#ifndef BATTLE_BATTLESTATE_H_
#define BATTLE_BATTLESTATE_H_
+#include "fwd.h"
#include "AttackTypeMenu.h"
#include "Hero.h"
#include "HeroTag.h"
#include "MoveMenu.h"
#include "Resources.h"
#include "SmallHeroTag.h"
+#include "../app/fwd.h"
#include "../app/State.h"
-#include "../geometry/Point.h"
+#include "../common/fwd.h"
#include "../geometry/Vector.h"
#include "../graphics/Animation.h"
+#include "../graphics/fwd.h"
#include "../graphics/Menu.h"
#include <cassert>
#include <vector>
#include <SDL.h>
-namespace app { class Input; }
-namespace common {
- class Inventory;
- class Item;
- class Spell;
-}
-namespace graphics {
- class Font;
- class Frame;
- class Gauge;
- class Sprite;
-}
-
namespace battle {
-class AttackChoice;
-class PartyLayout;
-class Stats;
-
class BattleState
: public app::State {
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; }
MoveMenu &GetMoveMenu() { return moveMenu; }
- graphics::Menu<const common::Spell *> &GetSpellMenu() { return heroes[activeHero].SpellMenu(); }
- const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return heroes[activeHero].SpellMenu(); }
- graphics::Menu<const common::Item *> &GetIkariMenu() { return heroes[activeHero].IkariMenu(); }
- const graphics::Menu<const common::Item *> &GetIkariMenu() const { return heroes[activeHero].IkariMenu(); }
- graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
+ graphics::Menu<const common::Item *> &ItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &ItemMenu() const { return itemMenu; }
void NextHero();
bool BeforeFirstHero() const { return activeHero < 0; }
- void PreviousHero() { --activeHero; }
+ void PreviousHero();
void SwapHeroes(int lhs, int rhs);
- Hero &ActiveHero() { return heroes[activeHero]; }
- const Hero &ActiveHero() const { return heroes[activeHero]; }
+ Hero &ActiveHero() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
+ const Hero &ActiveHero() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
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]; }
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 heroes[index].GetAttackChoice(); }
- const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index].GetAttackChoice(); }
- 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]; }
+ const geometry::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+ bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
bool AttackSelectionDone() const { return activeHero >= numHeroes; }
int NumHeroes() const { return numHeroes; }
int MaxHeroes() const { return 4; }
int MaxMonsters() const { return monsters.size(); }
- 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) const { return index >= 0 && index < numHeroes; }
void SetRunaway() { ranAway = true; }
}
int Width() const { return background->w; }
int Height() const { return background->h; }
+ geometry::Vector<int> Size() const { return geometry::Vector<int>(Width(), Height()); }
void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderSmallHeroTags(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();
+ void DecideMonsterAttack(Monster &) const;
+ void CalculateDamage(const Stats &attackerStats, TargetSelection &targets) const;
Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const;
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<AttackChoice> monsterAttacks;
std::vector<Order> attackOrder;
Hero heroes[4];
graphics::Menu<const common::Item *> itemMenu;
HeroTag heroTags[4];
SmallHeroTag smallHeroTags[4];
- geometry::Point<int> heroTagPositions[4];
- geometry::Point<int> smallHeroTagPositions[4];
+ geometry::Vector<int> heroTagPositions[4];
+ geometry::Vector<int> smallHeroTagPositions[4];
int numHeroes;
int activeHero;
int attackCursor;