]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
extracted battle logic into a class
[l2e.git] / src / battle / BattleState.cpp
index 36b4af53752714d58d1fc356230709b2aeaec988..a17732ca8c612c0c3bc810d46c73050e491e46d6 100644 (file)
@@ -12,6 +12,7 @@
 #include "../common/Spell.h"
 #include "../graphics/Frame.h"
 #include "../graphics/Sprite.h"
+#include "../math/Vector.h"
 
 #include <algorithm>
 #include <cassert>
@@ -24,7 +25,7 @@ using common::Inventory;
 using common::Item;
 using common::Spell;
 using common::Stats;
-using geometry::Vector;
+using math::Vector;
 using graphics::Menu;
 
 using std::rand;
@@ -33,58 +34,41 @@ using std::vector;
 namespace battle {
 
 void BattleState::AddMonster(const Monster &m) {
-       if (monsters.size() >= monstersLayout->NumPositions()) {
-               throw std::overflow_error("too many monsters for layout");
-       }
-       monsters.push_back(m);
+       battle.AddMonster(m);
 }
 
 void BattleState::AddHero(const Hero &h) {
-       if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
-               throw std::overflow_error("too many heroes for layout");
-       }
-       heroes[numHeroes] = h;
-       ++numHeroes;
+       battle.AddHero(h);
 }
 
-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::SetCapsule(const Capsule &c) {
+       battle.SetCapsule(c);
 }
 
 
 void BattleState::OnResize(int w, int h) {
-
+       offset = Vector<int>(
+                               (w - background->w) / 2,
+                               (h - background->h) / 2);
 }
 
 
 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);
+               Hero &hero = HeroAt(i);
+               hero.Position() = battle.HeroesLayout().CalculatePosition(i, background->w, background->h);
+               hero.SpellMenu() = *res->spellMenuProperties;
+               hero.UpdateSpellMenu();
+               hero.IkariMenu() = *res->ikariMenuProperties;
+               hero.UpdateIkariMenu(res);
                heroTags[i] = HeroTag(this, i);
                smallHeroTags[i] = SmallHeroTag(this, i);
        }
 
-       for (int i(0); i < int(monsters.size()); ++i) {
-               monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
+       battle.GetCapsule().Position() = battle.HeroesLayout().CalculatePosition(4, background->w, background->h);
+
+       for (int i(0); i < battle.NumMonsters(); ++i) {
+               MonsterAt(i).Position() = battle.MonstersLayout().CalculatePosition(i, background->w, background->h);
        }
 
        int tagHeight(attackTypeMenu.Height());
@@ -104,9 +88,11 @@ void BattleState::OnEnterState(SDL_Surface *screen) {
        smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
        smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
 
+       OnResize(screen->w, screen->h);
+
        itemMenu = *res->itemMenuProperties;
        LoadInventory();
-       ClearAllAttacks();
+       battle.ClearAllAttacks();
 }
 
 void BattleState::LoadInventory() {
@@ -132,232 +118,41 @@ void BattleState::OnResumeState(SDL_Surface *screen) {
                Ctrl().PopState(); // quit the battle scene
                return;
        }
-       if (Victory()) {
+       if (battle.Victory()) {
                Ctrl().PopState();
                return;
        }
-       if (Defeat()) {
+       if (battle.Defeat()) {
                Ctrl().PopState();
                return;
        }
        // TODO: this should not push a state while quitting
-       if (AttackSelectionDone()) {
-               Ctrl().PushState(new PerformAttacks(this));
+       if (battle.AttackSelectionDone()) {
+               Ctrl().PushState(new PerformAttacks(&battle, this));
        } else {
-               Ctrl().PushState(new SelectMoveAction(this));
+               Ctrl().PushState(new SelectMoveAction(&battle, 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::OnPauseState(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));
-               MonsterAt(i).GetAttackChoice() = AttackChoice(this);
-       }
-       std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
-}
-
-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 (HeroAt(attackOrder[attackCursor].index).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));
-       }
-       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());
-               CalculateDamage(attackerStats, ts);
-       } else {
-               const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
-               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);
-                                       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().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
-       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() {
-       if (CurrentAttack().isMonster) {
-               return MonsterAt(CurrentAttack().index).GetAttackChoice();
-       } else {
-               return HeroAt(CurrentAttack().index).GetAttackChoice();
-       }
-}
-
-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);
-       }
-       attackOrder.clear();
-}
-
-
 void BattleState::HandleEvents(const Input &input) {
 
 }
 
-void BattleState::UpdateWorld(float deltaT) {
+void BattleState::UpdateWorld(Uint32 deltaT) {
 
 }
 
 void BattleState::Render(SDL_Surface *screen) {
        assert(screen);
-       Vector<int> offset(CalculateScreenOffset(screen));
-       RenderBackground(screen, offset);
-       RenderMonsters(screen, offset);
+       RenderBackground(screen);
+       RenderMonsters(screen);
 }
 
-void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
+void BattleState::RenderBackground(SDL_Surface *screen) {
        assert(screen);
        // black for now
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
@@ -369,42 +164,54 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offse
        SDL_BlitSurface(background, 0, screen, &destRect);
 }
 
-void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
+void BattleState::RenderMonsters(SDL_Surface *screen) {
        assert(screen);
-       for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               if (MonsterPositionOccupied(i)) {
-                       if (monsters[i].GetAnimation().Running()) {
-                               monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
+       for (vector<Monster>::size_type i(0), end(battle.NumMonsters()); i < end; ++i) {
+               if (battle.MonsterPositionOccupied(i)) {
+                       Monster &monster(battle.MonsterAt(i));
+                       if (monster.GetAnimation().Running()) {
+                               monster.GetAnimation().DrawCenter(screen, monster.Position() + offset);
                        } else {
-                               monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
+                               monster.Sprite()->DrawCenter(screen, monster.Position() + offset);
                        }
                }
        }
 }
 
-void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+void BattleState::RenderHeroes(SDL_Surface *screen) {
        assert(screen);
-       for (int i(0); i < numHeroes; ++i) {
-               if (heroes[i].GetAnimation().Running()) {
-                       heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
+       for (int i(0); i < NumHeroes(); ++i) {
+               Hero &hero(battle.HeroAt(i));
+               if (hero.GetAnimation().Running()) {
+                       hero.GetAnimation().DrawCenter(screen, hero.Position() + offset);
                } else {
-                       int row(heroes[i].Health() > 0 ? 0 : 2);
-                       heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
+                       int row(hero.Health() > 0 ? 0 : 2);
+                       hero.Sprite()->DrawCenter(screen, hero.Position() + offset, 1, row);
                }
        }
 }
 
-void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+void BattleState::RenderCapsule(SDL_Surface *screen) {
+       const Capsule &capsule(battle.GetCapsule());
+       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);
+       }
+}
+
+void BattleState::RenderHeroTags(SDL_Surface *screen) {
        assert(screen);
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
 
-       for (int i(0); i < numHeroes; ++i) {
-               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
+       for (int i(0); i < battle.NumHeroes(); ++i) {
+               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, battle.IsActiveHero(i));
        }
 }
 
-void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+void BattleState::RenderSmallHeroTags(SDL_Surface *screen) {
        assert(screen);
        int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
        int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
@@ -419,7 +226,7 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &of
        rect.h -= res->normalFont->CharHeight() / 4;
        SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
 
-       for (int i(0); i < numHeroes; ++i) {
+       for (int i(0); i < battle.NumHeroes(); ++i) {
                smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
        }
 }