X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=b7017c98824246b1251d8431d7223ea31e98055b;hb=2a3e39f2960bd359dfc8df8f439281dec30c633a;hp=3dea5b4c5f40c9cad6f88ce6055df1d90ae0b84e;hpb=51c5ffb4958968827b93624f7849c1b7d3a1eacb;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 3dea5b4..b7017c9 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; @@ -73,9 +74,9 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); for (int i(0); i < 4; ++i) { - spellMenus[i] = res->spellMenuPrototype; + heroes[i].SpellMenu() = res->spellMenuPrototype; LoadSpellMenu(i); - ikariMenus[i] = res->ikariMenuPrototype; + heroes[i].IkariMenu() = res->ikariMenuPrototype; LoadIkariMenu(i); heroTags[i] = HeroTag(this, i); smallHeroTags[i] = SmallHeroTag(this, i); @@ -103,20 +104,22 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { } void BattleState::LoadSpellMenu(vector::size_type index) { - spellMenus[index].Clear(); - spellMenus[index].Reserve(HeroAt(index).Spells().size()); + assert(index >= 0 && index < 4); + heroes[index].SpellMenu().Clear(); + heroes[index].SpellMenu().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()); + heroes[index].SpellMenu().Add((*i)->Name(), *i, enabled, 0, (*i)->Cost()); } } void BattleState::LoadIkariMenu(vector::size_type index) { - ikariMenus[index].Clear(); - ikariMenus[index].Reserve(6); + assert(index >= 0 && index < 4); + heroes[index].IkariMenu().Clear(); + heroes[index].IkariMenu().Reserve(6); if (HeroAt(index).HasWeapon()) { - ikariMenus[index].Add( + heroes[index].IkariMenu().Add( HeroAt(index).Weapon()->Name(), HeroAt(index).Weapon(), HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(), @@ -124,11 +127,11 @@ void BattleState::LoadIkariMenu(vector::size_type index) { 0, HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : ""); } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon); + heroes[index].IkariMenu().Add(res->noEquipmentText, 0, false, res->weaponMenuIcon); } if (HeroAt(index).HasArmor()) { - ikariMenus[index].Add( + heroes[index].IkariMenu().Add( HeroAt(index).Armor()->Name(), HeroAt(index).Armor(), HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(), @@ -136,11 +139,11 @@ void BattleState::LoadIkariMenu(vector::size_type index) { 0, HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : ""); } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon); + heroes[index].IkariMenu().Add(res->noEquipmentText, 0, false, res->armorMenuIcon); } if (HeroAt(index).HasShield()) { - ikariMenus[index].Add( + heroes[index].IkariMenu().Add( HeroAt(index).Shield()->Name(), HeroAt(index).Shield(), HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(), @@ -148,11 +151,11 @@ void BattleState::LoadIkariMenu(vector::size_type index) { 0, HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : ""); } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon); + heroes[index].IkariMenu().Add(res->noEquipmentText, 0, false, res->shieldMenuIcon); } if (HeroAt(index).HasHelmet()) { - ikariMenus[index].Add( + heroes[index].IkariMenu().Add( HeroAt(index).Helmet()->Name(), HeroAt(index).Helmet(), HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(), @@ -160,11 +163,11 @@ void BattleState::LoadIkariMenu(vector::size_type index) { 0, HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : ""); } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon); + heroes[index].IkariMenu().Add(res->noEquipmentText, 0, false, res->helmetMenuIcon); } if (HeroAt(index).HasRing()) { - ikariMenus[index].Add( + heroes[index].IkariMenu().Add( HeroAt(index).Ring()->Name(), HeroAt(index).Ring(), HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(), @@ -172,11 +175,11 @@ void BattleState::LoadIkariMenu(vector::size_type index) { 0, HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : ""); } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon); + heroes[index].IkariMenu().Add(res->noEquipmentText, 0, false, res->ringMenuIcon); } if (HeroAt(index).HasJewel()) { - ikariMenus[index].Add( + heroes[index].IkariMenu().Add( HeroAt(index).Jewel()->Name(), HeroAt(index).Jewel(), HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(), @@ -184,7 +187,7 @@ void BattleState::LoadIkariMenu(vector::size_type index) { 0, HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : ""); } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon); + heroes[index].IkariMenu().Add(res->noEquipmentText, 0, false, res->jewelMenuIcon); } } @@ -208,7 +211,6 @@ void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { } void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { - // TODO: check for victory or defeat if (ranAway) { ctrl.PopState(); // quit the battle scene return; @@ -254,8 +256,8 @@ 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: @@ -264,7 +266,7 @@ class OrderCompare { void BattleState::CalculateAttackOrder() { attackOrder.reserve(monsters.size() + NumHeroes()); - for (int i(0); i < numHeroes; ++i) { + 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) { @@ -276,6 +278,10 @@ void BattleState::CalculateAttackOrder() { } void BattleState::NextAttack() { + if (Victory() || Defeat()) { + attackCursor = attackOrder.size(); + return; + } ++attackCursor; while (attackCursor < int(attackOrder.size())) { if (attackOrder[attackCursor].isMonster) { @@ -287,21 +293,40 @@ void BattleState::NextAttack() { } } +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 - 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)) { if (MonsterAt(i).Health() > 0) { - ts.SetBad(i, 15); + const Stats &defenderStats(MonsterAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); hitSome = true; } else { ts.Unselect(i); @@ -311,7 +336,9 @@ void BattleState::CalculateDamage() { if (hitSome) return; for (int i(0); i < MaxMonsters(); ++i) { if (MonsterAt(i).Health() > 0) { - ts.SetBad(i, 15); + const Stats &defenderStats(MonsterAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); break; } } @@ -319,7 +346,9 @@ void BattleState::CalculateDamage() { for (int i(0); i < NumHeroes(); ++i) { if (ts.IsSelected(i)) { if (HeroAt(i).Health() > 0) { - ts.SetBad(i, 15); + const Stats &defenderStats(HeroAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); hitSome = true; } else { ts.Unselect(i); @@ -329,7 +358,9 @@ void BattleState::CalculateDamage() { if (hitSome) return; for (int i(0); i < NumHeroes(); ++i) { if (HeroAt(i).Health() > 0) { - ts.SetBad(i, 15); + const Stats &defenderStats(HeroAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + ts.SetBad(i, damage); break; } } @@ -337,30 +368,49 @@ void BattleState::CalculateDamage() { } } +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) { + Monster &monster(MonsterAt(i)); if (ts.IsBad(i)) { - MonsterAt(i).SubtractHealth(ts.GetAmount(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)) { - HeroAt(i).SubtractHealth(ts.GetAmount(i)); + hero.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); + heroes[i].GetAttackChoice() = AttackChoice(this); } attackOrder.clear(); monsterAttacks.clear(); @@ -376,12 +426,14 @@ 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; @@ -393,19 +445,23 @@ 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) { if (MonsterPositionOccupied(i)) { - monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset); + if (monsters[i].GetAnimation().Running()) { + monsters[i].GetAnimation().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()->DrawCenter(screen, heroesPositions[i] + offset); - } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) { - heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset); + if (heroes[i].GetAnimation().Running()) { + heroes[i].GetAnimation().DrawCenter(screen, heroesPositions[i] + offset); } else { int row(heroes[i].Health() > 0 ? 0 : 2); heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row); @@ -414,6 +470,7 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + assert(screen); int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); @@ -423,6 +480,7 @@ 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);