#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 "SmallHeroTag.h"
#include "../app/State.h"
-#include "../geometry/Point.h"
#include "../geometry/Vector.h"
+#include "../graphics/Animation.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;
namespace battle {
+class AttackChoice;
class PartyLayout;
+class Stats;
class BattleState
: public app::State {
, res(res)
, attackTypeMenu(res->attackIcons)
, moveMenu(res->moveIcons)
- , activeHero(-1) { }
+ , numHeroes(0)
+ , activeHero(-1)
+ , attackCursor(-1)
+ , expReward(0)
+ , goldReward(0)
+ , ranAway(false) { assert(background && res); }
public:
void AddMonster(const Monster &);
virtual void Resize(int width, int height);
- virtual void HandleInput(const app::Input &);
+ 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]; }
- 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(); }
- const graphics::Menu</* Spell */ void *> GetSpellMenu() const { return spellMenus[activeHero]; }
+ 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; }
+ 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:
+ void LoadInventory();
+
+ void DecideMonsterAttack(Monster &) const;
+ void CalculateDamage(const Stats &attackerStats, TargetSelection &targets) const;
+ Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const;
private:
SDL_Surface *background;
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<graphics::Menu</* Spell */ void *> > spellMenus;
- std::vector<HeroTag> heroTags;
- std::vector<AttackChoice> attackChoices;
+ std::vector<Order> attackOrder;
+ Hero heroes[4];
+ graphics::Menu<const common::Item *> itemMenu;
+ HeroTag heroTags[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;
};