X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=fe821fc416ad6999a30e314858f9ca84da1ab885;hb=0f5f8a6eaa938f88fd3d1e92dec2462b30840e21;hp=1b4401065e9d2c17cc1e8961c8941e1dc00d7c08;hpb=e559a146d268996a3367e370213b09a3b190e0bc;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 1b44010..fe821fc 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -21,6 +21,8 @@ #include "../graphics/Sprite.h" #include +#include +#include #include using app::Application; @@ -32,6 +34,7 @@ using geometry::Point; using geometry::Vector; using graphics::Menu; +using std::rand; using std::vector; namespace battle { @@ -58,6 +61,13 @@ void BattleState::NextHero() { } } +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]); @@ -70,29 +80,32 @@ void BattleState::Resize(int w, int h) { 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; - LoadSpellMenu(i); - ikariMenus[i] = res->ikariMenuPrototype; - LoadIkariMenu(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((BackgroundWidth() - 2 * tagWidth) / 2); - heroTagPositions[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); - heroTagPositions[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); - heroTagPositions[2] = Point(xOffset, BackgroundHeight() - tagHeight); - heroTagPositions[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + 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 = (BackgroundWidth() - 4 * tagWidth) / 2; - int yOffset(BackgroundHeight() - tagHeight); + 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); @@ -102,92 +115,6 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { LoadInventory(); } -void BattleState::LoadSpellMenu(vector::size_type index) { - 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) { - bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana()); - spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost()); - } -} - -void BattleState::LoadIkariMenu(vector::size_type index) { - ikariMenus[index].Clear(); - ikariMenus[index].Reserve(6); - - if (HeroAt(index).HasWeapon()) { - ikariMenus[index].Add( - HeroAt(index).Weapon()->Name(), - HeroAt(index).Weapon(), - HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->weaponMenuIcon, - 0, - HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon); - } - - if (HeroAt(index).HasArmor()) { - ikariMenus[index].Add( - HeroAt(index).Armor()->Name(), - HeroAt(index).Armor(), - HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->armorMenuIcon, - 0, - HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon); - } - - if (HeroAt(index).HasShield()) { - ikariMenus[index].Add( - HeroAt(index).Shield()->Name(), - HeroAt(index).Shield(), - HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->shieldMenuIcon, - 0, - HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon); - } - - if (HeroAt(index).HasHelmet()) { - ikariMenus[index].Add( - HeroAt(index).Helmet()->Name(), - HeroAt(index).Helmet(), - HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->helmetMenuIcon, - 0, - HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon); - } - - if (HeroAt(index).HasRing()) { - ikariMenus[index].Add( - HeroAt(index).Ring()->Name(), - HeroAt(index).Ring(), - HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->ringMenuIcon, - 0, - HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon); - } - - if (HeroAt(index).HasJewel()) { - ikariMenus[index].Add( - HeroAt(index).Jewel()->Name(), - HeroAt(index).Jewel(), - HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(), - res->jewelMenuIcon, - 0, - HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : ""); - } else { - ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon); - } -} - void BattleState::LoadInventory() { const Inventory &inv(*res->inventory); itemMenu.Clear(); @@ -208,11 +135,21 @@ 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; } + 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 +157,220 @@ 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) { } +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() { + if (CurrentAttack().isMonster) { + DecideMonsterAttack(MonsterAt(CurrentAttack().index)); + } + AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice()); + if (ac.GetType() == AttackChoice::DEFEND) return; + TargetSelection &ts(ac.Selection()); + + // TODO: this only evaluates SWORD type attacks + if (CurrentAttack().isMonster) { + const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats()); + 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); + } else { + ts.Unselect(i); + } + } + } + } 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); + } else { + ts.Unselect(i); + } + } + } + } + } else { + const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats()); + 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; + } + } + } + } +} + +void BattleState::DecideMonsterAttack(Monster &m) { + AttackChoice &ac(m.GetAttackChoice()); + TargetSelection &ts(ac.Selection()); + ac.Reset(); + // TODO: run monster's attack script + int target(rand() % NumHeroes()); + while (!HeroPositionOccupied(target)) { + target = rand() % NumHeroes(); + } + ac.SetType(AttackChoice::SWORD); + ts.SelectHeroes(); + ts.SetSingle(); + ts.Select(target); +} + +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) { - attackChoices[i] = AttackChoice(this); + 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(); } @@ -242,12 +383,14 @@ 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; @@ -259,23 +402,32 @@ 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)) { + 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 (HeroAnimationAt(i).Running()) { - HeroAnimationAt(i).DrawCenterBottom(screen, heroesPositions[i] + offset); + 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()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row); + 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); @@ -285,13 +437,14 @@ 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); SDL_Rect rect; rect.x = offset.X(); - rect.y = offset.Y() + BackgroundHeight() - tagHeight; - rect.w = BackgroundWidth(); + 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;