]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
removed stupid file headers that eclipse put in
[l2e.git] / src / battle / BattleState.h
index 9e504ed8c13b04db85168aa5bf7acd2cb672a4e4..0f51f237cd2a47138ac222127f269a15f477aca8 100644 (file)
-/*
- * BattleState.h
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #ifndef BATTLE_BATTLESTATE_H_
 #define BATTLE_BATTLESTATE_H_
 
+#include "fwd.h"
 #include "AttackTypeMenu.h"
 #include "Hero.h"
+#include "HeroTag.h"
 #include "Monster.h"
+#include "MoveMenu.h"
+#include "Resources.h"
+#include "SmallHeroTag.h"
+#include "../app/fwd.h"
 #include "../app/State.h"
-#include "../geometry/Point.h"
+#include "../common/GameConfig.h"
+#include "../common/fwd.h"
+#include "../common/Stats.h"
 #include "../geometry/Vector.h"
+#include "../graphics/Animation.h"
+#include "../graphics/fwd.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)
+       , monstersLayout(monstersLayout)
+       , heroesLayout(game->heroesLayout)
+       , res(game->battleResources)
+       , attackTypeMenu(res->attackIcons)
+       , moveMenu(res->moveIcons)
+       , numHeroes(0)
+       , activeHero(-1)
+       , attackCursor(-1)
+       , expReward(0)
+       , goldReward(0)
+       , ranAway(false) { assert(background && monstersLayout && game); }
 
 public:
        void AddMonster(const Monster &);
        void AddHero(const Hero &);
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState();
-
-       virtual void Resize(int width, int height);
-
-       virtual void HandleInput(const app::Input &);
+       virtual void HandleEvents(const app::Input &);
        virtual void UpdateWorld(float deltaT);
        virtual void Render(SDL_Surface *);
 
-private:
+public:
+       const Resources &Res() const { return *res; }
+       AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
+       MoveMenu &GetMoveMenu() { return moveMenu; }
+
+       graphics::Menu<const common::Item *> &ItemMenu() { return itemMenu; }
+       const graphics::Menu<const common::Item *> &ItemMenu() const { return itemMenu; }
+
+       void NextHero();
+       bool BeforeFirstHero() const { return activeHero < 0; }
+       void PreviousHero();
+       void SwapHeroes(int lhs, int rhs);
+       Hero &ActiveHero() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
+       const Hero &ActiveHero() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
+
+       Hero &HeroAt(int index) { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+       const Hero &HeroAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+       Monster &MonsterAt(int index) { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+       const Monster &MonsterAt(int index) const { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+
+       const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
+       const geometry::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+       bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
+       bool AttackSelectionDone() const { return activeHero >= numHeroes; }
+
+       int NumHeroes() const { return numHeroes; }
+       int MaxHeroes() const { return 4; }
+       int MaxMonsters() const { return monsters.size(); }
+
+       bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
+       bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
+
+       void SetRunaway() { ranAway = true; }
+
+       struct Order {
+               Order(int index, bool isMonster)
+               : index(index), isMonster(isMonster) { }
+               int index;
+               bool isMonster;
+       };
+
+       void CalculateAttackOrder();
+       void NextAttack();
+       bool AttacksFinished() const;
+       void CalculateDamage();
+       void ApplyDamage();
+       const Order &CurrentAttack() const { assert(attackCursor >= 0 && attackCursor < int(attackOrder.size())); return attackOrder[attackCursor]; };
+       AttackChoice &CurrentAttackAttackChoice();
+       void ClearAllAttacks();
+
+       bool Victory() const;
+       bool Defeat() const;
+
+public:
+       geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
+               return geometry::Vector<int>(
+                               (screen->w - background->w) / 2,
+                               (screen->h - background->h) / 2);
+       }
+       int Width() const { return background->w; }
+       int Height() const { return background->h; }
+       geometry::Vector<int> Size() const { return geometry::Vector<int>(Width(), Height()); }
+
        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 RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+
+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();
+
+       void DecideMonsterAttack(Monster &) const;
+       void CalculateDamage(const common::Stats &attackerStats, TargetSelection &targets) const;
+       Uint16 CalculateDamage(const common::Stats &attacker, const common::Stats &defender) const;
 
 private:
+       common::GameConfig *game;
        SDL_Surface *background;
        const PartyLayout *monstersLayout;
        const PartyLayout *heroesLayout;
+       const Resources *res;
        AttackTypeMenu attackTypeMenu;
-       std::vector<geometry::Point<int> > monsterPositions;
-       std::vector<geometry::Point<int> > heroesPositions;
+       MoveMenu moveMenu;
        std::vector<Monster> monsters;
-       std::vector<Hero> heroes;
+       std::vector<Order> attackOrder;
+       Hero heroes[4];
+       graphics::Menu<const common::Item *> itemMenu;
+       HeroTag heroTags[4];
+       SmallHeroTag smallHeroTags[4];
+       geometry::Vector<int> heroTagPositions[4];
+       geometry::Vector<int> smallHeroTagPositions[4];
+       int numHeroes;
+       int activeHero;
+       int attackCursor;
+       int expReward;
+       int goldReward;
+       bool ranAway;
 
 };