X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=a17732ca8c612c0c3bc810d46c73050e491e46d6;hb=087783315ac5955c17bb3b051c9351f321653df6;hp=57ff3270d170daab546e8c51c461bcb6195b5ba3;hpb=eb2ad5ffd08128d31af32f3929a3295fcfa251e9;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 57ff327..a17732c 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -34,41 +34,15 @@ using std::vector; namespace battle { void BattleState::AddMonster(const Monster &m) { - if (monsters.size() >= monstersLayout->NumPositions()) { - throw std::overflow_error("too many monsters for layout"); - } - monsters.push_back(m); + battle.AddMonster(m); } void BattleState::AddHero(const Hero &h) { - if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) { - throw std::overflow_error("too many heroes for layout"); - } - heroes[numHeroes] = h; - ++numHeroes; + battle.AddHero(h); } void BattleState::SetCapsule(const Capsule &c) { - capsule = c; -} - -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]); + battle.SetCapsule(c); } @@ -81,19 +55,20 @@ 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); + Hero &hero = HeroAt(i); + hero.Position() = battle.HeroesLayout().CalculatePosition(i, background->w, background->h); + hero.SpellMenu() = *res->spellMenuProperties; + hero.UpdateSpellMenu(); + hero.IkariMenu() = *res->ikariMenuProperties; + hero.UpdateIkariMenu(res); heroTags[i] = HeroTag(this, i); smallHeroTags[i] = SmallHeroTag(this, i); } - capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h); + battle.GetCapsule().Position() = battle.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); + for (int i(0); i < battle.NumMonsters(); ++i) { + MonsterAt(i).Position() = battle.MonstersLayout().CalculatePosition(i, background->w, background->h); } int tagHeight(attackTypeMenu.Height()); @@ -117,7 +92,7 @@ void BattleState::OnEnterState(SDL_Surface *screen) { itemMenu = *res->itemMenuProperties; LoadInventory(); - ClearAllAttacks(); + battle.ClearAllAttacks(); } void BattleState::LoadInventory() { @@ -143,253 +118,26 @@ void BattleState::OnResumeState(SDL_Surface *screen) { Ctrl().PopState(); // quit the battle scene return; } - if (Victory()) { + if (battle.Victory()) { Ctrl().PopState(); return; } - if (Defeat()) { + if (battle.Defeat()) { Ctrl().PopState(); return; } // TODO: this should not push a state while quitting - if (AttackSelectionDone()) { - Ctrl().PushState(new PerformAttacks(this)); + if (battle.AttackSelectionDone()) { + Ctrl().PushState(new PerformAttacks(&battle, this)); } else { - Ctrl().PushState(new SelectMoveAction(this)); + Ctrl().PushState(new SelectMoveAction(&battle, 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::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()); - - 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::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) { } @@ -418,12 +166,13 @@ void BattleState::RenderBackground(SDL_Surface *screen) { void BattleState::RenderMonsters(SDL_Surface *screen) { assert(screen); - for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - if (MonsterPositionOccupied(i)) { - if (monsters[i].GetAnimation().Running()) { - monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset); + for (vector::size_type i(0), end(battle.NumMonsters()); i < end; ++i) { + if (battle.MonsterPositionOccupied(i)) { + Monster &monster(battle.MonsterAt(i)); + if (monster.GetAnimation().Running()) { + monster.GetAnimation().DrawCenter(screen, monster.Position() + offset); } else { - monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset); + monster.Sprite()->DrawCenter(screen, monster.Position() + offset); } } } @@ -431,17 +180,19 @@ void BattleState::RenderMonsters(SDL_Surface *screen) { void BattleState::RenderHeroes(SDL_Surface *screen) { assert(screen); - for (int i(0); i < numHeroes; ++i) { - if (heroes[i].GetAnimation().Running()) { - heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset); + for (int i(0); i < NumHeroes(); ++i) { + Hero &hero(battle.HeroAt(i)); + if (hero.GetAnimation().Running()) { + hero.GetAnimation().DrawCenter(screen, hero.Position() + offset); } else { - int row(heroes[i].Health() > 0 ? 0 : 2); - heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + offset, 1, row); + int row(hero.Health() > 0 ? 0 : 2); + hero.Sprite()->DrawCenter(screen, hero.Position() + offset, 1, row); } } } void BattleState::RenderCapsule(SDL_Surface *screen) { + const Capsule &capsule(battle.GetCapsule()); if (!capsule.Active() || capsule.Health() <= 0) return; if (capsule.GetAnimation().Running()) { capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset); @@ -455,8 +206,8 @@ void BattleState::RenderHeroTags(SDL_Surface *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); + for (int i(0); i < battle.NumHeroes(); ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, battle.IsActiveHero(i)); } } @@ -475,7 +226,7 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen) { rect.h -= res->normalFont->CharHeight() / 4; SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format)); - for (int i(0); i < numHeroes; ++i) { + for (int i(0); i < battle.NumHeroes(); ++i) { smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset); } }