4 * Created on: Aug 5, 2012
8 #ifndef BATTLE_BATTLESTATE_H_
9 #define BATTLE_BATTLESTATE_H_
11 #include "AttackChoice.h"
12 #include "AttackTypeMenu.h"
17 #include "../app/State.h"
18 #include "../geometry/Point.h"
19 #include "../geometry/Vector.h"
24 namespace app { class Input; }
25 namespace graphics { class Sprite; }
35 BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
36 : background(background)
37 , monstersLayout(&monstersLayout)
38 , heroesLayout(&heroesLayout)
39 , attackTypeMenu(attackIcons)
44 void AddMonster(const Monster &);
45 void AddHero(const Hero &);
48 virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
49 virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
50 virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
51 virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
53 virtual void Resize(int width, int height);
55 virtual void HandleInput(const app::Input &);
56 virtual void UpdateWorld(float deltaT);
57 virtual void Render(SDL_Surface *);
60 AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
61 MoveMenu &GetMoveMenu() { return moveMenu; }
63 bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
64 void NextHero() { ++activeHero; }
65 bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
66 void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
67 bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
70 geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
71 return geometry::Vector<int>(
72 (screen->w - background->w) / 2,
73 (screen->h - background->h) / 2);
75 int BackgroundWidth() const { return background->w; }
76 int BackgroundHeight() const { return background->h; }
78 void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
79 void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
80 void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
81 void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
84 SDL_Surface *background;
85 const PartyLayout *monstersLayout;
86 const PartyLayout *heroesLayout;
87 AttackTypeMenu attackTypeMenu;
89 std::vector<geometry::Point<int> > monsterPositions;
90 std::vector<geometry::Point<int> > heroesPositions;
91 std::vector<Monster> monsters;
92 std::vector<Hero> heroes;
93 std::vector<HeroTag> heroTags;
94 std::vector<AttackChoice> attackChoices;
101 #endif /* BATTLE_BATTLESTATE_H_ */