X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=3f28f5cc43e1f74a2f4b9d650a867d7b8aa63961;hb=fde7b27297882a7f033641df92e732abd137b532;hp=aae4635be3687bf578533a925778cc20ef0e7f4b;hpb=cded7d136b41e22f363ec702f2288491c0006e3a;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index aae4635..3f28f5c 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -22,6 +22,7 @@ #include #include +#include #include using app::Application; @@ -33,6 +34,7 @@ using geometry::Point; using geometry::Vector; using graphics::Menu; +using std::rand; using std::vector; namespace battle { @@ -78,7 +80,6 @@ void BattleState::Resize(int w, int h) { void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { - monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); for (int i(0); i < 4; ++i) { heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h); heroes[i].SpellMenu() = res->spellMenuPrototype; @@ -89,6 +90,10 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { 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); @@ -217,28 +222,45 @@ bool BattleState::AttacksFinished() const { } void BattleState::CalculateDamage() { + 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.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); + } 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()) { + if (ts.TargetsMonsters()) { for (int i(0); i < MaxMonsters(); ++i) { if (ts.IsSelected(i)) { if (MonsterAt(i).Health() > 0) { @@ -286,6 +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; @@ -295,7 +332,7 @@ void BattleState::ApplyDamage() { if (attackCursor < 0) return; 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)) { @@ -369,9 +406,9 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { if (MonsterPositionOccupied(i)) { 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); } } }