]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
use correct headline in SelectIkari
[l2e.git] / src / battle / BattleState.cpp
index fe1b309a3a65b36543de7d8585290f6503b9139f..5ba60d67bb02ac29061df9509834b307145c40ba 100644 (file)
 #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;
@@ -29,10 +29,10 @@ using app::Input;
 using common::Inventory;
 using common::Item;
 using common::Spell;
-using geometry::Point;
 using geometry::Vector;
 using graphics::Menu;
 
+using std::rand;
 using std::vector;
 
 namespace battle {
@@ -95,19 +95,19 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        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;
        LoadInventory();
@@ -138,12 +138,10 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
                return;
        }
        if (Victory()) {
-               // TODO: push victory state
                ctrl.PopState();
                return;
        }
        if (Defeat()) {
-               // TODO: push defeat state
                ctrl.PopState();
                return;
        }
@@ -220,77 +218,86 @@ bool BattleState::AttacksFinished() const {
 }
 
 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());
-               // 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;
-                       }
-               }
+               CalculateDamage(attackerStats, ts);
        } 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) {
+               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);
-                                       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;
 }
 
@@ -298,7 +305,7 @@ 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.TargetsEnemies()) {
+       if (ts.TargetsMonsters()) {
                for (int i(0); i < MaxMonsters(); ++i) {
                        Monster &monster(MonsterAt(i));
                        if (ts.IsBad(i)) {