]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/PerformAttacks.cpp
added capsule mockup (battle)
[l2e.git] / src / battle / states / PerformAttacks.cpp
index 44831791d2c749695cc83716d099178c6f552f67..fac7cdf855aa42a4c8422f38e5ebd715afd52608 100644 (file)
 #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) {
 
 }
 
@@ -65,7 +61,7 @@ void PerformAttacks::HandleEvents(const Input &input) {
        battle->ApplyDamage();
        battle->NextAttack();
        if (battle->AttacksFinished()) {
-               ctrl->PopState();
+               Ctrl().PopState();
                return;
        }
 
@@ -140,7 +136,7 @@ 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));
@@ -221,6 +217,7 @@ void PerformAttacks::Render(SDL_Surface *screen) {
        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);
@@ -231,9 +228,9 @@ void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offs
        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);
@@ -252,13 +249,13 @@ void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::
        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);
                        }