelectionDone()) {
152 Ctrl().PushState(new PerformAttacks(this));
154 Ctrl().PushState(new SelectMoveAction(this));
158 bool BattleState::Victory() const {
159 for (int i(0); i < MaxMonsters(); ++i) {
160 if (MonsterAt(i).Health() > 0) return false;
165 bool BattleState::Defeat() const {
166 for (int i(0); i < NumHeroes(); ++i) {
167 if (HeroAt(i).Health() > 0) return false;
172 void BattleState::OnPauseState(SDL_Surface *screen) {
179 OrderCompare(BattleState *battle) : battle(battle) { }
180 bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
181 return lhs.GetStats(*battle).Agility() > rhs.GetStats(*battle).Agility();
187 void BattleState::CalculateAttackOrder() {
188 attackOrder.reserve(monsters.size() + NumHeroes());
189 for (int i(0); i < NumHeroes(); ++i) {
190 attackOrder.push_back(Order(Order::HERO, i));
192 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
193 attackOrder.push_back(Order(Order::MONSTER, i));
194 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
196 if (capsule.Active() && capsule.Health() > 0) {
197 attackOrder.push_back(Order(Order::CAPSULE));
199 std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
202 void BattleState::NextAttack() {
203 if (Victory() || Defeat()) {
204 attackCursor = attackOrder.size();
208 while (attackCursor < int(attackOrder.size())) {
209 if (attackOrder[attackCursor].IsMonster()) {
210 if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
211 } else if (attackOrder[attackCursor].IsHero()) {
212 if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
214 if (capsule.Active() && capsule.Health() > 0) break;
220 bool BattleState::AttacksFinished() const {
221 return attackCursor >= int(attackOrder.size())
222 || Victory() || Defeat();
225 void BattleState::CalculateDamage() {
226 if (CurrentAttack().IsMonster()) {
227 DecideMonsterAttack(MonsterAt(CurrentAttack().index));
228 } else if (CurrentAttack().IsCapsule()) {
229 DecideCapsuleAttack();
231 AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
232 if (ac.GetType() == AttackChoice::DEFEND) return;
233 TargetSelection &ts(ac.Selection());
235 const Stats &attackerStats = CurrentAttack().GetStats(*this);
236 CalculateDamage(attackerStats, ts);
239 void BattleState::DecideMonsterAttack(Monster &m) {
240 AttackChoice &ac(m.GetAttackChoice());
241 TargetSelection &ts(ac.Selection());
243 int target(rand() % NumHeroes());
244 while (!HeroPositionOccupied(target)) {
245 target = rand() % NumHeroes();
247 ac.SetType(AttackChoice::SWORD);
253 void BattleState::DecideCapsuleAttack() {
254 AttackChoice &ac(capsule.GetAttackChoice());
255 TargetSelection &ts(ac.Selection());
257 int target(rand() % monsters.size());
258 while (!MonsterPositionOccupied(target)) {
259 target = rand() % monsters.size();
261 ac.SetType(AttackChoice::SWORD);
267 AttackChoice &BattleState::Order::GetAttackChoice(BattleState &b) const {
270 return b.HeroAt(index).GetAttackChoice();
272 return b.GetCapsule().GetAttackChoice();
274 return b.MonsterAt(index).GetAttackChoice();
276 throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
280 Stats &BattleState::Order::GetStats(BattleState &b) const {
283 return b.HeroAt(index).GetStats();
285 return b.GetCapsule().GetStats();
287 return b.MonsterAt(index).GetStats();
289 throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
293 void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const {
295 if (ts.TargetsMonsters()) {
296 for (int i(0); i < MaxMonsters(); ++i) {
297 if (ts.IsSelected(i)) {
298 if (MonsterAt(i).Health() > 0) {
299 const Stats &defenderStats(MonsterAt(i).GetStats());
300 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
301 ts.SetBad(i, damage);
309 for (int i(0); i < MaxMonsters(); ++i) {
310 if (MonsterAt(i).Health() > 0) {
311 const Stats &defenderStats(MonsterAt(i).GetStats());
312 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
313 ts.SetBad(i, damage);
318 for (int i(0); i < NumHeroes(); ++i) {
319 if (ts.IsSelected(i)) {
320 if (HeroAt(i).Health() > 0) {
321 const Stats &defenderStats(HeroAt(i).GetStats());
322 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
323 ts.SetBad(i, damage);
331 for (int i(0); i < NumHeroes(); ++i) {
332 if (HeroAt(i).Health() > 0) {
333 const Stats &defenderStats(HeroAt(i).GetStats());
334 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
335 ts.SetBad(i, damage);
342 Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
343 return attacker.Attack() / 2 - defender.Defense() / 4;
346 void BattleState::ApplyDamage() {
347 if (attackCursor < 0) return;
348 AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
349 TargetSelection &ts(ac.Selection());
350 if (ts.TargetsMonsters()) {
351 for (int i(0); i < MaxMonsters(); ++i) {
352 Monster &monster(MonsterAt(i));
354 monster.SubtractHealth(ts.GetAmount(i));
355 if (monster.Health() == 0) {
356 expReward += monster.ExpReward();
357 goldReward += monster.GoldReward();
362 for (int i(0); i < NumHeroes(); ++i) {
363 Hero &hero(HeroAt(i));
365 hero.SubtractHealth(ts.GetAmount(i));
371 AttackChoice &BattleState::CurrentAttackAttackChoice() {
372 return CurrentAttack().GetAttackChoice(*this);
375 void BattleState::ClearAllAttacks() {
378 for (int i(0); i < NumHeroes(); ++i) {
379 HeroAt(i).GetAttackChoice() = AttackChoice(this);
381 for (int i(0); i < MaxMonsters(); ++i) {
382 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
384 capsule.GetAttackChoice() = AttackChoice(this);
389 void BattleState::HandleEvents(const Input &input) {
393 void BattleState::UpdateWorld(Uint32 deltaT) {
397 void BattleState::Render(SDL_Surface *screen) {
399 Vector<int> offset(CalculateScreenOffset(screen));
400 RenderBackground(screen, offset);
401 RenderMonsters(screen, offset);
404 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
407 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
409 destRect.x = offset.X();
410 destRect.y = offset.Y();
411 destRect.w = background->w;
412 destRect.h = background->h;
413 SDL_BlitSurface(background, 0, screen, &destRect);
416 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
418 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
419 if (MonsterPositionOccupied(i)) {
420 if (monsters[i].GetAnimation().Running()) {
421 monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
423 monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
429 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
431 for (int i(0); i < numHeroes; ++i) {
432 if (heroes[i].GetAnimation().Running()) {
433 heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
435 int row(heroes[i].Health() > 0 ? 0 : 2);
436 heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
441 void BattleState::RenderCapsule(SDL_Surface *screen, const Vector<int> &offset) {
442 if (!capsule.Active() || capsule.Health() <= 0) return;
443 if (capsule.GetAnimation().Running()) {
444 capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset);
446 capsule.Sprite()->DrawCenter(screen, capsule.Position() + offset);
450 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
452 int tagHeight(attackTypeMenu.Height());
453 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
455 for (int i(0); i < numHeroes; ++i) {
456 heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
460 void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
462 int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
463 int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
467 rect.y = offset.Y() + Height() - tagHeight;
470 SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
471 rect.y += res->normalFont->CharHeight() / 8;
472 rect.h -= res->normalFont->CharHeight() / 4;
473 SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
475 for (int i(0); i < numHeroes; ++i) {
476 smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);