]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added melee animation of monsters
[l2e.git] / src / battle / BattleState.cpp
index 1b4401065e9d2c17cc1e8961c8941e1dc00d7c08..95f2f118d9e618f45b928180bad1698240b0969d 100644 (file)
@@ -21,6 +21,7 @@
 #include "../graphics/Sprite.h"
 
 #include <algorithm>
+#include <cassert>
 #include <stdexcept>
 
 using app::Application;
@@ -83,16 +84,16 @@ 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);
@@ -103,6 +104,7 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
 }
 
 void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
+       assert(index >= 0 && index < 4);
        spellMenus[index].Clear();
        spellMenus[index].Reserve(HeroAt(index).Spells().size());
        for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
@@ -112,6 +114,7 @@ void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
 }
 
 void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
+       assert(index >= 0 && index < 4);
        ikariMenus[index].Clear();
        ikariMenus[index].Reserve(6);
 
@@ -213,6 +216,17 @@ 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 +234,178 @@ void BattleState::ResumeState(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) {
 
 }
 
 
+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));
+       }
+       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;
+       }
+}
+
+bool BattleState::AttacksFinished() const {
+       return attackCursor >= int(attackOrder.size())
+                       || Victory() || Defeat();
+}
+
+void BattleState::CalculateDamage() {
+       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       if (ac.GetType() == AttackChoice::DEFEND) return;
+
+       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) {
+                               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 {
+       // 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 ? 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));
+                               // TODO: collect reward if dead
+                       }
+               }
+       } else {
+               for (int i(0); i < NumHeroes(); ++i) {
+                       if (ts.IsBad(i)) {
+                               HeroAt(i).SubtractHealth(ts.GetAmount(i));
+                       }
+               }
+       }
+}
+
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+       if (CurrentAttack().isMonster) {
+               return monsterAttacks[CurrentAttack().index];
+       } else {
+               return AttackChoiceAt(CurrentAttack().index);
+       }
+}
+
 void BattleState::ClearAllAttacks() {
+       attackCursor = -1;
        activeHero = -1;
        for (int i(0); i < numHeroes; ++i) {
                attackChoices[i] = AttackChoice(this);
        }
+       attackOrder.clear();
+       monsterAttacks.clear();
 }
 
 
@@ -242,12 +418,14 @@ 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;
@@ -259,23 +437,37 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offse
 }
 
 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)) {
+                       // TODO: better solution for running animations
+                       if (monsters[i].AttackAnimation() && monsters[i].AttackAnimation()->Running()) {
+                               monsters[i].AttackAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
+                       } else if (monsters[i].SpellAnimation() && monsters[i].SpellAnimation()->Running()) {
+                               monsters[i].SpellAnimation()->DrawCenter(screen, monsterPositions[i] + offset);
+                       } else {
+                               monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+                       }
+               }
        }
 }
 
 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
        for (int i(0); i < numHeroes; ++i) {
-               if (HeroAnimationAt(i).Running()) {
-                       HeroAnimationAt(i).DrawCenterBottom(screen, heroesPositions[i] + offset);
+               if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
+                       heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
+               } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
+                       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);
                }
        }
 }
 
 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
 
@@ -285,13 +477,14 @@ void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &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() + 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;