#ifndef BATTLE_BATTLESTATE_H_
#define BATTLE_BATTLESTATE_H_
+#include "AttackChoice.h"
#include "AttackTypeMenu.h"
#include "Hero.h"
#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)
- , moveChoice(-1)
- , activeHero(0) { }
+ , res(res)
+ , attackTypeMenu(res->attackIcons)
+ , moveMenu(res->moveIcons)
+ , activeHero(-1) { }
public:
void AddMonster(const Monster &);
public:
virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ExitState();
+ 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 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(); }
+
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
return geometry::Vector<int>(
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 RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
const PartyLayout *heroesLayout;
+ const Resources *res;
AttackTypeMenu attackTypeMenu;
MoveMenu moveMenu;
std::vector<geometry::Point<int> > monsterPositions;
std::vector<Monster> monsters;
std::vector<Hero> heroes;
std::vector<HeroTag> heroTags;
- int moveChoice;
+ std::vector<AttackChoice> attackChoices;
int activeHero;
};