#ifndef BATTLE_BATTLESTATE_H_
#define BATTLE_BATTLESTATE_H_
+#include "AttackTypeMenu.h"
#include "Hero.h"
+#include "HeroTag.h"
#include "Monster.h"
+#include "MoveMenu.h"
#include "../app/State.h"
#include "../geometry/Point.h"
#include "../geometry/Vector.h"
#include <SDL.h>
namespace app { class Input; }
+namespace graphics { 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)
+ BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons)
: background(background)
, monstersLayout(&monstersLayout)
- , heroesLayout(&heroesLayout) { }
+ , heroesLayout(&heroesLayout)
+ , attackTypeMenu(attackIcons)
+ , moveMenu(moveIcons)
+ , moveChoice(-1)
+ , activeHero(0) { }
public:
void AddMonster(const Monster &);
void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
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);
+ void RenderMoveMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
const PartyLayout *heroesLayout;
+ AttackTypeMenu attackTypeMenu;
+ MoveMenu moveMenu;
std::vector<geometry::Point<int> > monsterPositions;
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
std::vector<Hero> heroes;
+ std::vector<HeroTag> heroTags;
+ int moveChoice;
+ int activeHero;
};