X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=95f2f118d9e618f45b928180bad1698240b0969d;hb=d4609ba1798d82cce128b5985d60cb212b760246;hp=db221b43324293f29d1fe3e8df0303c2878f6945;hpb=8f6a2452408f4ae35396cd7008a6fab0ecb03a46;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index db221b4..95f2f11 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -21,6 +21,7 @@ #include "../graphics/Sprite.h" #include +#include #include using app::Application; @@ -103,6 +104,7 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { } 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) { @@ -112,6 +114,7 @@ void BattleState::LoadSpellMenu(vector::size_type index) { } void BattleState::LoadIkariMenu(vector::size_type index) { + assert(index >= 0 && index < 4); ikariMenus[index].Clear(); ikariMenus[index].Reserve(6); @@ -213,6 +216,17 @@ 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)); } else { @@ -220,16 +234,22 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { } } -void BattleState::PauseState(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) { -void BattleState::ClearAllAttacks() { - activeHero = -1; - for (int i(0); i < numHeroes; ++i) { - attackChoices[i] = AttackChoice(this); - } } @@ -237,23 +257,155 @@ 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: BattleState *battle; }; -void BattleState::WriteOrder(std::vector &order) { - order.reserve(monsters.size() + NumHeroes()); - for (int i(0); i < numHeroes; ++i) { - order.push_back(Order(i, false)); +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) { - order.push_back(Order(i, true)); + 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; + } + } + } } - std::sort(order.begin(), order.end(), OrderCompare(this)); +} + +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(); } @@ -266,12 +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); } 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; @@ -283,25 +437,37 @@ 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) { + assert(screen); for (int i(0); i < numHeroes; ++i) { if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) { - heroes[i].AttackAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset); + heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset); } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) { - heroes[i].SpellAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset); + heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset); } else { int row(heroes[i].Health() > 0 ? 0 : 2); - heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row); + heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row); } } } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + assert(screen); int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); @@ -311,6 +477,7 @@ void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) } 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);