]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
switched geometric scalars from floating to fixed
[l2e.git] / src / battle / BattleState.cpp
index 15d9d18c5b2739d0d1ed0d77c012036452b2d2a6..cfac62d0b1fb0f655ffc33f5db678886990da882 100644 (file)
@@ -1,27 +1,33 @@
-/*
- * BattleState.cpp
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #include "BattleState.h"
 
 #include "PartyLayout.h"
 #include "states/SelectMoveAction.h"
+#include "states/PerformAttacks.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 <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 {
@@ -34,71 +40,368 @@ void BattleState::AddMonster(const Monster &m) {
 }
 
 void BattleState::AddHero(const Hero &h) {
-       if (heroes.size() >= heroesLayout->NumPositions()) {
+       if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
                throw std::overflow_error("too many heroes for layout");
        }
-       heroes.push_back(h);
+       heroes[numHeroes] = h;
+       ++numHeroes;
+}
+
+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]);
 }
 
 
-void BattleState::Resize(int w, int h) {
+void BattleState::OnResize(int w, int h) {
 
 }
 
 
-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) {
-               // TODO: extract menu dimensions to resources
-               Menu</* Spell */ void *> spellMenu(res->normalFont, 12, 6, 8, 2, 32);
-               spellMenu.Add("Strong   : 3", 0);
-               spellMenu.Add("Stronger : 8", 0);
-               spellMenu.Add("Champion :16", 0);
-               spellMenu.Add("Rally    :10", 0);
-               spellMenu.Add("Valor    :30", 0);
-               spellMenus.push_back(spellMenu);
-               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) {
+               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);
+               heroTags[i] = HeroTag(this, i);
+               smallHeroTags[i] = SmallHeroTag(this, i);
        }
+
+       capsule.Position() = 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);
+       }
+
+       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);
+
+       itemMenu = *res->itemMenuProperties;
+       LoadInventory();
+       ClearAllAttacks();
 }
 
-void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+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::OnExitState(SDL_Surface *screen) {
 
 }
 
-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::OnResumeState(SDL_Surface *screen) {
+       if (ranAway) {
+               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::PauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void BattleState::HandleInput(const Input &input) {
+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();
+               }
+       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;
+               } else {
+                       if (capsule.Active() && capsule.Health() > 0) break;
+               }
+               ++attackCursor;
+       }
 }
 
-void BattleState::UpdateWorld(float deltaT) {
+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;
+                       }
+               }
+       }
+}
+
+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();
+                               }
+                       }
+               }
+       } else {
+               for (int i(0); i < NumHeroes(); ++i) {
+                       Hero &hero(HeroAt(i));
+                       if (ts.IsBad(i)) {
+                               hero.SubtractHealth(ts.GetAmount(i));
+                       }
+               }
+       }
+}
+
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+       return CurrentAttack().GetAttackChoice(*this);
+}
+
+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(Uint32 deltaT) {
 
 }
 
 void BattleState::Render(SDL_Surface *screen) {
+       assert(screen);
        Vector<int> offset(CalculateScreenOffset(screen));
-
        RenderBackground(screen, offset);
        RenderMonsters(screen, offset);
-//     RenderHeroes(screen, offset);
-       RenderHeroTags(screen, offset);
 }
 
 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
        // black for now
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
        SDL_Rect destRect;
@@ -110,30 +413,66 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offse
 }
 
 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
+       assert(screen);
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+               if (MonsterPositionOccupied(i)) {
+                       if (monsters[i].GetAnimation().Running()) {
+                               monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
+                       } else {
+                               monsters[i].Sprite()->DrawCenter(screen, monsters[i].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);
+       assert(screen);
+       for (int i(0); i < numHeroes; ++i) {
+               if (heroes[i].GetAnimation().Running()) {
+                       heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
+               } else {
+                       int row(heroes[i].Health() > 0 ? 0 : 2);
+                       heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row);
+               }
+       }
+}
+
+void BattleState::RenderCapsule(SDL_Surface *screen, const Vector<int> &offset) {
+       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) {
+       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 < numHeroes; ++i) {
+               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
+       }
+}
 
-       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, const Vector<int> &offset) {
+       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 < numHeroes; ++i) {
+               smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
        }
 }