]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added basic defeat state
[l2e.git] / src / battle / BattleState.cpp
index d1cb4ffda5e8181b0b6c9634181c241a2fcc28bc..c6f07cd814d9247fae9caa609a14ddebc63b9a79 100644 (file)
-/*
- * 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) {
-               spellMenus.push_back(res->spellMenuPrototype);
-               // TODO: insert real spell menu entries
-               spellMenus.back().Add("Reset    : 0", 0);
-               spellMenus.back().Add("Strong   : 3", 0);
-               spellMenus.back().Add("Stronger : 8", 0);
-               spellMenus.back().Add("Champion :16", 0);
-               spellMenus.back().Add("Rally    :10", 0);
-               spellMenus.back().Add("Valor    :30", 0);
-               spellMenus.back().Add("Poison   : 2", 0);
-               spellMenus.back().Add("Release  : 2", 0);
-               spellMenus.back().Add("Waken    : 4", 0);
-               spellMenus.back().Add("Fake     : 4", 0);
-               spellMenus.back().Add("Trick    : 5", 0);
-               heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, 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) {
-       // TODO: check for victory, defeat or run
-       // 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::OnPauseState(SDL_Surface *screen) {
+
+}
 
-void BattleState::HandleInput(const Input &input) {
+void BattleState::HandleEvents(const Input &input) {
 
 }
 
-void BattleState::UpdateWorld(float deltaT) {
+void BattleState::UpdateWorld(Uint32 deltaT) {
 
 }
 
 void BattleState::Render(SDL_Surface *screen) {
-       Vector<int> offset(CalculateScreenOffset(screen));
-
-       RenderBackground(screen, offset);
-       RenderMonsters(screen, offset);
-//     RenderHeroes(screen, offset);
-       RenderHeroTags(screen, offset);
+       assert(screen);
+       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_Rect destRect;
@@ -114,31 +176,70 @@ 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) {
-       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) {
+       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::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::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, const Vector<int> &offset) {
+void BattleState::RenderHeroTags(SDL_Surface *screen) {
+       assert(screen);
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
-       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
 
-       Point<int> tagPosition[4];
-       tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
-       tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
-       tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
-       tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+       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);
        }
 }