X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=1a4f726de656c7a5c561ac01315d7472c898ace9;hb=8a6225176cd0946363ac2d8219d54a13009de675;hp=58f29659e7c4500656b5c70f1faf5595e3e14b8c;hpb=57a9949304b1d938bdb795213a8f46a7e28fcf7c;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 58f2965..1a4f726 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -9,21 +9,25 @@ #include "PartyLayout.h" #include "states/SelectMoveAction.h" +#include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.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 +#include #include -#include using app::Application; using app::Input; using common::Inventory; using common::Item; +using common::Spell; using geometry::Point; using geometry::Vector; using graphics::Menu; @@ -40,10 +44,23 @@ 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::NextHero() { + ++activeHero; + while (activeHero < numHeroes && 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]); } @@ -55,40 +72,135 @@ 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); - attackChoices.resize(heroes.size()); - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - spellMenus.push_back(res->spellMenuPrototype); - // TODO: insert spell menu entries - ikariMenus.push_back(res->ikariMenuPrototype); - // TODO: insert ikari menu entries - heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2))); - } - // TODO: insert item menu entries + for (int i(0); i < 4; ++i) { + spellMenus[i] = res->spellMenuPrototype; + LoadSpellMenu(i); + ikariMenus[i] = res->ikariMenuPrototype; + LoadIkariMenu(i); + heroTags[i] = HeroTag(this, i); + smallHeroTags[i] = SmallHeroTag(this, i); + } + + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + int xOffset((Width() - 2 * tagWidth) / 2); + heroTagPositions[0] = Point(xOffset, Height() - 2 * tagHeight); + heroTagPositions[1] = Point(xOffset + tagWidth, Height() - 2 * tagHeight); + heroTagPositions[2] = Point(xOffset, Height() - tagHeight); + heroTagPositions[3] = Point(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(xOffset, yOffset); + smallHeroTagPositions[1] = Point(xOffset + 2 * tagWidth, yOffset); + smallHeroTagPositions[2] = Point(xOffset + tagWidth, yOffset); + smallHeroTagPositions[3] = Point(xOffset + 3 * tagWidth, yOffset); + itemMenu = res->itemMenuPrototype; LoadInventory(); } +void BattleState::LoadSpellMenu(vector::size_type index) { + spellMenus[index].Clear(); + spellMenus[index].Reserve(HeroAt(index).Spells().size()); + for (vector::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::size_type index) { + 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(); itemMenu.Reserve(inv.MaxItems()); - itemMenuStrings.clear(); - itemMenuStrings.resize(inv.MaxItems()); - int itemNameLength(itemMenu.CharsPerEntry() - 3); - // TODO: better (maybe intrusive) solution for menus with counts for (int i(0); i < inv.MaxItems(); ++i) { const Item *item(inv.ItemAt(i)); if (item) { - std::stringstream s; - s << std::setw(itemNameLength) << std::left << std::setfill(' ') << item->Name(); - s << ':'; - s << inv.ItemCountAt(i); - itemMenuStrings[i] = s.str(); - itemMenu.Add(itemMenuStrings[i].c_str(), item, item->CanUseInBattle(), item->MenuIcon()); + itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i)); } else { - itemMenu.Add("", 0, false); + itemMenu.AddEmptyEntry(); } } + ClearAllAttacks(); } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -96,12 +208,16 @@ void BattleState::ExitState(Application &ctrl, 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)); + // TODO: check for victory or defeat + if (ranAway) { + ctrl.PopState(); // quit the battle scene + return; + } + if (AttackSelectionDone()) { + ctrl.PushState(new PerformAttacks(this)); + } else { + ctrl.PushState(new SelectMoveAction(this)); + } } void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { @@ -109,7 +225,39 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::HandleInput(const Input &input) { +void BattleState::ClearAllAttacks() { + activeHero = -1; + for (int i(0); i < numHeroes; ++i) { + attackChoices[i] = AttackChoice(this); + } +} + + +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).Agility() : battle->HeroAt(lhs.index).Agility()); + int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).Agility() : battle->HeroAt(rhs.index).Agility()); + return lagl > ragl; + } + private: + BattleState *battle; +}; + +void BattleState::WriteOrder(std::vector &order) { + order.reserve(monsters.size() + NumHeroes()); + for (int i(0); i < numHeroes; ++i) { + order.push_back(Order(i, false)); + } + for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { + order.push_back(Order(i, true)); + } + std::sort(order.begin(), order.end(), OrderCompare(this)); +} + + +void BattleState::HandleEvents(const Input &input) { } @@ -119,11 +267,8 @@ void BattleState::UpdateWorld(float deltaT) { void BattleState::Render(SDL_Surface *screen) { Vector offset(CalculateScreenOffset(screen)); - RenderBackground(screen, offset); RenderMonsters(screen, offset); -// RenderHeroes(screen, offset); - RenderHeroTags(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -139,29 +284,48 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offse void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset); + monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); } } void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); + for (int i(0); i < numHeroes; ++i) { + if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) { + heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset); + } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) { + heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset); + } else { + int row(heroes[i].Health() > 0 ? 0 : 2); + heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row); + } } } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); - int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); - Point tagPosition[4]; - tagPosition[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); - tagPosition[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); - tagPosition[2] = Point(xOffset, BackgroundHeight() - tagHeight); - tagPosition[3] = Point(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::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 &offset) { + 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); + + for (int i(0); i < numHeroes; ++i) { + smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset); } }