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