X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=36b4af53752714d58d1fc356230709b2aeaec988;hb=cc3d698b8c1ad09d7a3f9e3f28bc84e0ac1735ea;hp=bd039ff588c7e86bb278065dad1a49bd092a1c5d;hpb=8639675fbf1d232ab8188dd283149ab650e10336;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index bd039ff..36b4af5 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -1,10 +1,3 @@ -/* - * BattleState.cpp - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #include "BattleState.h" #include "PartyLayout.h" @@ -12,16 +5,17 @@ #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 #include +#include #include using app::Application; @@ -29,10 +23,11 @@ using app::Input; using common::Inventory; using common::Item; using common::Spell; -using geometry::Point; +using common::Stats; using geometry::Vector; using graphics::Menu; +using std::rand; using std::vector; namespace battle { @@ -59,140 +54,63 @@ 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) { - 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->spellMenuProperties; + heroes[i].UpdateSpellMenu(); + heroes[i].IkariMenu() = *res->ikariMenuProperties; + 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); - 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); + 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); - itemMenu = res->itemMenuPrototype; + itemMenu = *res->itemMenuProperties; 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); - } - - 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); - } + 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) { @@ -203,33 +121,30 @@ 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)); } } @@ -247,7 +162,7 @@ bool BattleState::Defeat() const { return true; } -void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnPauseState(SDL_Surface *screen) { } @@ -271,13 +186,16 @@ void BattleState::CalculateAttackOrder() { } for (vector::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() { + if (Victory() || Defeat()) { + attackCursor = attackOrder.size(); + return; + } ++attackCursor; while (attackCursor < int(attackOrder.size())) { if (attackOrder[attackCursor].isMonster) { @@ -295,85 +213,94 @@ 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()); 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; - } - } + CalculateDamage(attackerStats, ts); } 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) { + CalculateDamage(attackerStats, ts); + } +} + +void BattleState::DecideMonsterAttack(Monster &m) const { + 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::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().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice()); 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)) { @@ -396,20 +323,22 @@ 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(); } @@ -444,13 +373,10 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) 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].AttackAnimation() && monsters[i].AttackAnimation()->Running()) { - monsters[i].AttackAnimation()->DrawCenter(screen, monsterPositions[i] + offset); - } else if (monsters[i].SpellAnimation() && monsters[i].SpellAnimation()->Running()) { - monsters[i].SpellAnimation()->DrawCenter(screen, monsterPositions[i] + offset); + if (monsters[i].GetAnimation().Running()) { + 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); } } } @@ -459,13 +385,11 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { assert(screen); 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); + 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, heroesPositions[i] + offset, 1, row); + heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row); } } } @@ -493,7 +417,7 @@ 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) { smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);