1 #include "PerformAttacks.h"
3 #include "../BattleState.h"
5 #include "../Monster.h"
6 #include "../TargetSelection.h"
7 #include "../../app/Application.h"
8 #include "../../app/Input.h"
9 #include "../../common/Ikari.h"
10 #include "../../common/Item.h"
11 #include "../../common/Spell.h"
12 #include "../../graphics/Animation.h"
13 #include "../../graphics/Font.h"
14 #include "../../graphics/Frame.h"
18 using app::Application;
21 using graphics::AnimationRunner;
26 void PerformAttacks::OnEnterState(SDL_Surface *screen) {
27 battle->CalculateAttackOrder();
28 numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
29 numberPosition.reserve(numberAnimation.size());
30 OnResize(screen->w, screen->h);
33 void PerformAttacks::OnExitState(SDL_Surface *screen) {
34 battle->ClearAllAttacks();
37 void PerformAttacks::OnResumeState(SDL_Surface *screen) {
41 void PerformAttacks::OnPauseState(SDL_Surface *screen) {
46 void PerformAttacks::OnResize(int width, int height) {
47 const Resources &res = battle->Res();
48 framePosition = battle->ScreenOffset();
49 frameSize = Vector<int>(
51 res.titleFrame->BorderHeight() * 2 + res.titleFont->CharHeight());
55 void PerformAttacks::HandleEvents(const Input &input) {
57 if (HasAnimationsRunning()) return;
59 battle->ApplyDamage();
61 if (battle->AttacksFinished()) {
66 battle->CalculateDamage();
68 if (battle->CurrentAttack().IsMonster()) {
69 Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
70 titleBarText = monster.Name();
71 targetAnimation = AnimationRunner(monster.MeleeAnimation());
72 moveAnimation = AnimationRunner(monster.AttackAnimation());
73 monster.SetAnimation(moveAnimation);
74 AddNumberAnimations(battle->MonsterAt(battle->CurrentAttack().index).GetAttackChoice().Selection());
75 } else if (battle->CurrentAttack().IsCapsule()) {
76 Capsule &capsule(battle->GetCapsule());
77 titleBarText = capsule.Name();
78 targetAnimation = AnimationRunner(capsule.MeleeAnimation());
79 moveAnimation = AnimationRunner(capsule.AttackAnimation());
80 capsule.SetAnimation(moveAnimation);
81 AddNumberAnimations(capsule.GetAttackChoice().Selection());
83 Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
84 const AttackChoice &ac(battle->HeroAt(battle->CurrentAttack().index).GetAttackChoice());
86 switch (ac.GetType()) {
87 case AttackChoice::SWORD:
88 if (hero.HasWeapon()) {
89 titleBarText = hero.Weapon()->Name();
90 targetAnimation = AnimationRunner(hero.Weapon()->AttackAnimation());
92 titleBarText = "Melee attack!";
93 targetAnimation = AnimationRunner(hero.MeleeAnimation());
95 moveAnimation = AnimationRunner(hero.AttackAnimation());
96 AddNumberAnimations(ac.Selection());
98 case AttackChoice::MAGIC:
99 titleBarText = ac.GetSpell()->Name();
100 moveAnimation = AnimationRunner(hero.SpellAnimation());
102 case AttackChoice::DEFEND:
103 titleBarText = "Defends.";
104 moveAnimation.Clear();
106 case AttackChoice::IKARI:
107 if (ac.GetItem()->HasIkari()) {
108 titleBarText = ac.GetItem()->GetIkari()->Name();
109 if (ac.GetItem()->GetIkari()->IsMagical()) {
110 moveAnimation = AnimationRunner(hero.SpellAnimation());
112 moveAnimation = AnimationRunner(hero.AttackAnimation());
116 case AttackChoice::ITEM:
117 titleBarText = ac.GetItem()->Name();
118 moveAnimation.Clear();
120 case AttackChoice::UNDECIDED:
121 titleBarText = "UNDECIDED";
122 moveAnimation.Clear();
128 titleBarTimer = GraphicsTimers().StartCountdown(850);
129 textPosition = battle->ScreenOffset() + Vector<int>(
130 (battle->Width() - std::strlen(titleBarText) * battle->Res().titleFont->CharWidth()) / 2,
131 battle->Res().titleFrame->BorderHeight());
133 if (moveAnimation.Valid()) {
134 moveAnimation.Start(*this);
135 if (battle->CurrentAttack().IsMonster()) {
136 battle->MonsterAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
137 } else if (battle->CurrentAttack().IsHero()) {
138 battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
140 battle->GetCapsule().SetAnimation(moveAnimation);
143 if (targetAnimation.Valid()) {
144 targetAnimationTimer = GraphicsTimers().StartCountdown(150);
146 targetAnimationTimer.Clear();
150 void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
151 if (ts.TargetsMonsters()) {
152 for (int i(0); i < battle->MaxMonsters(); ++i) {
154 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
155 numberPosition.push_back(
156 battle->MonsterAt(i).Position() + battle->ScreenOffset());
157 } else if (ts.IsGood(i)) {
158 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
159 numberPosition.push_back(
160 battle->MonsterAt(i).Position() + battle->ScreenOffset());
164 for (int i(0); i < battle->NumHeroes(); ++i) {
166 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
167 numberPosition.push_back(
168 battle->HeroAt(i).Position() + battle->ScreenOffset());
169 } else if (ts.IsGood(i)) {
170 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
171 numberPosition.push_back(
172 battle->HeroAt(i).Position() + battle->ScreenOffset());
178 void PerformAttacks::CheckAnimations() {
179 if (targetAnimation.Valid() && targetAnimationTimer.JustHit()) {
180 targetAnimation.Start(*this);
182 if (moveAnimation.Valid() && !moveAnimation.Finished()) return;
183 if (targetAnimation.Valid() && !targetAnimation.Finished()) return;
184 if (moveAnimation.Valid() || targetAnimation.Valid()) {
185 moveAnimation.Clear();
186 targetAnimation.Clear();
187 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
191 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
192 i->CheckTimers(*this);
197 bool PerformAttacks::HasAnimationsRunning() const {
198 if (titleBarTimer.Running()) return true;
199 if (moveAnimation.Valid() && moveAnimation.Running()) return true;
200 if (targetAnimation.Valid() && targetAnimation.Running()) return true;
201 for (vector<NumberAnimation>::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
202 if (i->Running()) return true;
207 void PerformAttacks::ResetAnimation() {
208 if (moveAnimation.Valid()) {
209 moveAnimation.Clear();
210 if (!battle->CurrentAttack().IsMonster()) {
211 battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
214 if (targetAnimation.Valid()) {
215 targetAnimation.Clear();
217 titleBarTimer.Clear();
218 numberAnimation.clear();
219 numberPosition.clear();
223 void PerformAttacks::UpdateWorld(Uint32 deltaT) {
227 void PerformAttacks::Render(SDL_Surface *screen) {
228 battle->RenderBackground(screen);
229 battle->RenderMonsters(screen);
230 battle->RenderHeroes(screen);
231 battle->RenderCapsule(screen);
232 battle->RenderSmallHeroTags(screen);
233 RenderTitleBar(screen);
234 RenderNumbers(screen);
235 RenderTargetAnimation(screen);
238 void PerformAttacks::RenderTitleBar(SDL_Surface *screen) const {
239 if (!titleBarText || !titleBarTimer.Running()) return;
241 battle->Res().titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
243 battle->Res().titleFont->DrawString(titleBarText, screen, textPosition);
246 void PerformAttacks::RenderNumbers(SDL_Surface *screen) const {
247 for (vector<NumberAnimation>::size_type i(0), end(numberAnimation.size()); i < end; ++i) {
248 if (numberAnimation[i].Running()) {
249 Vector<int> align(numberAnimation[i].Width() / -2, numberAnimation[i].Height() * -3 / 4);
250 numberAnimation[i].Draw(screen, numberPosition[i] + align);
255 void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen) const {
256 if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
257 const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
258 if (ts.TargetsHeroes()) {
259 for (vector<Vector<int> >::size_type i(0), end(battle->NumHeroes()); i < end; ++i) {
260 if (ts.IsSelected(i)) {
261 targetAnimation.DrawCenter(screen, battle->HeroAt(i).Position() + battle->ScreenOffset());
265 for (vector<Vector<int> >::size_type i(0), end(battle->MaxMonsters()); i < end; ++i) {
266 if (ts.IsSelected(i)) {
267 targetAnimation.DrawCenter(screen, battle->MonsterAt(i).Position() + battle->ScreenOffset());