]> git.localhorst.tv Git - l2e.git/blob - src/battle/BattleState.cpp
extracted damage calculation once more
[l2e.git] / src / battle / BattleState.cpp
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 <cstdlib>
26 #include <stdexcept>
27
28 using app::Application;
29 using app::Input;
30 using common::Inventory;
31 using common::Item;
32 using common::Spell;
33 using geometry::Point;
34 using geometry::Vector;
35 using graphics::Menu;
36
37 using std::rand;
38 using std::vector;
39
40 namespace battle {
41
42 void BattleState::AddMonster(const Monster &m) {
43         if (monsters.size() >= monstersLayout->NumPositions()) {
44                 throw std::overflow_error("too many monsters for layout");
45         }
46         monsters.push_back(m);
47 }
48
49 void BattleState::AddHero(const Hero &h) {
50         if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
51                 throw std::overflow_error("too many heroes for layout");
52         }
53         heroes[numHeroes] = h;
54         ++numHeroes;
55 }
56
57 void BattleState::NextHero() {
58         ++activeHero;
59         while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
60                 ++activeHero;
61         }
62 }
63
64 void BattleState::PreviousHero() {
65         --activeHero;
66         while (activeHero >= 0 && heroes[activeHero].Health() == 0) {
67                 --activeHero;
68         }
69 }
70
71 void BattleState::SwapHeroes(int lhs, int rhs) {
72         if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
73         std::swap(heroes[lhs], heroes[rhs]);
74 }
75
76
77 void BattleState::Resize(int w, int h) {
78
79 }
80
81
82 void BattleState::EnterState(Application &ctrl, 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->spellMenuPrototype;
86                 heroes[i].UpdateSpellMenu();
87                 heroes[i].IkariMenu() = res->ikariMenuPrototype;
88                 heroes[i].UpdateIkariMenu(res);
89                 heroTags[i] = HeroTag(this, i);
90                 smallHeroTags[i] = SmallHeroTag(this, i);
91         }
92
93         for (int i(0); i < int(monsters.size()); ++i) {
94                 monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
95         }
96
97         int tagHeight(attackTypeMenu.Height());
98         int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
99         int xOffset((Width() - 2 * tagWidth) / 2);
100         heroTagPositions[0] = Point<int>(xOffset, Height() - 2 * tagHeight);
101         heroTagPositions[1] = Point<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
102         heroTagPositions[2] = Point<int>(xOffset, Height() - tagHeight);
103         heroTagPositions[3] = Point<int>(xOffset + tagWidth, Height() - tagHeight);
104
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] = Point<int>(xOffset, yOffset);
110         smallHeroTagPositions[1] = Point<int>(xOffset + 2 * tagWidth, yOffset);
111         smallHeroTagPositions[2] = Point<int>(xOffset + tagWidth, yOffset);
112         smallHeroTagPositions[3] = Point<int>(xOffset + 3 * tagWidth, yOffset);
113
114         itemMenu = res->itemMenuPrototype;
115         LoadInventory();
116 }
117
118 void BattleState::LoadInventory() {
119         const Inventory &inv(*res->inventory);
120         itemMenu.Clear();
121         itemMenu.Reserve(inv.MaxItems());
122         for (int i(0); i < inv.MaxItems(); ++i) {
123                 const Item *item(inv.ItemAt(i));
124                 if (item) {
125                         itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
126                 } else {
127                         itemMenu.AddEmptyEntry();
128                 }
129         }
130         ClearAllAttacks();
131 }
132
133 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
134
135 }
136
137 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
138         if (ranAway) {
139                 ctrl.PopState(); // quit the battle scene
140                 return;
141         }
142         if (Victory()) {
143                 // TODO: push victory state
144                 ctrl.PopState();
145                 return;
146         }
147         if (Defeat()) {
148                 // TODO: push defeat state
149                 ctrl.PopState();
150                 return;
151         }
152         // TODO: this should not push a state while quitting
153         if (AttackSelectionDone()) {
154                 ctrl.PushState(new PerformAttacks(this));
155         } else {
156                 ctrl.PushState(new SelectMoveAction(this));
157         }
158 }
159
160 bool BattleState::Victory() const {
161         for (int i(0); i < MaxMonsters(); ++i) {
162                 if (MonsterAt(i).Health() > 0) return false;
163         }
164         return true;
165 }
166
167 bool BattleState::Defeat() const {
168         for (int i(0); i < NumHeroes(); ++i) {
169                 if (HeroAt(i).Health() > 0) return false;
170         }
171         return true;
172 }
173
174 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
175
176 }
177
178
179 class OrderCompare {
180         public:
181                 OrderCompare(BattleState *battle) : battle(battle) { }
182                 bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
183                         int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).GetStats().Agility() : battle->HeroAt(lhs.index).GetStats().Agility());
184                         int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).GetStats().Agility() : battle->HeroAt(rhs.index).GetStats().Agility());
185                         return lagl > ragl;
186                 }
187         private:
188                 BattleState *battle;
189 };
190
191 void BattleState::CalculateAttackOrder() {
192         attackOrder.reserve(monsters.size() + NumHeroes());
193         for (int i(0); i < NumHeroes(); ++i) {
194                 attackOrder.push_back(Order(i, false));
195         }
196         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
197                 attackOrder.push_back(Order(i, true));
198                 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
199         }
200         std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
201 }
202
203 void BattleState::NextAttack() {
204         if (Victory() || Defeat()) {
205                 attackCursor = attackOrder.size();
206                 return;
207         }
208         ++attackCursor;
209         while (attackCursor < int(attackOrder.size())) {
210                 if (attackOrder[attackCursor].isMonster) {
211                         if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
212                 } else {
213                         if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
214                 }
215                 ++attackCursor;
216         }
217 }
218
219 bool BattleState::AttacksFinished() const {
220         return attackCursor >= int(attackOrder.size())
221                         || Victory() || Defeat();
222 }
223
224 void BattleState::CalculateDamage() {
225         if (CurrentAttack().isMonster) {
226                 DecideMonsterAttack(MonsterAt(CurrentAttack().index));
227         }
228         AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
229         if (ac.GetType() == AttackChoice::DEFEND) return;
230         TargetSelection &ts(ac.Selection());
231
232         // TODO: this only evaluates SWORD type attacks
233         if (CurrentAttack().isMonster) {
234                 const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
235                 CalculateDamage(attackerStats, ts);
236         } else {
237                 const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
238                 CalculateDamage(attackerStats, ts);
239         }
240 }
241
242 void BattleState::DecideMonsterAttack(Monster &m) const {
243         AttackChoice &ac(m.GetAttackChoice());
244         TargetSelection &ts(ac.Selection());
245         ac.Reset();
246         // TODO: run monster's attack script
247         int target(rand() % NumHeroes());
248         while (!HeroPositionOccupied(target)) {
249                 target = rand() % NumHeroes();
250         }
251         ac.SetType(AttackChoice::SWORD);
252         ts.SelectHeroes();
253         ts.SetSingle();
254         ts.Select(target);
255 }
256
257 void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const {
258         bool hitSome(false);
259         if (ts.TargetsMonsters()) {
260                 for (int i(0); i < MaxMonsters(); ++i) {
261                         if (ts.IsSelected(i)) {
262                                 if (MonsterAt(i).Health() > 0) {
263                                         const Stats &defenderStats(MonsterAt(i).GetStats());
264                                         Uint16 damage(CalculateDamage(attackerStats, defenderStats));
265                                         ts.SetBad(i, damage);
266                                         hitSome = true;
267                                 } else {
268                                         ts.Unselect(i);
269                                 }
270                         }
271                 }
272                 if (hitSome) return;
273                 for (int i(0); i < MaxMonsters(); ++i) {
274                         if (MonsterAt(i).Health() > 0) {
275                                 const Stats &defenderStats(MonsterAt(i).GetStats());
276                                 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
277                                 ts.SetBad(i, damage);
278                                 break;
279                         }
280                 }
281         } else {
282                 for (int i(0); i < NumHeroes(); ++i) {
283                         if (ts.IsSelected(i)) {
284                                 if (HeroAt(i).Health() > 0) {
285                                         const Stats &defenderStats(HeroAt(i).GetStats());
286                                         Uint16 damage(CalculateDamage(attackerStats, defenderStats));
287                                         ts.SetBad(i, damage);
288                                         hitSome = true;
289                                 } else {
290                                         ts.Unselect(i);
291                                 }
292                         }
293                 }
294                 if (hitSome) return;
295                 for (int i(0); i < NumHeroes(); ++i) {
296                         if (HeroAt(i).Health() > 0) {
297                                 const Stats &defenderStats(HeroAt(i).GetStats());
298                                 Uint16 damage(CalculateDamage(attackerStats, defenderStats));
299                                 ts.SetBad(i, damage);
300                                 break;
301                         }
302                 }
303         }
304 }
305
306 Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
307         // TODO: find out real formula and add some randomness
308         return attacker.Attack() / 2 - defender.Defense() / 4;
309 }
310
311 void BattleState::ApplyDamage() {
312         if (attackCursor < 0) return;
313         AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
314         TargetSelection &ts(ac.Selection());
315         if (ts.TargetsMonsters()) {
316                 for (int i(0); i < MaxMonsters(); ++i) {
317                         Monster &monster(MonsterAt(i));
318                         if (ts.IsBad(i)) {
319                                 monster.SubtractHealth(ts.GetAmount(i));
320                                 if (monster.Health() == 0) {
321                                         expReward += monster.ExpReward();
322                                         goldReward += monster.GoldReward();
323                                 }
324                         }
325                 }
326         } else {
327                 for (int i(0); i < NumHeroes(); ++i) {
328                         Hero &hero(HeroAt(i));
329                         if (ts.IsBad(i)) {
330                                 hero.SubtractHealth(ts.GetAmount(i));
331                         }
332                 }
333         }
334 }
335
336 AttackChoice &BattleState::CurrentAttackAttackChoice() {
337         if (CurrentAttack().isMonster) {
338                 return MonsterAt(CurrentAttack().index).GetAttackChoice();
339         } else {
340                 return HeroAt(CurrentAttack().index).GetAttackChoice();
341         }
342 }
343
344 void BattleState::ClearAllAttacks() {
345         attackCursor = -1;
346         activeHero = -1;
347         for (int i(0); i < NumHeroes(); ++i) {
348                 HeroAt(i).GetAttackChoice() = AttackChoice(this);
349         }
350         for (int i(0); i < MaxMonsters(); ++i) {
351                 MonsterAt(i).GetAttackChoice() = AttackChoice(this);
352         }
353         attackOrder.clear();
354 }
355
356
357 void BattleState::HandleEvents(const Input &input) {
358
359 }
360
361 void BattleState::UpdateWorld(float deltaT) {
362
363 }
364
365 void BattleState::Render(SDL_Surface *screen) {
366         assert(screen);
367         Vector<int> offset(CalculateScreenOffset(screen));
368         RenderBackground(screen, offset);
369         RenderMonsters(screen, offset);
370 }
371
372 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
373         assert(screen);
374         // black for now
375         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
376         SDL_Rect destRect;
377         destRect.x = offset.X();
378         destRect.y = offset.Y();
379         destRect.w = background->w;
380         destRect.h = background->h;
381         SDL_BlitSurface(background, 0, screen, &destRect);
382 }
383
384 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
385         assert(screen);
386         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
387                 if (MonsterPositionOccupied(i)) {
388                         if (monsters[i].GetAnimation().Running()) {
389                                 monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
390                         } else {
391                                 monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
392                         }
393                 }
394         }
395 }
396
397 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
398         assert(screen);
399         for (int i(0); i < numHeroes; ++i) {
400                 if (heroes[i].GetAnimation().Running()) {
401                         heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
402                 } else {
403                         int row(heroes[i].Health() > 0 ? 0 : 2);
404                         heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
405                 }
406         }
407 }
408
409 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
410         assert(screen);
411         int tagHeight(attackTypeMenu.Height());
412         int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
413
414         for (int i(0); i < numHeroes; ++i) {
415                 heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
416         }
417 }
418
419 void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
420         assert(screen);
421         int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
422         int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
423
424         SDL_Rect rect;
425         rect.x = offset.X();
426         rect.y = offset.Y() + Height() - tagHeight;
427         rect.w = Width();
428         rect.h = tagHeight;
429         SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
430         rect.y += res->normalFont->CharHeight() / 8;
431         rect.h -= res->normalFont->CharHeight() / 4;
432         SDL_FillRect(screen, &rect, res->heroesBgColor);
433
434         for (int i(0); i < numHeroes; ++i) {
435                 smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
436         }
437 }
438
439 }