-/*
- * BattleState.h
- *
- * Created on: Aug 5, 2012
- * Author: holy
- */
-
#ifndef BATTLE_BATTLESTATE_H_
#define BATTLE_BATTLESTATE_H_
-#include "AttackChoice.h"
+#include "fwd.h"
#include "AttackTypeMenu.h"
#include "Hero.h"
#include "HeroTag.h"
#include "Monster.h"
#include "MoveMenu.h"
#include "Resources.h"
+#include "SmallHeroTag.h"
+#include "../app/fwd.h"
#include "../app/State.h"
-#include "../geometry/Point.h"
+#include "../common/GameConfig.h"
+#include "../common/fwd.h"
+#include "../common/Stats.h"
#include "../geometry/Vector.h"
+#include "../graphics/Animation.h"
+#include "../graphics/fwd.h"
#include "../graphics/Menu.h"
+#include <cassert>
#include <vector>
#include <SDL.h>
-namespace app { class Input; }
-namespace common {
- class Inventory;
- class Item;
- class Spell;
-}
-namespace graphics {
- class Font;
- class Frame;
- class Gauge;
- class Sprite;
-}
-
namespace battle {
-class PartyLayout;
-
class BattleState
: public app::State {
public:
- BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
- : background(background)
- , monstersLayout(&monstersLayout)
- , heroesLayout(&heroesLayout)
- , res(res)
+ BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout)
+ : game(game)
+ , background(background)
+ , monstersLayout(monstersLayout)
+ , heroesLayout(game->heroesLayout)
+ , res(game->battleResources)
, attackTypeMenu(res->attackIcons)
, moveMenu(res->moveIcons)
- , activeHero(-1) { }
+ , numHeroes(0)
+ , activeHero(-1)
+ , attackCursor(-1)
+ , expReward(0)
+ , goldReward(0)
+ , ranAway(false) { assert(background && monstersLayout && game); }
public:
void AddMonster(const Monster &);
void AddHero(const Hero &);
public:
- virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
- virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
-
- virtual void Resize(int width, int height);
-
virtual void HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
- bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
- void NextHero() { ++activeHero; }
+ graphics::Menu<const common::Item *> &ItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &ItemMenu() const { return itemMenu; }
+
+ void NextHero();
bool BeforeFirstHero() const { return activeHero < 0; }
- void PreviousHero() { --activeHero; }
- Hero &ActiveHero() { return heroes[activeHero]; }
- const Hero &ActiveHero() const { return heroes[activeHero]; }
- Hero &HeroAt(std::vector<Hero>::size_type index) { return heroes[index]; }
- const Hero &HeroAt(std::vector<Hero>::size_type index) const { return heroes[index]; }
- void SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs);
- const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; }
- const HeroTag &HeroTagAt(std::vector<Hero>::size_type index) const { return heroTags[index]; }
- const geometry::Point<int> &HeroTagPositionAt(std::vector<Hero>::size_type index) const { return heroTagPositions[index]; }
- bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
- void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
- AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
- const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
- const AttackChoice &AttackChoiceAt(std::vector<Hero>::size_type index) const { return attackChoices[index]; }
- TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
- const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
- bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
-
- graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
- const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
- graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
- const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
- graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
-
- const std::vector<geometry::Point<int> > &MonsterPositions() const { return monsterPositions; }
+ void PreviousHero();
+ void SwapHeroes(int lhs, int rhs);
+ Hero &ActiveHero() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
+ const Hero &ActiveHero() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
+
+ Hero &HeroAt(int index) { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+ const Hero &HeroAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+ Monster &MonsterAt(int index) { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+ const Monster &MonsterAt(int index) const { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+
+ const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
+ const geometry::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+ bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
+ bool AttackSelectionDone() const { return activeHero >= numHeroes; }
+
+ int NumHeroes() const { return numHeroes; }
+ int MaxHeroes() const { return 4; }
+ int MaxMonsters() const { return monsters.size(); }
+
bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
- const std::vector<geometry::Point<int> > &HeroesPositions() const { return heroesPositions; }
- bool HeroPositionOccupied(int index) { return index >= 0 && index < int(heroes.size()); }
- std::vector<Hero> &Heroes() { return heroes; }
- const std::vector<Hero> &Heroes() const { return heroes; }
+ bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
+
+ void SetRunaway() { ranAway = true; }
+
+ struct Order {
+ Order(int index, bool isMonster)
+ : index(index), isMonster(isMonster) { }
+ int index;
+ bool isMonster;
+ };
+
+ void CalculateAttackOrder();
+ void NextAttack();
+ bool AttacksFinished() const;
+ void CalculateDamage();
+ void ApplyDamage();
+ const Order &CurrentAttack() const { assert(attackCursor >= 0 && attackCursor < int(attackOrder.size())); return attackOrder[attackCursor]; };
+ AttackChoice &CurrentAttackAttackChoice();
+ void ClearAllAttacks();
+
+ bool Victory() const;
+ bool Defeat() const;
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
(screen->w - background->w) / 2,
(screen->h - background->h) / 2);
}
- int BackgroundWidth() const { return background->w; }
- int BackgroundHeight() const { return background->h; }
+ int Width() const { return background->w; }
+ int Height() const { return background->h; }
+ geometry::Vector<int> Size() const { return geometry::Vector<int>(Width(), Height()); }
void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+
+private:
+ virtual void OnEnterState(SDL_Surface *screen);
+ virtual void OnExitState(SDL_Surface *screen);
+ virtual void OnResumeState(SDL_Surface *screen);
+ virtual void OnPauseState(SDL_Surface *screen);
+
+ virtual void OnResize(int width, int height);
private:
- void LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
- void LoadIkariMenu(std::vector<Hero>::size_type heroIndex);
void LoadInventory();
+ void DecideMonsterAttack(Monster &) const;
+ void CalculateDamage(const common::Stats &attackerStats, TargetSelection &targets) const;
+ Uint16 CalculateDamage(const common::Stats &attacker, const common::Stats &defender) const;
+
private:
+ common::GameConfig *game;
SDL_Surface *background;
const PartyLayout *monstersLayout;
const PartyLayout *heroesLayout;
const Resources *res;
AttackTypeMenu attackTypeMenu;
MoveMenu moveMenu;
- // TODO: combine all data about heros or monsters
- std::vector<geometry::Point<int> > monsterPositions;
- std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
- std::vector<Hero> heroes;
- std::vector<graphics::Menu<const common::Spell *> > spellMenus;
+ std::vector<Order> attackOrder;
+ Hero heroes[4];
graphics::Menu<const common::Item *> itemMenu;
- std::vector<graphics::Menu<const common::Item *> > ikariMenus;
HeroTag heroTags[4];
- geometry::Point<int> heroTagPositions[4];
- AttackChoice attackChoices[4];
+ SmallHeroTag smallHeroTags[4];
+ geometry::Vector<int> heroTagPositions[4];
+ geometry::Vector<int> smallHeroTagPositions[4];
+ int numHeroes;
int activeHero;
+ int attackCursor;
+ int expReward;
+ int goldReward;
+ bool ranAway;
};