#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"
: public app::State {
public:
- BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons)
+ BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
: background(background)
, monstersLayout(&monstersLayout)
, heroesLayout(&heroesLayout)
- , attackTypeMenu(attackIcons) { }
+ , attackTypeMenu(attackIcons)
+ , moveMenu(moveIcons)
+ , activeHero(-1) { }
public:
void AddMonster(const Monster &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
-private:
+public:
+ AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
+ MoveMenu &GetMoveMenu() { return moveMenu; }
+
+ bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
+ void NextHero() { ++activeHero; }
+
+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 RenderAttackTypeMenu(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;
+ int activeHero;
};