-/*
- * PerformAttacks.cpp
- *
- * Created on: Aug 10, 2012
- * Author: holy
- */
-
#include "PerformAttacks.h"
#include "../BattleState.h"
#include "../Hero.h"
#include "../Monster.h"
+#include "../TargetSelection.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
#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 math::Vector;
using graphics::AnimationRunner;
using std::vector;
namespace battle {
-void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+PerformAttacks::PerformAttacks(Battle *battle, BattleState *parent)
+: battle(battle)
+, parent(parent)
+, moveAnimation(0)
+, targetAnimation(0)
+, titleBarText(0)
+, cursor(-1) {
+
+}
+
+
+void PerformAttacks::OnEnterState(SDL_Surface *screen) {
battle->CalculateAttackOrder();
- numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
+ numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1
+ ? battle->MaxMonsters()
+ : battle->NumHeroes() + 1);
numberPosition.reserve(numberAnimation.size());
+ OnResize(screen->w, screen->h);
}
-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) {
+ const Resources &res = parent->Res();
+ framePosition = parent->ScreenOffset();
+ frameSize = Vector<int>(
+ parent->Width(),
+ res.titleFrame->BorderHeight() * 2 + res.titleFont->CharHeight());
}
battle->ApplyDamage();
battle->NextAttack();
if (battle->AttacksFinished()) {
- ctrl->PopState();
+ Ctrl().PopState();
return;
}
battle->CalculateDamage();
+ const Battle::Order &attack = battle->CurrentAttack();
- if (battle->CurrentAttack().isMonster) {
- Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
+ if (attack.IsMonster()) {
+ Monster &monster(battle->MonsterAt(attack.index));
titleBarText = monster.Name();
targetAnimation = AnimationRunner(monster.MeleeAnimation());
moveAnimation = AnimationRunner(monster.AttackAnimation());
monster.SetAnimation(moveAnimation);
- AddNumberAnimations(battle->MonsterAt(battle->CurrentAttack().index).GetAttackChoice().Selection());
+ AddNumberAnimations(monster.GetAttackChoice().Selection());
+ } else if (attack.IsCapsule()) {
+ Capsule &capsule(battle->GetCapsule());
+ titleBarText = capsule.Name();
+ targetAnimation = AnimationRunner(capsule.MeleeAnimation());
+ moveAnimation = AnimationRunner(capsule.AttackAnimation());
+ capsule.SetAnimation(moveAnimation);
+ AddNumberAnimations(capsule.GetAttackChoice().Selection());
} else {
- Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
- const AttackChoice &ac(battle->HeroAt(battle->CurrentAttack().index).GetAttackChoice());
+ Hero &hero(battle->HeroAt(attack.index));
+ const AttackChoice &ac(hero.GetAttackChoice());
switch (ac.GetType()) {
case AttackChoice::SWORD:
}
}
- if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(850);
+ if (titleBarText) {
+ titleBarTimer = GraphicsTimers().StartCountdown(850);
+ textPosition = parent->ScreenOffset() + Vector<int>(
+ (parent->Width() - std::strlen(titleBarText) * parent->Res().titleFont->CharWidth()) / 2,
+ parent->Res().titleFrame->BorderHeight());
+ }
if (moveAnimation.Valid()) {
moveAnimation.Start(*this);
- if (battle->CurrentAttack().isMonster) {
- battle->MonsterAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
+ if (attack.IsMonster()) {
+ battle->MonsterAt(attack.index).SetAnimation(moveAnimation);
+ } else if (attack.IsHero()) {
+ battle->HeroAt(attack.index).SetAnimation(moveAnimation);
} else {
- battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
+ battle->GetCapsule().SetAnimation(moveAnimation);
}
}
if (targetAnimation.Valid()) {
}
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));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().bigNumberSprite));
numberPosition.push_back(
- battle->MonsterPositions()[i]);
+ battle->MonsterAt(i).Position() + parent->ScreenOffset());
} else if (ts.IsGood(i)) {
- numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().greenNumberSprite));
numberPosition.push_back(
- battle->MonsterPositions()[i]);
+ battle->MonsterAt(i).Position() + parent->ScreenOffset());
}
}
} else {
for (int i(0); i < battle->NumHeroes(); ++i) {
if (ts.IsBad(i)) {
- numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().bigNumberSprite));
numberPosition.push_back(
- battle->HeroAt(i).Position());
+ battle->HeroAt(i).Position() + parent->ScreenOffset());
} else if (ts.IsGood(i)) {
- numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().greenNumberSprite));
numberPosition.push_back(
- battle->HeroAt(i).Position());
+ battle->HeroAt(i).Position() + parent->ScreenOffset());
}
}
}
void PerformAttacks::ResetAnimation() {
if (moveAnimation.Valid()) {
moveAnimation.Clear();
- if (!battle->CurrentAttack().isMonster) {
+ if (!battle->CurrentAttack().IsMonster()) {
battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
}
}
}
-void PerformAttacks::UpdateWorld(float deltaT) {
+void PerformAttacks::UpdateWorld(Uint32 deltaT) {
}
void PerformAttacks::Render(SDL_Surface *screen) {
- Vector<int> offset(battle->CalculateScreenOffset(screen));
- battle->RenderBackground(screen, offset);
- battle->RenderMonsters(screen, offset);
- battle->RenderHeroes(screen, offset);
- battle->RenderSmallHeroTags(screen, offset);
- RenderTitleBar(screen, offset);
- RenderNumbers(screen, offset);
- RenderTargetAnimation(screen, offset);
+ parent->RenderBackground(screen);
+ parent->RenderMonsters(screen);
+ parent->RenderHeroes(screen);
+ parent->RenderCapsule(screen);
+ parent->RenderSmallHeroTags(screen);
+ RenderTitleBar(screen);
+ RenderNumbers(screen);
+ RenderTargetAnimation(screen);
}
-void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) const {
+void PerformAttacks::RenderTitleBar(SDL_Surface *screen) const {
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);
+ parent->Res().titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
- Point<int> textPosition(
- (battle->Width() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,
- battle->Res().titleFrame->BorderHeight());
- battle->Res().titleFont->DrawString(titleBarText, screen, textPosition + offset);
+ parent->Res().titleFont->DrawString(titleBarText, screen, textPosition);
}
-void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector<int> &offset) const {
+void PerformAttacks::RenderNumbers(SDL_Surface *screen) const {
for (vector<NumberAnimation>::size_type i(0), end(numberAnimation.size()); i < end; ++i) {
if (numberAnimation[i].Running()) {
Vector<int> align(numberAnimation[i].Width() / -2, numberAnimation[i].Height() * -3 / 4);
- numberAnimation[i].Draw(screen, numberPosition[i] + align + offset);
+ numberAnimation[i].Draw(screen, numberPosition[i] + align);
}
}
}
-void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen) const {
if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
- for (vector<Point<int> >::size_type i(0), end(ts.TargetsHeroes() ? battle->NumHeroes() : battle->MaxMonsters()); i < end; ++i) {
- if (ts.IsSelected(i)) {
- targetAnimation.DrawCenter(screen, (ts.TargetsHeroes() ? battle->HeroAt(i).Position() : battle->MonsterPositions()[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() + parent->ScreenOffset());
+ }
+ }
+ } 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() + parent->ScreenOffset());
+ }
}
}
}