#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 "Resources.h"
+#include "SmallHeroTag.h"
#include "../app/State.h"
#include "../geometry/Point.h"
+#include "../geometry/Vector.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Menu.h"
#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 PartyLayout;
: public app::State {
public:
- BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout)
+ BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
: background(background)
, monstersLayout(&monstersLayout)
- , heroesLayout(&heroesLayout) { }
+ , heroesLayout(&heroesLayout)
+ , res(res)
+ , attackTypeMenu(res->attackIcons)
+ , moveMenu(res->moveIcons)
+ , numHeroes(0)
+ , activeHero(-1)
+ , ranAway(false) { }
public:
void AddMonster(const Monster &);
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 HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
+public:
+ const Resources &Res() const { return *res; }
+ AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
+ MoveMenu &GetMoveMenu() { return moveMenu; }
+
+ graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
+
+ void NextHero();
+ bool BeforeFirstHero() const { return activeHero < 0; }
+ void PreviousHero() { --activeHero; }
+ void SwapHeroes(int lhs, int rhs);
+ Hero &ActiveHero() { return heroes[activeHero]; }
+ const Hero &ActiveHero() const { return heroes[activeHero]; }
+
+ Hero &HeroAt(int index) { return heroes[index]; }
+ const Hero &HeroAt(int index) const { return heroes[index]; }
+ Monster &MonsterAt(int index) { return monsters[index]; }
+ const Monster &MonsterAt(int index) const { return monsters[index]; }
+
+ const HeroTag &HeroTagAt(int index) const { return heroTags[index]; }
+ const geometry::Point<int> &HeroTagPositionAt(int index) const { return heroTagPositions[index]; }
+
+ bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
+ AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
+ const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
+ const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; }
+ bool AttackSelectionDone() const { return activeHero >= numHeroes; }
+
+ int NumHeroes() const { return numHeroes; }
+ int MaxHeroes() const { return 4; }
+ int MaxMonsters() const { return monsters.size(); }
+
+ const std::vector<geometry::Point<int> > &MonsterPositions() const { return monsterPositions; }
+ bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
+ const std::vector<geometry::Point<int> > &HeroesPositions() const { return heroesPositions; }
+ bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
+
+ void SetRunaway() { ranAway = true; }
+ void ClearAllAttacks();
+
+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);
+ void RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+
+private:
+ void LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
+ void LoadIkariMenu(std::vector<Hero>::size_type heroIndex);
+ void LoadInventory();
+
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
const PartyLayout *heroesLayout;
+ const Resources *res;
+ AttackTypeMenu attackTypeMenu;
+ MoveMenu moveMenu;
+ // TODO: combine all data about heros or monsters
std::vector<geometry::Point<int> > monsterPositions;
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
- std::vector<Hero> heroes;
+ Hero heroes[4];
+ graphics::Menu<const common::Spell *> spellMenus[4];
+ graphics::Menu<const common::Item *> itemMenu;
+ graphics::Menu<const common::Item *> ikariMenus[4];
+ HeroTag heroTags[4];
+ SmallHeroTag smallHeroTags[4];
+ geometry::Point<int> heroTagPositions[4];
+ geometry::Point<int> smallHeroTagPositions[4];
+ AttackChoice attackChoices[4];
+ int numHeroes;
+ int activeHero;
+ bool ranAway;
};