-/*
- * BattleState.h
- *
- * Created on: Aug 5, 2012
- * Author: holy
- */
-
#ifndef BATTLE_BATTLESTATE_H_
#define BATTLE_BATTLESTATE_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 Sprite; }
-
namespace battle {
-class PartyLayout;
-
-// TODO: maybe split battle state into substates for each menu?
class BattleState
: public app::State {
public:
- BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons)
- : background(background)
- , monstersLayout(&monstersLayout)
- , heroesLayout(&heroesLayout)
- , attackTypeMenu(attackIcons) { }
+ 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();
+ virtual void HandleEvents(const app::Input &);
+ virtual void UpdateWorld(Uint32 deltaT);
+ virtual void Render(SDL_Surface *);
- virtual void Resize(int width, int height);
+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; }
- virtual void HandleInput(const app::Input &);
- virtual void UpdateWorld(float deltaT);
- virtual void Render(SDL_Surface *);
+ 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:
+ 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:
- 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);
- void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ 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 Resources *res;
+ Battle battle;
AttackTypeMenu attackTypeMenu;
- std::vector<geometry::Point<int> > monsterPositions;
- std::vector<geometry::Point<int> > heroesPositions;
- std::vector<Monster> monsters;
- std::vector<Hero> heroes;
- std::vector<HeroTag> heroTags;
+ MoveMenu moveMenu;
+ 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