#include "../common/Inventory.h"
#include "../common/Item.h"
#include "../common/Spell.h"
-#include "../geometry/operators.h"
#include "../graphics/Frame.h"
#include "../graphics/Sprite.h"
#include <algorithm>
#include <cassert>
+#include <cstdlib>
#include <stdexcept>
using app::Application;
using common::Inventory;
using common::Item;
using common::Spell;
-using geometry::Point;
using geometry::Vector;
using graphics::Menu;
+using std::rand;
using std::vector;
namespace battle {
}
}
+void BattleState::PreviousHero() {
+ --activeHero;
+ while (activeHero >= 0 && 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]);
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
- monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
- heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
for (int i(0); i < 4; ++i) {
- spellMenus[i] = res->spellMenuPrototype;
- LoadSpellMenu(i);
- ikariMenus[i] = res->ikariMenuPrototype;
- LoadIkariMenu(i);
+ heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
+ heroes[i].SpellMenu() = res->spellMenuPrototype;
+ heroes[i].UpdateSpellMenu();
+ heroes[i].IkariMenu() = res->ikariMenuPrototype;
+ heroes[i].UpdateIkariMenu(res);
heroTags[i] = HeroTag(this, i);
smallHeroTags[i] = SmallHeroTag(this, i);
}
+ for (int i(0); i < int(monsters.size()); ++i) {
+ monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
+ }
+
int tagHeight(attackTypeMenu.Height());
int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
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);
+ heroTagPositions[0] = Vector<int>(xOffset, Height() - 2 * tagHeight);
+ heroTagPositions[1] = Vector<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
+ heroTagPositions[2] = Vector<int>(xOffset, Height() - tagHeight);
+ heroTagPositions[3] = Vector<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);
+ smallHeroTagPositions[0] = Vector<int>(xOffset, yOffset);
+ smallHeroTagPositions[1] = Vector<int>(xOffset + 2 * tagWidth, yOffset);
+ smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
+ smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
itemMenu = res->itemMenuPrototype;
LoadInventory();
}
-void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
- assert(index >= 0 && index < 4);
- spellMenus[index].Clear();
- spellMenus[index].Reserve(HeroAt(index).Spells().size());
- for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
- bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
- spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
- }
-}
-
-void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
- assert(index >= 0 && index < 4);
- ikariMenus[index].Clear();
- ikariMenus[index].Reserve(6);
-
- if (HeroAt(index).HasWeapon()) {
- ikariMenus[index].Add(
- HeroAt(index).Weapon()->Name(),
- HeroAt(index).Weapon(),
- HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->weaponMenuIcon,
- 0,
- HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon);
- }
-
- if (HeroAt(index).HasArmor()) {
- ikariMenus[index].Add(
- HeroAt(index).Armor()->Name(),
- HeroAt(index).Armor(),
- HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->armorMenuIcon,
- 0,
- HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon);
- }
-
- if (HeroAt(index).HasShield()) {
- ikariMenus[index].Add(
- HeroAt(index).Shield()->Name(),
- HeroAt(index).Shield(),
- HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->shieldMenuIcon,
- 0,
- HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon);
- }
-
- if (HeroAt(index).HasHelmet()) {
- ikariMenus[index].Add(
- HeroAt(index).Helmet()->Name(),
- HeroAt(index).Helmet(),
- HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->helmetMenuIcon,
- 0,
- HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon);
- }
-
- if (HeroAt(index).HasRing()) {
- ikariMenus[index].Add(
- HeroAt(index).Ring()->Name(),
- HeroAt(index).Ring(),
- HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->ringMenuIcon,
- 0,
- HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon);
- }
-
- if (HeroAt(index).HasJewel()) {
- ikariMenus[index].Add(
- HeroAt(index).Jewel()->Name(),
- HeroAt(index).Jewel(),
- HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(),
- res->jewelMenuIcon,
- 0,
- HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : "");
- } else {
- ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon);
- }
-}
-
void BattleState::LoadInventory() {
const Inventory &inv(*res->inventory);
itemMenu.Clear();
return;
}
if (Victory()) {
- // TODO: push victory state
ctrl.PopState();
return;
}
if (Defeat()) {
- // TODO: push defeat state
ctrl.PopState();
return;
}
}
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
attackOrder.push_back(Order(i, true));
+ MonsterAt(i).GetAttackChoice() = AttackChoice(this);
}
std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
-
- monsterAttacks.resize(monsters.size(), AttackChoice(this));
}
void BattleState::NextAttack() {
}
void BattleState::CalculateDamage() {
- AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+ if (CurrentAttack().isMonster) {
+ DecideMonsterAttack(MonsterAt(CurrentAttack().index));
+ }
+ AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
if (ac.GetType() == AttackChoice::DEFEND) return;
+ TargetSelection &ts(ac.Selection());
if (CurrentAttack().isMonster) {
const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
- // TODO: run monster's attack script
- ac.SetType(AttackChoice::SWORD);
- ac.Selection().SelectSingle();
- ac.Selection().SelectHeroes();
- for (int i(0); i < NumHeroes(); ++i) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ac.Selection().SetBad(0, damage);
- break;
- }
- }
+ CalculateDamage(attackerStats, ts);
} else {
const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
- TargetSelection &ts(ac.Selection());
- bool hitSome(false);
- if (ts.TargetsEnemies()) {
- for (int i(0); i < MaxMonsters(); ++i) {
- if (ts.IsSelected(i)) {
- if (MonsterAt(i).Health() > 0) {
- const Stats &defenderStats(MonsterAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- hitSome = true;
- } else {
- ts.Unselect(i);
- }
- }
- }
- if (hitSome) return;
- for (int i(0); i < MaxMonsters(); ++i) {
+ CalculateDamage(attackerStats, ts);
+ }
+}
+
+void BattleState::DecideMonsterAttack(Monster &m) const {
+ AttackChoice &ac(m.GetAttackChoice());
+ TargetSelection &ts(ac.Selection());
+ ac.Reset();
+ int target(rand() % NumHeroes());
+ while (!HeroPositionOccupied(target)) {
+ target = rand() % NumHeroes();
+ }
+ ac.SetType(AttackChoice::SWORD);
+ ts.SelectHeroes();
+ ts.SetSingle();
+ ts.Select(target);
+}
+
+void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const {
+ bool hitSome(false);
+ if (ts.TargetsMonsters()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsSelected(i)) {
if (MonsterAt(i).Health() > 0) {
const Stats &defenderStats(MonsterAt(i).GetStats());
Uint16 damage(CalculateDamage(attackerStats, defenderStats));
ts.SetBad(i, damage);
- break;
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
}
}
- } else {
- for (int i(0); i < NumHeroes(); ++i) {
- if (ts.IsSelected(i)) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- hitSome = true;
- } else {
- ts.Unselect(i);
- }
- }
+ }
+ if (hitSome) return;
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) {
+ const Stats &defenderStats(MonsterAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ break;
}
- if (hitSome) return;
- for (int i(0); i < NumHeroes(); ++i) {
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsSelected(i)) {
if (HeroAt(i).Health() > 0) {
const Stats &defenderStats(HeroAt(i).GetStats());
Uint16 damage(CalculateDamage(attackerStats, defenderStats));
ts.SetBad(i, damage);
- break;
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
}
}
}
+ if (hitSome) return;
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) {
+ const Stats &defenderStats(HeroAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ break;
+ }
+ }
}
}
Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
- // TODO: find out real formula and add some randomness
return attacker.Attack() / 2 - defender.Defense() / 4;
}
void BattleState::ApplyDamage() {
if (attackCursor < 0) return;
- AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+ AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
TargetSelection &ts(ac.Selection());
- if (ts.TargetsEnemies()) {
+ if (ts.TargetsMonsters()) {
for (int i(0); i < MaxMonsters(); ++i) {
Monster &monster(MonsterAt(i));
if (ts.IsBad(i)) {
AttackChoice &BattleState::CurrentAttackAttackChoice() {
if (CurrentAttack().isMonster) {
- return monsterAttacks[CurrentAttack().index];
+ return MonsterAt(CurrentAttack().index).GetAttackChoice();
} else {
- return AttackChoiceAt(CurrentAttack().index);
+ return HeroAt(CurrentAttack().index).GetAttackChoice();
}
}
void BattleState::ClearAllAttacks() {
attackCursor = -1;
activeHero = -1;
- for (int i(0); i < numHeroes; ++i) {
- attackChoices[i] = AttackChoice(this);
+ for (int i(0); i < NumHeroes(); ++i) {
+ HeroAt(i).GetAttackChoice() = AttackChoice(this);
+ }
+ for (int i(0); i < MaxMonsters(); ++i) {
+ MonsterAt(i).GetAttackChoice() = AttackChoice(this);
}
attackOrder.clear();
- monsterAttacks.clear();
}
assert(screen);
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
if (MonsterPositionOccupied(i)) {
- // TODO: better solution for running animations
if (monsters[i].GetAnimation().Running()) {
- monsters[i].GetAnimation().DrawCenter(screen, monsterPositions[i] + offset);
+ monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
} else {
- monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+ monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
}
}
}
assert(screen);
for (int i(0); i < numHeroes; ++i) {
if (heroes[i].GetAnimation().Running()) {
- heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset);
+ heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
} else {
int row(heroes[i].Health() > 0 ? 0 : 2);
- heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
+ heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
}
}
}