X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=1f68acfa8bf05576202233639e008bc0d31d0c43;hb=e1dab8a680a76f8621e967a693dbf2b481ba8f75;hp=fd4be082847813a5c41b16d1dd1155f54b64a572;hpb=56f6bddd8f4616c8c5ea564f60c5a3dbc7dafd82;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index fd4be08..1f68acf 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -1,27 +1,23 @@ -/* - * BattleState.cpp - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #include "BattleState.h" #include "PartyLayout.h" #include "states/SelectMoveAction.h" #include "states/PerformAttacks.h" +#include "states/VictoryState.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 "../math/Vector.h" #include #include +#include #include using app::Application; @@ -29,170 +25,79 @@ 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 { 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 (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) { - throw std::overflow_error("too many heroes for layout"); - } - heroes[numHeroes] = h; - ++numHeroes; -} - -void BattleState::NextHero() { - ++activeHero; - while (activeHero < numHeroes && heroes[activeHero].Health() == 0) { - ++activeHero; - } + battle.AddHero(h); } -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::SetCapsule(const Capsule &c) { + battle.SetCapsule(c); } -void BattleState::Resize(int w, int h) { - +void BattleState::OnResize(int w, int h) { + offset = Vector( + (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); +void BattleState::OnEnterState(SDL_Surface *screen) { for (int i(0); i < 4; ++i) { - spellMenus[i] = res->spellMenuPrototype; - LoadSpellMenu(i); - ikariMenus[i] = res->ikariMenuPrototype; - LoadIkariMenu(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); } + 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] = 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); + heroTagPositions[0] = Vector(xOffset, Height() - 2 * tagHeight); + heroTagPositions[1] = Vector(xOffset + tagWidth, Height() - 2 * tagHeight); + heroTagPositions[2] = Vector(xOffset, Height() - tagHeight); + heroTagPositions[3] = Vector(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) { - assert(index >= 0 && index < 4); - 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) { - 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); - } + smallHeroTagPositions[0] = Vector(xOffset, yOffset); + smallHeroTagPositions[1] = Vector(xOffset + 2 * tagWidth, yOffset); + smallHeroTagPositions[2] = Vector(xOffset + tagWidth, yOffset); + smallHeroTagPositions[3] = Vector(xOffset + 3 * tagWidth, yOffset); - 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); - } + OnResize(screen->w, screen->h); - 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); - } + itemMenu = *res->itemMenuProperties; + LoadInventory(); + battle.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) { @@ -203,236 +108,57 @@ 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(); + if (battle.Victory()) { + if (alreadyPushed) { + Ctrl().PopState(); + } else { + Ctrl().PushState(new VictoryState(&battle, this)); + alreadyPushed = true; + } return; } - if (Defeat()) { - // TODO: push defeat state - ctrl.PopState(); + if (battle.Defeat()) { + Ctrl().PopState(); return; } // TODO: this should not push a state while quitting - if (AttackSelectionDone()) { - ctrl.PushState(new PerformAttacks(this)); + if (battle.AttackSelectionDone()) { + Ctrl().PushState(new PerformAttacks(&battle, 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; + Ctrl().PushState(new SelectMoveAction(&battle, this)); } - return true; } -void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnPauseState(SDL_Surface *screen) { } - -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; - } - private: - BattleState *battle; -}; - -void BattleState::CalculateAttackOrder() { - attackOrder.reserve(monsters.size() + NumHeroes()); - for (int i(0); i < NumHeroes(); ++i) { - attackOrder.push_back(Order(i, false)); - } - for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - attackOrder.push_back(Order(i, true)); - } - std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this)); - - monsterAttacks.resize(monsters.size(), AttackChoice(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 (HeroAt(attackOrder[attackCursor].index).Health() > 0) break; - } - ++attackCursor; - } -} - -bool BattleState::AttacksFinished() const { - return attackCursor >= int(attackOrder.size()) - || Victory() || Defeat(); -} - -void BattleState::CalculateDamage() { - AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index)); - if (ac.GetType() == AttackChoice::DEFEND) return; - - 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) { - 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 { - // 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)); - TargetSelection &ts(ac.Selection()); - if (ts.TargetsEnemies()) { - 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() { - if (CurrentAttack().isMonster) { - return monsterAttacks[CurrentAttack().index]; - } else { - return AttackChoiceAt(CurrentAttack().index); - } -} - -void BattleState::ClearAllAttacks() { - attackCursor = -1; - activeHero = -1; - for (int i(0); i < numHeroes; ++i) { - attackChoices[i] = AttackChoice(this); - } - attackOrder.clear(); - monsterAttacks.clear(); -} - - void BattleState::HandleEvents(const Input &input) { } -void BattleState::UpdateWorld(float deltaT) { +void BattleState::UpdateWorld(Uint32 deltaT) { } void BattleState::Render(SDL_Surface *screen) { assert(screen); - Vector offset(CalculateScreenOffset(screen)); - RenderBackground(screen, offset); - RenderMonsters(screen, offset); + RenderBackground(screen); + RenderMonsters(screen); } -void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { +void BattleState::RenderBackground(SDL_Surface *screen) { assert(screen); // black for now SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); @@ -444,43 +170,54 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offse SDL_BlitSurface(background, 0, screen, &destRect); } -void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { +void BattleState::RenderMonsters(SDL_Surface *screen) { assert(screen); - for (vector::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); + for (vector::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 { - monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); + monster.Sprite()->DrawCenter(screen, monster.Position() + offset); } } } } -void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { +void BattleState::RenderHeroes(SDL_Surface *screen) { assert(screen); - for (int i(0); i < numHeroes; ++i) { - if (heroes[i].GetAnimation().Running()) { - heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset); + 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(heroes[i].Health() > 0 ? 0 : 2); - heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row); + int row(hero.Health() > 0 ? 0 : 2); + hero.Sprite()->DrawCenter(screen, hero.Position() + offset, 1, row); } } } -void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &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) { assert(screen); int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); - for (int i(0); i < numHeroes; ++i) { - heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); + for (int i(0); i < battle.NumHeroes(); ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, battle.IsActiveHero(i)); } } -void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector &offset) { +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); @@ -493,9 +230,9 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector &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) { + for (int i(0); i < battle.NumHeroes(); ++i) { smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset); } }