X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=3f28f5cc43e1f74a2f4b9d650a867d7b8aa63961;hb=fde7b27297882a7f033641df92e732abd137b532;hp=fe1b309a3a65b36543de7d8585290f6503b9139f;hpb=9718062e6ed305d9f8f1674ff172079688e78088;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index fe1b309..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 { @@ -220,28 +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) { @@ -289,6 +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; @@ -298,7 +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)) {