#include "../common/Item.h"
#include "../common/Spell.h"
#include "../geometry/operators.h"
+#include "../graphics/Frame.h"
#include "../graphics/Sprite.h"
#include <algorithm>
++numHeroes;
}
+void BattleState::NextHero() {
+ ++activeHero;
+ while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
+ ++activeHero;
+ }
+}
+
void BattleState::SwapHeroes(int lhs, int rhs) {
if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
std::swap(heroes[lhs], heroes[rhs]);
ikariMenus[i] = res->ikariMenuPrototype;
LoadIkariMenu(i);
heroTags[i] = HeroTag(this, i);
+ smallHeroTags[i] = SmallHeroTag(this, i);
}
int tagHeight(attackTypeMenu.Height());
int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
- int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
- heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
- heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
- heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
- heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+ int xOffset((Width() - 2 * tagWidth) / 2);
+ heroTagPositions[0] = Point<int>(xOffset, Height() - 2 * tagHeight);
+ heroTagPositions[1] = Point<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
+ heroTagPositions[2] = Point<int>(xOffset, Height() - tagHeight);
+ heroTagPositions[3] = Point<int>(xOffset + tagWidth, Height() - tagHeight);
+
+ tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
+ tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
+ xOffset = (Width() - 4 * tagWidth) / 2;
+ int yOffset(Height() - tagHeight);
+ smallHeroTagPositions[0] = Point<int>(xOffset, yOffset);
+ smallHeroTagPositions[1] = Point<int>(xOffset + 2 * tagWidth, yOffset);
+ smallHeroTagPositions[2] = Point<int>(xOffset + tagWidth, yOffset);
+ smallHeroTagPositions[3] = Point<int>(xOffset + 3 * tagWidth, yOffset);
itemMenu = res->itemMenuPrototype;
LoadInventory();
ctrl.PopState(); // quit the battle scene
return;
}
+ if (Victory()) {
+ // TODO: push victory state
+ ctrl.PopState();
+ return;
+ }
+ if (Defeat()) {
+ // TODO: push defeat state
+ ctrl.PopState();
+ return;
+ }
+ // TODO: this should not push a state while quitting
if (AttackSelectionDone()) {
ctrl.PushState(new PerformAttacks(this));
} else {
}
}
+bool BattleState::Victory() const {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) return false;
+ }
+ return true;
+}
+
+bool BattleState::Defeat() const {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) return false;
+ }
+ return true;
+}
+
void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
}
+class OrderCompare {
+ public:
+ OrderCompare(BattleState *battle) : battle(battle) { }
+ bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
+ int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).Agility() : battle->HeroAt(lhs.index).Agility());
+ int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).Agility() : battle->HeroAt(rhs.index).Agility());
+ return lagl > ragl;
+ }
+ private:
+ BattleState *battle;
+};
+
+void BattleState::CalculateAttackOrder() {
+ attackOrder.reserve(monsters.size() + NumHeroes());
+ for (int i(0); i < numHeroes; ++i) {
+ attackOrder.push_back(Order(i, false));
+ }
+ for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
+ attackOrder.push_back(Order(i, true));
+ }
+ std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
+
+ monsterAttacks.resize(monsters.size(), AttackChoice(this));
+}
+
+void BattleState::NextAttack() {
+ ++attackCursor;
+ while (attackCursor < int(attackOrder.size())) {
+ if (attackOrder[attackCursor].isMonster) {
+ if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
+ } else {
+ if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+ }
+ ++attackCursor;
+ }
+}
+
+void BattleState::CalculateDamage() {
+ if (CurrentAttack().isMonster) {
+ // TODO: run monster's attack script
+ monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD);
+ monsterAttacks[CurrentAttack().index].Selection().SelectSingle();
+ monsterAttacks[CurrentAttack().index].Selection().SelectHeroes();
+ monsterAttacks[CurrentAttack().index].Selection().SetBad(0, 15);
+ } else {
+ TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+ bool hitSome(false);
+ if (ts.TargetsEnemies()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (MonsterAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ break;
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (HeroAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ break;
+ }
+ }
+ }
+ }
+}
+
+void BattleState::ApplyDamage() {
+ if (attackCursor < 0) return;
+ AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+ TargetSelection &ts(ac.Selection());
+ if (ts.TargetsEnemies()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsBad(i)) {
+ MonsterAt(i).SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsBad(i)) {
+ HeroAt(i).SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ }
+}
+
void BattleState::ClearAllAttacks() {
+ attackCursor = -1;
activeHero = -1;
for (int i(0); i < numHeroes; ++i) {
attackChoices[i] = AttackChoice(this);
}
+ attackOrder.clear();
+ monsterAttacks.clear();
}
void BattleState::Render(SDL_Surface *screen) {
Vector<int> offset(CalculateScreenOffset(screen));
-
RenderBackground(screen, offset);
RenderMonsters(screen, offset);
-// RenderHeroes(screen, offset);
- RenderHeroTags(screen, offset);
}
void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+ if (MonsterPositionOccupied(i)) {
+ monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+ }
}
}
void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
for (int i(0); i < numHeroes; ++i) {
- heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1);
+ if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
+ heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
+ } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
+ heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
+ } else {
+ int row(heroes[i].Health() > 0 ? 0 : 2);
+ heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
+ }
}
}
}
}
+void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
+ int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
+
+ SDL_Rect rect;
+ rect.x = offset.X();
+ rect.y = offset.Y() + Height() - tagHeight;
+ rect.w = Width();
+ rect.h = tagHeight;
+ SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
+ rect.y += res->normalFont->CharHeight() / 8;
+ rect.h -= res->normalFont->CharHeight() / 4;
+ SDL_FillRect(screen, &rect, res->heroesBgColor);
+
+ for (int i(0); i < numHeroes; ++i) {
+ smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
+ }
+}
+
}