X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=fe1b309a3a65b36543de7d8585290f6503b9139f;hb=9718062e6ed305d9f8f1674ff172079688e78088;hp=cc38de237da120164584ec9ce2026267bac468cc;hpb=509ef53f0adeb204167aabe1715f3a230f8c59fe;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index cc38de2..fe1b309 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,11 +8,30 @@ #include "BattleState.h" #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; @@ -25,17 +44,303 @@ void BattleState::AddMonster(const Monster &m) { monsters.push_back(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; +} + +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]); +} + + +void BattleState::Resize(int w, int h) { + +} + void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { - monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); + for (int i(0); i < 4; ++i) { + heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h); + heroes[i].SpellMenu() = res->spellMenuPrototype; + heroes[i].UpdateSpellMenu(); + heroes[i].IkariMenu() = res->ikariMenuPrototype; + heroes[i].UpdateIkariMenu(res); + heroTags[i] = HeroTag(this, i); + smallHeroTags[i] = SmallHeroTag(this, i); + } + + for (int i(0); i < int(monsters.size()); ++i) { + monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h); + } + + 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::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) { + 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) { + } -void BattleState::ExitState() { +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)); + MonsterAt(i).GetAttackChoice() = AttackChoice(this); + } + 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 (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 ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice()); + 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 ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice()); + TargetSelection &ts(ac.Selection()); + if (ts.TargetsEnemies()) { + 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() { + if (CurrentAttack().isMonster) { + return MonsterAt(CurrentAttack().index).GetAttackChoice(); + } else { + return HeroAt(CurrentAttack().index).GetAttackChoice(); + } +} + +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); + } + attackOrder.clear(); } -void BattleState::HandleEvent(const SDL_Event &) { +void BattleState::HandleEvents(const Input &input) { } @@ -44,10 +349,76 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { - // TODO: center background if screen bigger - SDL_BlitSurface(background, 0, screen, 0); + 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; + destRect.x = offset.X(); + destRect.y = offset.Y(); + destRect.w = background->w; + destRect.h = background->h; + SDL_BlitSurface(background, 0, screen, &destRect); +} + +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()->Draw(screen, monsterPositions[i]); + if (MonsterPositionOccupied(i)) { + if (monsters[i].GetAnimation().Running()) { + monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset); + } else { + monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset); + } + } + } +} + +void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { + assert(screen); + for (int i(0); i < numHeroes; ++i) { + if (heroes[i].GetAnimation().Running()) { + heroes[i].GetAnimation().DrawCenter(screen, heroes[i].Position() + offset); + } else { + int row(heroes[i].Health() > 0 ? 0 : 2); + heroes[i].Sprite()->DrawCenter(screen, heroes[i].Position() + 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); + + 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); } }