X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=7ea17d82c4e0c29f99e19444baf5fff338331b1b;hb=7b73cc018371817cb29f658ac94e8863aa6e1656;hp=be3c9705d712ee8f03f790c3f2989959b571f237;hpb=fbf5a98f8fd0da951e469003fe87d575a6bb30a4;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index be3c970..7ea17d8 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -213,6 +213,16 @@ 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)); @@ -221,6 +231,20 @@ void BattleState::ResumeState(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) { } @@ -230,8 +254,8 @@ class OrderCompare { public: OrderCompare(BattleState *battle) : battle(battle) { } bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) { - int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).Agility() : battle->HeroAt(lhs.index).Agility()); - int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).Agility() : battle->HeroAt(rhs.index).Agility()); + int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).GetStats().Agility() : battle->HeroAt(lhs.index).GetStats().Agility()); + int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).GetStats().Agility() : battle->HeroAt(rhs.index).GetStats().Agility()); return lagl > ragl; } private: @@ -264,30 +288,80 @@ void BattleState::NextAttack() { } void BattleState::CalculateDamage() { + AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index)); + if (ac.GetType() == AttackChoice::DEFEND) return; + if (CurrentAttack().isMonster) { + const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats()); // 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); + 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; + } + } } else { - TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection()); + 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) && MonsterAt(i).Health() > 0) { - ts.SetBad(i, 15); + 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) && HeroAt(i).Health() > 0) { - ts.SetBad(i, 15); + 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 { + // 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)); @@ -300,7 +374,7 @@ void BattleState::ApplyDamage() { } } else { for (int i(0); i < NumHeroes(); ++i) { - if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) { + if (ts.IsBad(i)) { HeroAt(i).SubtractHealth(ts.GetAmount(i)); } } @@ -345,7 +419,9 @@ 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()->DrawCenter(screen, monsterPositions[i] + offset); + if (MonsterPositionOccupied(i)) { + monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); + } } }