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 "Resources.h"
18 #include "../app/State.h"
19 #include "../geometry/Point.h"
20 #include "../geometry/Vector.h"
21 #include "../graphics/Menu.h"
27 namespace app { class Input; }
47 BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
48 : background(background)
49 , monstersLayout(&monstersLayout)
50 , heroesLayout(&heroesLayout)
52 , attackTypeMenu(res->attackIcons)
53 , moveMenu(res->moveIcons)
57 void AddMonster(const Monster &);
58 void AddHero(const Hero &);
61 virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
62 virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
63 virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
64 virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
66 virtual void Resize(int width, int height);
68 virtual void HandleInput(const app::Input &);
69 virtual void UpdateWorld(float deltaT);
70 virtual void Render(SDL_Surface *);
73 const Resources &Res() const { return *res; }
74 AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
75 MoveMenu &GetMoveMenu() { return moveMenu; }
77 bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
78 void NextHero() { ++activeHero; }
79 bool BeforeFirstHero() const { return activeHero < 0; }
80 void PreviousHero() { --activeHero; }
81 Hero &ActiveHero() { return heroes[activeHero]; }
82 const Hero &ActiveHero() const { return heroes[activeHero]; }
83 bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
84 void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
85 bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
86 graphics::Menu</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
87 const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
88 graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
89 const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
90 graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
91 const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
94 geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
95 return geometry::Vector<int>(
96 (screen->w - background->w) / 2,
97 (screen->h - background->h) / 2);
99 int BackgroundWidth() const { return background->w; }
100 int BackgroundHeight() const { return background->h; }
102 void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
103 void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
104 void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
105 void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
108 void LoadInventory();
111 SDL_Surface *background;
112 const PartyLayout *monstersLayout;
113 const PartyLayout *heroesLayout;
114 const Resources *res;
115 AttackTypeMenu attackTypeMenu;
117 std::vector<geometry::Point<int> > monsterPositions;
118 std::vector<geometry::Point<int> > heroesPositions;
119 std::vector<Monster> monsters;
120 std::vector<Hero> heroes;
121 std::vector<graphics::Menu</* Spell */ void *> > spellMenus;
122 graphics::Menu<const common::Item *> itemMenu;
123 std::vector<std::string> itemMenuStrings;
124 std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
125 std::vector<HeroTag> heroTags;
126 std::vector<AttackChoice> attackChoices;
133 #endif /* BATTLE_BATTLESTATE_H_ */