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[l2e.git] / src / battle / states / PerformAttacks.cpp
1 #include "PerformAttacks.h"
2
3 #include "../BattleState.h"
4 #include "../Hero.h"
5 #include "../Monster.h"
6 #include "../TargetSelection.h"
7 #include "../../app/Application.h"
8 #include "../../app/Input.h"
9 #include "../../common/Ikari.h"
10 #include "../../common/Item.h"
11 #include "../../common/Spell.h"
12 #include "../../graphics/Animation.h"
13 #include "../../graphics/Font.h"
14 #include "../../graphics/Frame.h"
15
16 #include <cstring>
17
18 using app::Application;
19 using app::Input;
20 using math::Vector;
21 using graphics::AnimationRunner;
22 using std::vector;
23
24 namespace battle {
25
26 void PerformAttacks::OnEnterState(SDL_Surface *screen) {
27         battle->CalculateAttackOrder();
28         numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
29         numberPosition.reserve(numberAnimation.size());
30         OnResize(screen->w, screen->h);
31 }
32
33 void PerformAttacks::OnExitState(SDL_Surface *screen) {
34         battle->ClearAllAttacks();
35 }
36
37 void PerformAttacks::OnResumeState(SDL_Surface *screen) {
38
39 }
40
41 void PerformAttacks::OnPauseState(SDL_Surface *screen) {
42
43 }
44
45
46 void PerformAttacks::OnResize(int width, int height) {
47         const Resources &res = battle->Res();
48         framePosition = battle->ScreenOffset();
49         frameSize = Vector<int>(
50                         battle->Width(),
51                         res.titleFrame->BorderHeight() * 2 + res.titleFont->CharHeight());
52 }
53
54
55 void PerformAttacks::HandleEvents(const Input &input) {
56         CheckAnimations();
57         if (HasAnimationsRunning()) return;
58         ResetAnimation();
59         battle->ApplyDamage();
60         battle->NextAttack();
61         if (battle->AttacksFinished()) {
62                 Ctrl().PopState();
63                 return;
64         }
65
66         battle->CalculateDamage();
67
68         if (battle->CurrentAttack().IsMonster()) {
69                 Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
70                 titleBarText = monster.Name();
71                 targetAnimation = AnimationRunner(monster.MeleeAnimation());
72                 moveAnimation = AnimationRunner(monster.AttackAnimation());
73                 monster.SetAnimation(moveAnimation);
74                 AddNumberAnimations(battle->MonsterAt(battle->CurrentAttack().index).GetAttackChoice().Selection());
75         } else if (battle->CurrentAttack().IsCapsule()) {
76                 Capsule &capsule(battle->GetCapsule());
77                 titleBarText = capsule.Name();
78                 targetAnimation = AnimationRunner(capsule.MeleeAnimation());
79                 moveAnimation = AnimationRunner(capsule.AttackAnimation());
80                 capsule.SetAnimation(moveAnimation);
81                 AddNumberAnimations(capsule.GetAttackChoice().Selection());
82         } else {
83                 Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
84                 const AttackChoice &ac(battle->HeroAt(battle->CurrentAttack().index).GetAttackChoice());
85
86                 switch (ac.GetType()) {
87                         case AttackChoice::SWORD:
88                                 if (hero.HasWeapon()) {
89                                         titleBarText = hero.Weapon()->Name();
90                                         targetAnimation = AnimationRunner(hero.Weapon()->AttackAnimation());
91                                 } else {
92                                         titleBarText = "Melee attack!";
93                                         targetAnimation = AnimationRunner(hero.MeleeAnimation());
94                                 }
95                                 moveAnimation = AnimationRunner(hero.AttackAnimation());
96                                 AddNumberAnimations(ac.Selection());
97                                 break;
98                         case AttackChoice::MAGIC:
99                                 titleBarText = ac.GetSpell()->Name();
100                                 moveAnimation = AnimationRunner(hero.SpellAnimation());
101                                 break;
102                         case AttackChoice::DEFEND:
103                                 titleBarText = "Defends.";
104                                 moveAnimation.Clear();
105                                 break;
106                         case AttackChoice::IKARI:
107                                 if (ac.GetItem()->HasIkari()) {
108                                         titleBarText = ac.GetItem()->GetIkari()->Name();
109                                         if (ac.GetItem()->GetIkari()->IsMagical()) {
110                                                 moveAnimation = AnimationRunner(hero.SpellAnimation());
111                                         } else {
112                                                 moveAnimation = AnimationRunner(hero.AttackAnimation());
113                                         }
114                                 }
115                                 break;
116                         case AttackChoice::ITEM:
117                                 titleBarText = ac.GetItem()->Name();
118                                 moveAnimation.Clear();
119                                 break;
120                         case AttackChoice::UNDECIDED:
121                                 titleBarText = "UNDECIDED";
122                                 moveAnimation.Clear();
123                                 break;
124                 }
125         }
126
127         if (titleBarText) {
128                 titleBarTimer = GraphicsTimers().StartCountdown(850);
129                 textPosition = battle->ScreenOffset() + Vector<int>(
130                                 (battle->Width() - std::strlen(titleBarText) * battle->Res().titleFont->CharWidth()) / 2,
131                                 battle->Res().titleFrame->BorderHeight());
132         }
133         if (moveAnimation.Valid()) {
134                 moveAnimation.Start(*this);
135                 if (battle->CurrentAttack().IsMonster()) {
136                         battle->MonsterAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
137                 } else if (battle->CurrentAttack().IsHero()) {
138                         battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
139                 } else {
140                         battle->GetCapsule().SetAnimation(moveAnimation);
141                 }
142         }
143         if (targetAnimation.Valid()) {
144                 targetAnimationTimer = GraphicsTimers().StartCountdown(150);
145         } else {
146                 targetAnimationTimer.Clear();
147         }
148 }
149
150 void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
151         if (ts.TargetsMonsters()) {
152                 for (int i(0); i < battle->MaxMonsters(); ++i) {
153                         if (ts.IsBad(i)) {
154                                 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
155                                 numberPosition.push_back(
156                                                 battle->MonsterAt(i).Position() + battle->ScreenOffset());
157                         } else if (ts.IsGood(i)) {
158                                 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
159                                 numberPosition.push_back(
160                                                 battle->MonsterAt(i).Position() + battle->ScreenOffset());
161                         }
162                 }
163         } else {
164                 for (int i(0); i < battle->NumHeroes(); ++i) {
165                         if (ts.IsBad(i)) {
166                                 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
167                                 numberPosition.push_back(
168                                                 battle->HeroAt(i).Position() + battle->ScreenOffset());
169                         } else if (ts.IsGood(i)) {
170                                 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
171                                 numberPosition.push_back(
172                                                 battle->HeroAt(i).Position() + battle->ScreenOffset());
173                         }
174                 }
175         }
176 }
177
178 void PerformAttacks::CheckAnimations() {
179         if (targetAnimation.Valid() && targetAnimationTimer.JustHit()) {
180                 targetAnimation.Start(*this);
181         }
182         if (moveAnimation.Valid() && !moveAnimation.Finished()) return;
183         if (targetAnimation.Valid() && !targetAnimation.Finished()) return;
184         if (moveAnimation.Valid() || targetAnimation.Valid()) {
185                 moveAnimation.Clear();
186                 targetAnimation.Clear();
187                 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
188                         i->Start(*this);
189                 }
190         } else {
191                 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
192                         i->CheckTimers(*this);
193                 }
194         }
195 }
196
197 bool PerformAttacks::HasAnimationsRunning() const {
198         if (titleBarTimer.Running()) return true;
199         if (moveAnimation.Valid() && moveAnimation.Running()) return true;
200         if (targetAnimation.Valid() && targetAnimation.Running()) return true;
201         for (vector<NumberAnimation>::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
202                 if (i->Running()) return true;
203         }
204         return false;
205 }
206
207 void PerformAttacks::ResetAnimation() {
208         if (moveAnimation.Valid()) {
209                 moveAnimation.Clear();
210                 if (!battle->CurrentAttack().IsMonster()) {
211                         battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
212                 }
213         }
214         if (targetAnimation.Valid()) {
215                 targetAnimation.Clear();
216         }
217         titleBarTimer.Clear();
218         numberAnimation.clear();
219         numberPosition.clear();
220 }
221
222
223 void PerformAttacks::UpdateWorld(Uint32 deltaT) {
224
225 }
226
227 void PerformAttacks::Render(SDL_Surface *screen) {
228         battle->RenderBackground(screen);
229         battle->RenderMonsters(screen);
230         battle->RenderHeroes(screen);
231         battle->RenderCapsule(screen);
232         battle->RenderSmallHeroTags(screen);
233         RenderTitleBar(screen);
234         RenderNumbers(screen);
235         RenderTargetAnimation(screen);
236 }
237
238 void PerformAttacks::RenderTitleBar(SDL_Surface *screen) const {
239         if (!titleBarText || !titleBarTimer.Running()) return;
240
241         battle->Res().titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
242
243         battle->Res().titleFont->DrawString(titleBarText, screen, textPosition);
244 }
245
246 void PerformAttacks::RenderNumbers(SDL_Surface *screen) const {
247         for (vector<NumberAnimation>::size_type i(0), end(numberAnimation.size()); i < end; ++i) {
248                 if (numberAnimation[i].Running()) {
249                         Vector<int> align(numberAnimation[i].Width() / -2, numberAnimation[i].Height() * -3 / 4);
250                         numberAnimation[i].Draw(screen, numberPosition[i] + align);
251                 }
252         }
253 }
254
255 void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen) const {
256         if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
257         const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
258         if (ts.TargetsHeroes()) {
259                 for (vector<Vector<int> >::size_type i(0), end(battle->NumHeroes()); i < end; ++i) {
260                         if (ts.IsSelected(i)) {
261                                 targetAnimation.DrawCenter(screen, battle->HeroAt(i).Position() + battle->ScreenOffset());
262                         }
263                 }
264         } else {
265                 for (vector<Vector<int> >::size_type i(0), end(battle->MaxMonsters()); i < end; ++i) {
266                         if (ts.IsSelected(i)) {
267                                 targetAnimation.DrawCenter(screen, battle->MonsterAt(i).Position() + battle->ScreenOffset());
268                         }
269                 }
270         }
271 }
272
273 }