X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=e72fbf94fc6c17b2a441881ed38de540d7fa9539;hb=9d5e525f2bd9035e9add815e287313d09c1bf0fd;hp=dcad8b2322d3c12197e3a308438da6556bddc294;hpb=a01c2f05b5a6493d7fe097eb15e5337a095992ae;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index dcad8b2..e72fbf9 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -213,6 +213,17 @@ 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 { @@ -220,6 +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) { } @@ -229,8 +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: @@ -264,29 +289,95 @@ void BattleState::NextAttack() { void BattleState::CalculateDamage() { 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); + for (int i(0); i < NumHeroes(); ++i) { + if (HeroAt(i).Health() > 0) { + const Stats &defenderStats(HeroAt(i).GetStats()); + Uint16 damage(CalculateDamage(attackerStats, defenderStats)); + monsterAttacks[CurrentAttack().index].Selection().SetBad(0, damage); + break; + } + } } else { + const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats()); TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection()); + bool hitSome(false); if (ts.TargetsEnemies()) { - for (int i(0); i < NumHeroes(); ++i) { + for (int i(0); i < MaxMonsters(); ++i) { if (ts.IsSelected(i)) { - ts.SetBad(i, 15); + 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); + } } } - } else { + if (hitSome) return; for (int i(0); i < MaxMonsters(); ++i) { - if (ts.IsSelected(i) && MonsterAt(i).Health() > 0) { - ts.SetBad(i, 15); + 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)); + } + } + } else { + for (int i(0); i < NumHeroes(); ++i) { + if (ts.IsBad(i)) { + HeroAt(i).SubtractHealth(ts.GetAmount(i)); + } + } + } +} + void BattleState::ClearAllAttacks() { attackCursor = -1; activeHero = -1; @@ -325,7 +416,9 @@ 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); + } } }