#include "../../common/Ikari.h"
#include "../../common/Item.h"
#include "../../common/Spell.h"
-#include "../../geometry/operators.h"
-#include "../../geometry/Point.h"
#include "../../graphics/Animation.h"
#include "../../graphics/Font.h"
#include "../../graphics/Frame.h"
using app::Application;
using app::Input;
-using geometry::Point;
using geometry::Vector;
using graphics::AnimationRunner;
using std::vector;
namespace battle {
-void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void PerformAttacks::OnEnterState(SDL_Surface *screen) {
battle->CalculateAttackOrder();
numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
numberPosition.reserve(numberAnimation.size());
}
-void PerformAttacks::ExitState(Application &c, SDL_Surface *screen) {
+void PerformAttacks::OnExitState(SDL_Surface *screen) {
battle->ClearAllAttacks();
- ctrl = 0;
}
-void PerformAttacks::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnResumeState(SDL_Surface *screen) {
}
-void PerformAttacks::PauseState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnPauseState(SDL_Surface *screen) {
}
-void PerformAttacks::Resize(int width, int height) {
+void PerformAttacks::OnResize(int width, int height) {
}
battle->ApplyDamage();
battle->NextAttack();
if (battle->AttacksFinished()) {
- ctrl->PopState();
+ Ctrl().PopState();
return;
}
targetAnimation = AnimationRunner(monster.MeleeAnimation());
moveAnimation = AnimationRunner(monster.AttackAnimation());
monster.SetAnimation(moveAnimation);
- AddNumberAnimations(battle->MonsterAttackChoiceAt(battle->CurrentAttack().index).Selection());
+ AddNumberAnimations(battle->MonsterAt(battle->CurrentAttack().index).GetAttackChoice().Selection());
} else {
Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
- const AttackChoice &ac(battle->AttackChoiceAt(battle->CurrentAttack().index));
+ const AttackChoice &ac(battle->HeroAt(battle->CurrentAttack().index).GetAttackChoice());
switch (ac.GetType()) {
case AttackChoice::SWORD:
moveAnimation.Clear();
break;
}
- hero.SetAnimation(moveAnimation);
}
if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(850);
- if (moveAnimation.Valid()) moveAnimation.Start(*this);
+ if (moveAnimation.Valid()) {
+ moveAnimation.Start(*this);
+ if (battle->CurrentAttack().isMonster) {
+ battle->MonsterAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
+ } else {
+ battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
+ }
+ }
if (targetAnimation.Valid()) {
targetAnimationTimer = GraphicsTimers().StartCountdown(150);
} else {
}
void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
- if (ts.TargetsEnemies()) {
+ if (ts.TargetsMonsters()) {
for (int i(0); i < battle->MaxMonsters(); ++i) {
if (ts.IsBad(i)) {
numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
numberPosition.push_back(
- battle->MonsterPositions()[i]);
+ battle->MonsterAt(i).Position());
} else if (ts.IsGood(i)) {
numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
numberPosition.push_back(
- battle->MonsterPositions()[i]);
+ battle->MonsterAt(i).Position());
}
}
} else {
if (ts.IsBad(i)) {
numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
numberPosition.push_back(
- battle->HeroesPositions()[i]);
+ battle->HeroAt(i).Position());
} else if (ts.IsGood(i)) {
numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
numberPosition.push_back(
- battle->HeroesPositions()[i]);
+ battle->HeroAt(i).Position());
}
}
}
if (!titleBarText || !titleBarTimer.Running()) return;
int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
- battle->Res().titleFrame->Draw(screen, Point<int>(offset.X(), offset.Y()), battle->Width(), height);
+ battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
- Point<int> textPosition(
+ Vector<int> textPosition(
(battle->Width() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,
battle->Res().titleFrame->BorderHeight());
battle->Res().titleFont->DrawString(titleBarText, screen, textPosition + offset);
void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
- const vector<Point<int> > &positions(ts.TargetsHeroes() ? battle->HeroesPositions() : battle->MonsterPositions());
- for (vector<Point<int> >::size_type i(0), end(positions.size()); i < end; ++i) {
- if (ts.IsSelected(i)) {
- targetAnimation.DrawCenter(screen, positions[i] + offset);
+ if (ts.TargetsHeroes()) {
+ for (vector<Vector<int> >::size_type i(0), end(battle->NumHeroes()); i < end; ++i) {
+ if (ts.IsSelected(i)) {
+ targetAnimation.DrawCenter(screen, battle->HeroAt(i).Position() + offset);
+ }
+ }
+ } else {
+ for (vector<Vector<int> >::size_type i(0), end(battle->MaxMonsters()); i < end; ++i) {
+ if (ts.IsSelected(i)) {
+ targetAnimation.DrawCenter(screen, battle->MonsterAt(i).Position() + offset);
+ }
}
}
}