#ifndef BATTLE_HERO_H_
#define BATTLE_HERO_H_
+#include "AttackChoice.h"
#include "Stats.h"
+#include "../geometry/Vector.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Menu.h"
#include <vector>
#include <SDL.h>
class Spell;
}
namespace graphics {
- class Animation;
class Sprite;
}
namespace battle {
+class Resources;
+
class Hero {
public:
bool HasRing() const { return ring; }
bool HasJewel() const { return jewel; }
- graphics::Animation *MeleeAnimation() { return meleeAnimation; }
+ graphics::AnimationRunner &GetAnimation() { return animation; }
+ const graphics::AnimationRunner &GetAnimation() const { return animation; }
+ void SetAnimation(const graphics::AnimationRunner &a) { animation = a; }
+
const graphics::Animation *MeleeAnimation() const { return meleeAnimation; }
- graphics::Animation *AttackAnimation() { return attackAnimation; }
const graphics::Animation *AttackAnimation() const { return attackAnimation; }
- graphics::Animation *SpellAnimation() { return spellAnimation; }
const graphics::Animation *SpellAnimation() const { return spellAnimation; }
+ geometry::Vector<int> &Position() { return position; }
+ const geometry::Vector<int> &Position() const { return position; }
+
+ graphics::Menu<const common::Spell *> &SpellMenu() { return spellMenu; }
+ const graphics::Menu<const common::Spell *> &SpellMenu() const { return spellMenu; }
+ graphics::Menu<const common::Item *> &IkariMenu() { return ikariMenu; }
+ const graphics::Menu<const common::Item *> &IkariMenu() const { return ikariMenu; }
+
+ AttackChoice &GetAttackChoice() { return attackChoice; }
+ const AttackChoice &GetAttackChoice() const { return attackChoice; }
+
+public:
+ void UpdateSpellMenu();
+ void UpdateIkariMenu(const Resources *);
+
// temporary setters until loader is implemented
public:
void SetName(const char *n) { name = n; }
void AddSpell(const common::Spell *s) { spells.push_back(s); }
- void SetMeleeAnimation(graphics::Animation *a) { meleeAnimation = a; }
- void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
- void SetSpellAnimation(graphics::Animation *a) { spellAnimation = a; }
+ void SetMeleeAnimation(const graphics::Animation *a) { meleeAnimation = a; }
+ void SetAttackAnimation(const graphics::Animation *a) { attackAnimation = a; }
+ void SetSpellAnimation(const graphics::Animation *a) { spellAnimation = a; }
private:
const char *name;
common::Item *ring;
common::Item *jewel;
- graphics::Animation *meleeAnimation;
- graphics::Animation *attackAnimation;
- graphics::Animation *spellAnimation;
+ const graphics::Animation *meleeAnimation;
+ const graphics::Animation *attackAnimation;
+ const graphics::Animation *spellAnimation;
+
+ graphics::AnimationRunner animation;
+
+ geometry::Vector<int> position;
+
+ graphics::Menu<const common::Spell *> spellMenu;
+ graphics::Menu<const common::Item *> ikariMenu;
+
+ AttackChoice attackChoice;
// TODO: vector does not seem to be a good choice
std::vector<const common::Spell *> spells;