#include "../graphics/Animation.h"
#include "../graphics/Menu.h"
+#include <cassert>
#include <vector>
#include <SDL.h>
namespace battle {
class PartyLayout;
+class Stats;
class BattleState
: public app::State {
, numHeroes(0)
, activeHero(-1)
, attackCursor(-1)
- , ranAway(false) { }
+ , expReward(0)
+ , goldReward(0)
+ , ranAway(false) { assert(background && res); }
public:
void AddMonster(const Monster &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
+ // TODO: turn this mess into a well stuctured interface
public:
const Resources &Res() const { return *res; }
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
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(int index) { return monsters[index]; }
- const Monster &MonsterAt(int index) const { return monsters[index]; }
-
- 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; }
- AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
- const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
- AttackChoice &AttackChoiceAt(int index) { return attackChoices[index]; }
- const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; }
+ Hero &HeroAt(int index) { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+ const Hero &HeroAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+ Monster &MonsterAt(int index) { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+ const Monster &MonsterAt(int index) const { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+
+ const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
+ const geometry::Point<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+ bool HasChosenAttackType() const { return ActiveHeroAttackChoice().GetType() != AttackChoice::UNDECIDED; }
+ AttackChoice &ActiveHeroAttackChoice() { return AttackChoiceAt(activeHero); }
+ const AttackChoice &ActiveHeroAttackChoice() const { return AttackChoiceAt(activeHero); }
+ AttackChoice &AttackChoiceAt(int index) { assert(index >= 0 && index < NumHeroes()); return attackChoices[index]; }
+ const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return attackChoices[index]; }
+ AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
+ const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
bool AttackSelectionDone() const { return activeHero >= numHeroes; }
int NumHeroes() const { return numHeroes; }
void CalculateAttackOrder();
void NextAttack();
- bool AttacksFinished() const { return attackCursor >= int(attackOrder.size()); }
+ bool AttacksFinished() const;
void CalculateDamage();
void ApplyDamage();
- const Order &CurrentAttack() const { return attackOrder[attackCursor]; };
+ const Order &CurrentAttack() const { assert(attackCursor >= 0 && attackCursor < int(attackOrder.size())); return attackOrder[attackCursor]; };
+ AttackChoice &CurrentAttackAttackChoice();
void ClearAllAttacks();
+ bool Victory() const;
+ bool Defeat() const;
+
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
return geometry::Vector<int>(
void LoadIkariMenu(std::vector<Hero>::size_type heroIndex);
void LoadInventory();
+ Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const;
+
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
int numHeroes;
int activeHero;
int attackCursor;
+ int expReward;
+ int goldReward;
bool ranAway;
};