]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
added spell selection battle state
[l2e.git] / src / battle / BattleState.h
index 397e5e3b02a59314bd97dc7518c2746d25ab54b7..858b111c426283008570054b8f48030dee72901a 100644 (file)
@@ -8,8 +8,12 @@
 #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 "../app/State.h"
 #include "../geometry/Point.h"
 #include "../geometry/Vector.h"
 #include <SDL.h>
 
 namespace app { class Input; }
+namespace graphics {
+       class Font;
+       class Frame;
+       class Gauge;
+       class Sprite;
+}
 
 namespace battle {
 
@@ -27,10 +37,21 @@ class BattleState
 : 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 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) { }
+       , heroesLayout(&heroesLayout)
+       , heroTagFrame(heroTagFrame)
+       , activeHeroTagFrame(activeHeroTagFrame)
+       , healthGauge(healthGauge)
+       , manaGauge(manaGauge)
+       , ikariGauge(ikariGauge)
+       , heroTagSprites(heroTagSprites)
+       , heroTagFont(heroTagFont)
+       , selectFrame(selectFrame)
+       , attackTypeMenu(attackIcons)
+       , moveMenu(moveIcons)
+       , activeHero(-1) { }
 
 public:
        void AddMonster(const Monster &);
@@ -38,7 +59,9 @@ public:
 
 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);
 
@@ -46,19 +69,56 @@ public:
        virtual void UpdateWorld(float deltaT);
        virtual void Render(SDL_Surface *);
 
-private:
+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(); }
+
+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);
 
 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;
        std::vector<geometry::Point<int> > heroesPositions;
        std::vector<Monster> monsters;
        std::vector<Hero> heroes;
+       std::vector<HeroTag> heroTags;
+       std::vector<AttackChoice> attackChoices;
+       int activeHero;
 
 };