-/*
- * BattleState.cpp
- *
- * Created on: Aug 5, 2012
- * Author: holy
- */
-
#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 "../geometry/operators.h"
+#include "../common/GameState.h"
+#include "../common/Ikari.h"
+#include "../common/Inventory.h"
+#include "../common/Item.h"
+#include "../common/Spell.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 app::Input;
-using geometry::Point;
-using geometry::Vector;
-
+using common::Inventory;
+using common::Item;
+using common::Spell;
+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 (heroes.size() >= heroesLayout->NumPositions()) {
- throw std::overflow_error("too many heroes for layout");
- }
- heroes.push_back(h);
+ battle.AddHero(h);
}
+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);
- attackChoices.resize(heroes.size());
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, HeroTag::Alignment((i + 1) % 2)));
+void BattleState::OnEnterState(SDL_Surface *screen) {
+ for (int i(0); i < 4; ++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);
}
-}
-void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+ 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] = 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] = 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);
+
+ OnResize(screen->w, screen->h);
+
+ itemMenu = *res->itemMenuProperties;
+ LoadInventory();
+ battle.ClearAllAttacks();
}
-void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- // reset attack choices
- activeHero = -1;
- attackChoices.clear();
- attackChoices.resize(heroes.size());
- ctrl.PushState(new SelectMoveAction(this));
+void BattleState::LoadInventory() {
+ const Inventory &inv(game->state->inventory);
+ itemMenu.Clear();
+ itemMenu.Reserve(inv.MaxItems());
+ for (int i(0); i < inv.MaxItems(); ++i) {
+ const Item *item(inv.ItemAt(i));
+ if (item) {
+ itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
+ } else {
+ itemMenu.AddEmptyEntry();
+ }
+ }
}
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnExitState(SDL_Surface *screen) {
}
+void BattleState::OnResumeState(SDL_Surface *screen) {
+ if (ranAway) {
+ Ctrl().PopState(); // quit the battle scene
+ return;
+ }
+ if (battle.Victory()) {
+ if (alreadyPushed) {
+ Ctrl().PopState();
+ } else {
+ Ctrl().PushState(new VictoryState(&battle, this));
+ alreadyPushed = true;
+ }
+ return;
+ }
+ if (battle.Defeat()) {
+ if (alreadyPushed) {
+ Ctrl().PopState();
+ } else {
+ Ctrl().PushState(new DefeatState(&battle, this));
+ alreadyPushed = true;
+ }
+ return;
+ }
+ // TODO: this should not push a state while quitting
+ if (battle.AttackSelectionDone()) {
+ Ctrl().PushState(new PerformAttacks(&battle, this));
+ } else {
+ Ctrl().PushState(new SelectMoveAction(&battle, this));
+ }
+}
-void BattleState::HandleInput(const Input &input) {
+void BattleState::OnPauseState(SDL_Surface *screen) {
}
-void BattleState::UpdateWorld(float deltaT) {
+void BattleState::HandleEvents(const Input &input) {
}
-void BattleState::Render(SDL_Surface *screen) {
- Vector<int> offset(CalculateScreenOffset(screen));
+void BattleState::UpdateWorld(Uint32 deltaT) {
- RenderBackground(screen, offset);
- RenderMonsters(screen, offset);
-// RenderHeroes(screen, offset);
- RenderHeroTags(screen, offset);
}
-void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
+void BattleState::Render(SDL_Surface *screen) {
+ assert(screen);
+ RenderBackground(screen);
+ RenderMonsters(screen);
+}
+
+void BattleState::RenderBackground(SDL_Surface *screen) {
+ assert(screen);
// black for now
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
SDL_Rect destRect;
SDL_BlitSurface(background, 0, screen, &destRect);
}
-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);
+void BattleState::RenderMonsters(SDL_Surface *screen) {
+ assert(screen);
+ 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 {
+ monster.Sprite()->DrawCenter(screen, monster.Position() + offset);
+ }
+ }
}
}
-void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+void BattleState::RenderHeroes(SDL_Surface *screen) {
+ assert(screen);
+ 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(hero.Health() > 0 ? 0 : 2);
+ hero.Sprite()->DrawCenter(screen, hero.Position() + offset, 1, row);
+ }
}
}
-void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
- int margin(attackTypeMenu.Height() * 3 / 48);
- int tagHeight(attackTypeMenu.Height() - 2 * margin);
- int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2 - 2 * margin);
- int xOffset((BackgroundWidth() - 2 * tagWidth - 2 * margin) / 2);
+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);
- Point<int> tagPosition[4];
- tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight - 3 * margin);
- tagPosition[1] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - 3 * margin);
- tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight - margin);
- tagPosition[3] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - tagHeight - margin);
+ for (int i(0); i < battle.NumHeroes(); ++i) {
+ heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, battle.IsActiveHero(i));
+ }
+}
- for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
- heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
+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_Rect rect;
+ rect.x = offset.X();
+ 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;
+ rect.h -= res->normalFont->CharHeight() / 4;
+ SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
+
+ for (int i(0); i < battle.NumHeroes(); ++i) {
+ smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
}
}