]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
reworked Application's state stack
[l2e.git] / src / battle / BattleState.h
index ccc242512bf87ddbecf25e0656f86d7cb0e1a8fa..12c55f71856d1536cc12e432ec7cca0777f72b03 100644 (file)
@@ -8,41 +8,92 @@
 #ifndef BATTLE_BATTLESTATE_H_
 #define BATTLE_BATTLESTATE_H_
 
+#include "AttackChoice.h"
+#include "AttackTypeMenu.h"
+#include "Hero.h"
+#include "HeroTag.h"
 #include "Monster.h"
+#include "MoveMenu.h"
 #include "../app/State.h"
 #include "../geometry/Point.h"
+#include "../geometry/Vector.h"
 
 #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)
+       BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
        : background(background)
-       , monstersLayout(&monstersLayout) { }
+       , monstersLayout(&monstersLayout)
+       , heroesLayout(&heroesLayout)
+       , attackTypeMenu(attackIcons)
+       , moveMenu(moveIcons)
+       , activeHero(-1) { }
 
 public:
        void AddMonster(const Monster &);
+       void AddHero(const Hero &);
 
 public:
        virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState();
+       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 HandleEvent(const SDL_Event &);
+       virtual void HandleInput(const app::Input &);
        virtual void UpdateWorld(float deltaT);
        virtual void Render(SDL_Surface *);
 
+public:
+       AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
+       MoveMenu &GetMoveMenu() { return moveMenu; }
+
+       bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
+       void NextHero() { ++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(); }
+
+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);
+
 private:
        SDL_Surface *background;
        const PartyLayout *monstersLayout;
+       const PartyLayout *heroesLayout;
+       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;
 
 };