#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 <vector>
#include <SDL.h>
+namespace app { class Input; }
+namespace graphics {
+ class Font;
+ class Frame;
+ class Gauge;
+ class Sprite;
+}
+
namespace battle {
+class PartyLayout;
+
class BattleState
: public app::State {
public:
- explicit BattleState(SDL_Surface *background)
- : background(background) { }
+ BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
+ : background(background)
+ , monstersLayout(&monstersLayout)
+ , heroesLayout(&heroesLayout)
+ , res(res)
+ , attackTypeMenu(res->attackIcons)
+ , moveMenu(res->moveIcons)
+ , activeHero(-1) { }
+
+public:
+ void AddMonster(const Monster &);
+ void AddHero(const Hero &);
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 HandleEvent(const SDL_Event &);
+ virtual void HandleInput(const app::Input &);
virtual void UpdateWorld(float deltaT);
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>(
+ (screen->w - background->w) / 2,
+ (screen->h - background->h) / 2);
+ }
+ int BackgroundWidth() const { return background->w; }
+ int BackgroundHeight() const { return background->h; }
+
+ 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);
+
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<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
+ std::vector<Hero> heroes;
+ std::vector<HeroTag> heroTags;
+ std::vector<AttackChoice> attackChoices;
+ int activeHero;
};