-/*
- * BattleState.cpp
- *
- * Created on: Aug 5, 2012
- * Author: holy
- */
-
#include "BattleState.h"
#include "PartyLayout.h"
#include "states/PerformAttacks.h"
#include "../app/Application.h"
#include "../app/Input.h"
+#include "../common/GameState.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 "../math/Vector.h"
#include <algorithm>
#include <cassert>
+#include <cstdlib>
#include <stdexcept>
using app::Application;
using common::Inventory;
using common::Item;
using common::Spell;
-using geometry::Point;
-using geometry::Vector;
+using common::Stats;
+using math::Vector;
using graphics::Menu;
+using std::rand;
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;
-}
-
-void BattleState::NextHero() {
- ++activeHero;
- while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
- ++activeHero;
- }
+ battle.AddHero(h);
}
-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::Resize(int w, int h) {
-
+void BattleState::OnResize(int w, int h) {
+ offset = Vector<int>(
+ (w - background->w) / 2,
+ (h - background->h) / 2);
}
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
- monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
- heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+void BattleState::OnEnterState(SDL_Surface *screen) {
for (int i(0); i < 4; ++i) {
- spellMenus[i] = res->spellMenuPrototype;
- LoadSpellMenu(i);
- ikariMenus[i] = res->ikariMenuPrototype;
- LoadIkariMenu(i);
+ 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);
}
+ 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());
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);
+ 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] = 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);
- }
+ 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);
- 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);
- }
+ OnResize(screen->w, screen->h);
- 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);
- }
+ itemMenu = *res->itemMenuProperties;
+ LoadInventory();
+ battle.ClearAllAttacks();
}
void BattleState::LoadInventory() {
- const Inventory &inv(*res->inventory);
+ const Inventory &inv(game->state->inventory);
itemMenu.Clear();
itemMenu.Reserve(inv.MaxItems());
for (int i(0); i < inv.MaxItems(); ++i) {
itemMenu.AddEmptyEntry();
}
}
- ClearAllAttacks();
}
-void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnExitState(SDL_Surface *screen) {
}
-void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnResumeState(SDL_Surface *screen) {
if (ranAway) {
- ctrl.PopState(); // quit the battle scene
+ Ctrl().PopState(); // quit the battle scene
return;
}
- if (Victory()) {
- // TODO: push victory state
- ctrl.PopState();
+ if (battle.Victory()) {
+ Ctrl().PopState();
return;
}
- if (Defeat()) {
- // TODO: push defeat state
- ctrl.PopState();
+ 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::PauseState(Application &ctrl, SDL_Surface *screen) {
+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));
- }
- 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) {
- 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 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) {
}
-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));
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)) {
- // 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);
+ 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, monsterPositions[i] + 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].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);
+ 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, heroesPositions[i] + 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);
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);
+ 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);
}
}