+ for (int i(0); i < 4; ++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] = 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] = 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::LoadInventory() {
+ const Inventory &inv(*res->inventory);
+ itemMenu.Clear();
+ itemMenu.Reserve(inv.MaxItems());
+ for (int i(0); i < inv.MaxItems(); ++i) {
+ const Item *item(inv.ItemAt(i));
+ if (item) {
+ itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
+ } else {
+ itemMenu.AddEmptyEntry();
+ }
+ }
+ ClearAllAttacks();
+}
+
+void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+ if (ranAway) {
+ ctrl.PopState(); // quit the battle scene
+ return;
+ }
+ if (Victory()) {
+ ctrl.PopState();
+ return;
+ }
+ if (Defeat()) {
+ ctrl.PopState();
+ return;
+ }
+ // TODO: this should not push a state while quitting
+ if (AttackSelectionDone()) {
+ ctrl.PushState(new PerformAttacks(this));
+ } else {
+ ctrl.PushState(new SelectMoveAction(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) {
+
+}
+
+
+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).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:
+ 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));
+ MonsterAt(i).GetAttackChoice() = AttackChoice(this);
+ }
+ std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
+}
+
+void BattleState::NextAttack() {
+ if (Victory() || Defeat()) {
+ attackCursor = attackOrder.size();
+ return;
+ }
+ ++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;
+ }
+}
+
+bool BattleState::AttacksFinished() const {
+ return attackCursor >= int(attackOrder.size())
+ || Victory() || Defeat();
+}
+
+void BattleState::CalculateDamage() {
+ 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());
+ CalculateDamage(attackerStats, ts);
+ } else {
+ const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
+ 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);
+ 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)) {
+ 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 {
+ return attacker.Attack() / 2 - defender.Defense() / 4;
+}
+
+void BattleState::ApplyDamage() {
+ if (attackCursor < 0) return;
+ AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
+ TargetSelection &ts(ac.Selection());
+ if (ts.TargetsMonsters()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ Monster &monster(MonsterAt(i));
+ if (ts.IsBad(i)) {
+ monster.SubtractHealth(ts.GetAmount(i));
+ if (monster.Health() == 0) {
+ expReward += monster.ExpReward();
+ goldReward += monster.GoldReward();
+ }
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ Hero &hero(HeroAt(i));
+ if (ts.IsBad(i)) {
+ hero.SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ }