]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/PerformAttacks.cpp
cached some of the battle coordinates
[l2e.git] / src / battle / states / PerformAttacks.cpp
index 0faecf9b5ead48f334e663c0817cb185abb1311f..92e5185cf70488a5ce8baf9a330011ef7ba51934 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;
+void PerformAttacks::OnEnterState(SDL_Surface *screen) {
        battle->CalculateAttackOrder();
        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) {
+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) {
+       const Resources &res = battle->Res();
+       framePosition = battle->ScreenOffset();
+       frameSize = Vector<int>(
+                       battle->Width(),
+                       res.titleFrame->BorderHeight() * 2 + res.titleFont->CharHeight());
 }
 
 
@@ -65,19 +59,26 @@ void PerformAttacks::HandleEvents(const Input &input) {
        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->MonsterAttackChoiceAt(battle->CurrentAttack().index).Selection());
+               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());
@@ -123,13 +124,20 @@ void PerformAttacks::HandleEvents(const Input &input) {
                }
        }
 
-       if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(850);
+       if (titleBarText) {
+               titleBarTimer = GraphicsTimers().StartCountdown(850);
+               textPosition = battle->ScreenOffset() + Vector<int>(
+                               (battle->Width() - std::strlen(titleBarText) * battle->Res().titleFont->CharWidth()) / 2,
+                               battle->Res().titleFrame->BorderHeight());
+       }
        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()) {
@@ -140,16 +148,16 @@ void PerformAttacks::HandleEvents(const Input &input) {
 }
 
 void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
-       if (ts.TargetsEnemies()) {
+       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->MonsterPositions()[i]);
+                                               battle->MonsterAt(i).Position() + battle->ScreenOffset());
                        } else if (ts.IsGood(i)) {
                                numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
                                numberPosition.push_back(
-                                               battle->MonsterPositions()[i]);
+                                               battle->MonsterAt(i).Position() + battle->ScreenOffset());
                        }
                }
        } else {
@@ -157,11 +165,11 @@ void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
                        if (ts.IsBad(i)) {
                                numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
                                numberPosition.push_back(
-                                               battle->HeroesPositions()[i]);
+                                               battle->HeroAt(i).Position() + battle->ScreenOffset());
                        } else if (ts.IsGood(i)) {
                                numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
                                numberPosition.push_back(
-                                               battle->HeroesPositions()[i]);
+                                               battle->HeroAt(i).Position() + battle->ScreenOffset());
                        }
                }
        }
@@ -199,7 +207,7 @@ bool PerformAttacks::HasAnimationsRunning() const {
 void PerformAttacks::ResetAnimation() {
        if (moveAnimation.Valid()) {
                moveAnimation.Clear();
-               if (!battle->CurrentAttack().isMonster) {
+               if (!battle->CurrentAttack().IsMonster()) {
                        battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
                }
        }
@@ -212,49 +220,52 @@ 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);
+       battle->RenderBackground(screen);
+       battle->RenderMonsters(screen);
+       battle->RenderHeroes(screen);
+       battle->RenderCapsule(screen);
+       battle->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);
+       battle->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);
+       battle->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 {
+void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen) const {
        if (!targetAnimation.Valid() || !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);
+       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() + battle->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() + battle->ScreenOffset());
+                       }
                }
        }
 }