]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added checks for vitory/defeat condition
[l2e.git] / src / battle / BattleState.cpp
index a4e8158a4339af806392d9e0b7489a9adc3d46b4..3dea5b4c5f40c9cad6f88ce6055df1d90ae0b84e 100644 (file)
@@ -83,16 +83,16 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
 
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
-       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
-       heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
-       heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
-       heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
-       heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+       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);
 
        tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
        tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
-       xOffset = (BackgroundWidth() - 4 * tagWidth) / 2;
-       int yOffset(BackgroundHeight() - tagHeight);
+       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);
@@ -213,6 +213,17 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
                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));
        } else {
@@ -220,16 +231,22 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
        }
 }
 
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+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) {
 
-void BattleState::ClearAllAttacks() {
-       activeHero = -1;
-       for (int i(0); i < numHeroes; ++i) {
-               attackChoices[i] = AttackChoice(this);
-       }
 }
 
 
@@ -245,15 +262,108 @@ class OrderCompare {
                BattleState *battle;
 };
 
-void BattleState::WriteOrder(std::vector<Order> &order) {
-       order.reserve(monsters.size() + NumHeroes());
+void BattleState::CalculateAttackOrder() {
+       attackOrder.reserve(monsters.size() + NumHeroes());
        for (int i(0); i < numHeroes; ++i) {
-               order.push_back(Order(i, false));
+               attackOrder.push_back(Order(i, false));
        }
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               order.push_back(Order(i, true));
+               attackOrder.push_back(Order(i, true));
+       }
+       std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
+
+       monsterAttacks.resize(monsters.size(), AttackChoice(this));
+}
+
+void BattleState::NextAttack() {
+       ++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;
        }
-       std::sort(order.begin(), order.end(), OrderCompare(this));
+}
+
+void BattleState::CalculateDamage() {
+       if (CurrentAttack().isMonster) {
+               // 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);
+       } else {
+               TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+               bool hitSome(false);
+               if (ts.TargetsEnemies()) {
+                       for (int i(0); i < MaxMonsters(); ++i) {
+                               if (ts.IsSelected(i)) {
+                                       if (MonsterAt(i).Health() > 0) {
+                                               ts.SetBad(i, 15);
+                                               hitSome = true;
+                                       } else {
+                                               ts.Unselect(i);
+                                       }
+                               }
+                       }
+                       if (hitSome) return;
+                       for (int i(0); i < MaxMonsters(); ++i) {
+                               if (MonsterAt(i).Health() > 0) {
+                                       ts.SetBad(i, 15);
+                                       break;
+                               }
+                       }
+               } else {
+                       for (int i(0); i < NumHeroes(); ++i) {
+                               if (ts.IsSelected(i)) {
+                                       if (HeroAt(i).Health() > 0) {
+                                               ts.SetBad(i, 15);
+                                               hitSome = true;
+                                       } else {
+                                               ts.Unselect(i);
+                                       }
+                               }
+                       }
+                       if (hitSome) return;
+                       for (int i(0); i < NumHeroes(); ++i) {
+                               if (HeroAt(i).Health() > 0) {
+                                       ts.SetBad(i, 15);
+                                       break;
+                               }
+                       }
+               }
+       }
+}
+
+void BattleState::ApplyDamage() {
+       if (attackCursor < 0) return;
+       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       TargetSelection &ts(ac.Selection());
+       if (ts.TargetsEnemies()) {
+               for (int i(0); i < MaxMonsters(); ++i) {
+                       if (ts.IsBad(i)) {
+                               MonsterAt(i).SubtractHealth(ts.GetAmount(i));
+                       }
+               }
+       } else {
+               for (int i(0); i < NumHeroes(); ++i) {
+                       if (ts.IsBad(i)) {
+                               HeroAt(i).SubtractHealth(ts.GetAmount(i));
+                       }
+               }
+       }
+}
+
+void BattleState::ClearAllAttacks() {
+       attackCursor = -1;
+       activeHero = -1;
+       for (int i(0); i < numHeroes; ++i) {
+               attackChoices[i] = AttackChoice(this);
+       }
+       attackOrder.clear();
+       monsterAttacks.clear();
 }
 
 
@@ -284,19 +394,21 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offse
 
 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()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+               if (MonsterPositionOccupied(i)) {
+                       monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+               }
        }
 }
 
 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        for (int i(0); i < numHeroes; ++i) {
                if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
-                       heroes[i].AttackAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+                       heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
                } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
-                       heroes[i].SpellAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+                       heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
                } else {
                        int row(heroes[i].Health() > 0 ? 0 : 2);
-                       heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row);
+                       heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
                }
        }
 }
@@ -316,8 +428,8 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &of
 
        SDL_Rect rect;
        rect.x = offset.X();
-       rect.y = offset.Y() + BackgroundHeight() - tagHeight;
-       rect.w = BackgroundWidth();
+       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;