]> 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 65bdb9180b56e86dbff54a64a5f21f356f06f4e7..cfac62d0b1fb0f655ffc33f5db678886990da882 100644 (file)
@@ -1,10 +1,3 @@
-/*
- * BattleState.cpp
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #include "BattleState.h"
 
 #include "PartyLayout.h"
 #include "states/PerformAttacks.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 <algorithm>
 #include <cassert>
+#include <cstdlib>
 #include <stdexcept>
 
 using app::Application;
@@ -29,10 +23,11 @@ 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 {
@@ -52,6 +47,10 @@ void BattleState::AddHero(const Hero &h) {
        ++numHeroes;
 }
 
+void BattleState::SetCapsule(const Capsule &c) {
+       capsule = c;
+}
+
 void BattleState::NextHero() {
        ++activeHero;
        while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
@@ -59,52 +58,65 @@ void BattleState::NextHero() {
        }
 }
 
+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);
+void BattleState::OnEnterState(SDL_Surface *screen) {
        for (int i(0); i < 4; ++i) {
-               heroes[i].SpellMenu() = res->spellMenuPrototype;
+               heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
+               heroes[i].SpellMenu() = *res->spellMenuProperties;
                heroes[i].UpdateSpellMenu();
-               heroes[i].IkariMenu() = res->ikariMenuPrototype;
+               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] = 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;
+       itemMenu = *res->itemMenuProperties;
        LoadInventory();
+       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) {
@@ -115,33 +127,30 @@ 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
+               Ctrl().PopState(); // quit the battle scene
                return;
        }
        if (Victory()) {
-               // TODO: push victory state
-               ctrl.PopState();
+               Ctrl().PopState();
                return;
        }
        if (Defeat()) {
-               // TODO: push defeat state
-               ctrl.PopState();
+               Ctrl().PopState();
                return;
        }
        // TODO: this should not push a state while quitting
        if (AttackSelectionDone()) {
-               ctrl.PushState(new PerformAttacks(this));
+               Ctrl().PushState(new PerformAttacks(this));
        } else {
-               ctrl.PushState(new SelectMoveAction(this));
+               Ctrl().PushState(new SelectMoveAction(this));
        }
 }
 
@@ -159,7 +168,7 @@ bool BattleState::Defeat() const {
        return true;
 }
 
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnPauseState(SDL_Surface *screen) {
 
 }
 
@@ -168,9 +177,7 @@ 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;
+                       return lhs.GetStats(*battle).Agility() > rhs.GetStats(*battle).Agility();
                }
        private:
                BattleState *battle;
@@ -179,14 +186,16 @@ class OrderCompare {
 void BattleState::CalculateAttackOrder() {
        attackOrder.reserve(monsters.size() + NumHeroes());
        for (int i(0); i < NumHeroes(); ++i) {
-               attackOrder.push_back(Order(i, false));
+               attackOrder.push_back(Order(Order::HERO, i));
        }
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               attackOrder.push_back(Order(i, true));
+               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));
-
-       monsterAttacks.resize(monsters.size(), AttackChoice(this));
 }
 
 void BattleState::NextAttack() {
@@ -196,10 +205,12 @@ void BattleState::NextAttack() {
        }
        ++attackCursor;
        while (attackCursor < int(attackOrder.size())) {
-               if (attackOrder[attackCursor].isMonster) {
+               if (attackOrder[attackCursor].IsMonster()) {
                        if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
-               } else {
+               } else if (attackOrder[attackCursor].IsHero()) {
                        if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+               } else {
+                       if (capsule.Active() && capsule.Health() > 0) break;
                }
                ++attackCursor;
        }
@@ -211,85 +222,131 @@ bool BattleState::AttacksFinished() const {
 }
 
 void BattleState::CalculateDamage() {
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       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());
 
-       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) {
+       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);
-                                       break;
+                                       hitSome = true;
+                               } else {
+                                       ts.Unselect(i);
                                }
                        }
-               } 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 < MaxMonsters(); ++i) {
+                       if (MonsterAt(i).Health() > 0) {
+                               const Stats &defenderStats(MonsterAt(i).GetStats());
+                               Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+                               ts.SetBad(i, damage);
+                               break;
                        }
-                       if (hitSome) return;
-                       for (int i(0); i < NumHeroes(); ++i) {
+               }
+       } 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);
-                                       break;
+                                       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 {
-       // 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] : AttackChoiceAt(CurrentAttack().index));
+       AttackChoice &ac = CurrentAttack().GetAttackChoice(*this);
        TargetSelection &ts(ac.Selection());
-       if (ts.TargetsEnemies()) {
+       if (ts.TargetsMonsters()) {
                for (int i(0); i < MaxMonsters(); ++i) {
                        Monster &monster(MonsterAt(i));
                        if (ts.IsBad(i)) {
@@ -311,21 +368,20 @@ void BattleState::ApplyDamage() {
 }
 
 AttackChoice &BattleState::CurrentAttackAttackChoice() {
-       if (CurrentAttack().isMonster) {
-               return monsterAttacks[CurrentAttack().index];
-       } else {
-               return AttackChoiceAt(CurrentAttack().index);
-       }
+       return CurrentAttack().GetAttackChoice(*this);
 }
 
 void BattleState::ClearAllAttacks() {
        attackCursor = -1;
        activeHero = -1;
-       for (int i(0); i < numHeroes; ++i) {
-               heroes[i].GetAttackChoice() = AttackChoice(this);
+       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();
-       monsterAttacks.clear();
 }
 
 
@@ -333,7 +389,7 @@ void BattleState::HandleEvents(const Input &input) {
 
 }
 
-void BattleState::UpdateWorld(float deltaT) {
+void BattleState::UpdateWorld(Uint32 deltaT) {
 
 }
 
@@ -361,9 +417,9 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset)
        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);
+                               monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
                        } else {
-                               monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+                               monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
                        }
                }
        }
@@ -373,14 +429,23 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        assert(screen);
        for (int i(0); i < numHeroes; ++i) {
                if (heroes[i].GetAnimation().Running()) {
-                       heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset);
+                       heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset);
                } else {
                        int row(heroes[i].Health() > 0 ? 0 : 2);
-                       heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
+                       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());
@@ -404,7 +469,7 @@ 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) {
                smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);