]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added basic defeat state
[l2e.git] / src / battle / BattleState.cpp
index 720d70802c161b22a0cc451fd6db89d419713538..c6f07cd814d9247fae9caa609a14ddebc63b9a79 100644 (file)
@@ -1,27 +1,24 @@
-/*
- * 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 "../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;
@@ -29,89 +26,79 @@ using app::Input;
 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::PreviousHero() {
-       --activeHero;
-       while (activeHero >= 0 && heroes[activeHero].Health() == 0) {
-               --activeHero;
-       }
+void BattleState::SetCapsule(const Capsule &c) {
+       battle.SetCapsule(c);
 }
 
-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::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) {
-               heroes[i].SpellMenu() = res->spellMenuPrototype;
-               heroes[i].UpdateSpellMenu();
-               heroes[i].IkariMenu() = res->ikariMenuPrototype;
-               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);
        }
 
+       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);
+       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);
 
-       itemMenu = res->itemMenuPrototype;
+       OnResize(screen->w, screen->h);
+
+       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) {
@@ -122,236 +109,62 @@ void BattleState::LoadInventory() {
                        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
-               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 {
-               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::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() {
-       if (Victory() || Defeat()) {
-               attackCursor = attackOrder.size();
+               Ctrl().PopState(); // quit the battle scene
                return;
        }
-       ++attackCursor;
-       while (attackCursor < int(attackOrder.size())) {
-               if (attackOrder[attackCursor].isMonster) {
-                       if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
+       if (battle.Victory()) {
+               if (alreadyPushed) {
+                       Ctrl().PopState();
                } else {
-                       if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+                       Ctrl().PushState(new VictoryState(&battle, this));
+                       alreadyPushed = true;
                }
-               ++attackCursor;
+               return;
        }
-}
-
-bool BattleState::AttacksFinished() const {
-       return attackCursor >= int(attackOrder.size())
-                       || Victory() || Defeat();
-}
-
-void BattleState::CalculateDamage() {
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : HeroAt(CurrentAttack().index).GetAttackChoice());
-       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;
-                               }
-                       }
+       if (battle.Defeat()) {
+               if (alreadyPushed) {
+                       Ctrl().PopState();
                } 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 {
-       // 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] : HeroAt(CurrentAttack().index).GetAttackChoice());
-       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();
-                               }
-                       }
-               }
+       // 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() {
-       if (CurrentAttack().isMonster) {
-               return monsterAttacks[CurrentAttack().index];
-       } else {
-               return HeroAt(CurrentAttack().index).GetAttackChoice();
-       }
-}
+void BattleState::OnPauseState(SDL_Surface *screen) {
 
-void BattleState::ClearAllAttacks() {
-       attackCursor = -1;
-       activeHero = -1;
-       for (int i(0); i < numHeroes; ++i) {
-               heroes[i].GetAttackChoice() = 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));
@@ -363,42 +176,54 @@ 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, 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].GetAnimation().Running()) {
-                       heroes[i].GetAnimation().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);
@@ -411,9 +236,9 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &of
        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);
        }
 }