#include "BattleState.h"
#include "PartyLayout.h"
+#include "states/DefeatState.h"
#include "states/SelectMoveAction.h"
#include "states/PerformAttacks.h"
+#include "states/VictoryState.h"
#include "../app/Application.h"
#include "../app/Input.h"
#include "../common/GameState.h"
#include "../common/Spell.h"
#include "../graphics/Frame.h"
#include "../graphics/Sprite.h"
+#include "../math/Vector.h"
#include <algorithm>
#include <cassert>
using common::Item;
using common::Spell;
using common::Stats;
-using geometry::Vector;
+using math::Vector;
using graphics::Menu;
using std::rand;
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::SetCapsule(const Capsule &c) {
- capsule = c;
-}
-
-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]);
+ 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);
}
- capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h);
+ battle.GetCapsule().Position() = battle.HeroesLayout().CalculatePosition(4, background->w, background->h);
- for (int i(0); i < int(monsters.size()); ++i) {
- monsters[i].Position() = monstersLayout->CalculatePosition(i, 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());
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() {
Ctrl().PopState(); // quit the battle scene
return;
}
- if (Victory()) {
- Ctrl().PopState();
- return;
- }
- if (Defeat()) {
- 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::OnPauseState(SDL_Surface *screen) {
-
-}
-
-
-class OrderCompare {
- public:
- OrderCompare(BattleState *battle) : battle(battle) { }
- bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
- return lhs.GetStats(*battle).Agility() > rhs.GetStats(*battle).Agility();
+ if (battle.Victory()) {
+ if (alreadyPushed) {
+ Ctrl().PopState();
+ } else {
+ Ctrl().PushState(new VictoryState(&battle, this));
+ alreadyPushed = true;
}
- private:
- BattleState *battle;
-};
-
-void BattleState::CalculateAttackOrder() {
- attackOrder.reserve(monsters.size() + NumHeroes());
- for (int i(0); i < NumHeroes(); ++i) {
- attackOrder.push_back(Order(Order::HERO, i));
- }
- for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- attackOrder.push_back(Order(Order::MONSTER, i));
- MonsterAt(i).GetAttackChoice() = AttackChoice(this);
- }
- if (capsule.Active() && capsule.Health() > 0) {
- attackOrder.push_back(Order(Order::CAPSULE));
- }
- 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 (attackOrder[attackCursor].IsHero()) {
- if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+ if (battle.Defeat()) {
+ if (alreadyPushed) {
+ Ctrl().PopState();
} else {
- if (capsule.Active() && capsule.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));
- } else if (CurrentAttack().IsCapsule()) {
- DecideCapsuleAttack();
- }
- AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
- if (ac.GetType() == AttackChoice::DEFEND) return;
- TargetSelection &ts(ac.Selection());
-
- const Stats &attackerStats = CurrentAttack().GetStats(*this);
- CalculateDamage(attackerStats, ts);
-}
-
-void BattleState::DecideMonsterAttack(Monster &m) {
- 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::DecideCapsuleAttack() {
- AttackChoice &ac(capsule.GetAttackChoice());
- TargetSelection &ts(ac.Selection());
- ac.Reset();
- int target(rand() % monsters.size());
- while (!MonsterPositionOccupied(target)) {
- target = rand() % monsters.size();
- }
- ac.SetType(AttackChoice::SWORD);
- ts.SelectMonsters();
- ts.SetSingle();
- ts.Select(target);
-}
-
-AttackChoice &BattleState::Order::GetAttackChoice(BattleState &b) const {
- switch (by) {
- case HERO:
- return b.HeroAt(index).GetAttackChoice();
- case CAPSULE:
- return b.GetCapsule().GetAttackChoice();
- case MONSTER:
- return b.MonsterAt(index).GetAttackChoice();
- default:
- throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
- }
-}
-
-Stats &BattleState::Order::GetStats(BattleState &b) const {
- switch (by) {
- case HERO:
- return b.HeroAt(index).GetStats();
- case CAPSULE:
- return b.GetCapsule().GetStats();
- case MONSTER:
- return b.MonsterAt(index).GetStats();
- default:
- throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
- }
-}
-
-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;
- }
+ Ctrl().PushState(new DefeatState(&battle, this));
+ alreadyPushed = true;
}
+ return;
}
-}
-
-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().GetAttackChoice(*this);
- 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();
- }
- }
- }
+ // TODO: this should not push a state while quitting
+ if (battle.AttackSelectionDone()) {
+ Ctrl().PushState(new PerformAttacks(&battle, this));
} else {
- for (int i(0); i < NumHeroes(); ++i) {
- Hero &hero(HeroAt(i));
- if (ts.IsBad(i)) {
- hero.SubtractHealth(ts.GetAmount(i));
- }
- }
+ Ctrl().PushState(new SelectMoveAction(&battle, this));
}
}
-AttackChoice &BattleState::CurrentAttackAttackChoice() {
- return CurrentAttack().GetAttackChoice(*this);
-}
+void BattleState::OnPauseState(SDL_Surface *screen) {
-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);
- }
- capsule.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));
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::RenderCapsule(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);
}
}
-void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &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);
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);
}
}