4 * Created on: Aug 10, 2012
8 #include "PerformAttacks.h"
10 #include "../BattleState.h"
12 #include "../Monster.h"
13 #include "../../app/Application.h"
14 #include "../../app/Input.h"
15 #include "../../common/Ikari.h"
16 #include "../../common/Item.h"
17 #include "../../common/Spell.h"
18 #include "../../geometry/operators.h"
19 #include "../../geometry/Point.h"
20 #include "../../graphics/Animation.h"
21 #include "../../graphics/Font.h"
22 #include "../../graphics/Frame.h"
26 using app::Application;
28 using geometry::Point;
29 using geometry::Vector;
34 void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
36 battle->CalculateAttackOrder();
37 numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
38 numberPosition.reserve(numberAnimation.size());
41 void PerformAttacks::ExitState(Application &c, SDL_Surface *screen) {
42 battle->ClearAllAttacks();
46 void PerformAttacks::ResumeState(Application &ctrl, SDL_Surface *screen) {
50 void PerformAttacks::PauseState(Application &ctrl, SDL_Surface *screen) {
55 void PerformAttacks::Resize(int width, int height) {
60 void PerformAttacks::HandleEvents(const Input &input) {
62 if (HasAnimationsRunning()) return;
64 battle->ApplyDamage();
66 if (battle->AttacksFinished()) {
71 battle->CalculateDamage();
73 if (battle->CurrentAttack().isMonster) {
74 Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
75 titleBarText = monster.Name();
76 moveAnimation = monster.AttackAnimation();
77 targetAnimation = monster.MeleeAnimation();
78 // TODO: add number animations
80 Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
81 const AttackChoice &ac(battle->AttackChoiceAt(battle->CurrentAttack().index));
83 switch (ac.GetType()) {
84 case AttackChoice::SWORD:
85 if (hero.HasWeapon()) {
86 titleBarText = hero.Weapon()->Name();
87 targetAnimation = hero.Weapon()->AttackAnimation();
89 titleBarText = "Melee attack!";
90 targetAnimation = hero.MeleeAnimation();
92 moveAnimation = hero.AttackAnimation();
94 if (ac.Selection().TargetsEnemies()) {
95 for (int i(0); i < battle->MaxMonsters(); ++i) {
96 if (ac.Selection().IsSelected(i)) {
97 numberAnimation.push_back(NumberAnimation(ac.Selection().GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
98 numberPosition.push_back(
99 battle->MonsterPositions()[i]);
103 for (int i(0); i < battle->NumHeroes(); ++i) {
104 if (ac.Selection().IsSelected(i)) {
105 numberAnimation.push_back(NumberAnimation(ac.Selection().GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
106 numberPosition.push_back(
107 battle->HeroesPositions()[i]);
112 case AttackChoice::MAGIC:
113 titleBarText = ac.GetSpell()->Name();
114 moveAnimation = hero.SpellAnimation();
116 case AttackChoice::DEFEND:
117 titleBarText = "Defends.";
120 case AttackChoice::IKARI:
121 if (ac.GetItem()->HasIkari()) {
122 titleBarText = ac.GetItem()->GetIkari()->Name();
123 if (ac.GetItem()->GetIkari()->IsMagical()) {
124 moveAnimation = hero.SpellAnimation();
126 moveAnimation = hero.AttackAnimation();
130 case AttackChoice::ITEM:
131 titleBarText = ac.GetItem()->Name();
134 case AttackChoice::UNDECIDED:
135 titleBarText = "UNDECIDED";
141 if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(1500);
142 if (moveAnimation) moveAnimation->Start(*this);
143 if (targetAnimation) {
144 targetAnimationTimer = GraphicsTimers().StartCountdown(150);
146 targetAnimationTimer.Clear();
150 void PerformAttacks::CheckAnimations() {
151 if (targetAnimation && targetAnimationTimer.JustHit()) {
152 targetAnimation->Start(*this);
154 if (moveAnimation && !moveAnimation->Finished()) return;
155 if (targetAnimation && !targetAnimation->Finished()) return;
156 if (moveAnimation || targetAnimation) {
159 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
163 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
164 i->CheckTimers(*this);
169 bool PerformAttacks::HasAnimationsRunning() const {
170 if (titleBarTimer.Running()) return true;
171 if (moveAnimation && moveAnimation->Running()) return true;
172 if (targetAnimation && targetAnimation->Running()) return true;
173 for (vector<NumberAnimation>::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
174 if (i->Running()) return true;
179 void PerformAttacks::ResetAnimation() {
181 moveAnimation->Stop();
184 if (targetAnimation) {
185 targetAnimation->Stop();
188 titleBarTimer.Clear();
189 numberAnimation.clear();
190 numberPosition.clear();
194 void PerformAttacks::UpdateWorld(float deltaT) {
198 void PerformAttacks::Render(SDL_Surface *screen) {
199 Vector<int> offset(battle->CalculateScreenOffset(screen));
200 battle->RenderBackground(screen, offset);
201 battle->RenderMonsters(screen, offset);
202 battle->RenderHeroes(screen, offset);
203 battle->RenderSmallHeroTags(screen, offset);
204 RenderTitleBar(screen, offset);
205 RenderNumbers(screen, offset);
206 RenderTargetAnimation(screen, offset);
209 void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) const {
210 if (!titleBarText || !titleBarTimer.Running()) return;
212 int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
213 battle->Res().titleFrame->Draw(screen, Point<int>(offset.X(), offset.Y()), battle->Width(), height);
215 Point<int> textPosition(
216 (battle->Width() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,
217 battle->Res().titleFrame->BorderHeight());
218 battle->Res().titleFont->DrawString(titleBarText, screen, textPosition + offset);
221 void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector<int> &offset) const {
222 for (vector<NumberAnimation>::size_type i(0), end(numberAnimation.size()); i < end; ++i) {
223 if (numberAnimation[i].Running()) {
224 Vector<int> align(numberAnimation[i].Width() / -2, numberAnimation[i].Height() * -3 / 4);
225 numberAnimation[i].Draw(screen, numberPosition[i] + align + offset);
230 void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
231 if (!targetAnimation || !targetAnimation->Running()) return;
232 const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
233 const vector<Point<int> > &positions(ts.TargetsHeroes() ? battle->HeroesPositions() : battle->MonsterPositions());
234 for (vector<Point<int> >::size_type i(0), end(positions.size()); i < end; ++i) {
235 if (ts.IsSelected(i)) {
236 targetAnimation->DrawCenter(screen, positions[i] + offset);