#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 graphics::AnimationRunner;
using std::vector;
namespace battle {
-void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+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) {
+void PerformAttacks::OnExitState(SDL_Surface *screen) {
battle->ClearAllAttacks();
- ctrl = 0;
}
-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) {
}
battle->ApplyDamage();
battle->NextAttack();
if (battle->AttacksFinished()) {
- ctrl->PopState();
+ Ctrl().PopState();
return;
}
battle->CalculateDamage();
- if (battle->CurrentAttack().isMonster) {
+ 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());
if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(850);
if (moveAnimation.Valid()) {
moveAnimation.Start(*this);
- if (battle->CurrentAttack().isMonster) {
+ if (battle->CurrentAttack().IsMonster()) {
battle->MonsterAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
- } else {
+ } else if (battle->CurrentAttack().IsHero()) {
battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
+ } else {
+ battle->GetCapsule().SetAnimation(moveAnimation);
}
}
if (targetAnimation.Valid()) {
void PerformAttacks::ResetAnimation() {
if (moveAnimation.Valid()) {
moveAnimation.Clear();
- if (!battle->CurrentAttack().isMonster) {
+ if (!battle->CurrentAttack().IsMonster()) {
battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
}
}
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);
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);
if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
if (ts.TargetsHeroes()) {
- for (vector<Point<int> >::size_type i(0), end(battle->NumHeroes()); i < end; ++i) {
+ 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<Point<int> >::size_type i(0), end(battle->MaxMonsters()); i < end; ++i) {
+ 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);
}