4 * Created on: Aug 5, 2012
8 #ifndef BATTLE_BATTLESTATE_H_
9 #define BATTLE_BATTLESTATE_H_
11 #include "AttackTypeMenu.h"
16 #include "../app/State.h"
17 #include "../geometry/Point.h"
18 #include "../geometry/Vector.h"
23 namespace app { class Input; }
24 namespace graphics { class Sprite; }
30 // TODO: maybe split battle state into substates for each menu?
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();
51 virtual void Resize(int width, int height);
53 virtual void HandleInput(const app::Input &);
54 virtual void UpdateWorld(float deltaT);
55 virtual void Render(SDL_Surface *);
58 AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
59 MoveMenu &GetMoveMenu() { return moveMenu; }
61 bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
62 void NextHero() { ++activeHero; }
65 geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
66 return geometry::Vector<int>(
67 (screen->w - background->w) / 2,
68 (screen->h - background->h) / 2);
70 int BackgroundWidth() const { return background->w; }
71 int BackgroundHeight() const { return background->h; }
73 void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
74 void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
75 void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
76 void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
77 void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
80 SDL_Surface *background;
81 const PartyLayout *monstersLayout;
82 const PartyLayout *heroesLayout;
83 AttackTypeMenu attackTypeMenu;
85 std::vector<geometry::Point<int> > monsterPositions;
86 std::vector<geometry::Point<int> > heroesPositions;
87 std::vector<Monster> monsters;
88 std::vector<Hero> heroes;
89 std::vector<HeroTag> heroTags;
96 #endif /* BATTLE_BATTLESTATE_H_ */