#include "../../common/Spell.h"
#include "../../geometry/operators.h"
#include "../../geometry/Point.h"
+#include "../../graphics/Animation.h"
#include "../../graphics/Font.h"
#include "../../graphics/Frame.h"
-#include "../../graphics/SimpleAnimation.h"
#include <cstring>
using app::Input;
using geometry::Point;
using geometry::Vector;
-using graphics::SimpleAnimation;
+using std::vector;
namespace battle {
void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
- // TODO: push battle animation if enemy is faster
+ battle->WriteOrder(order);
+ 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::ResumeState(Application &ctrl, SDL_Surface *screen) {
- fakeMoveTimer = GraphicsTimers().StartCountdown(850);
+
}
void PerformAttacks::PauseState(Application &ctrl, SDL_Surface *screen) {
void PerformAttacks::HandleEvents(const Input &input) {
- if (fakeMoveTimer.JustHit()) {
- if (monsters) {
- if (titleBarText) {
- titleBarText = 0;
- ++cursor;
- while (cursor < battle->MaxMonsters() && !battle->MonsterPositionOccupied(cursor)) {
- ++cursor;
- }
- if (cursor >= battle->MaxMonsters()) {
- battle->ClearAllAttacks();
- ctrl->PopState();
- }
- } else {
- if (cursor == 0) {
- battle->HeroAnimationAt(battle->NumHeroes() - 1).Stop();
- }
- titleBarText = battle->MonsterAt(cursor).Name();
- }
- } else {
- const AttackChoice &ac(battle->AttackChoiceAt(cursor));
- if (titleBarText) {
- titleBarText = 0;
-
- switch (ac.GetType()) {
- case AttackChoice::SWORD:
- battle->HeroAnimationAt(cursor) = SimpleAnimation(
- battle->HeroAt(cursor).Sprite(),
- battle->HeroAt(cursor).AttackFrameTime(),
- battle->HeroAt(cursor).AttackFrames(), 2);
- break;
- case AttackChoice::MAGIC:
- battle->HeroAnimationAt(cursor) = SimpleAnimation(
- battle->HeroAt(cursor).Sprite(),
- battle->HeroAt(cursor).SpellFrameTime(),
- battle->HeroAt(cursor).SpellFrames(), 3);
- break;
- case AttackChoice::DEFEND:
- break;
- case AttackChoice::IKARI:
- if (ac.GetItem()->HasIkari()) {
- if (ac.GetItem()->GetIkari()->IsMagical()) {
- battle->HeroAnimationAt(cursor) = SimpleAnimation(
- battle->HeroAt(cursor).Sprite(),
- battle->HeroAt(cursor).SpellFrameTime(),
- battle->HeroAt(cursor).SpellFrames(), 3);
- } else {
- battle->HeroAnimationAt(cursor) = SimpleAnimation(
- battle->HeroAt(cursor).Sprite(),
- battle->HeroAt(cursor).AttackFrameTime(),
- battle->HeroAt(cursor).AttackFrames(), 2);
- }
- }
- break;
- case AttackChoice::ITEM:
- break;
- case AttackChoice::UNDECIDED:
- break;
- }
- battle->HeroAnimationAt(cursor).Start(*this);
+ CheckNumberAnimation();
+ if (HasAnimationsRunning()) return;
+ ResetAnimation();
+ AdvanceCursor();
+ if (Finished()) {
+ battle->ClearAllAttacks();
+ ctrl->PopState();
+ return;
+ }
- ++cursor;
- if (cursor == battle->NumHeroes()) {
- cursor = 0;
- monsters = true;
+ if (order[cursor].isMonster) {
+ const Monster &monster(battle->MonsterAt(order[cursor].index));
+ titleBarText = monster.Name();
+ moveAnimation = 0;
+ } else {
+ Hero &hero(battle->HeroAt(order[cursor].index));
+ const AttackChoice &ac(battle->AttackChoiceAt(order[cursor].index));
+
+ switch (ac.GetType()) {
+ case AttackChoice::SWORD:
+ titleBarText = hero.HasWeapon() ? hero.Weapon()->Name() : "Melee attack!";
+ moveAnimation = hero.AttackAnimation();
+ numberAnimation.push_back(NumberAnimation(15, battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
+ if (ac.Selection().TargetsEnemies()) {
+ numberPosition.push_back(
+ battle->MonsterPositions()[ac.Selection().SingleSelection()]);
+ } else {
+ numberPosition.push_back(
+ battle->HeroesPositions()[ac.Selection().SingleSelection()]);
}
- } else {
- if (cursor > 0) {
- battle->HeroAnimationAt(cursor - 1).Stop();
+ break;
+ case AttackChoice::MAGIC:
+ titleBarText = ac.GetSpell()->Name();
+ moveAnimation = hero.SpellAnimation();
+ break;
+ case AttackChoice::DEFEND:
+ titleBarText = "Defends.";
+ moveAnimation = 0;
+ break;
+ case AttackChoice::IKARI:
+ if (ac.GetItem()->HasIkari()) {
+ titleBarText = ac.GetItem()->GetIkari()->Name();
+ if (ac.GetItem()->GetIkari()->IsMagical()) {
+ moveAnimation = hero.SpellAnimation();
+ } else {
+ moveAnimation = hero.AttackAnimation();
+ }
}
- 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;
- }
- }
+ break;
+ case AttackChoice::ITEM:
+ titleBarText = ac.GetItem()->Name();
+ moveAnimation = 0;
+ break;
+ case AttackChoice::UNDECIDED:
+ titleBarText = "UNDECIDED";
+ moveAnimation = 0;
+ break;
+ }
+ }
+
+ if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(1500);
+ if (moveAnimation) moveAnimation->Start(*this);
+}
+
+void PerformAttacks::CheckNumberAnimation() {
+ if (moveAnimation && moveAnimation->Running()) return;
+ if (!moveAnimation || moveAnimation->JustFinished()) {
+ 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 && moveAnimation->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) moveAnimation->Stop();
+ titleBarTimer.Clear();
+ numberAnimation.clear();
+ numberPosition.clear();
+}
+
+void PerformAttacks::AdvanceCursor() {
+ ++cursor;
+ while (cursor < int(order.size())) {
+ if (order[cursor].isMonster) {
+ if (battle->MonsterAt(order[cursor].index).Health() > 0) break;
+ } else {
+ if (battle->HeroAt(order[cursor].index).Health() > 0) break;
+ }
+ ++cursor;
+ }
+}
+
void PerformAttacks::UpdateWorld(float deltaT) {
battle->RenderHeroes(screen, offset);
battle->RenderSmallHeroTags(screen, offset);
RenderTitleBar(screen, offset);
+ RenderNumbers(screen, offset);
}
void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
- if (!titleBarText) return;
+ 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, Point<int>(offset.X(), offset.Y()), battle->Width(), height);
Point<int> textPosition(
- (battle->BackgroundWidth() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,
+ (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) {
+ 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);
+ }
+ }
+}
+
}