}
#include "AttackTypeMenu.h"
+#include "Battle.h"
#include "Capsule.h"
#include "Hero.h"
#include "HeroTag.h"
BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout)
: game(game)
, background(background)
- , monstersLayout(monstersLayout)
- , heroesLayout(game->heroesLayout)
, res(game->battleResources)
+ , battle(game->heroesLayout, monstersLayout)
, attackTypeMenu(res->attackIcons)
, moveMenu(res->moveIcons)
- , numHeroes(0)
- , activeHero(-1)
- , attackCursor(-1)
- , expReward(0)
- , goldReward(0)
- , ranAway(false) { assert(background && monstersLayout && game); }
+ , ranAway(false), alreadyPushed(false)
+ { assert(background && game); }
public:
void AddMonster(const Monster &);
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; }
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]; }
+ 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]; }
- Capsule &GetCapsule() { return capsule; }
-
- 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; }
+ 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; }
- struct Order {
- 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;
- Performer by;
- };
-
- 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:
- math::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
- return math::Vector<int>(
- (screen->w - background->w) / 2,
- (screen->h - background->h) / 2);
- }
+ 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, const math::Vector<int> &offset);
- void RenderMonsters(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderHeroes(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderCapsule(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderHeroTags(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderSmallHeroTags(SDL_Surface *screen, const math::Vector<int> &offset);
+ 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);
private:
void LoadInventory();
- 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;
const Resources *res;
+ Battle battle;
AttackTypeMenu attackTypeMenu;
MoveMenu moveMenu;
- std::vector<Monster> monsters;
- std::vector<Order> attackOrder;
- Hero heroes[4];
graphics::Menu<const common::Item *> itemMenu;
HeroTag heroTags[4];
SmallHeroTag smallHeroTags[4];
math::Vector<int> heroTagPositions[4];
math::Vector<int> smallHeroTagPositions[4];
- Capsule capsule;
- int numHeroes;
- int activeHero;
- int attackCursor;
- int expReward;
- int goldReward;
+
+ math::Vector<int> offset;
+
bool ranAway;
+ bool alreadyPushed;
};
}
-#endif /* BATTLE_BATTLESTATE_H_ */
+#endif