X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FPerformAttacks.cpp;h=36b7b1630d41477fa23ba7055ed629ee39078a8c;hb=4c3d420d8fc933d334def034f5d76ba23934479d;hp=6c318aaf04138e86c627a94429dcdec23e260911;hpb=8456b7dac2051bfd2b507a39854c1428eb4d91cd;p=l2e.git diff --git a/src/battle/states/PerformAttacks.cpp b/src/battle/states/PerformAttacks.cpp index 6c318aa..36b7b16 100644 --- a/src/battle/states/PerformAttacks.cpp +++ b/src/battle/states/PerformAttacks.cpp @@ -7,7 +7,6 @@ #include "PerformAttacks.h" -#include "../AttackAnimation.h" #include "../BattleState.h" #include "../Hero.h" #include "../Monster.h" @@ -34,12 +33,13 @@ namespace battle { void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) { ctrl = &c; - battle->WriteOrder(order); + 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) { + battle->ClearAllAttacks(); ctrl = 0; } @@ -58,48 +58,39 @@ void PerformAttacks::Resize(int width, int height) { void PerformAttacks::HandleEvents(const Input &input) { - if (attackAnimation) attackAnimation->Update(); - CheckNumberAnimation(); + CheckAnimations(); if (HasAnimationsRunning()) return; ResetAnimation(); - AdvanceCursor(); - if (Finished()) { - battle->ClearAllAttacks(); + battle->ApplyDamage(); + battle->NextAttack(); + if (battle->AttacksFinished()) { ctrl->PopState(); return; } - if (order[cursor].isMonster) { - const Monster &monster(battle->MonsterAt(order[cursor].index)); + battle->CalculateDamage(); + + if (battle->CurrentAttack().isMonster) { + Monster &monster(battle->MonsterAt(battle->CurrentAttack().index)); titleBarText = monster.Name(); - moveAnimation = 0; + moveAnimation = monster.AttackAnimation(); + targetAnimation = monster.MeleeAnimation(); + AddNumberAnimations(battle->MonsterAttackChoiceAt(battle->CurrentAttack().index).Selection()); } else { - Hero &hero(battle->HeroAt(order[cursor].index)); - const AttackChoice &ac(battle->AttackChoiceAt(order[cursor].index)); + Hero &hero(battle->HeroAt(battle->CurrentAttack().index)); + const AttackChoice &ac(battle->AttackChoiceAt(battle->CurrentAttack().index)); switch (ac.GetType()) { case AttackChoice::SWORD: if (hero.HasWeapon()) { titleBarText = hero.Weapon()->Name(); - moveAnimation = hero.AttackAnimation(); + targetAnimation = hero.Weapon()->AttackAnimation(); } else { titleBarText = "Melee attack!"; - if (hero.MeleeAnimation()) { - moveAnimation = 0; - attackAnimation = hero.MeleeAnimation(); - } else { - moveAnimation = hero.AttackAnimation(); - attackAnimation = 0; - } - } - 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()]); + targetAnimation = hero.MeleeAnimation(); } + moveAnimation = hero.AttackAnimation(); + AddNumberAnimations(ac.Selection()); break; case AttackChoice::MAGIC: titleBarText = ac.GetSpell()->Name(); @@ -130,17 +121,52 @@ void PerformAttacks::HandleEvents(const Input &input) { } } - if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(1500); + if (titleBarText) titleBarTimer = GraphicsTimers().StartCountdown(850); 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::AddNumberAnimations(const TargetSelection &ts) { + if (ts.TargetsEnemies()) { + 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]); + } else if (ts.IsGood(i)) { + numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite)); + numberPosition.push_back( + battle->MonsterPositions()[i]); + } + } + } 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)); + numberPosition.push_back( + battle->HeroesPositions()[i]); + } else if (ts.IsGood(i)) { + numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite)); + numberPosition.push_back( + battle->HeroesPositions()[i]); + } + } + } +} + +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::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) { i->Start(*this); } @@ -154,6 +180,7 @@ 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::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) { if (i->Running()) return true; } @@ -161,25 +188,19 @@ 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(); } -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) { @@ -193,10 +214,10 @@ 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 &offset) { +void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector &offset) const { if (!titleBarText || !titleBarTimer.Running()) return; int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight()); @@ -208,7 +229,7 @@ void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector &offs battle->Res().titleFont->DrawString(titleBarText, screen, textPosition + offset); } -void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector &offset) { +void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector &offset) const { for (vector::size_type i(0), end(numberAnimation.size()); i < end; ++i) { if (numberAnimation[i].Running()) { Vector align(numberAnimation[i].Width() / -2, numberAnimation[i].Height() * -3 / 4); @@ -217,4 +238,15 @@ void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector &offse } } +void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector &offset) const { + if (!targetAnimation || !targetAnimation->Running()) return; + const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection()); + const vector > &positions(ts.TargetsHeroes() ? battle->HeroesPositions() : battle->MonsterPositions()); + for (vector >::size_type i(0), end(positions.size()); i < end; ++i) { + if (ts.IsSelected(i)) { + targetAnimation->DrawCenter(screen, positions[i] + offset); + } + } +} + }