namespace battle {
+PerformAttacks::PerformAttacks(Battle *battle, BattleState *parent)
+: battle(battle)
+, parent(parent)
+, moveAnimation(0)
+, targetAnimation(0)
+, titleBarText(0)
+, cursor(-1) {
+
+}
+
+
void PerformAttacks::OnEnterState(SDL_Surface *screen) {
battle->CalculateAttackOrder();
- numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
+ numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1
+ ? battle->MaxMonsters()
+ : battle->NumHeroes() + 1);
numberPosition.reserve(numberAnimation.size());
OnResize(screen->w, screen->h);
}
void PerformAttacks::OnResize(int width, int height) {
- const Resources &res = battle->Res();
- framePosition = battle->ScreenOffset();
+ const Resources &res = parent->Res();
+ framePosition = parent->ScreenOffset();
frameSize = Vector<int>(
- battle->Width(),
+ parent->Width(),
res.titleFrame->BorderHeight() * 2 + res.titleFont->CharHeight());
}
}
battle->CalculateDamage();
+ const Battle::Order &attack = battle->CurrentAttack();
- if (battle->CurrentAttack().IsMonster()) {
- Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
+ if (attack.IsMonster()) {
+ Monster &monster(battle->MonsterAt(attack.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()) {
+ AddNumberAnimations(monster.GetAttackChoice().Selection());
+ } else if (attack.IsCapsule()) {
Capsule &capsule(battle->GetCapsule());
titleBarText = capsule.Name();
targetAnimation = AnimationRunner(capsule.MeleeAnimation());
capsule.SetAnimation(moveAnimation);
AddNumberAnimations(capsule.GetAttackChoice().Selection());
} else {
- Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
- const AttackChoice &ac(battle->HeroAt(battle->CurrentAttack().index).GetAttackChoice());
+ Hero &hero(battle->HeroAt(attack.index));
+ const AttackChoice &ac(hero.GetAttackChoice());
switch (ac.GetType()) {
case AttackChoice::SWORD:
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());
+ textPosition = parent->ScreenOffset() + Vector<int>(
+ (parent->Width() - std::strlen(titleBarText) * parent->Res().titleFont->CharWidth()) / 2,
+ parent->Res().titleFrame->BorderHeight());
}
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);
+ if (attack.IsMonster()) {
+ battle->MonsterAt(attack.index).SetAnimation(moveAnimation);
+ } else if (attack.IsHero()) {
+ battle->HeroAt(attack.index).SetAnimation(moveAnimation);
} else {
battle->GetCapsule().SetAnimation(moveAnimation);
}
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));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().bigNumberSprite));
numberPosition.push_back(
- battle->MonsterAt(i).Position() + battle->ScreenOffset());
+ battle->MonsterAt(i).Position() + parent->ScreenOffset());
} else if (ts.IsGood(i)) {
- numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().greenNumberSprite));
numberPosition.push_back(
- battle->MonsterAt(i).Position() + battle->ScreenOffset());
+ battle->MonsterAt(i).Position() + parent->ScreenOffset());
}
}
} 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));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().bigNumberSprite));
numberPosition.push_back(
- battle->HeroAt(i).Position() + battle->ScreenOffset());
+ battle->HeroAt(i).Position() + parent->ScreenOffset());
} else if (ts.IsGood(i)) {
- numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
+ numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), parent->Res().numberAnimationPrototype, parent->Res().greenNumberSprite));
numberPosition.push_back(
- battle->HeroAt(i).Position() + battle->ScreenOffset());
+ battle->HeroAt(i).Position() + parent->ScreenOffset());
}
}
}
}
void PerformAttacks::Render(SDL_Surface *screen) {
- battle->RenderBackground(screen);
- battle->RenderMonsters(screen);
- battle->RenderHeroes(screen);
- battle->RenderCapsule(screen);
- battle->RenderSmallHeroTags(screen);
+ parent->RenderBackground(screen);
+ parent->RenderMonsters(screen);
+ parent->RenderHeroes(screen);
+ parent->RenderCapsule(screen);
+ parent->RenderSmallHeroTags(screen);
RenderTitleBar(screen);
RenderNumbers(screen);
RenderTargetAnimation(screen);
void PerformAttacks::RenderTitleBar(SDL_Surface *screen) const {
if (!titleBarText || !titleBarTimer.Running()) return;
- battle->Res().titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
+ parent->Res().titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
- battle->Res().titleFont->DrawString(titleBarText, screen, textPosition);
+ parent->Res().titleFont->DrawString(titleBarText, screen, textPosition);
}
void PerformAttacks::RenderNumbers(SDL_Surface *screen) const {
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());
+ targetAnimation.DrawCenter(screen, battle->HeroAt(i).Position() + parent->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());
+ targetAnimation.DrawCenter(screen, battle->MonsterAt(i).Position() + parent->ScreenOffset());
}
}
}