]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/PerformAttacks.cpp
alternate approach to battle animation
[l2e.git] / src / battle / states / PerformAttacks.cpp
index 6c318aaf04138e86c627a94429dcdec23e260911..498014a551d68b8fd81494989a8de44cc558a350 100644 (file)
@@ -7,7 +7,6 @@
 
 #include "PerformAttacks.h"
 
-#include "../AttackAnimation.h"
 #include "../BattleState.h"
 #include "../Hero.h"
 #include "../Monster.h"
@@ -58,8 +57,7 @@ void PerformAttacks::Resize(int width, int height) {
 
 
 void PerformAttacks::HandleEvents(const Input &input) {
-       if (attackAnimation) attackAnimation->Update();
-       CheckNumberAnimation();
+       CheckAnimations();
        if (HasAnimationsRunning()) return;
        ResetAnimation();
        AdvanceCursor();
@@ -81,17 +79,12 @@ void PerformAttacks::HandleEvents(const Input &input) {
                        case AttackChoice::SWORD:
                                if (hero.HasWeapon()) {
                                        titleBarText = hero.Weapon()->Name();
-                                       moveAnimation = hero.AttackAnimation();
                                } else {
                                        titleBarText = "Melee attack!";
-                                       if (hero.MeleeAnimation()) {
-                                               moveAnimation = 0;
-                                               attackAnimation = hero.MeleeAnimation();
-                                       } else {
-                                               moveAnimation = hero.AttackAnimation();
-                                               attackAnimation = 0;
-                                       }
                                }
+                               moveAnimation = hero.AttackAnimation();
+                               targetAnimation = hero.MeleeAnimation();
+
                                numberAnimation.push_back(NumberAnimation(15, battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
                                if (ac.Selection().TargetsEnemies()) {
                                        numberPosition.push_back(
@@ -132,15 +125,22 @@ void PerformAttacks::HandleEvents(const Input &input) {
 
        if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(1500);
        if (moveAnimation) moveAnimation->Start(*this);
-       if (attackAnimation) attackAnimation->Start(battle, this);
+       if (targetAnimation) {
+               targetAnimationTimer = GraphicsTimers().StartCountdown(150);
+       } else {
+               targetAnimationTimer.Clear();
+       }
 }
 
-void PerformAttacks::CheckNumberAnimation() {
-       if (moveAnimation && moveAnimation->Running()) return;
-       if (attackAnimation && !attackAnimation->Finished()) return;
-       if (moveAnimation || attackAnimation) {
+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;
-               attackAnimation = 0;
+               targetAnimation = 0;
                for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
                        i->Start(*this);
                }
@@ -154,6 +154,7 @@ void PerformAttacks::CheckNumberAnimation() {
 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;
        }
@@ -161,8 +162,14 @@ bool PerformAttacks::HasAnimationsRunning() const {
 }
 
 void PerformAttacks::ResetAnimation() {
-       if (moveAnimation) moveAnimation->Stop();
-       if (attackAnimation) attackAnimation = 0;
+       if (moveAnimation) {
+               moveAnimation->Stop();
+               moveAnimation = 0;
+       }
+       if (targetAnimation) {
+               targetAnimation->Stop();
+               targetAnimation = 0;
+       }
        titleBarTimer.Clear();
        numberAnimation.clear();
        numberPosition.clear();
@@ -193,10 +200,10 @@ void PerformAttacks::Render(SDL_Surface *screen) {
        battle->RenderSmallHeroTags(screen, offset);
        RenderTitleBar(screen, offset);
        RenderNumbers(screen, offset);
-       if (attackAnimation) attackAnimation->Render(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());
@@ -208,7 +215,7 @@ void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offs
        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);
@@ -217,4 +224,16 @@ 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);
+               }
+       }
+}
+
 }