-/*
- * 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;
- // TODO: push battle animation if enemy is faster
+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) {
- ctrl = 0;
+void PerformAttacks::OnExitState(SDL_Surface *screen) {
+ battle->ClearAllAttacks();
}
-void PerformAttacks::ResumeState(Application &ctrl, SDL_Surface *screen) {
- fakeMoveTimer = GraphicsTimers().StartCountdown(850);
+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) {
}
void PerformAttacks::HandleEvents(const Input &input) {
- if (fakeMoveTimer.JustHit()) {
- if (monsters) {
- if (titleBarText) {
- titleBarText = 0;
- ++cursor;
- while (cursor < battle->MaxMonsters() && !battle->MonsterPositionOccupied(cursor)) {
- ++cursor;
+ CheckAnimations();
+ if (HasAnimationsRunning()) return;
+ ResetAnimation();
+ battle->ApplyDamage();
+ battle->NextAttack();
+ if (battle->AttacksFinished()) {
+ Ctrl().PopState();
+ return;
+ }
+
+ battle->CalculateDamage();
+
+ if (battle->CurrentAttack().IsMonster()) {
+ Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
+ titleBarText = monster.Name();
+ targetAnimation = AnimationRunner(monster.MeleeAnimation());
+ moveAnimation = AnimationRunner(monster.AttackAnimation());
+ monster.SetAnimation(moveAnimation);
+ AddNumberAnimations(battle->MonsterAt(battle->CurrentAttack().index).GetAttackChoice().Selection());
+ } else if (battle->CurrentAttack().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());
+
+ switch (ac.GetType()) {
+ case AttackChoice::SWORD:
+ if (hero.HasWeapon()) {
+ titleBarText = hero.Weapon()->Name();
+ targetAnimation = AnimationRunner(hero.Weapon()->AttackAnimation());
+ } else {
+ titleBarText = "Melee attack!";
+ targetAnimation = AnimationRunner(hero.MeleeAnimation());
}
- if (cursor >= battle->MaxMonsters()) {
- battle->ClearAllAttacks();
- ctrl->PopState();
+ moveAnimation = AnimationRunner(hero.AttackAnimation());
+ AddNumberAnimations(ac.Selection());
+ break;
+ case AttackChoice::MAGIC:
+ titleBarText = ac.GetSpell()->Name();
+ moveAnimation = AnimationRunner(hero.SpellAnimation());
+ break;
+ case AttackChoice::DEFEND:
+ titleBarText = "Defends.";
+ moveAnimation.Clear();
+ break;
+ case AttackChoice::IKARI:
+ if (ac.GetItem()->HasIkari()) {
+ titleBarText = ac.GetItem()->GetIkari()->Name();
+ if (ac.GetItem()->GetIkari()->IsMagical()) {
+ moveAnimation = AnimationRunner(hero.SpellAnimation());
+ } else {
+ moveAnimation = AnimationRunner(hero.AttackAnimation());
+ }
}
- } else {
- titleBarText = battle->MonsterAt(cursor).Name();
- }
+ break;
+ case AttackChoice::ITEM:
+ titleBarText = ac.GetItem()->Name();
+ moveAnimation.Clear();
+ break;
+ case AttackChoice::UNDECIDED:
+ titleBarText = "UNDECIDED";
+ moveAnimation.Clear();
+ break;
+ }
+ }
+
+ if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(850);
+ if (moveAnimation.Valid()) {
+ moveAnimation.Start(*this);
+ if (battle->CurrentAttack().IsMonster()) {
+ battle->MonsterAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
+ } else if (battle->CurrentAttack().IsHero()) {
+ battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
} else {
- if (titleBarText) {
- titleBarText = 0;
- ++cursor;
- if (cursor == battle->NumHeroes()) {
- cursor = 0;
- monsters = true;
- }
- } else {
- const AttackChoice &ac(battle->AttackChoiceAt(cursor));
- switch (ac.GetType()) {
- case AttackChoice::SWORD:
- titleBarText = battle->HeroAt(cursor).HasWeapon() ? battle->HeroAt(cursor).Weapon()->Name() : "Gauntlet";
- break;
- case AttackChoice::MAGIC:
- titleBarText = ac.GetSpell()->Name();
- break;
- case AttackChoice::DEFEND:
- titleBarText = "Defends.";
- break;
- case AttackChoice::IKARI:
- titleBarText = ac.GetItem()->HasIkari() ? ac.GetItem()->GetIkari()->Name() : "No Ikari?";
- break;
- case AttackChoice::ITEM:
- titleBarText = ac.GetItem()->Name();
- break;
- case AttackChoice::UNDECIDED:
- titleBarText = "WTF???";
- break;
- }
+ battle->GetCapsule().SetAnimation(moveAnimation);
+ }
+ }
+ if (targetAnimation.Valid()) {
+ targetAnimationTimer = GraphicsTimers().StartCountdown(150);
+ } else {
+ targetAnimationTimer.Clear();
+ }
+}
+
+void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
+ 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->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->MonsterAt(i).Position());
}
}
+ } 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));
+ numberPosition.push_back(
+ 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->HeroAt(i).Position());
+ }
+ }
+ }
+}
+
+void PerformAttacks::CheckAnimations() {
+ if (targetAnimation.Valid() && targetAnimationTimer.JustHit()) {
+ targetAnimation.Start(*this);
+ }
+ if (moveAnimation.Valid() && !moveAnimation.Finished()) return;
+ if (targetAnimation.Valid() && !targetAnimation.Finished()) return;
+ if (moveAnimation.Valid() || targetAnimation.Valid()) {
+ moveAnimation.Clear();
+ targetAnimation.Clear();
+ for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
+ i->Start(*this);
+ }
+ } else {
+ for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
+ i->CheckTimers(*this);
+ }
+ }
+}
+
+bool PerformAttacks::HasAnimationsRunning() const {
+ if (titleBarTimer.Running()) return true;
+ if (moveAnimation.Valid() && moveAnimation.Running()) return true;
+ if (targetAnimation.Valid() && targetAnimation.Running()) return true;
+ for (vector<NumberAnimation>::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
+ if (i->Running()) return true;
+ }
+ return false;
+}
+
+void PerformAttacks::ResetAnimation() {
+ if (moveAnimation.Valid()) {
+ moveAnimation.Clear();
+ if (!battle->CurrentAttack().IsMonster()) {
+ battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
+ }
+ }
+ if (targetAnimation.Valid()) {
+ targetAnimation.Clear();
}
+ titleBarTimer.Clear();
+ numberAnimation.clear();
+ numberPosition.clear();
}
-void PerformAttacks::UpdateWorld(float deltaT) {
+void PerformAttacks::UpdateWorld(Uint32 deltaT) {
}
battle->RenderBackground(screen, offset);
battle->RenderMonsters(screen, offset);
battle->RenderHeroes(screen, offset);
- // render small tags
+ battle->RenderCapsule(screen, offset);
+ battle->RenderSmallHeroTags(screen, offset);
RenderTitleBar(screen, offset);
+ RenderNumbers(screen, offset);
+ RenderTargetAnimation(screen, offset);
}
-void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
- if (!titleBarText) return;
+void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) 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->BackgroundWidth(), height);
+ battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
- Point<int> textPosition(
- (battle->BackgroundWidth() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,
+ 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::RenderNumbers(SDL_Surface *screen, const Vector<int> &offset) 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);
+ }
+ }
+}
+
+void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const math::Vector<int> &offset) const {
+ if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
+ const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
+ 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);
+ }
+ }
+ }
+}
+
}