]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
added spell selection battle state
[l2e.git] / src / battle / BattleState.h
index 12c55f71856d1536cc12e432ec7cca0777f72b03..858b111c426283008570054b8f48030dee72901a 100644 (file)
 #include <SDL.h>
 
 namespace app { class Input; }
-namespace graphics { class Sprite; }
+namespace graphics {
+       class Font;
+       class Frame;
+       class Gauge;
+       class Sprite;
+}
 
 namespace battle {
 
 class PartyLayout;
 
-// TODO: maybe split battle state into substates for each menu?
 class BattleState
 : public app::State {
 
 public:
-       BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
+       BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons, const graphics::Frame *heroTagFrame, const graphics::Frame *activeHeroTagFrame, const graphics::Gauge *healthGauge, const graphics::Gauge *manaGauge, const graphics::Gauge *ikariGauge, const graphics::Sprite *heroTagSprites, const graphics::Font *heroTagFont, const graphics::Frame *selectFrame)
        : background(background)
        , monstersLayout(&monstersLayout)
        , heroesLayout(&heroesLayout)
+       , heroTagFrame(heroTagFrame)
+       , activeHeroTagFrame(activeHeroTagFrame)
+       , healthGauge(healthGauge)
+       , manaGauge(manaGauge)
+       , ikariGauge(ikariGauge)
+       , heroTagSprites(heroTagSprites)
+       , heroTagFont(heroTagFont)
+       , selectFrame(selectFrame)
        , attackTypeMenu(attackIcons)
        , moveMenu(moveIcons)
        , activeHero(-1) { }
@@ -60,9 +72,14 @@ public:
 public:
        AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
        MoveMenu &GetMoveMenu() { return moveMenu; }
+       const graphics::Frame &GetSelectFrame() const { return *selectFrame; }
 
        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(); }
@@ -85,6 +102,14 @@ private:
        SDL_Surface *background;
        const PartyLayout *monstersLayout;
        const PartyLayout *heroesLayout;
+       const graphics::Frame *heroTagFrame;
+       const graphics::Frame *activeHeroTagFrame;
+       const graphics::Gauge *healthGauge;
+       const graphics::Gauge *manaGauge;
+       const graphics::Gauge *ikariGauge;
+       const graphics::Sprite *heroTagSprites;
+       const graphics::Font *heroTagFont;
+       const graphics::Frame *selectFrame;
        AttackTypeMenu attackTypeMenu;
        MoveMenu moveMenu;
        std::vector<geometry::Point<int> > monsterPositions;