#include <SDL.h>
namespace app { class Input; }
+namespace common {
+ class Inventory;
+ class Item;
+}
namespace graphics {
class Font;
class Frame;
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]; }
+ 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]; }
+ TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
+ const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
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</* Item */ void *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu</* Item */ void *> &GetItemMenu() const { return itemMenu; }
+ graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu</* Ikari or Item */ void *> &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; }
+ 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; }
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+private:
+ void LoadInventory();
+
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
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</* Spell */ void *> > spellMenus;
- graphics::Menu</* Item */ void *> itemMenu;
- std::vector<HeroTag> heroTags;
- std::vector<AttackChoice> attackChoices;
+ graphics::Menu<const common::Item *> itemMenu;
+ std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
+ HeroTag heroTags[4];
+ geometry::Point<int> heroTagPositions[4];
+ AttackChoice attackChoices[4];
int activeHero;
};