X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=3dea5b4c5f40c9cad6f88ce6055df1d90ae0b84e;hb=51c5ffb4958968827b93624f7849c1b7d3a1eacb;hp=a4e8158a4339af806392d9e0b7489a9adc3d46b4;hpb=85ac93ffe31bfeee54aa6167111f1c15f14bc405;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index a4e8158..3dea5b4 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -83,16 +83,16 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); - int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); - heroTagPositions[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); - heroTagPositions[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); - heroTagPositions[2] = Point(xOffset, BackgroundHeight() - tagHeight); - heroTagPositions[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + 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 = (BackgroundWidth() - 4 * tagWidth) / 2; - int yOffset(BackgroundHeight() - tagHeight); + 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); @@ -213,6 +213,17 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { ctrl.PopState(); // quit the battle scene return; } + if (Victory()) { + // TODO: push victory state + ctrl.PopState(); + return; + } + if (Defeat()) { + // TODO: push defeat state + ctrl.PopState(); + return; + } + // TODO: this should not push a state while quitting if (AttackSelectionDone()) { ctrl.PushState(new PerformAttacks(this)); } else { @@ -220,16 +231,22 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { } } -void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { +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; + } + return true; } +void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { -void BattleState::ClearAllAttacks() { - activeHero = -1; - for (int i(0); i < numHeroes; ++i) { - attackChoices[i] = AttackChoice(this); - } } @@ -245,15 +262,108 @@ class OrderCompare { BattleState *battle; }; -void BattleState::WriteOrder(std::vector &order) { - order.reserve(monsters.size() + NumHeroes()); +void BattleState::CalculateAttackOrder() { + attackOrder.reserve(monsters.size() + NumHeroes()); for (int i(0); i < numHeroes; ++i) { - order.push_back(Order(i, false)); + attackOrder.push_back(Order(i, false)); } for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - order.push_back(Order(i, true)); + attackOrder.push_back(Order(i, true)); + } + std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this)); + + monsterAttacks.resize(monsters.size(), AttackChoice(this)); +} + +void BattleState::NextAttack() { + ++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; } - std::sort(order.begin(), order.end(), OrderCompare(this)); +} + +void BattleState::CalculateDamage() { + if (CurrentAttack().isMonster) { + // TODO: run monster's attack script + monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD); + monsterAttacks[CurrentAttack().index].Selection().SelectSingle(); + monsterAttacks[CurrentAttack().index].Selection().SelectHeroes(); + monsterAttacks[CurrentAttack().index].Selection().SetBad(0, 15); + } else { + TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection()); + bool hitSome(false); + if (ts.TargetsEnemies()) { + for (int i(0); i < MaxMonsters(); ++i) { + if (ts.IsSelected(i)) { + if (MonsterAt(i).Health() > 0) { + ts.SetBad(i, 15); + hitSome = true; + } else { + ts.Unselect(i); + } + } + } + if (hitSome) return; + for (int i(0); i < MaxMonsters(); ++i) { + if (MonsterAt(i).Health() > 0) { + ts.SetBad(i, 15); + break; + } + } + } else { + for (int i(0); i < NumHeroes(); ++i) { + if (ts.IsSelected(i)) { + if (HeroAt(i).Health() > 0) { + ts.SetBad(i, 15); + hitSome = true; + } else { + ts.Unselect(i); + } + } + } + if (hitSome) return; + for (int i(0); i < NumHeroes(); ++i) { + if (HeroAt(i).Health() > 0) { + ts.SetBad(i, 15); + break; + } + } + } + } +} + +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) { + if (ts.IsBad(i)) { + MonsterAt(i).SubtractHealth(ts.GetAmount(i)); + } + } + } else { + for (int i(0); i < NumHeroes(); ++i) { + if (ts.IsBad(i)) { + HeroAt(i).SubtractHealth(ts.GetAmount(i)); + } + } + } +} + +void BattleState::ClearAllAttacks() { + attackCursor = -1; + activeHero = -1; + for (int i(0); i < numHeroes; ++i) { + attackChoices[i] = AttackChoice(this); + } + attackOrder.clear(); + monsterAttacks.clear(); } @@ -284,19 +394,21 @@ 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); + if (MonsterPositionOccupied(i)) { + monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); + } } } void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { for (int i(0); i < numHeroes; ++i) { if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) { - heroes[i].AttackAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset); + heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset); } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) { - heroes[i].SpellAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset); + heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset); } else { int row(heroes[i].Health() > 0 ? 0 : 2); - heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row); + heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row); } } } @@ -316,8 +428,8 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector &of SDL_Rect rect; rect.x = offset.X(); - rect.y = offset.Y() + BackgroundHeight() - tagHeight; - rect.w = BackgroundWidth(); + 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;