]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
randomized monsters' attack target selection
[l2e.git] / src / battle / BattleState.cpp
index fd4be082847813a5c41b16d1dd1155f54b64a572..fe821fc416ad6999a30e314858f9ca84da1ab885 100644 (file)
@@ -22,6 +22,7 @@
 
 #include <algorithm>
 #include <cassert>
+#include <cstdlib>
 #include <stdexcept>
 
 using app::Application;
@@ -33,6 +34,7 @@ using geometry::Point;
 using geometry::Vector;
 using graphics::Menu;
 
+using std::rand;
 using std::vector;
 
 namespace battle {
@@ -59,6 +61,13 @@ 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]);
@@ -71,17 +80,20 @@ void BattleState::Resize(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);
        for (int i(0); i < 4; ++i) {
-               spellMenus[i] = res->spellMenuPrototype;
-               LoadSpellMenu(i);
-               ikariMenus[i] = res->ikariMenuPrototype;
-               LoadIkariMenu(i);
+               heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
+               heroes[i].SpellMenu() = res->spellMenuPrototype;
+               heroes[i].UpdateSpellMenu();
+               heroes[i].IkariMenu() = res->ikariMenuPrototype;
+               heroes[i].UpdateIkariMenu(res);
                heroTags[i] = HeroTag(this, i);
                smallHeroTags[i] = SmallHeroTag(this, i);
        }
 
+       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);
@@ -103,94 +115,6 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        LoadInventory();
 }
 
-void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
-       assert(index >= 0 && index < 4);
-       spellMenus[index].Clear();
-       spellMenus[index].Reserve(HeroAt(index).Spells().size());
-       for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
-               bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
-               spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
-       }
-}
-
-void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
-       assert(index >= 0 && index < 4);
-       ikariMenus[index].Clear();
-       ikariMenus[index].Reserve(6);
-
-       if (HeroAt(index).HasWeapon()) {
-               ikariMenus[index].Add(
-                               HeroAt(index).Weapon()->Name(),
-                               HeroAt(index).Weapon(),
-                               HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(),
-                               res->weaponMenuIcon,
-                               0,
-                               HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : "");
-       } else {
-               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon);
-       }
-
-       if (HeroAt(index).HasArmor()) {
-               ikariMenus[index].Add(
-                               HeroAt(index).Armor()->Name(),
-                               HeroAt(index).Armor(),
-                               HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(),
-                               res->armorMenuIcon,
-                               0,
-                               HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : "");
-       } else {
-               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon);
-       }
-
-       if (HeroAt(index).HasShield()) {
-               ikariMenus[index].Add(
-                               HeroAt(index).Shield()->Name(),
-                               HeroAt(index).Shield(),
-                               HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(),
-                               res->shieldMenuIcon,
-                               0,
-                               HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : "");
-       } else {
-               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon);
-       }
-
-       if (HeroAt(index).HasHelmet()) {
-               ikariMenus[index].Add(
-                               HeroAt(index).Helmet()->Name(),
-                               HeroAt(index).Helmet(),
-                               HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(),
-                               res->helmetMenuIcon,
-                               0,
-                               HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : "");
-       } else {
-               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon);
-       }
-
-       if (HeroAt(index).HasRing()) {
-               ikariMenus[index].Add(
-                               HeroAt(index).Ring()->Name(),
-                               HeroAt(index).Ring(),
-                               HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(),
-                               res->ringMenuIcon,
-                               0,
-                               HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : "");
-       } else {
-               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon);
-       }
-
-       if (HeroAt(index).HasJewel()) {
-               ikariMenus[index].Add(
-                               HeroAt(index).Jewel()->Name(),
-                               HeroAt(index).Jewel(),
-                               HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(),
-                               res->jewelMenuIcon,
-                               0,
-                               HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : "");
-       } else {
-               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon);
-       }
-}
-
 void BattleState::LoadInventory() {
        const Inventory &inv(*res->inventory);
        itemMenu.Clear();
@@ -271,10 +195,9 @@ void BattleState::CalculateAttackOrder() {
        }
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
                attackOrder.push_back(Order(i, true));
+               MonsterAt(i).GetAttackChoice() = AttackChoice(this);
        }
        std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
-
-       monsterAttacks.resize(monsters.size(), AttackChoice(this));
 }
 
 void BattleState::NextAttack() {
@@ -299,26 +222,43 @@ bool BattleState::AttacksFinished() const {
 }
 
 void BattleState::CalculateDamage() {
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       if (CurrentAttack().isMonster) {
+               DecideMonsterAttack(MonsterAt(CurrentAttack().index));
+       }
+       AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
        if (ac.GetType() == AttackChoice::DEFEND) return;
+       TargetSelection &ts(ac.Selection());
 
+       // TODO: this only evaluates SWORD type attacks
        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;
+               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);
+                                       } 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);
+                                       } else {
+                                               ts.Unselect(i);
+                                       }
+                               }
                        }
                }
        } 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) {
@@ -368,6 +308,21 @@ void BattleState::CalculateDamage() {
        }
 }
 
+void BattleState::DecideMonsterAttack(Monster &m) {
+       AttackChoice &ac(m.GetAttackChoice());
+       TargetSelection &ts(ac.Selection());
+       ac.Reset();
+       // TODO: run monster's attack script
+       int target(rand() % NumHeroes());
+       while (!HeroPositionOccupied(target)) {
+               target = rand() % NumHeroes();
+       }
+       ac.SetType(AttackChoice::SWORD);
+       ts.SelectHeroes();
+       ts.SetSingle();
+       ts.Select(target);
+}
+
 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;
@@ -375,7 +330,7 @@ Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender
 
 void BattleState::ApplyDamage() {
        if (attackCursor < 0) return;
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+       AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
        TargetSelection &ts(ac.Selection());
        if (ts.TargetsEnemies()) {
                for (int i(0); i < MaxMonsters(); ++i) {
@@ -400,20 +355,22 @@ void BattleState::ApplyDamage() {
 
 AttackChoice &BattleState::CurrentAttackAttackChoice() {
        if (CurrentAttack().isMonster) {
-               return monsterAttacks[CurrentAttack().index];
+               return MonsterAt(CurrentAttack().index).GetAttackChoice();
        } else {
-               return AttackChoiceAt(CurrentAttack().index);
+               return HeroAt(CurrentAttack().index).GetAttackChoice();
        }
 }
 
 void BattleState::ClearAllAttacks() {
        attackCursor = -1;
        activeHero = -1;
-       for (int i(0); i < numHeroes; ++i) {
-               attackChoices[i] = 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);
        }
        attackOrder.clear();
-       monsterAttacks.clear();
 }
 
 
@@ -448,11 +405,10 @@ 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) {
                if (MonsterPositionOccupied(i)) {
-                       // TODO: better solution for running animations
                        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);
                        }
                }
        }
@@ -462,10 +418,10 @@ 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);
                }
        }
 }