#include "../app/State.h"
#include "../geometry/Point.h"
#include "../geometry/Vector.h"
+#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 {
, moveMenu(res->moveIcons)
, numHeroes(0)
, activeHero(-1)
- , ranAway(false) { }
+ , attackCursor(-1)
+ , 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]; }
- 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; }
bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
void SetRunaway() { ranAway = true; }
+
+ struct Order {
+ Order(int index, bool isMonster)
+ : index(index), isMonster(isMonster) { }
+ int index;
+ bool isMonster;
+ };
+
+ void CalculateAttackOrder();
+ void NextAttack();
+ bool AttacksFinished() const;
+ void CalculateDamage();
+ void ApplyDamage();
+ 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>(
(screen->w - background->w) / 2,
(screen->h - background->h) / 2);
}
- int BackgroundWidth() const { return background->w; }
- int BackgroundHeight() const { return background->h; }
+ int Width() const { return background->w; }
+ int Height() 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 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;
std::vector<geometry::Point<int> > monsterPositions;
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
+ std::vector<AttackChoice> monsterAttacks;
+ std::vector<Order> attackOrder;
Hero heroes[4];
graphics::Menu<const common::Spell *> spellMenus[4];
graphics::Menu<const common::Item *> itemMenu;
AttackChoice attackChoices[4];
int numHeroes;
int activeHero;
+ int attackCursor;
+ int expReward;
+ int goldReward;
bool ranAway;
};