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1 /*
2  * BattleState.cpp
3  *
4  *  Created on: Aug 5, 2012
5  *      Author: holy
6  */
7
8 #include "BattleState.h"
9
10 #include "PartyLayout.h"
11 #include "states/SelectMoveAction.h"
12 #include "states/PerformAttacks.h"
13 #include "../app/Application.h"
14 #include "../app/Input.h"
15 #include "../common/Ikari.h"
16 #include "../common/Inventory.h"
17 #include "../common/Item.h"
18 #include "../common/Spell.h"
19 #include "../geometry/operators.h"
20 #include "../graphics/Frame.h"
21 #include "../graphics/Sprite.h"
22
23 #include <algorithm>
24 #include <cassert>
25 #include <stdexcept>
26
27 using app::Application;
28 using app::Input;
29 using common::Inventory;
30 using common::Item;
31 using common::Spell;
32 using geometry::Point;
33 using geometry::Vector;
34 using graphics::Menu;
35
36 using std::vector;
37
38 namespace battle {
39
40 void BattleState::AddMonster(const Monster &m) {
41         if (monsters.size() >= monstersLayout->NumPositions()) {
42                 throw std::overflow_error("too many monsters for layout");
43         }
44         monsters.push_back(m);
45 }
46
47 void BattleState::AddHero(const Hero &h) {
48         if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
49                 throw std::overflow_error("too many heroes for layout");
50         }
51         heroes[numHeroes] = h;
52         ++numHeroes;
53 }
54
55 void BattleState::NextHero() {
56         ++activeHero;
57         while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
58                 ++activeHero;
59         }
60 }
61
62 void BattleState::SwapHeroes(int lhs, int rhs) {
63         if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
64         std::swap(heroes[lhs], heroes[rhs]);
65 }
66
67
68 void BattleState::Resize(int w, int h) {
69
70 }
71
72
73 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
74         monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
75         heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
76         for (int i(0); i < 4; ++i) {
77                 spellMenus[i] = res->spellMenuPrototype;
78                 LoadSpellMenu(i);
79                 ikariMenus[i] = res->ikariMenuPrototype;
80                 LoadIkariMenu(i);
81                 heroTags[i] = HeroTag(this, i);
82                 smallHeroTags[i] = SmallHeroTag(this, i);
83         }
84
85         int tagHeight(attackTypeMenu.Height());
86         int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
87         int xOffset((Width() - 2 * tagWidth) / 2);
88         heroTagPositions[0] = Point<int>(xOffset, Height() - 2 * tagHeight);
89         heroTagPositions[1] = Point<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
90         heroTagPositions[2] = Point<int>(xOffset, Height() - tagHeight);
91         heroTagPositions[3] = Point<int>(xOffset + tagWidth, Height() - tagHeight);
92
93         tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
94         tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
95         xOffset = (Width() - 4 * tagWidth) / 2;
96         int yOffset(Height() - tagHeight);
97         smallHeroTagPositions[0] = Point<int>(xOffset, yOffset);
98         smallHeroTagPositions[1] = Point<int>(xOffset + 2 * tagWidth, yOffset);
99         smallHeroTagPositions[2] = Point<int>(xOffset + tagWidth, yOffset);
100         smallHeroTagPositions[3] = Point<int>(xOffset + 3 * tagWidth, yOffset);
101
102         itemMenu = res->itemMenuPrototype;
103         LoadInventory();
104 }
105
106 void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
107         assert(index >= 0 && index < 4);
108         spellMenus[index].Clear();
109         spellMenus[index].Reserve(HeroAt(index).Spells().size());
110         for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
111                 bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
112                 spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
113         }
114 }
115
116 void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
117         assert(index >= 0 && index < 4);
118         ikariMenus[index].Clear();
119         ikariMenus[index].Reserve(6);
120
121         if (HeroAt(index).HasWeapon()) {
122                 ikariMenus[index].Add(
123                                 HeroAt(index).Weapon()->Name(),
124                                 HeroAt(index).Weapon(),
125                                 HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(),
126                                 res->weaponMenuIcon,
127                                 0,
128                                 HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : "");
129         } else {
130                 ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon);
131         }
132
133         if (HeroAt(index).HasArmor()) {
134                 ikariMenus[index].Add(
135                                 HeroAt(index).Armor()->Name(),
136                                 HeroAt(index).Armor(),
137                                 HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(),
138                                 res->armorMenuIcon,
139                                 0,
140                                 HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : "");
141         } else {
142                 ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon);
143         }
144
145         if (HeroAt(index).HasShield()) {
146                 ikariMenus[index].Add(
147                                 HeroAt(index).Shield()->Name(),
148                                 HeroAt(index).Shield(),
149                                 HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(),
150                                 res->shieldMenuIcon,
151                                 0,
152                                 HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : "");
153         } else {
154                 ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon);
155         }
156
157         if (HeroAt(index).HasHelmet()) {
158                 ikariMenus[index].Add(
159                                 HeroAt(index).Helmet()->Name(),
160                                 HeroAt(index).Helmet(),
161                                 HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(),
162                                 res->helmetMenuIcon,
163                                 0,
164                                 HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : "");
165         } else {
166                 ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon);
167         }
168
169         if (HeroAt(index).HasRing()) {
170                 ikariMenus[index].Add(
171                                 HeroAt(index).Ring()->Name(),
172                                 HeroAt(index).Ring(),
173                                 HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(),
174                                 res->ringMenuIcon,
175                                 0,
176                                 HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : "");
177         } else {
178                 ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon);
179         }
180
181         if (HeroAt(index).HasJewel()) {
182                 ikariMenus[index].Add(
183                                 HeroAt(index).Jewel()->Name(),
184                                 HeroAt(index).Jewel(),
185                                 HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(),
186                                 res->jewelMenuIcon,
187                                 0,
188                                 HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : "");
189         } else {
190                 ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon);
191         }
192 }
193
194 void BattleState::LoadInventory() {
195         const Inventory &inv(*res->inventory);
196         itemMenu.Clear();
197         itemMenu.Reserve(inv.MaxItems());
198         for (int i(0); i < inv.MaxItems(); ++i) {
199                 const Item *item(inv.ItemAt(i));
200                 if (item) {
201                         itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
202                 } else {
203                         itemMenu.AddEmptyEntry();
204                 }
205         }
206         ClearAllAttacks();
207 }
208
209 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
210
211 }
212
213 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
214         // TODO: check for victory or defeat
215         if (ranAway) {
216                 ctrl.PopState(); // quit the battle scene
217                 return;
218         }
219         if (Victory()) {
220                 // TODO: push victory state
221                 ctrl.PopState();
222                 return;
223         }
224         if (Defeat()) {
225                 // TODO: push defeat state
226                 ctrl.PopState();
227                 return;
228         }
229         // TODO: this should not push a state while quitting
230         if (AttackSelectionDone()) {
231                 ctrl.PushState(new PerformAttacks(this));
232         } else {
233                 ctrl.PushState(new SelectMoveAction(this));
234         }
235 }
236
237 bool BattleState::Victory() const {
238         for (int i(0); i < MaxMonsters(); ++i) {
239                 if (MonsterAt(i).Health() > 0) return false;
240         }
241         return true;
242 }
243
244 bool BattleState::Defeat() const {
245         for (int i(0); i < NumHeroes(); ++i) {
246                 if (HeroAt(i).Health() > 0) return false;
247         }
248         return true;
249 }
250
251 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
252
253 }
254
255
256 class OrderCompare {
257         public:
258                 OrderCompare(BattleState *battle) : battle(battle) { }
259                 bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
260                         int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).GetStats().Agility() : battle->HeroAt(lhs.index).GetStats().Agility());
261                         int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).GetStats().Agility() : battle->HeroAt(rhs.index).GetStats().Agility());
262                         return lagl > ragl;
263                 }
264         private:
265                 BattleState *battle;
266 };
267
268 void BattleState::CalculateAttackOrder() {
269         attackOrder.reserve(monsters.size() + NumHeroes());
270         for (int i(0); i < NumHeroes(); ++i) {
271                 attackOrder.push_back(Order(i, false));
272         }
273         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
274                 attackOrder.push_back(Order(i, true));
275         }
276         std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
277
278         monsterAttacks.resize(monsters.size(), AttackChoice(this));
279 }
280
281 void BattleState::NextAttack() {
282         ++attackCursor;
283         while (attackCursor < int(attackOrder.size())) {
284                 if (attackOrder[attackCursor].isMonster) {
285                         if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
286                 } else {
287                         if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
288                 }
289                 ++attackCursor;
290         }
291 }
292
293 bool BattleState::AttacksFinished() const {
294         return attackCursor >= int(attackOrder.size())
295                         || Victory() || Defeat();
296 }
297
298 void BattleState::CalculateDamage() {
299         AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
300         if (ac.GetType() == AttackChoice::DEFEND) return;
301
302         if (CurrentAttack().isMonster) {
303                 const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
304                 // TODO: run monster's attack script
305                 ac.SetType(AttackChoice::SWORD);
306                 ac.Selection().SelectSingle();
307                 ac.Selection().SelectHeroes();
308                 for (int i(0); i < NumHeroes(); ++i) {
309                         if (HeroAt(i).Health() > 0) {
310                                 const Stats &defenderStats(HeroAt(i).GetStats());
311                                 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
312                                 ac.Selection().SetBad(0, damage);
313                                 break;
314                         }
315                 }
316         } else {
317                 const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
318                 TargetSelection &ts(ac.Selection());
319                 bool hitSome(false);
320                 if (ts.TargetsEnemies()) {
321                         for (int i(0); i < MaxMonsters(); ++i) {
322                                 if (ts.IsSelected(i)) {
323                                         if (MonsterAt(i).Health() > 0) {
324                                                 const Stats &defenderStats(MonsterAt(i).GetStats());
325                                                 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
326                                                 ts.SetBad(i, damage);
327                                                 hitSome = true;
328                                         } else {
329                                                 ts.Unselect(i);
330                                         }
331                                 }
332                         }
333                         if (hitSome) return;
334                         for (int i(0); i < MaxMonsters(); ++i) {
335                                 if (MonsterAt(i).Health() > 0) {
336                                         const Stats &defenderStats(MonsterAt(i).GetStats());
337                                         Uint16 damage(CalculateDamage(attackerStats, defenderStats));
338                                         ts.SetBad(i, damage);
339                                         break;
340                                 }
341                         }
342                 } else {
343                         for (int i(0); i < NumHeroes(); ++i) {
344                                 if (ts.IsSelected(i)) {
345                                         if (HeroAt(i).Health() > 0) {
346                                                 const Stats &defenderStats(HeroAt(i).GetStats());
347                                                 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
348                                                 ts.SetBad(i, damage);
349                                                 hitSome = true;
350                                         } else {
351                                                 ts.Unselect(i);
352                                         }
353                                 }
354                         }
355                         if (hitSome) return;
356                         for (int i(0); i < NumHeroes(); ++i) {
357                                 if (HeroAt(i).Health() > 0) {
358                                         const Stats &defenderStats(HeroAt(i).GetStats());
359                                         Uint16 damage(CalculateDamage(attackerStats, defenderStats));
360                                         ts.SetBad(i, damage);
361                                         break;
362                                 }
363                         }
364                 }
365         }
366 }
367
368 Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
369         // TODO: find out real formula and add some randomness
370         return attacker.Attack() / 2 - defender.Defense() / 4;
371 }
372
373 void BattleState::ApplyDamage() {
374         if (attackCursor < 0) return;
375         AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
376         TargetSelection &ts(ac.Selection());
377         if (ts.TargetsEnemies()) {
378                 for (int i(0); i < MaxMonsters(); ++i) {
379                         if (ts.IsBad(i)) {
380                                 MonsterAt(i).SubtractHealth(ts.GetAmount(i));
381                                 // TODO: collect reward if dead
382                         }
383                 }
384         } else {
385                 for (int i(0); i < NumHeroes(); ++i) {
386                         if (ts.IsBad(i)) {
387                                 HeroAt(i).SubtractHealth(ts.GetAmount(i));
388                         }
389                 }
390         }
391 }
392
393 void BattleState::ClearAllAttacks() {
394         attackCursor = -1;
395         activeHero = -1;
396         for (int i(0); i < numHeroes; ++i) {
397                 attackChoices[i] = AttackChoice(this);
398         }
399         attackOrder.clear();
400         monsterAttacks.clear();
401 }
402
403
404 void BattleState::HandleEvents(const Input &input) {
405
406 }
407
408 void BattleState::UpdateWorld(float deltaT) {
409
410 }
411
412 void BattleState::Render(SDL_Surface *screen) {
413         assert(screen);
414         Vector<int> offset(CalculateScreenOffset(screen));
415         RenderBackground(screen, offset);
416         RenderMonsters(screen, offset);
417 }
418
419 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
420         assert(screen);
421         // black for now
422         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
423         SDL_Rect destRect;
424         destRect.x = offset.X();
425         destRect.y = offset.Y();
426         destRect.w = background->w;
427         destRect.h = background->h;
428         SDL_BlitSurface(background, 0, screen, &destRect);
429 }
430
431 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
432         assert(screen);
433         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
434                 if (MonsterPositionOccupied(i)) {
435                         // TODO: better solution for running animations
436                         if (monsters[i].AttackAnimation() && monsters[i].AttackAnimation()->Running()) {
437                                 monsters[i].AttackAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
438                         } else if (monsters[i].SpellAnimation() && monsters[i].SpellAnimation()->Running()) {
439                                 monsters[i].SpellAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
440                         } else {
441                                 monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
442                         }
443                 }
444         }
445 }
446
447 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
448         assert(screen);
449         for (int i(0); i < numHeroes; ++i) {
450                 if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
451                         heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
452                 } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
453                         heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
454                 } else {
455                         int row(heroes[i].Health() > 0 ? 0 : 2);
456                         heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
457                 }
458         }
459 }
460
461 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
462         assert(screen);
463         int tagHeight(attackTypeMenu.Height());
464         int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
465
466         for (int i(0); i < numHeroes; ++i) {
467                 heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
468         }
469 }
470
471 void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
472         assert(screen);
473         int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
474         int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
475
476         SDL_Rect rect;
477         rect.x = offset.X();
478         rect.y = offset.Y() + Height() - tagHeight;
479         rect.w = Width();
480         rect.h = tagHeight;
481         SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
482         rect.y += res->normalFont->CharHeight() / 8;
483         rect.h -= res->normalFont->CharHeight() / 4;
484         SDL_FillRect(screen, &rect, res->heroesBgColor);
485
486         for (int i(0); i < numHeroes; ++i) {
487                 smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
488         }
489 }
490
491 }