#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 <vector>
, res(res)
, attackTypeMenu(res->attackIcons)
, moveMenu(res->moveIcons)
- , activeHero(-1) { }
+ , numHeroes(0)
+ , activeHero(-1)
+ , ranAway(false) { }
public:
void AddMonster(const Monster &);
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
- bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
- void NextHero() { ++activeHero; }
+ graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
+
+ void NextHero();
bool BeforeFirstHero() const { return activeHero < 0; }
void PreviousHero() { --activeHero; }
+ void SwapHeroes(int lhs, int rhs);
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]; }
- void SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs);
- 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]; }
+
+ Hero &HeroAt(int index) { return heroes[index]; }
+ const Hero &HeroAt(int index) const { return heroes[index]; }
+ Monster &MonsterAt(int index) { return monsters[index]; }
+ const Monster &MonsterAt(int index) const { return monsters[index]; }
+
+ const HeroTag &HeroTagAt(int index) const { return heroTags[index]; }
+ const geometry::Point<int> &HeroTagPositionAt(int 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]; }
- const AttackChoice &AttackChoiceAt(std::vector<Hero>::size_type index) const { return attackChoices[index]; }
- TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
- const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
- bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
+ const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; }
+ bool AttackSelectionDone() const { return activeHero >= numHeroes; }
- graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
- const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
- graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
- const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
- graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
+ int NumHeroes() const { return numHeroes; }
+ int MaxHeroes() const { return 4; }
+ int MaxMonsters() const { return monsters.size(); }
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; }
+ bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
+
+ void SetRunaway() { ranAway = true; }
+ void ClearAllAttacks();
+
+ struct Order {
+ Order(int index, bool isMonster)
+ : index(index), isMonster(isMonster) { }
+ int index;
+ bool isMonster;
+ };
+
+ void WriteOrder(std::vector<Order> &);
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
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 LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
std::vector<geometry::Point<int> > monsterPositions;
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
- std::vector<Hero> heroes;
- std::vector<graphics::Menu<const common::Spell *> > spellMenus;
+ Hero heroes[4];
+ graphics::Menu<const common::Spell *> spellMenus[4];
graphics::Menu<const common::Item *> itemMenu;
- std::vector<graphics::Menu<const common::Item *> > ikariMenus;
+ graphics::Menu<const common::Item *> ikariMenus[4];
HeroTag heroTags[4];
+ SmallHeroTag smallHeroTags[4];
geometry::Point<int> heroTagPositions[4];
+ geometry::Point<int> smallHeroTagPositions[4];
AttackChoice attackChoices[4];
+ int numHeroes;
int activeHero;
+ bool ranAway;
};