#include "HeroTag.h"
#include "Monster.h"
#include "MoveMenu.h"
+#include "Resources.h"
#include "../app/State.h"
#include "../geometry/Point.h"
#include "../geometry/Vector.h"
+#include "../graphics/Menu.h"
#include <vector>
#include <SDL.h>
: public app::State {
public:
- BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons, const graphics::Frame *heroTagFrame, const graphics::Frame *activeHeroTagFrame, const graphics::Gauge *healthGauge, const graphics::Gauge *manaGauge, const graphics::Gauge *ikariGauge, const graphics::Sprite *heroTagSprites, const graphics::Font *heroTagFont)
+ BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
: background(background)
, monstersLayout(&monstersLayout)
, heroesLayout(&heroesLayout)
- , heroTagFrame(heroTagFrame)
- , activeHeroTagFrame(activeHeroTagFrame)
- , healthGauge(healthGauge)
- , manaGauge(manaGauge)
- , ikariGauge(ikariGauge)
- , heroTagSprites(heroTagSprites)
- , heroTagFont(heroTagFont)
- , attackTypeMenu(attackIcons)
- , moveMenu(moveIcons)
+ , res(res)
+ , attackTypeMenu(res->attackIcons)
+ , moveMenu(res->moveIcons)
, activeHero(-1) { }
public:
virtual void Render(SDL_Surface *);
public:
+ const Resources &Res() const { return *res; }
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
void NextHero() { ++activeHero; }
+ bool BeforeFirstHero() const { return activeHero < 0; }
+ void PreviousHero() { --activeHero; }
+ Hero &ActiveHero() { return heroes[activeHero]; }
+ const Hero &ActiveHero() const { return heroes[activeHero]; }
bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
+ graphics::Menu</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
+ graphics::Menu</* Item */ void *> &GetItemMenu() { return itemMenu; }
+ const graphics::Menu</* Item */ void *> &GetItemMenu() const { return itemMenu; }
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
SDL_Surface *background;
const PartyLayout *monstersLayout;
const PartyLayout *heroesLayout;
- const graphics::Frame *heroTagFrame;
- const graphics::Frame *activeHeroTagFrame;
- const graphics::Gauge *healthGauge;
- const graphics::Gauge *manaGauge;
- const graphics::Gauge *ikariGauge;
- const graphics::Sprite *heroTagSprites;
- const graphics::Font *heroTagFont;
+ const Resources *res;
AttackTypeMenu attackTypeMenu;
MoveMenu moveMenu;
std::vector<geometry::Point<int> > monsterPositions;
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
std::vector<Hero> heroes;
+ std::vector<graphics::Menu</* Spell */ void *> > spellMenus;
+ graphics::Menu</* Item */ void *> itemMenu;
+ std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
std::vector<HeroTag> heroTags;
std::vector<AttackChoice> attackChoices;
int activeHero;