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);
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 {
}
}
+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;
+ }
+}
+
+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));
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsBad(i)) {
+ HeroAt(i).SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ }
+}
+
void BattleState::ClearAllAttacks() {
+ attackCursor = -1;
activeHero = -1;
for (int i(0); i < numHeroes; ++i) {
attackChoices[i] = AttackChoice(this);
}
+ attackOrder.clear();
+ monsterAttacks.clear();
}
void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
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 (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);
}
}
}
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;