]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/PerformAttacks.cpp
switched geometric scalars from floating to fixed
[l2e.git] / src / battle / states / PerformAttacks.cpp
index 2a8f3a53b697a4aecb3e5270c4e7c65d4be69ff9..2f750b2b4149c45d7794d40e6307347211755a94 100644 (file)
 #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;
-       battle->WriteOrder(order);
+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) {
+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) {
 
 }
 
@@ -60,88 +58,129 @@ void PerformAttacks::HandleEvents(const Input &input) {
        CheckAnimations();
        if (HasAnimationsRunning()) return;
        ResetAnimation();
-       AdvanceCursor();
-       if (Finished()) {
-               battle->ClearAllAttacks();
-               ctrl->PopState();
+       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;
+               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(order[cursor].index));
-               const AttackChoice &ac(battle->AttackChoiceAt(order[cursor].index));
+               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 = hero.Weapon()->AttackAnimation();
+                                       targetAnimation = AnimationRunner(hero.Weapon()->AttackAnimation());
                                } else {
                                        titleBarText = "Melee attack!";
-                                       targetAnimation = hero.MeleeAnimation();
-                               }
-                               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()]);
+                                       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);
+       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), 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 && 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);
                }
@@ -154,8 +193,8 @@ 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;
        }
@@ -163,33 +202,22 @@ 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();
        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) {
+void PerformAttacks::UpdateWorld(Uint32 deltaT) {
 
 }
 
@@ -198,6 +226,7 @@ void PerformAttacks::Render(SDL_Surface *screen) {
        battle->RenderBackground(screen, offset);
        battle->RenderMonsters(screen, offset);
        battle->RenderHeroes(screen, offset);
+       battle->RenderCapsule(screen, offset);
        battle->RenderSmallHeroTags(screen, offset);
        RenderTitleBar(screen, offset);
        RenderNumbers(screen, offset);
@@ -208,9 +237,9 @@ void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offs
        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);
+       battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
 
-       Point<int> textPosition(
+       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);
@@ -225,14 +254,20 @@ void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector<int> &offse
        }
 }
 
-void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
-       if (!targetAnimation || !targetAnimation->Running()) return;
-       if (order[cursor].isMonster) return; // no monsters for now
-       const TargetSelection &ts(battle->AttackChoiceAt(order[cursor].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 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);
+                       }
                }
        }
 }