]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
moved attack type into its own class
[l2e.git] / src / battle / BattleState.h
index daf1cae65f10c0f4c85267cdfc34bf39368360a1..73f3fbc01813c478870d6cb42ff7988b87872c9b 100644 (file)
@@ -38,8 +38,7 @@ public:
        , heroesLayout(&heroesLayout)
        , attackTypeMenu(attackIcons)
        , moveMenu(moveIcons)
-       , moveChoice(-1)
-       , activeHero(0) { }
+       , activeHero(-1) { }
 
 public:
        void AddMonster(const Monster &);
@@ -55,13 +54,27 @@ public:
        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);
-       void RenderMoveMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
 
 private:
        SDL_Surface *background;
@@ -74,7 +87,6 @@ private:
        std::vector<Monster> monsters;
        std::vector<Hero> heroes;
        std::vector<HeroTag> heroTags;
-       int moveChoice;
        int activeHero;
 
 };