]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
added capsule attack/animation handling
[l2e.git] / src / battle / BattleState.h
index 806b4af59154525475ce3765532dc9600e2c3c6b..1c994e4f88a664c2d572173fd79c156d1daf0687 100644 (file)
@@ -1,57 +1,41 @@
-/*
- * BattleState.h
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #ifndef BATTLE_BATTLESTATE_H_
 #define BATTLE_BATTLESTATE_H_
 
+#include "fwd.h"
 #include "AttackTypeMenu.h"
+#include "Capsule.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 "../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 common {
-       class Inventory;
-       class Item;
-       class Spell;
-}
-namespace graphics {
-       class Font;
-       class Frame;
-       class Gauge;
-       class Sprite;
-}
-
 namespace battle {
 
-class AttackChoice;
-class PartyLayout;
-class Stats;
-
 class BattleState
 : public app::State {
 
 public:
-       BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
-       : background(background)
-       , monstersLayout(&monstersLayout)
-       , heroesLayout(&heroesLayout)
-       , res(res)
+       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)
@@ -59,20 +43,14 @@ public:
        , attackCursor(-1)
        , expReward(0)
        , goldReward(0)
-       , ranAway(false) { assert(background && res); }
+       , ranAway(false) { assert(background && monstersLayout && 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 HandleEvents(const app::Input &);
        virtual void UpdateWorld(float deltaT);
        virtual void Render(SDL_Surface *);
@@ -100,6 +78,8 @@ public:
        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]; }
 
+       Capsule &GetCapsule() { return capsule; }
+
        bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
        bool AttackSelectionDone() const { return activeHero >= numHeroes; }
 
@@ -113,10 +93,20 @@ public:
        void SetRunaway() { ranAway = true; }
 
        struct Order {
-               Order(int index, bool isMonster)
-               : index(index), isMonster(isMonster) { }
+               enum Performer {
+                       HERO,
+                       CAPSULE,
+                       MONSTER,
+               };
+               Order(Performer by, int index = 0)
+               : index(index), by(by) { }
+               AttackChoice &GetAttackChoice(BattleState &) const;
+               common::Stats &GetStats(BattleState &) const;
+               bool IsHero() const { return by == HERO; }
+               bool IsCapsule() const { return by == CAPSULE; }
+               bool IsMonster() const { return by == MONSTER; }
                int index;
-               bool isMonster;
+               Performer by;
        };
 
        void CalculateAttackOrder();
@@ -144,17 +134,28 @@ public:
        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 RenderCapsule(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 Stats &attackerStats, TargetSelection &targets) const;
-       Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const;
+       void DecideMonsterAttack(Monster &);
+       void DecideCapsuleAttack();
+       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;
@@ -169,6 +170,7 @@ private:
        SmallHeroTag smallHeroTags[4];
        geometry::Vector<int> heroTagPositions[4];
        geometry::Vector<int> smallHeroTagPositions[4];
+       Capsule capsule;
        int numHeroes;
        int activeHero;
        int attackCursor;