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));
}
}
+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) {
}
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());
+ int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).GetStats().Agility() : battle->HeroAt(lhs.index).GetStats().Agility());
+ int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).GetStats().Agility() : battle->HeroAt(rhs.index).GetStats().Agility());
return lagl > ragl;
}
private:
void BattleState::CalculateDamage() {
if (CurrentAttack().isMonster) {
+ const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
// 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);
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) {
+ const Stats &defenderStats(HeroAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ monsterAttacks[CurrentAttack().index].Selection().SetBad(0, damage);
+ break;
+ }
+ }
} else {
+ const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+ bool hitSome(false);
if (ts.TargetsEnemies()) {
for (int i(0); i < MaxMonsters(); ++i) {
- if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) {
- ts.SetBad(i, 15);
+ 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) {
+ if (MonsterAt(i).Health() > 0) {
+ const Stats &defenderStats(MonsterAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ break;
}
}
} else {
for (int i(0); i < NumHeroes(); ++i) {
- if (ts.IsSelected(i) && HeroAt(i).Health() > 0) {
- ts.SetBad(i, 15);
+ 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 < 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));
}
} else {
for (int i(0); i < NumHeroes(); ++i) {
- if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) {
+ if (ts.IsBad(i)) {
HeroAt(i).SubtractHealth(ts.GetAmount(i));
}
}
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()->DrawCenter(screen, monsterPositions[i] + offset);
+ if (MonsterPositionOccupied(i)) {
+ monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+ }
}
}