]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
removed stupid file headers that eclipse put in
[l2e.git] / src / battle / BattleState.cpp
index d1a983f23d198787daef4af3aac198e1d08db759..36b4af53752714d58d1fc356230709b2aeaec988 100644 (file)
@@ -1,20 +1,33 @@
-/*
- * BattleState.cpp
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #include "BattleState.h"
 
 #include "PartyLayout.h"
+#include "states/SelectMoveAction.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 "../graphics/Frame.h"
 #include "../graphics/Sprite.h"
 
+#include <algorithm>
+#include <cassert>
+#include <cstdlib>
 #include <stdexcept>
 
 using app::Application;
-using geometry::Point;
+using app::Input;
+using common::Inventory;
+using common::Item;
+using common::Spell;
+using common::Stats;
+using geometry::Vector;
+using graphics::Menu;
 
+using std::rand;
 using std::vector;
 
 namespace battle {
@@ -26,23 +39,310 @@ void BattleState::AddMonster(const Monster &m) {
        monsters.push_back(m);
 }
 
+void BattleState::AddHero(const Hero &h) {
+       if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
+               throw std::overflow_error("too many heroes for layout");
+       }
+       heroes[numHeroes] = h;
+       ++numHeroes;
+}
+
+void BattleState::NextHero() {
+       ++activeHero;
+       while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
+               ++activeHero;
+       }
+}
+
+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::OnResize(int w, int h) {
+
+}
+
+
+void BattleState::OnEnterState(SDL_Surface *screen) {
+       for (int i(0); i < 4; ++i) {
+               heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
+               heroes[i].SpellMenu() = *res->spellMenuProperties;
+               heroes[i].UpdateSpellMenu();
+               heroes[i].IkariMenu() = *res->ikariMenuProperties;
+               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->itemMenuProperties;
+       LoadInventory();
+       ClearAllAttacks();
+}
+
+void BattleState::LoadInventory() {
+       const Inventory &inv(game->state->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();
+               }
+       }
+}
+
+void BattleState::OnExitState(SDL_Surface *screen) {
+
+}
+
+void BattleState::OnResumeState(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::OnPauseState(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::Resize(int w, int h) {
+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::EnterState(Application &ctrl, SDL_Surface *screen) {
-       monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
-       heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+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));
+                       }
+               }
+       }
 }
 
-void BattleState::ExitState() {
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+       if (CurrentAttack().isMonster) {
+               return MonsterAt(CurrentAttack().index).GetAttackChoice();
+       } else {
+               return HeroAt(CurrentAttack().index).GetAttackChoice();
+       }
+}
 
+void BattleState::ClearAllAttacks() {
+       attackCursor = -1;
+       activeHero = -1;
+       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();
 }
 
 
-void BattleState::HandleEvent(const SDL_Event &) {
+void BattleState::HandleEvents(const Input &input) {
 
 }
 
@@ -51,19 +351,76 @@ void BattleState::UpdateWorld(float deltaT) {
 }
 
 void BattleState::Render(SDL_Surface *screen) {
+       assert(screen);
+       Vector<int> offset(CalculateScreenOffset(screen));
+       RenderBackground(screen, offset);
+       RenderMonsters(screen, offset);
+}
+
+void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
        // black for now
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
        SDL_Rect destRect;
-       destRect.x = (screen->w - background->w) / 2;
-       destRect.y = (screen->h - background->h) / 2;
+       destRect.x = offset.X();
+       destRect.y = offset.Y();
        destRect.w = background->w;
        destRect.h = background->h;
-
-       // TODO: center background if screen bigger
        SDL_BlitSurface(background, 0, screen, &destRect);
+}
 
+void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               monsters[i].Sprite()->DrawCenterBottom(screen, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
+               if (MonsterPositionOccupied(i)) {
+                       if (monsters[i].GetAnimation().Running()) {
+                               monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
+                       } else {
+                               monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
+                       }
+               }
+       }
+}
+
+void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
+       for (int i(0); i < numHeroes; ++i) {
+               if (heroes[i].GetAnimation().Running()) {
+                       heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
+               } else {
+                       int row(heroes[i].Health() > 0 ? 0 : 2);
+                       heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
+               }
+       }
+}
+
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+
+       for (int i(0); i < numHeroes; ++i) {
+               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
+       }
+}
+
+void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
+       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.MapRGB(screen->format));
+
+       for (int i(0); i < numHeroes; ++i) {
+               smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
        }
 }