#ifndef BATTLE_HERO_H_
#define BATTLE_HERO_H_
+#include <vector>
#include <SDL.h>
-namespace graphics { class Sprite; }
+namespace common {
+ class Item;
+ class Spell;
+}
+namespace graphics {
+ class Animation;
+ class Sprite;
+}
namespace battle {
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) { return health * max / maxHealth; }
+ int RelativeHealth(int max) const { return Health() * max / MaxHealth(); }
Uint16 MaxMana() const { return maxMana; }
Uint16 Mana() const { return mana; }
- int RelativeMana(int max) { 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 / MaxIP(); }
Uint16 Attack() const { return attack; }
Uint16 Defense() const { return defense; }
Uint16 Gut() const { return gut; }
Uint16 MagicResistance() const { return magicResistance; }
+ 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::Animation *AttackAnimation() { return attackAnimation; }
+ const graphics::Animation *AttackAnimation() const { return attackAnimation; }
+ graphics::Animation *SpellAnimation() { return spellAnimation; }
+ const graphics::Animation *SpellAnimation() const { return spellAnimation; }
+
// temporary setters until loader is implemented
public:
+ void SetName(const char *n) { name = n; }
+ void SetLevel(Uint8 l) { level = l; }
void SetSprite(graphics::Sprite *s) { sprite = s; }
+ void SetMaxHealth(Uint16 h) { maxHealth = h; }
+ void SetHealth(Uint16 h) { health = h; }
+ void SetMaxMana(Uint16 m) { maxMana = m; }
+ void SetMana(Uint16 m) { mana = m; }
+ void SetIP(Uint8 i) { ip = i; }
+
+ void SetWeapon(const common::Item *i) { weapon = i; }
+ void SetArmor(const common::Item *i) { armor = i; }
+ void SetShield(const common::Item *i) { shield = i; }
+ void SetHelmet(const common::Item *i) { helmet = i; }
+ void SetRing(const common::Item *i) { ring = i; }
+ void SetJewel(const common::Item *i) { jewel = i; }
+
+ void AddSpell(const common::Spell *s) { spells.push_back(s); }
+
+ void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
+ void SetSpellAnimation(graphics::Animation *a) { spellAnimation = a; }
+
private:
const char *name;
graphics::Sprite *sprite;
- // TODO: equipment and spells lists
+
+ const common::Item *weapon;
+ const common::Item *armor;
+ const common::Item *shield;
+ const common::Item *helmet;
+ const common::Item *ring;
+ const common::Item *jewel;
+
+ graphics::Animation *attackAnimation;
+ graphics::Animation *spellAnimation;
+
+ // TODO: vector does not seem to be a good choice
+ std::vector<const common::Spell *> spells;
Uint16 maxHealth, health;
Uint16 maxMana, mana;
Uint16 magicResistance;
Uint8 level;
+ Uint8 ip;
};