namespace app { class Input; }
namespace graphics {
+ class Font;
class Frame;
class Gauge;
class Sprite;
: public app::State {
public:
- 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)
+ 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)
, healthGauge(healthGauge)
, manaGauge(manaGauge)
, ikariGauge(ikariGauge)
+ , heroTagSprites(heroTagSprites)
+ , heroTagFont(heroTagFont)
+ , selectFrame(selectFrame)
, attackTypeMenu(attackIcons)
, moveMenu(moveIcons)
, activeHero(-1) { }
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(); }
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;