-/*
- * 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 "../geometry/operators.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 "../math/Vector.h"
+#include <algorithm>
+#include <cassert>
+#include <cstdlib>
#include <stdexcept>
using app::Application;
using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using common::Inventory;
+using common::Item;
+using common::Spell;
+using common::Stats;
+using math::Vector;
+using graphics::Menu;
+using std::rand;
using std::vector;
namespace battle {
}
void BattleState::AddHero(const Hero &h) {
- if (heroes.size() >= heroesLayout->NumPositions()) {
+ if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
throw std::overflow_error("too many heroes for layout");
}
- heroes.push_back(h);
+ heroes[numHeroes] = h;
+ ++numHeroes;
+}
+
+void BattleState::SetCapsule(const Capsule &c) {
+ capsule = c;
+}
+
+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);
+ }
+
+ 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] = 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::Resize(int w, int h) {
+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;
+}
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
- monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
- heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
+bool BattleState::Defeat() const {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) return false;
}
- ctrl.PushState(new SelectMoveAction(this));
+ return true;
}
-void BattleState::ExitState() {
+void BattleState::OnPauseState(SDL_Surface *screen) {
}
-void BattleState::HandleInput(const Input &input) {
+class OrderCompare {
+ public:
+ OrderCompare(BattleState *battle) : battle(battle) { }
+ bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
+ 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(Order::HERO, i));
+ }
+ for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
+ attackOrder.push_back(Order(Order::MONSTER, i));
+ MonsterAt(i).GetAttackChoice() = AttackChoice(this);
+ }
+ if (capsule.Active() && capsule.Health() > 0) {
+ attackOrder.push_back(Order(Order::CAPSULE));
+ }
+ std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
}
-void BattleState::UpdateWorld(float deltaT) {
+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 (attackOrder[attackCursor].IsHero()) {
+ if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+ } else {
+ if (capsule.Active() && capsule.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));
+ } else if (CurrentAttack().IsCapsule()) {
+ DecideCapsuleAttack();
+ }
+ AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
+ if (ac.GetType() == AttackChoice::DEFEND) return;
+ TargetSelection &ts(ac.Selection());
+
+ 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);
+ 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().GetAttackChoice(*this);
+ 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));
+ }
+ }
+ }
+}
+
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+ return CurrentAttack().GetAttackChoice(*this);
+}
+
+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);
+ }
+ capsule.GetAttackChoice() = AttackChoice(this);
+ attackOrder.clear();
+}
+
+
+void BattleState::HandleEvents(const Input &input) {
+
+}
+
+void BattleState::UpdateWorld(Uint32 deltaT) {
}
void BattleState::Render(SDL_Surface *screen) {
+ assert(screen);
Vector<int> offset(CalculateScreenOffset(screen));
-
RenderBackground(screen, offset);
RenderMonsters(screen, offset);
-// RenderHeroes(screen, offset);
- RenderHeroTags(screen, offset);
- RenderAttackTypeMenu(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;
}
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, monsterPositions[i] + offset);
+ 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) {
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + 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) {
- int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
- int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
- int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
+void BattleState::RenderCapsule(SDL_Surface *screen, const Vector<int> &offset) {
+ if (!capsule.Active() || capsule.Health() <= 0) return;
+ if (capsule.GetAnimation().Running()) {
+ capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset);
+ } else {
+ capsule.Sprite()->DrawCenter(screen, capsule.Position() + offset);
+ }
+}
- Point<int> tagPosition[4];
- tagPosition[0] = Point<int>(0, uiOffset);
- tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
- tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
- tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
+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 (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
- heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero);
+ for (int i(0); i < numHeroes; ++i) {
+ heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
}
}
-void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
- Point<int> position(
- (BackgroundWidth() - attackTypeMenu.Width()) / 2,
- (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2));
- attackTypeMenu.Render(screen, position + offset);
+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);
+ }
}
}