]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added melee animation of monsters
[l2e.git] / src / battle / BattleState.cpp
index e72fbf94fc6c17b2a441881ed38de540d7fa9539..95f2f118d9e618f45b928180bad1698240b0969d 100644 (file)
@@ -21,6 +21,7 @@
 #include "../graphics/Sprite.h"
 
 #include <algorithm>
+#include <cassert>
 #include <stdexcept>
 
 using app::Application;
@@ -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);
 
@@ -264,7 +267,7 @@ class OrderCompare {
 
 void BattleState::CalculateAttackOrder() {
        attackOrder.reserve(monsters.size() + NumHeroes());
-       for (int i(0); i < numHeroes; ++i) {
+       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) {
@@ -287,24 +290,32 @@ void BattleState::NextAttack() {
        }
 }
 
+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
-               monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD);
-               monsterAttacks[CurrentAttack().index].Selection().SelectSingle();
-               monsterAttacks[CurrentAttack().index].Selection().SelectHeroes();
+               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));
-                               monsterAttacks[CurrentAttack().index].Selection().SetBad(0, damage);
+                               ac.Selection().SetBad(0, damage);
                                break;
                        }
                }
        } else {
                const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
-               TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+               TargetSelection &ts(ac.Selection());
                bool hitSome(false);
                if (ts.TargetsEnemies()) {
                        for (int i(0); i < MaxMonsters(); ++i) {
@@ -367,6 +378,7 @@ void BattleState::ApplyDamage() {
                for (int i(0); i < MaxMonsters(); ++i) {
                        if (ts.IsBad(i)) {
                                MonsterAt(i).SubtractHealth(ts.GetAmount(i));
+                               // TODO: collect reward if dead
                        }
                }
        } else {
@@ -378,6 +390,14 @@ void BattleState::ApplyDamage() {
        }
 }
 
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+       if (CurrentAttack().isMonster) {
+               return monsterAttacks[CurrentAttack().index];
+       } else {
+               return AttackChoiceAt(CurrentAttack().index);
+       }
+}
+
 void BattleState::ClearAllAttacks() {
        attackCursor = -1;
        activeHero = -1;
@@ -398,12 +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;
@@ -415,14 +437,23 @@ 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) {
                if (MonsterPositionOccupied(i)) {
-                       monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+                       // 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 (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
                        heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
@@ -436,6 +467,7 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
 }
 
 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
 
@@ -445,6 +477,7 @@ 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);