namespace common {
class Inventory;
class Item;
+ class Spell;
}
namespace graphics {
class Font;
, res(res)
, attackTypeMenu(res->attackIcons)
, moveMenu(res->moveIcons)
- , activeHero(-1) { }
+ , numHeroes(0)
+ , activeHero(-1)
+ , ranAway(false) { }
public:
void AddMonster(const Monster &);
virtual void Resize(int width, int height);
- virtual void HandleInput(const app::Input &);
+ virtual void HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
- bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
+ bool HasMoreHeroes() const { return activeHero < numHeroes; }
void NextHero() { ++activeHero; }
bool BeforeFirstHero() const { return activeHero < 0; }
void PreviousHero() { --activeHero; }
Hero &ActiveHero() { return heroes[activeHero]; }
const Hero &ActiveHero() const { return heroes[activeHero]; }
+ Hero &HeroAt(int index) { return heroes[index]; }
+ const Hero &HeroAt(int index) const { return heroes[index]; }
+ Monster &MonsterAt(std::vector<Monster>::size_type index) { return monsters[index]; }
+ const Monster &MonsterAt(std::vector<Monster>::size_type index) const { return monsters[index]; }
+ void SwapHeroes(int lhs, int rhs);
+ const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; }
+ const HeroTag &HeroTagAt(int index) const { return heroTags[index]; }
+ const geometry::Point<int> &HeroTagPositionAt(int index) const { return heroTagPositions[index]; }
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(); }
- graphics::Menu</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
- const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
- graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
- const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
+ AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
+ const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
+ const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; }
+ TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
+ const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
+ bool AttackSelectionDone() const { return activeHero >= numHeroes; }
+
+ graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
+ const std::vector<geometry::Point<int> > &MonsterPositions() const { return monsterPositions; }
+ bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
+ const std::vector<geometry::Point<int> > &HeroesPositions() const { return heroesPositions; }
+ bool HeroPositionOccupied(int index) { return index >= 0 && index < numHeroes; }
+ int NumHeroes() const { return numHeroes; }
+ std::vector<Monster> &Monsters() { return monsters; }
+ const std::vector<Monster> &Monsters() const { return monsters; }
+
+ void SetRunaway() { ranAway = true; }
+ void ClearAllAttacks();
+
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
return geometry::Vector<int>(
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
+ void LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
+ void LoadIkariMenu(std::vector<Hero>::size_type heroIndex);
void LoadInventory();
private:
const Resources *res;
AttackTypeMenu attackTypeMenu;
MoveMenu moveMenu;
+ // TODO: combine all data about heros or monsters
std::vector<geometry::Point<int> > monsterPositions;
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
- std::vector<Hero> heroes;
- std::vector<graphics::Menu</* Spell */ void *> > spellMenus;
+ Hero heroes[4];
+ graphics::Menu<const common::Spell *> spellMenus[4];
graphics::Menu<const common::Item *> itemMenu;
- std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
- std::vector<HeroTag> heroTags;
- std::vector<AttackChoice> attackChoices;
+ graphics::Menu<const common::Item *> ikariMenus[4];
+ HeroTag heroTags[4];
+ geometry::Point<int> heroTagPositions[4];
+ AttackChoice attackChoices[4];
+ int numHeroes;
int activeHero;
+ bool ranAway;
};