]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/PerformAttacks.cpp
extracted battle logic into a class
[l2e.git] / src / battle / states / PerformAttacks.cpp
index 9a81e00ccc1b062970761497a2287de524f7c5da..2274cfc10a390a15f3dca0f9f4c3fca936528b85 100644 (file)
@@ -1,22 +1,14 @@
-/*
- * 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) {
-       ctrl = 0;
+void PerformAttacks::OnExitState(SDL_Surface *screen) {
+       battle->ClearAllAttacks();
 }
 
-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());
 }
 
 
@@ -63,97 +72,131 @@ void PerformAttacks::HandleEvents(const Input &input) {
        battle->ApplyDamage();
        battle->NextAttack();
        if (battle->AttacksFinished()) {
-               battle->ClearAllAttacks();
-               ctrl->PopState();
+               Ctrl().PopState();
                return;
        }
 
        battle->CalculateDamage();
 
-       if (battle->CurrentAttack().isMonster) {
-               const Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
+       if (battle->CurrentAttack().IsMonster()) {
+               Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
                titleBarText = monster.Name();
-               moveAnimation = 0;
+               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->AttackChoiceAt(battle->CurrentAttack().index));
+               const AttackChoice &ac(battle->CurrentAttackAttackChoice());
 
                switch (ac.GetType()) {
                        case AttackChoice::SWORD:
                                if (hero.HasWeapon()) {
                                        titleBarText = hero.Weapon()->Name();
-                                       targetAnimation = hero.Weapon()->AttackAnimation();
+                                       targetAnimation = AnimationRunner(hero.Weapon()->AttackAnimation());
                                } else {
                                        titleBarText = "Melee attack!";
-                                       targetAnimation = hero.MeleeAnimation();
-                               }
-                               moveAnimation = hero.AttackAnimation();
-
-                               if (ac.Selection().TargetsEnemies()) {
-                                       for (int i(0); i < battle->MaxMonsters(); ++i) {
-                                               if (ac.Selection().IsSelected(i)) {
-                                                       numberAnimation.push_back(NumberAnimation(ac.Selection().GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
-                                                       numberPosition.push_back(
-                                                                       battle->MonsterPositions()[i]);
-                                               }
-                                       }
-                               } else {
-                                       for (int i(0); i < battle->NumHeroes(); ++i) {
-                                               if (ac.Selection().IsSelected(i)) {
-                                                       numberAnimation.push_back(NumberAnimation(ac.Selection().GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
-                                                       numberPosition.push_back(
-                                                                       battle->HeroesPositions()[i]);
-                                               }
-                                       }
+                                       targetAnimation = AnimationRunner(hero.MeleeAnimation());
                                }
+                               moveAnimation = AnimationRunner(hero.AttackAnimation());
+                               AddNumberAnimations(ac.Selection());
                                break;
                        case AttackChoice::MAGIC:
                                titleBarText = ac.GetSpell()->Name();
-                               moveAnimation = hero.SpellAnimation();
+                               moveAnimation = AnimationRunner(hero.SpellAnimation());
                                break;
                        case AttackChoice::DEFEND:
                                titleBarText = "Defends.";
-                               moveAnimation = 0;
+                               moveAnimation.Clear();
                                break;
                        case AttackChoice::IKARI:
                                if (ac.GetItem()->HasIkari()) {
                                        titleBarText = ac.GetItem()->GetIkari()->Name();
                                        if (ac.GetItem()->GetIkari()->IsMagical()) {
-                                               moveAnimation = hero.SpellAnimation();
+                                               moveAnimation = AnimationRunner(hero.SpellAnimation());
                                        } else {
-                                               moveAnimation = hero.AttackAnimation();
+                                               moveAnimation = AnimationRunner(hero.AttackAnimation());
                                        }
                                }
                                break;
                        case AttackChoice::ITEM:
                                titleBarText = ac.GetItem()->Name();
-                               moveAnimation = 0;
+                               moveAnimation.Clear();
                                break;
                        case AttackChoice::UNDECIDED:
                                titleBarText = "UNDECIDED";
-                               moveAnimation = 0;
+                               moveAnimation.Clear();
                                break;
                }
        }
 
-       if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(1500);
-       if (moveAnimation) moveAnimation->Start(*this);
-       if (targetAnimation) {
+       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);
+               } else if (battle->CurrentAttack().IsHero()) {
+                       battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
+               } else {
+                       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), parent->Res().numberAnimationPrototype, parent->Res().bigNumberSprite));
+                               numberPosition.push_back(
+                                               battle->MonsterAt(i).Position() + parent->ScreenOffset());
+                       } else if (ts.IsGood(i)) {
+                               numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().greenNumberSprite));
+                               numberPosition.push_back(
+                                               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), parent->Res().numberAnimationPrototype, parent->Res().bigNumberSprite));
+                               numberPosition.push_back(
+                                               battle->HeroAt(i).Position() + parent->ScreenOffset());
+                       } else if (ts.IsGood(i)) {
+                               numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().greenNumberSprite));
+                               numberPosition.push_back(
+                                               battle->HeroAt(i).Position() + parent->ScreenOffset());
+                       }
+               }
+       }
+}
+
 void PerformAttacks::CheckAnimations() {
-       if (targetAnimation && targetAnimationTimer.JustHit()) {
-               targetAnimation->Start(*this);
+       if (targetAnimation.Valid() && targetAnimationTimer.JustHit()) {
+               targetAnimation.Start(*this);
        }
-       if (moveAnimation && !moveAnimation->Finished()) return;
-       if (targetAnimation && !targetAnimation->Finished()) return;
-       if (moveAnimation || targetAnimation) {
-               moveAnimation = 0;
-               targetAnimation = 0;
+       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);
                }
@@ -166,8 +209,8 @@ void PerformAttacks::CheckAnimations() {
 
 bool PerformAttacks::HasAnimationsRunning() const {
        if (titleBarTimer.Running()) return true;
-       if (moveAnimation && moveAnimation->Running()) return true;
-       if (targetAnimation && targetAnimation->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;
        }
@@ -175,13 +218,14 @@ bool PerformAttacks::HasAnimationsRunning() const {
 }
 
 void PerformAttacks::ResetAnimation() {
-       if (moveAnimation) {
-               moveAnimation->Stop();
-               moveAnimation = 0;
+       if (moveAnimation.Valid()) {
+               moveAnimation.Clear();
+               if (!battle->CurrentAttack().IsMonster()) {
+                       battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
+               }
        }
-       if (targetAnimation) {
-               targetAnimation->Stop();
-               targetAnimation = 0;
+       if (targetAnimation.Valid()) {
+               targetAnimation.Clear();
        }
        titleBarTimer.Clear();
        numberAnimation.clear();
@@ -189,50 +233,52 @@ void PerformAttacks::ResetAnimation() {
 }
 
 
-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 {
-       if (!targetAnimation || !targetAnimation->Running()) return;
-       if (battle->CurrentAttack().isMonster) return; // no monsters for now
-       const TargetSelection &ts(battle->AttackChoiceAt(battle->CurrentAttack().index).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);
+void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen) 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() + 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());
+                       }
                }
        }
 }