]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added melee animation of monsters
[l2e.git] / src / battle / BattleState.cpp
index 4053220b14c96b5c82076679a6070bc598b159d3..95f2f118d9e618f45b928180bad1698240b0969d 100644 (file)
@@ -9,17 +9,29 @@
 
 #include "PartyLayout.h"
 #include "states/SelectMoveAction.h"
+#include "states/PerformAttacks.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
+#include "../common/Ikari.h"
+#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 <stdexcept>
 
 using app::Application;
 using app::Input;
+using common::Inventory;
+using common::Item;
+using common::Spell;
 using geometry::Point;
 using geometry::Vector;
+using graphics::Menu;
 
 using std::vector;
 
@@ -33,10 +45,23 @@ void BattleState::AddMonster(const Monster &m) {
 }
 
 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::NextHero() {
+       ++activeHero;
+       while (activeHero < numHeroes && 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]);
 }
 
 
@@ -48,22 +73,179 @@ void BattleState::Resize(int w, int h) {
 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
        heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
-       attackChoices.resize(heroes.size());
-       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
-               heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, healthGauge, manaGauge, ikariGauge, heroTagSprites, HeroTag::Alignment((i + 1) % 2)));
+       for (int i(0); i < 4; ++i) {
+               spellMenus[i] = res->spellMenuPrototype;
+               LoadSpellMenu(i);
+               ikariMenus[i] = res->ikariMenuPrototype;
+               LoadIkariMenu(i);
+               heroTags[i] = HeroTag(this, i);
+               smallHeroTags[i] = SmallHeroTag(this, i);
+       }
+
+       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);
+
+       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);
+
+       itemMenu = res->itemMenuPrototype;
+       LoadInventory();
+}
+
+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) {
+               bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
+               spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
+       }
+}
+
+void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
+       assert(index >= 0 && index < 4);
+       ikariMenus[index].Clear();
+       ikariMenus[index].Reserve(6);
+
+       if (HeroAt(index).HasWeapon()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Weapon()->Name(),
+                               HeroAt(index).Weapon(),
+                               HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->weaponMenuIcon,
+                               0,
+                               HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon);
+       }
+
+       if (HeroAt(index).HasArmor()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Armor()->Name(),
+                               HeroAt(index).Armor(),
+                               HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->armorMenuIcon,
+                               0,
+                               HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon);
+       }
+
+       if (HeroAt(index).HasShield()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Shield()->Name(),
+                               HeroAt(index).Shield(),
+                               HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->shieldMenuIcon,
+                               0,
+                               HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon);
+       }
+
+       if (HeroAt(index).HasHelmet()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Helmet()->Name(),
+                               HeroAt(index).Helmet(),
+                               HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->helmetMenuIcon,
+                               0,
+                               HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon);
+       }
+
+       if (HeroAt(index).HasRing()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Ring()->Name(),
+                               HeroAt(index).Ring(),
+                               HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->ringMenuIcon,
+                               0,
+                               HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon);
+       }
+
+       if (HeroAt(index).HasJewel()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Jewel()->Name(),
+                               HeroAt(index).Jewel(),
+                               HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->jewelMenuIcon,
+                               0,
+                               HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon);
        }
 }
 
+void BattleState::LoadInventory() {
+       const Inventory &inv(*res->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();
+               }
+       }
+       ClearAllAttacks();
+}
+
 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
-       // reset attack choices
-       activeHero = -1;
-       attackChoices.clear();
-       attackChoices.resize(heroes.size());
-       ctrl.PushState(new SelectMoveAction(this));
+       // TODO: check for victory or defeat
+       if (ranAway) {
+               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 {
+               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::PauseState(Application &ctrl, SDL_Surface *screen) {
@@ -71,7 +253,163 @@ void BattleState::PauseState(Application &ctrl, 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) {
+                       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();
+}
+
+
+void BattleState::HandleEvents(const Input &input) {
 
 }
 
@@ -80,15 +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);
-//     RenderHeroes(screen, offset);
-       RenderHeroTags(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;
@@ -100,30 +437,62 @@ 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) {
-       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].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()->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);
-       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
 
-       Point<int> tagPosition[4];
-       tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
-       tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
-       tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
-       tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+       for (int i(0); i < numHeroes; ++i) {
+               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
+       }
+}
 
-       for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
-               heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[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);
+
+       for (int i(0); i < numHeroes; ++i) {
+               smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
        }
 }