-/*
- * 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 Resources *res)
- : background(background)
- , monstersLayout(&monstersLayout)
- , heroesLayout(&heroesLayout)
- , res(res)
+ 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)
- , activeHero(-1) { }
+ , ranAway(false), alreadyPushed(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 common::GameConfig &Game() const { return *game; }
const Resources &Res() const { return *res; }
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
- 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</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
- const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
- graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
- const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
- graphics::Menu</* Item */ void *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu</* Item */ void *> &GetItemMenu() const { return itemMenu; }
+ 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 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<graphics::Menu</* Spell */ void *> > spellMenus;
- graphics::Menu</* Item */ void *> itemMenu;
- std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
- 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;
+ bool alreadyPushed;
};
}
-#endif /* BATTLE_BATTLESTATE_H_ */
+#endif