#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 <SDL.h>
namespace app { class Input; }
-namespace graphics { class Sprite; }
+namespace graphics {
+ class Font;
+ class Frame;
+ class Gauge;
+ class Sprite;
+}
namespace battle {
class PartyLayout;
-// TODO: maybe split battle state into substates for each menu?
class BattleState
: public app::State {
public:
- BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
+ BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
: background(background)
, monstersLayout(&monstersLayout)
, heroesLayout(&heroesLayout)
- , 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(); }
SDL_Surface *background;
const PartyLayout *monstersLayout;
const PartyLayout *heroesLayout;
+ const Resources *res;
AttackTypeMenu attackTypeMenu;
MoveMenu moveMenu;
std::vector<geometry::Point<int> > monsterPositions;