4 * Created on: Aug 10, 2012
8 #include "PerformAttacks.h"
10 #include "../BattleState.h"
12 #include "../Monster.h"
13 #include "../TargetSelection.h"
14 #include "../../app/Application.h"
15 #include "../../app/Input.h"
16 #include "../../common/Ikari.h"
17 #include "../../common/Item.h"
18 #include "../../common/Spell.h"
19 #include "../../graphics/Animation.h"
20 #include "../../graphics/Font.h"
21 #include "../../graphics/Frame.h"
25 using app::Application;
27 using geometry::Vector;
28 using graphics::AnimationRunner;
33 void PerformAttacks::OnEnterState(SDL_Surface *screen) {
34 battle->CalculateAttackOrder();
35 numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
36 numberPosition.reserve(numberAnimation.size());
39 void PerformAttacks::OnExitState(SDL_Surface *screen) {
40 battle->ClearAllAttacks();
43 void PerformAttacks::OnResumeState(SDL_Surface *screen) {
47 void PerformAttacks::OnPauseState(SDL_Surface *screen) {
52 void PerformAttacks::OnResize(int width, int height) {
57 void PerformAttacks::HandleEvents(const Input &input) {
59 if (HasAnimationsRunning()) return;
61 battle->ApplyDamage();
63 if (battle->AttacksFinished()) {
68 battle->CalculateDamage();
70 if (battle->CurrentAttack().isMonster) {
71 Monster &monster(battle->MonsterAt(battle->CurrentAttack().index));
72 titleBarText = monster.Name();
73 targetAnimation = AnimationRunner(monster.MeleeAnimation());
74 moveAnimation = AnimationRunner(monster.AttackAnimation());
75 monster.SetAnimation(moveAnimation);
76 AddNumberAnimations(battle->MonsterAt(battle->CurrentAttack().index).GetAttackChoice().Selection());
78 Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
79 const AttackChoice &ac(battle->HeroAt(battle->CurrentAttack().index).GetAttackChoice());
81 switch (ac.GetType()) {
82 case AttackChoice::SWORD:
83 if (hero.HasWeapon()) {
84 titleBarText = hero.Weapon()->Name();
85 targetAnimation = AnimationRunner(hero.Weapon()->AttackAnimation());
87 titleBarText = "Melee attack!";
88 targetAnimation = AnimationRunner(hero.MeleeAnimation());
90 moveAnimation = AnimationRunner(hero.AttackAnimation());
91 AddNumberAnimations(ac.Selection());
93 case AttackChoice::MAGIC:
94 titleBarText = ac.GetSpell()->Name();
95 moveAnimation = AnimationRunner(hero.SpellAnimation());
97 case AttackChoice::DEFEND:
98 titleBarText = "Defends.";
99 moveAnimation.Clear();
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());
107 moveAnimation = AnimationRunner(hero.AttackAnimation());
111 case AttackChoice::ITEM:
112 titleBarText = ac.GetItem()->Name();
113 moveAnimation.Clear();
115 case AttackChoice::UNDECIDED:
116 titleBarText = "UNDECIDED";
117 moveAnimation.Clear();
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);
128 battle->HeroAt(battle->CurrentAttack().index).SetAnimation(moveAnimation);
131 if (targetAnimation.Valid()) {
132 targetAnimationTimer = GraphicsTimers().StartCountdown(150);
134 targetAnimationTimer.Clear();
138 void PerformAttacks::AddNumberAnimations(const TargetSelection &ts) {
139 if (ts.TargetsMonsters()) {
140 for (int i(0); i < battle->MaxMonsters(); ++i) {
142 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
143 numberPosition.push_back(
144 battle->MonsterAt(i).Position());
145 } else if (ts.IsGood(i)) {
146 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
147 numberPosition.push_back(
148 battle->MonsterAt(i).Position());
152 for (int i(0); i < battle->NumHeroes(); ++i) {
154 numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
155 numberPosition.push_back(
156 battle->HeroAt(i).Position());
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->HeroAt(i).Position());
166 void PerformAttacks::CheckAnimations() {
167 if (targetAnimation.Valid() && targetAnimationTimer.JustHit()) {
168 targetAnimation.Start(*this);
170 if (moveAnimation.Valid() && !moveAnimation.Finished()) return;
171 if (targetAnimation.Valid() && !targetAnimation.Finished()) return;
172 if (moveAnimation.Valid() || targetAnimation.Valid()) {
173 moveAnimation.Clear();
174 targetAnimation.Clear();
175 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
179 for (vector<NumberAnimation>::iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
180 i->CheckTimers(*this);
185 bool PerformAttacks::HasAnimationsRunning() const {
186 if (titleBarTimer.Running()) return true;
187 if (moveAnimation.Valid() && moveAnimation.Running()) return true;
188 if (targetAnimation.Valid() && targetAnimation.Running()) return true;
189 for (vector<NumberAnimation>::const_iterator i(numberAnimation.begin()), end(numberAnimation.end()); i != end; ++i) {
190 if (i->Running()) return true;
195 void PerformAttacks::ResetAnimation() {
196 if (moveAnimation.Valid()) {
197 moveAnimation.Clear();
198 if (!battle->CurrentAttack().isMonster) {
199 battle->HeroAt(battle->CurrentAttack().index).GetAnimation().Clear();
202 if (targetAnimation.Valid()) {
203 targetAnimation.Clear();
205 titleBarTimer.Clear();
206 numberAnimation.clear();
207 numberPosition.clear();
211 void PerformAttacks::UpdateWorld(float deltaT) {
215 void PerformAttacks::Render(SDL_Surface *screen) {
216 Vector<int> offset(battle->CalculateScreenOffset(screen));
217 battle->RenderBackground(screen, offset);
218 battle->RenderMonsters(screen, offset);
219 battle->RenderHeroes(screen, offset);
220 battle->RenderCapsule(screen, offset);
221 battle->RenderSmallHeroTags(screen, offset);
222 RenderTitleBar(screen, offset);
223 RenderNumbers(screen, offset);
224 RenderTargetAnimation(screen, offset);
227 void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) const {
228 if (!titleBarText || !titleBarTimer.Running()) return;
230 int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
231 battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
233 Vector<int> textPosition(
234 (battle->Width() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,
235 battle->Res().titleFrame->BorderHeight());
236 battle->Res().titleFont->DrawString(titleBarText, screen, textPosition + offset);
239 void PerformAttacks::RenderNumbers(SDL_Surface *screen, const Vector<int> &offset) const {
240 for (vector<NumberAnimation>::size_type i(0), end(numberAnimation.size()); i < end; ++i) {
241 if (numberAnimation[i].Running()) {
242 Vector<int> align(numberAnimation[i].Width() / -2, numberAnimation[i].Height() * -3 / 4);
243 numberAnimation[i].Draw(screen, numberPosition[i] + align + offset);
248 void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
249 if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
250 const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
251 if (ts.TargetsHeroes()) {
252 for (vector<Vector<int> >::size_type i(0), end(battle->NumHeroes()); i < end; ++i) {
253 if (ts.IsSelected(i)) {
254 targetAnimation.DrawCenter(screen, battle->HeroAt(i).Position() + offset);
258 for (vector<Vector<int> >::size_type i(0), end(battle->MaxMonsters()); i < end; ++i) {
259 if (ts.IsSelected(i)) {
260 targetAnimation.DrawCenter(screen, battle->MonsterAt(i).Position() + offset);