using app::Input;
using geometry::Point;
using geometry::Vector;
+using std::vector;
namespace battle {
void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
battle->WriteOrder(order);
+ 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::HandleEvents(const Input &input) {
- if (titleBarTimer.Running() || (moveAnimation && moveAnimation->Running())) return;
-
- if (moveAnimation) moveAnimation->Stop();
- titleBarTimer.Clear();
-
- ++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;
- }
-
- if (cursor >= int(order.size())) {
+ CheckNumberAnimation();
+ if (HasAnimationsRunning()) return;
+ ResetAnimation();
+ AdvanceCursor();
+ if (Finished()) {
battle->ClearAllAttacks();
ctrl->PopState();
return;
case AttackChoice::SWORD:
titleBarText = hero.HasWeapon() ? hero.Weapon()->Name() : "Melee attack!";
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()]);
+ }
break;
case AttackChoice::MAGIC:
titleBarText = ac.GetSpell()->Name();
}
}
- titleBarTimer = GraphicsTimers().StartCountdown(1500);
+ if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(1500);
if (moveAnimation) moveAnimation->Start(*this);
}
+void PerformAttacks::CheckNumberAnimation() {
+ if (moveAnimation && moveAnimation->Running()) return;
+ if (!moveAnimation || moveAnimation->JustFinished()) {
+ for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
+ i->Start(*this);
+ }
+ } else {
+ for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
+ i->CheckTimers(*this);
+ }
+ }
+}
+
+bool PerformAttacks::HasAnimationsRunning() const {
+ if (titleBarTimer.Running()) return true;
+ if (moveAnimation && moveAnimation->Running()) return true;
+ for (vector<NumberAnimation>::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
+ if (i->Running()) return true;
+ }
+ return false;
+}
+
+void PerformAttacks::ResetAnimation() {
+ if (moveAnimation) moveAnimation->Stop();
+ 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) {
battle->RenderHeroes(screen, offset);
battle->RenderSmallHeroTags(screen, offset);
RenderTitleBar(screen, offset);
+ RenderNumbers(screen, offset);
}
void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
battle->Res().titleFont->DrawString(titleBarText, screen, textPosition + offset);
}
+void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector<int> &offset) {
+ 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);
+ }
+ }
+}
+
}