]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
extracted battle logic into a class
[l2e.git] / src / battle / BattleState.h
index 858b111c426283008570054b8f48030dee72901a..0f3216e4618b51fe3a0f822086dd2ca2eb013ced 100644 (file)
-/*
- * BattleState.h
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #ifndef BATTLE_BATTLESTATE_H_
 #define BATTLE_BATTLESTATE_H_
 
-#include "AttackChoice.h"
+namespace battle {
+       class PartyLayout;
+}
+namespace common {
+       class Item;
+       struct GameConfig;
+}
+namespace math {
+       template<class>
+       class Vector;
+}
+
 #include "AttackTypeMenu.h"
+#include "Battle.h"
+#include "Capsule.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 "../common/GameConfig.h"
+#include "../common/Stats.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Menu.h"
 
+#include <cassert>
 #include <vector>
 #include <SDL.h>
 
-namespace app { class Input; }
-namespace graphics {
-       class Font;
-       class Frame;
-       class Gauge;
-       class Sprite;
-}
-
 namespace battle {
 
-class PartyLayout;
-
 class BattleState
 : public app::State {
 
 public:
-       BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons, const graphics::Frame *heroTagFrame, const graphics::Frame *activeHeroTagFrame, const graphics::Gauge *healthGauge, const graphics::Gauge *manaGauge, const graphics::Gauge *ikariGauge, const graphics::Sprite *heroTagSprites, const graphics::Font *heroTagFont, const graphics::Frame *selectFrame)
-       : background(background)
-       , monstersLayout(&monstersLayout)
-       , heroesLayout(&heroesLayout)
-       , heroTagFrame(heroTagFrame)
-       , activeHeroTagFrame(activeHeroTagFrame)
-       , healthGauge(healthGauge)
-       , manaGauge(manaGauge)
-       , ikariGauge(ikariGauge)
-       , heroTagSprites(heroTagSprites)
-       , heroTagFont(heroTagFont)
-       , selectFrame(selectFrame)
-       , attackTypeMenu(attackIcons)
-       , moveMenu(moveIcons)
-       , activeHero(-1) { }
+       BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout)
+       : game(game)
+       , background(background)
+       , res(game->battleResources)
+       , battle(game->heroesLayout, monstersLayout)
+       , attackTypeMenu(res->attackIcons)
+       , moveMenu(res->moveIcons)
+       , ranAway(false) { assert(background && game); }
 
 public:
        void AddMonster(const Monster &);
        void AddHero(const Hero &);
+       void SetCapsule(const Capsule &);
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
-
-       virtual void Resize(int width, int height);
-
-       virtual void HandleInput(const app::Input &);
-       virtual void UpdateWorld(float deltaT);
+       virtual void HandleEvents(const app::Input &);
+       virtual void UpdateWorld(Uint32 deltaT);
        virtual void Render(SDL_Surface *);
 
 public:
+       Battle &GetBattle() { return battle; }
+       const Battle &GetBattle() const { return battle; }
+       const Resources &Res() const { return *res; }
        AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
        MoveMenu &GetMoveMenu() { return moveMenu; }
-       const graphics::Frame &GetSelectFrame() const { return *selectFrame; }
-
-       bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
-       void NextHero() { ++activeHero; }
-       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(); }
+
+       graphics::Menu<const common::Item *> &ItemMenu() { return itemMenu; }
+       const graphics::Menu<const common::Item *> &ItemMenu() const { return itemMenu; }
+
+       Hero &HeroAt(int index) { return battle.HeroAt(index); }
+       const Hero &HeroAt(int index) const { return battle.HeroAt(index); }
+       Monster &MonsterAt(int index) { return battle.MonsterAt(index); }
+       const Monster &MonsterAt(int index) const { return battle.MonsterAt(index); }
+
+       const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
+       const math::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+       int NumHeroes() const { return battle.NumHeroes(); }
+       int MaxHeroes() const { return battle.MaxHeroes(); }
+       int NumMonsters() const { return battle.NumMonsters(); }
+       int MaxMonsters() const { return battle.MaxMonsters(); }
+
+       void SetRunaway() { ranAway = true; }
 
 public:
-       geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
-               return geometry::Vector<int>(
-                               (screen->w - background->w) / 2,
-                               (screen->h - background->h) / 2);
-       }
-       int BackgroundWidth() const { return background->w; }
-       int BackgroundHeight() const { return background->h; }
-
-       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);
+       const math::Vector<int> &ScreenOffset() const { return offset; }
+       int Width() const { return background->w; }
+       int Height() const { return background->h; }
+       math::Vector<int> Size() const { return math::Vector<int>(Width(), Height()); }
+
+       void RenderBackground(SDL_Surface *screen);
+       void RenderMonsters(SDL_Surface *screen);
+       void RenderHeroes(SDL_Surface *screen);
+       void RenderCapsule(SDL_Surface *screen);
+       void RenderHeroTags(SDL_Surface *screen);
+       void RenderSmallHeroTags(SDL_Surface *screen);
 
 private:
+       virtual void OnEnterState(SDL_Surface *screen);
+       virtual void OnExitState(SDL_Surface *screen);
+       virtual void OnResumeState(SDL_Surface *screen);
+       virtual void OnPauseState(SDL_Surface *screen);
+
+       virtual void OnResize(int width, int height);
+
+private:
+       void LoadInventory();
+
+private:
+       common::GameConfig *game;
        SDL_Surface *background;
-       const PartyLayout *monstersLayout;
-       const PartyLayout *heroesLayout;
-       const graphics::Frame *heroTagFrame;
-       const graphics::Frame *activeHeroTagFrame;
-       const graphics::Gauge *healthGauge;
-       const graphics::Gauge *manaGauge;
-       const graphics::Gauge *ikariGauge;
-       const graphics::Sprite *heroTagSprites;
-       const graphics::Font *heroTagFont;
-       const graphics::Frame *selectFrame;
+       const Resources *res;
+       Battle battle;
        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<HeroTag> heroTags;
-       std::vector<AttackChoice> attackChoices;
-       int activeHero;
+       graphics::Menu<const common::Item *> itemMenu;
+       HeroTag heroTags[4];
+       SmallHeroTag smallHeroTags[4];
+       math::Vector<int> heroTagPositions[4];
+       math::Vector<int> smallHeroTagPositions[4];
+
+       math::Vector<int> offset;
+
+       bool ranAway;
 
 };
 
 }
 
-#endif /* BATTLE_BATTLESTATE_H_ */
+#endif