X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=95f2f118d9e618f45b928180bad1698240b0969d;hb=d4609ba1798d82cce128b5985d60cb212b760246;hp=30a33b691b04fc27382b9f1b29c02e593531d89d;hpb=bfcf2f4de43077249b82af03a0e1b8281b8490e3;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 30a33b6..95f2f11 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -9,17 +9,29 @@ #include "PartyLayout.h" #include "states/SelectMoveAction.h" +#include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.h" +#include "../common/Ikari.h" +#include "../common/Inventory.h" +#include "../common/Item.h" +#include "../common/Spell.h" #include "../geometry/operators.h" +#include "../graphics/Frame.h" #include "../graphics/Sprite.h" +#include +#include #include using app::Application; using app::Input; +using common::Inventory; +using common::Item; +using common::Spell; using geometry::Point; using geometry::Vector; +using graphics::Menu; using std::vector; @@ -33,10 +45,23 @@ 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::NextHero() { + ++activeHero; + while (activeHero < numHeroes && 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]); } @@ -48,22 +73,179 @@ void BattleState::Resize(int w, int h) { 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], HeroTag::Alignment((i + 1) % 2))); + for (int i(0); i < 4; ++i) { + spellMenus[i] = res->spellMenuPrototype; + LoadSpellMenu(i); + ikariMenus[i] = res->ikariMenuPrototype; + LoadIkariMenu(i); + heroTags[i] = HeroTag(this, i); + smallHeroTags[i] = SmallHeroTag(this, i); + } + + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + 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 = (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); + smallHeroTagPositions[3] = Point(xOffset + 3 * tagWidth, yOffset); + + itemMenu = res->itemMenuPrototype; + LoadInventory(); +} + +void BattleState::LoadSpellMenu(vector::size_type index) { + assert(index >= 0 && index < 4); + spellMenus[index].Clear(); + spellMenus[index].Reserve(HeroAt(index).Spells().size()); + for (vector::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) { + bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana()); + spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost()); + } +} + +void BattleState::LoadIkariMenu(vector::size_type index) { + assert(index >= 0 && index < 4); + ikariMenus[index].Clear(); + ikariMenus[index].Reserve(6); + + if (HeroAt(index).HasWeapon()) { + ikariMenus[index].Add( + HeroAt(index).Weapon()->Name(), + HeroAt(index).Weapon(), + HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->weaponMenuIcon, + 0, + HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon); + } + + if (HeroAt(index).HasArmor()) { + ikariMenus[index].Add( + HeroAt(index).Armor()->Name(), + HeroAt(index).Armor(), + HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->armorMenuIcon, + 0, + HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon); + } + + if (HeroAt(index).HasShield()) { + ikariMenus[index].Add( + HeroAt(index).Shield()->Name(), + HeroAt(index).Shield(), + HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->shieldMenuIcon, + 0, + HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon); + } + + if (HeroAt(index).HasHelmet()) { + ikariMenus[index].Add( + HeroAt(index).Helmet()->Name(), + HeroAt(index).Helmet(), + HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->helmetMenuIcon, + 0, + HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon); + } + + if (HeroAt(index).HasRing()) { + ikariMenus[index].Add( + HeroAt(index).Ring()->Name(), + HeroAt(index).Ring(), + HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->ringMenuIcon, + 0, + HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon); + } + + if (HeroAt(index).HasJewel()) { + ikariMenus[index].Add( + HeroAt(index).Jewel()->Name(), + HeroAt(index).Jewel(), + HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->jewelMenuIcon, + 0, + HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon); } } +void BattleState::LoadInventory() { + const Inventory &inv(*res->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(); + } + } + ClearAllAttacks(); +} + void BattleState::ExitState(Application &ctrl, 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)); + // TODO: check for victory or defeat + if (ranAway) { + 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 { + 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::PauseState(Application &ctrl, SDL_Surface *screen) { @@ -71,7 +253,163 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::HandleInput(const Input &input) { +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).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: + BattleState *battle; +}; + +void BattleState::CalculateAttackOrder() { + attackOrder.reserve(monsters.size() + NumHeroes()); + for (int i(0); i < NumHeroes(); ++i) { + attackOrder.push_back(Order(i, false)); + } + for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { + 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; + } +} + +bool BattleState::AttacksFinished() const { + return attackCursor >= int(attackOrder.size()) + || Victory() || Defeat(); +} + +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 + 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 { + 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)) { + 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 { + // 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)); + TargetSelection &ts(ac.Selection()); + if (ts.TargetsEnemies()) { + for (int i(0); i < MaxMonsters(); ++i) { + if (ts.IsBad(i)) { + MonsterAt(i).SubtractHealth(ts.GetAmount(i)); + // TODO: collect reward if dead + } + } + } else { + for (int i(0); i < NumHeroes(); ++i) { + if (ts.IsBad(i)) { + HeroAt(i).SubtractHealth(ts.GetAmount(i)); + } + } + } +} + +AttackChoice &BattleState::CurrentAttackAttackChoice() { + if (CurrentAttack().isMonster) { + return monsterAttacks[CurrentAttack().index]; + } else { + return AttackChoiceAt(CurrentAttack().index); + } +} + +void BattleState::ClearAllAttacks() { + attackCursor = -1; + activeHero = -1; + for (int i(0); i < numHeroes; ++i) { + attackChoices[i] = AttackChoice(this); + } + attackOrder.clear(); + monsterAttacks.clear(); +} + + +void BattleState::HandleEvents(const Input &input) { } @@ -80,15 +418,14 @@ void BattleState::UpdateWorld(float 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 +437,62 @@ 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)) { + // TODO: better solution for running animations + if (monsters[i].AttackAnimation() && monsters[i].AttackAnimation()->Running()) { + monsters[i].AttackAnimation()->DrawCenter(screen, monsterPositions[i] + offset); + } else if (monsters[i].SpellAnimation() && monsters[i].SpellAnimation()->Running()) { + monsters[i].SpellAnimation()->DrawCenter(screen, monsterPositions[i] + offset); + } else { + monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + 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].AttackAnimation() && heroes[i].AttackAnimation()->Running()) { + heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset); + } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) { + heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset); + } else { + int row(heroes[i].Health() > 0 ? 0 : 2); + heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row); + } } } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { - int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight); - int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2); - int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2); - - Point tagPosition[4]; - tagPosition[0] = Point(0, uiOffset); - tagPosition[1] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset); - tagPosition[2] = Point(0, uiOffset + tagHeight + attackTypeMenu.IconHeight()); - tagPosition[3] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight()); - - for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { - heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero); + assert(screen); + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + + for (int i(0); i < numHeroes; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[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); + + for (int i(0); i < numHeroes; ++i) { + smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset); } }