X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=66097fbd46d05a8d5315196fb161fef1bc5a34cb;hb=092a2dd175a4001a495c84ee85211734fb928c83;hp=a4efc8453ffa9bd6fedbf44f709f37501617b0bf;hpb=ca31ddeab37eebaa2de5e5b1c94974fac06d418b;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index a4efc84..66097fb 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -1,26 +1,34 @@ -/* - * BattleState.cpp - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #include "BattleState.h" #include "PartyLayout.h" #include "states/SelectMoveAction.h" +#include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.h" -#include "../geometry/operators.h" +#include "../common/GameState.h" +#include "../common/Ikari.h" +#include "../common/Inventory.h" +#include "../common/Item.h" +#include "../common/Spell.h" +#include "../graphics/Frame.h" #include "../graphics/Sprite.h" +#include "../math/Vector.h" +#include +#include +#include #include using app::Application; using app::Input; -using geometry::Point; -using geometry::Vector; - +using common::Inventory; +using common::Item; +using common::Spell; +using common::Stats; +using math::Vector; +using graphics::Menu; + +using std::rand; using std::vector; namespace battle { @@ -33,62 +41,368 @@ void BattleState::AddMonster(const Monster &m) { } void BattleState::AddHero(const Hero &h) { - if (heroes.size() >= heroesLayout->NumPositions()) { + if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) { throw std::overflow_error("too many heroes for layout"); } - heroes.push_back(h); + heroes[numHeroes] = h; + ++numHeroes; } +void BattleState::SetCapsule(const Capsule &c) { + capsule = c; +} -void BattleState::Resize(int w, int h) { +void BattleState::NextHero() { + ++activeHero; + while (activeHero < numHeroes && heroes[activeHero].Health() == 0) { + ++activeHero; + } +} +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::OnResize(int w, int h) { + +} + + +void BattleState::OnEnterState(SDL_Surface *screen) { + for (int i(0); i < 4; ++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); + } + + capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h); + + 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] = 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] = 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->itemMenuProperties; + LoadInventory(); + ClearAllAttacks(); +} -void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { - monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); - heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); - attackChoices.resize(heroes.size()); - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, healthGauge, manaGauge, ikariGauge, heroTagSprites, heroTagFont, HeroTag::Alignment((i + 1) % 2))); +void BattleState::LoadInventory() { + const Inventory &inv(game->state->inventory); + itemMenu.Clear(); + itemMenu.Reserve(inv.MaxItems()); + for (int i(0); i < inv.MaxItems(); ++i) { + const Item *item(inv.ItemAt(i)); + if (item) { + itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i)); + } else { + itemMenu.AddEmptyEntry(); + } } } -void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnExitState(SDL_Surface *screen) { } -void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { - // reset attack choices - activeHero = -1; - attackChoices.clear(); - attackChoices.resize(heroes.size()); - ctrl.PushState(new SelectMoveAction(this)); +void BattleState::OnResumeState(SDL_Surface *screen) { + if (ranAway) { + Ctrl().PopState(); // quit the battle scene + return; + } + if (Victory()) { + Ctrl().PopState(); + return; + } + if (Defeat()) { + Ctrl().PopState(); + return; + } + // TODO: this should not push a state while quitting + if (AttackSelectionDone()) { + Ctrl().PushState(new PerformAttacks(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; + } + return true; +} + +void BattleState::OnPauseState(SDL_Surface *screen) { + +} + + +class OrderCompare { + public: + OrderCompare(BattleState *battle) : battle(battle) { } + bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) { + return lhs.GetStats(*battle).Agility() > rhs.GetStats(*battle).Agility(); + } + private: + BattleState *battle; +}; + +void BattleState::CalculateAttackOrder() { + attackOrder.reserve(monsters.size() + NumHeroes()); + for (int i(0); i < NumHeroes(); ++i) { + attackOrder.push_back(Order(Order::HERO, i)); + } + for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { + attackOrder.push_back(Order(Order::MONSTER, i)); + MonsterAt(i).GetAttackChoice() = AttackChoice(this); + } + if (capsule.Active() && capsule.Health() > 0) { + attackOrder.push_back(Order(Order::CAPSULE)); + } + std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this)); } -void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { +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 (attackOrder[attackCursor].IsHero()) { + if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break; + } else { + if (capsule.Active() && capsule.Health() > 0) break; + } + ++attackCursor; + } +} +bool BattleState::AttacksFinished() const { + return attackCursor >= int(attackOrder.size()) + || Victory() || Defeat(); } +void BattleState::CalculateDamage() { + if (CurrentAttack().IsMonster()) { + DecideMonsterAttack(MonsterAt(CurrentAttack().index)); + } else if (CurrentAttack().IsCapsule()) { + DecideCapsuleAttack(); + } + AttackChoice &ac = CurrentAttack().GetAttackChoice(*this); + if (ac.GetType() == AttackChoice::DEFEND) return; + TargetSelection &ts(ac.Selection()); -void BattleState::HandleInput(const Input &input) { + const Stats &attackerStats = CurrentAttack().GetStats(*this); + CalculateDamage(attackerStats, ts); +} +void BattleState::DecideMonsterAttack(Monster &m) { + 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::UpdateWorld(float deltaT) { +void BattleState::DecideCapsuleAttack() { + AttackChoice &ac(capsule.GetAttackChoice()); + TargetSelection &ts(ac.Selection()); + ac.Reset(); + int target(rand() % monsters.size()); + while (!MonsterPositionOccupied(target)) { + target = rand() % monsters.size(); + } + ac.SetType(AttackChoice::SWORD); + ts.SelectMonsters(); + ts.SetSingle(); + ts.Select(target); +} + +AttackChoice &BattleState::Order::GetAttackChoice(BattleState &b) const { + switch (by) { + case HERO: + return b.HeroAt(index).GetAttackChoice(); + case CAPSULE: + return b.GetCapsule().GetAttackChoice(); + case MONSTER: + return b.MonsterAt(index).GetAttackChoice(); + default: + throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()"); + } +} + +Stats &BattleState::Order::GetStats(BattleState &b) const { + switch (by) { + case HERO: + return b.HeroAt(index).GetStats(); + case CAPSULE: + return b.GetCapsule().GetStats(); + case MONSTER: + return b.MonsterAt(index).GetStats(); + default: + throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()"); + } +} + +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); + 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 { + return attacker.Attack() / 2 - defender.Defense() / 4; +} + +void BattleState::ApplyDamage() { + if (attackCursor < 0) return; + AttackChoice &ac = CurrentAttack().GetAttackChoice(*this); + TargetSelection &ts(ac.Selection()); + if (ts.TargetsMonsters()) { + 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() { + return CurrentAttack().GetAttackChoice(*this); +} + +void BattleState::ClearAllAttacks() { + attackCursor = -1; + activeHero = -1; + for (int i(0); i < NumHeroes(); ++i) { + HeroAt(i).GetAttackChoice() = AttackChoice(this); + } + for (int i(0); i < MaxMonsters(); ++i) { + MonsterAt(i).GetAttackChoice() = AttackChoice(this); + } + capsule.GetAttackChoice() = AttackChoice(this); + attackOrder.clear(); +} + + +void BattleState::HandleEvents(const Input &input) { + +} + +void BattleState::UpdateWorld(Uint32 deltaT) { } void BattleState::Render(SDL_Surface *screen) { + assert(screen); Vector offset(CalculateScreenOffset(screen)); - RenderBackground(screen, offset); RenderMonsters(screen, offset); -// RenderHeroes(screen, offset); - RenderHeroTags(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { + assert(screen); // black for now SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_Rect destRect; @@ -100,30 +414,66 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offse } void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { + assert(screen); for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset); + if (MonsterPositionOccupied(i)) { + if (monsters[i].GetAnimation().Running()) { + monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset); + } else { + monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset); + } + } } } void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); + assert(screen); + for (int i(0); i < numHeroes; ++i) { + 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, heroes[i].Position() + offset, 1, row); + } + } +} + +void BattleState::RenderCapsule(SDL_Surface *screen, const Vector &offset) { + 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, const Vector &offset) { + assert(screen); int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); - int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); - Point tagPosition[4]; - tagPosition[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); - tagPosition[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); - tagPosition[2] = Point(xOffset, BackgroundHeight() - tagHeight); - tagPosition[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + for (int i(0); i < numHeroes; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); + } +} - for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { - heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero); +void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector &offset) { + assert(screen); + int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2); + int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2); + + SDL_Rect rect; + rect.x = offset.X(); + 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; + rect.h -= res->normalFont->CharHeight() / 4; + 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); } }