#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>
-namespace graphics { class Sprite; }
+namespace common {
+ class Item;
+ class Spell;
+}
+namespace graphics {
+ class Sprite;
+}
namespace battle {
+class Resources;
+
class Hero {
public:
Uint8 Level() const { return level; }
const graphics::Sprite *Sprite() const { return sprite; }
+ const std::vector<const common::Spell *> &Spells() const { return spells; }
+
Uint16 MaxHealth() const { return maxHealth; }
Uint16 Health() const { return health; }
- int RelativeHealth(int max) const { return health * max / maxHealth; }
+ int RelativeHealth(int max) const { return Health() * max / MaxHealth(); }
+ void SubtractHealth(int amount);
Uint16 MaxMana() const { return maxMana; }
Uint16 Mana() const { return mana; }
- int RelativeMana(int max) const { return mana * max / maxMana; }
+ int RelativeMana(int max) const { return MaxMana() == 0 ? 0 : Mana() * max / MaxMana(); }
+ bool CanUseMagic() const { return MaxMana() > 0; }
+ Uint8 MaxIP() const { return 255; }
Uint8 IP() const { return ip; }
- int RelativeIP(int max) const { return ip * max / 255; }
+ int RelativeIP(int max) const { return IP() * max / MaxIP(); }
+
+ Stats &GetStats() { return stats; }
+ const Stats &GetStats() const { return stats; }
+
+ common::Item *Weapon() { return weapon; }
+ common::Item *Armor() { return armor; }
+ common::Item *Shield() { return shield; }
+ common::Item *Helmet() { return helmet; }
+ common::Item *Ring() { return ring; }
+ common::Item *Jewel() { return jewel; }
+
+ const common::Item *Weapon() const { return weapon; }
+ const common::Item *Armor() const { return armor; }
+ const common::Item *Shield() const { return shield; }
+ const common::Item *Helmet() const { return helmet; }
+ const common::Item *Ring() const { return ring; }
+ const common::Item *Jewel() const { return jewel; }
+
+ bool HasWeapon() const { return weapon; }
+ bool HasArmor() const { return armor; }
+ bool HasShield() const { return shield; }
+ bool HasHelmet() const { return helmet; }
+ bool HasRing() const { return ring; }
+ bool HasJewel() const { return jewel; }
+
+ 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; }
+ const graphics::Animation *AttackAnimation() const { return attackAnimation; }
+ 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; }
- Uint16 Attack() const { return attack; }
- Uint16 Defense() const { return defense; }
- Uint16 Agility() const { return agility; }
- Uint16 Intelligence() const { return intelligence; }
- Uint16 Gut() const { return gut; }
- Uint16 MagicResistance() const { return magicResistance; }
+public:
+ void UpdateSpellMenu();
+ void UpdateIkariMenu(const Resources *);
// temporary setters until loader is implemented
public:
void SetMana(Uint16 m) { mana = m; }
void SetIP(Uint8 i) { ip = i; }
+ void SetStats(const Stats &s) { stats = s; }
+
+ void SetWeapon(common::Item *i) { weapon = i; }
+ void SetArmor(common::Item *i) { armor = i; }
+ void SetShield(common::Item *i) { shield = i; }
+ void SetHelmet(common::Item *i) { helmet = i; }
+ void SetRing(common::Item *i) { ring = i; }
+ void SetJewel(common::Item *i) { jewel = i; }
+
+ void AddSpell(const common::Spell *s) { spells.push_back(s); }
+
+ 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;
graphics::Sprite *sprite;
- // TODO: equipment and spells lists
+
+ common::Item *weapon;
+ common::Item *armor;
+ common::Item *shield;
+ common::Item *helmet;
+ common::Item *ring;
+ common::Item *jewel;
+
+ 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;
Uint16 maxHealth, health;
Uint16 maxMana, mana;
- Uint16 attack;
- Uint16 defense;
- Uint16 agility;
- Uint16 intelligence;
- Uint16 gut;
- Uint16 magicResistance;
+ Stats stats;
Uint8 level;
Uint8 ip;