-/*
- * BattleState.cpp
- *
- * Created on: Aug 5, 2012
- * Author: holy
- */
-
#include "BattleState.h"
#include "PartyLayout.h"
#include "states/PerformAttacks.h"
#include "../app/Application.h"
#include "../app/Input.h"
+#include "../common/GameState.h"
#include "../common/Ikari.h"
#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 common::Stats;
using geometry::Vector;
using graphics::Menu;
+using std::rand;
using std::vector;
namespace battle {
++numHeroes;
}
+void BattleState::SetCapsule(const Capsule &c) {
+ capsule = c;
+}
+
void BattleState::NextHero() {
++activeHero;
while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
}
-void BattleState::Resize(int w, int h) {
+void BattleState::OnResize(int w, int h) {
}
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
- monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
- heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+void BattleState::OnEnterState(SDL_Surface *screen) {
for (int i(0); i < 4; ++i) {
- heroes[i].SpellMenu() = res->spellMenuPrototype;
+ heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
+ heroes[i].SpellMenu() = *res->spellMenuProperties;
heroes[i].UpdateSpellMenu();
- heroes[i].IkariMenu() = res->ikariMenuPrototype;
+ heroes[i].IkariMenu() = *res->ikariMenuProperties;
heroes[i].UpdateIkariMenu(res);
heroTags[i] = HeroTag(this, i);
smallHeroTags[i] = SmallHeroTag(this, i);
}
+ capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h);
+
+ 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;
+ itemMenu = *res->itemMenuProperties;
LoadInventory();
+ ClearAllAttacks();
}
void BattleState::LoadInventory() {
- const Inventory &inv(*res->inventory);
+ const Inventory &inv(game->state->inventory);
itemMenu.Clear();
itemMenu.Reserve(inv.MaxItems());
for (int i(0); i < inv.MaxItems(); ++i) {
itemMenu.AddEmptyEntry();
}
}
- ClearAllAttacks();
}
-void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnExitState(SDL_Surface *screen) {
}
-void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnResumeState(SDL_Surface *screen) {
if (ranAway) {
- ctrl.PopState(); // quit the battle scene
+ Ctrl().PopState(); // quit the battle scene
return;
}
if (Victory()) {
- // TODO: push victory state
- ctrl.PopState();
+ Ctrl().PopState();
return;
}
if (Defeat()) {
- // TODO: push defeat state
- ctrl.PopState();
+ Ctrl().PopState();
return;
}
// TODO: this should not push a state while quitting
if (AttackSelectionDone()) {
- ctrl.PushState(new PerformAttacks(this));
+ Ctrl().PushState(new PerformAttacks(this));
} else {
- ctrl.PushState(new SelectMoveAction(this));
+ Ctrl().PushState(new SelectMoveAction(this));
}
}
return true;
}
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnPauseState(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).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;
+ return lhs.GetStats(*battle).Agility() > rhs.GetStats(*battle).Agility();
}
private:
BattleState *battle;
void BattleState::CalculateAttackOrder() {
attackOrder.reserve(monsters.size() + NumHeroes());
for (int i(0); i < NumHeroes(); ++i) {
- attackOrder.push_back(Order(i, false));
+ attackOrder.push_back(Order(Order::HERO, i));
}
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- attackOrder.push_back(Order(i, true));
+ attackOrder.push_back(Order(Order::MONSTER, i));
MonsterAt(i).GetAttackChoice() = AttackChoice(this);
}
+ if (capsule.Health() > 0) {
+ attackOrder.push_back(Order(Order::CAPSULE));
+ }
std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
}
}
++attackCursor;
while (attackCursor < int(attackOrder.size())) {
- if (attackOrder[attackCursor].isMonster) {
+ if (attackOrder[attackCursor].IsMonster()) {
if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
- } else {
+ } else if (attackOrder[attackCursor].IsHero()) {
if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+ } else {
+ if (capsule.Health() > 0) break;
}
++attackCursor;
}
}
void BattleState::CalculateDamage() {
- AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
+ if (CurrentAttack().IsMonster()) {
+ DecideMonsterAttack(MonsterAt(CurrentAttack().index));
+ } else if (CurrentAttack().IsCapsule()) {
+ DecideCapsuleAttack();
+ }
+ AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
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;
- }
- }
- } 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) {
+ const Stats &attackerStats = CurrentAttack().GetStats(*this);
+ CalculateDamage(attackerStats, ts);
+}
+
+void BattleState::DecideMonsterAttack(Monster &m) {
+ 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::DecideCapsuleAttack() {
+ AttackChoice &ac(capsule.GetAttackChoice());
+ TargetSelection &ts(ac.Selection());
+ ac.Reset();
+ int target(rand() % monsters.size());
+ while (!MonsterPositionOccupied(target)) {
+ target = rand() % monsters.size();
+ }
+ ac.SetType(AttackChoice::SWORD);
+ ts.SelectMonsters();
+ ts.SetSingle();
+ ts.Select(target);
+}
+
+AttackChoice &BattleState::Order::GetAttackChoice(BattleState &b) const {
+ switch (by) {
+ case HERO:
+ return b.HeroAt(index).GetAttackChoice();
+ case CAPSULE:
+ return b.GetCapsule().GetAttackChoice();
+ case MONSTER:
+ return b.MonsterAt(index).GetAttackChoice();
+ default:
+ throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
+ }
+}
+
+Stats &BattleState::Order::GetStats(BattleState &b) const {
+ switch (by) {
+ case HERO:
+ return b.HeroAt(index).GetStats();
+ case CAPSULE:
+ return b.GetCapsule().GetStats();
+ case MONSTER:
+ return b.MonsterAt(index).GetStats();
+ default:
+ throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
+ }
+}
+
+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 ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
+ AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
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 MonsterAt(CurrentAttack().index).GetAttackChoice();
- } else {
- return HeroAt(CurrentAttack().index).GetAttackChoice();
- }
+ return CurrentAttack().GetAttackChoice(*this);
}
void BattleState::ClearAllAttacks() {
for (int i(0); i < MaxMonsters(); ++i) {
MonsterAt(i).GetAttackChoice() = AttackChoice(this);
}
+ capsule.GetAttackChoice() = AttackChoice(this);
attackOrder.clear();
}
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
if (MonsterPositionOccupied(i)) {
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);
}
}
}
+void BattleState::RenderCapsule(SDL_Surface *screen, const Vector<int> &offset) {
+ if (capsule.Health() <= 0) return;
+ if (capsule.GetAnimation().Running()) {
+ capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset);
+ } else {
+ capsule.Sprite()->DrawCenter(screen, capsule.Position() + offset);
+ }
+}
+
void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
assert(screen);
int tagHeight(attackTypeMenu.Height());
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);
+ SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
for (int i(0); i < numHeroes; ++i) {
smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);