void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
- battle->WriteOrder(order);
+ 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) {
+ battle->ClearAllAttacks();
ctrl = 0;
}
void PerformAttacks::HandleEvents(const Input &input) {
- CheckNumberAnimation();
+ CheckAnimations();
if (HasAnimationsRunning()) return;
ResetAnimation();
- AdvanceCursor();
- if (Finished()) {
- battle->ClearAllAttacks();
+ battle->ApplyDamage();
+ battle->NextAttack();
+ if (battle->AttacksFinished()) {
ctrl->PopState();
return;
}
- if (order[cursor].isMonster) {
- const Monster &monster(battle->MonsterAt(order[cursor].index));
+ battle->CalculateDamage();
+
+ if (battle->CurrentAttack().isMonster) {
+ Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
titleBarText = monster.Name();
- moveAnimation = 0;
+ moveAnimation = monster.AttackAnimation();
+ targetAnimation = monster.MeleeAnimation();
+ AddNumberAnimations(battle->MonsterAttackChoiceAt(battle->CurrentAttack().index).Selection());
} else {
- Hero &hero(battle->HeroAt(order[cursor].index));
- const AttackChoice &ac(battle->AttackChoiceAt(order[cursor].index));
+ Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
+ const AttackChoice &ac(battle->AttackChoiceAt(battle->CurrentAttack().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()]);
+ if (hero.HasWeapon()) {
+ titleBarText = hero.Weapon()->Name();
+ targetAnimation = hero.Weapon()->AttackAnimation();
} else {
- numberPosition.push_back(
- battle->HeroesPositions()[ac.Selection().SingleSelection()]);
+ titleBarText = "Melee attack!";
+ targetAnimation = hero.MeleeAnimation();
}
+ moveAnimation = hero.AttackAnimation();
+ AddNumberAnimations(ac.Selection());
break;
case AttackChoice::MAGIC:
titleBarText = ac.GetSpell()->Name();
if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(1500);
if (moveAnimation) moveAnimation->Start(*this);
+ if (targetAnimation) {
+ targetAnimationTimer = GraphicsTimers().StartCountdown(150);
+ } else {
+ targetAnimationTimer.Clear();
+ }
}
-void PerformAttacks::CheckNumberAnimation() {
- if (moveAnimation && moveAnimation->Running()) return;
- if (!moveAnimation || moveAnimation->JustFinished()) {
+void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
+ if (ts.TargetsEnemies()) {
+ 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]);
+ } else if (ts.IsGood(i)) {
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
+ numberPosition.push_back(
+ battle->MonsterPositions()[i]);
+ }
+ }
+ } 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->HeroesPositions()[i]);
+ } else if (ts.IsGood(i)) {
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
+ numberPosition.push_back(
+ battle->HeroesPositions()[i]);
+ }
+ }
+ }
+}
+
+void PerformAttacks::CheckAnimations() {
+ if (targetAnimation && targetAnimationTimer.JustHit()) {
+ targetAnimation->Start(*this);
+ }
+ if (moveAnimation && !moveAnimation->Finished()) return;
+ if (targetAnimation && !targetAnimation->Finished()) return;
+ if (moveAnimation || targetAnimation) {
+ moveAnimation = 0;
+ targetAnimation = 0;
for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
i->Start(*this);
}
bool PerformAttacks::HasAnimationsRunning() const {
if (titleBarTimer.Running()) return true;
if (moveAnimation && moveAnimation->Running()) return true;
+ if (targetAnimation && targetAnimation->Running()) return true;
for (vector<NumberAnimation>::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
if (i->Running()) return true;
}
}
void PerformAttacks::ResetAnimation() {
- if (moveAnimation) moveAnimation->Stop();
+ if (moveAnimation) {
+ moveAnimation->Stop();
+ moveAnimation = 0;
+ }
+ if (targetAnimation) {
+ targetAnimation->Stop();
+ targetAnimation = 0;
+ }
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->RenderSmallHeroTags(screen, offset);
RenderTitleBar(screen, offset);
RenderNumbers(screen, offset);
+ RenderTargetAnimation(screen, offset);
}
-void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
+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, 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) {
+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);
}
}
+void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ if (!targetAnimation || !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);
+ }
+ }
+}
+
}