]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
changed gauge level interpretation
[l2e.git] / src / battle / BattleState.h
index 73f3fbc01813c478870d6cb42ff7988b87872c9b..b56b9fe3d55cd262dab2ff1e5acec7ad2f65e7d9 100644 (file)
@@ -8,6 +8,7 @@
 #ifndef BATTLE_BATTLESTATE_H_
 #define BATTLE_BATTLESTATE_H_
 
+#include "AttackChoice.h"
 #include "AttackTypeMenu.h"
 #include "Hero.h"
 #include "HeroTag.h"
 #include <SDL.h>
 
 namespace app { class Input; }
-namespace graphics { class Sprite; }
+namespace graphics {
+       class Frame;
+       class Gauge;
+       class Sprite;
+}
 
 namespace battle {
 
 class PartyLayout;
 
-// TODO: maybe split battle state into substates for each menu?
 class BattleState
 : public app::State {
 
 public:
-       BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
+       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)
        : background(background)
        , monstersLayout(&monstersLayout)
        , heroesLayout(&heroesLayout)
+       , heroTagFrame(heroTagFrame)
+       , activeHeroTagFrame(activeHeroTagFrame)
+       , healthGauge(healthGauge)
+       , manaGauge(manaGauge)
+       , ikariGauge(ikariGauge)
        , attackTypeMenu(attackIcons)
        , moveMenu(moveIcons)
        , activeHero(-1) { }
@@ -46,7 +55,9 @@ 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);
 
@@ -60,6 +71,9 @@ public:
 
        bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
        void NextHero() { ++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 {
@@ -74,12 +88,16 @@ public:
        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);
-       void RenderAttackTypeMenu(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;
        AttackTypeMenu attackTypeMenu;
        MoveMenu moveMenu;
        std::vector<geometry::Point<int> > monsterPositions;
@@ -87,6 +105,7 @@ private:
        std::vector<Monster> monsters;
        std::vector<Hero> heroes;
        std::vector<HeroTag> heroTags;
+       std::vector<AttackChoice> attackChoices;
        int activeHero;
 
 };