-/*
- * Hero.h
- *
- * Created on: Aug 6, 2012
- * Author: holy
- */
-
#ifndef BATTLE_HERO_H_
#define BATTLE_HERO_H_
+namespace battle {
+ struct Resources;
+}
+namespace math {
+ template<class>
+ class Vector;
+}
+
#include "AttackChoice.h"
-#include "Stats.h"
+#include "../common/Hero.h"
+#include "../common/Stats.h"
#include "../graphics/Animation.h"
#include "../graphics/Menu.h"
#include <vector>
#include <SDL.h>
-namespace common {
- class Item;
- class Spell;
-}
-namespace graphics {
- class Sprite;
-}
-
namespace battle {
class Hero {
public:
Hero();
+ Hero(common::Hero &);
~Hero();
public:
- const char *Name() const { return name; }
- Uint8 Level() const { return level; }
- const graphics::Sprite *Sprite() const { return sprite; }
+ const char *Name() const { return master->Name(); }
+ Uint8 Level() const { return master->Level(); }
+ const graphics::Sprite *Sprite() const { return master->BattleSprite(); }
- const std::vector<const common::Spell *> &Spells() const { return spells; }
+ const std::vector<const common::Spell *> &Spells() const { return master->Spells(); }
- Uint16 MaxHealth() const { return maxHealth; }
- Uint16 Health() const { return health; }
+ Uint16 MaxHealth() const { return master->MaxHealth(); }
+ Uint16 Health() const { return master->Health(); }
int RelativeHealth(int max) const { return Health() * max / MaxHealth(); }
- void SubtractHealth(int amount);
+ void SubtractHealth(int amount) { master->SubtractHealth(amount); }
- Uint16 MaxMana() const { return maxMana; }
- Uint16 Mana() const { return mana; }
+ Uint16 MaxMana() const { return master->MaxMana(); }
+ Uint16 Mana() const { return master->Mana(); }
int RelativeMana(int max) const { return MaxMana() == 0 ? 0 : Mana() * max / MaxMana(); }
bool CanUseMagic() const { return MaxMana() > 0; }
- Uint8 MaxIP() const { return 255; }
- Uint8 IP() const { return ip; }
+ Uint8 MaxIP() const { return master->MaxIP(); }
+ Uint8 IP() const { return master->IP(); }
int RelativeIP(int max) const { return IP() * max / MaxIP(); }
- Stats &GetStats() { return stats; }
- const Stats &GetStats() const { return stats; }
-
- common::Item *Weapon() { return weapon; }
- common::Item *Armor() { return armor; }
- common::Item *Shield() { return shield; }
- common::Item *Helmet() { return helmet; }
- common::Item *Ring() { return ring; }
- common::Item *Jewel() { return jewel; }
-
- const common::Item *Weapon() const { return weapon; }
- const common::Item *Armor() const { return armor; }
- const common::Item *Shield() const { return shield; }
- const common::Item *Helmet() const { return helmet; }
- const common::Item *Ring() const { return ring; }
- const common::Item *Jewel() const { return jewel; }
-
- bool HasWeapon() const { return weapon; }
- bool HasArmor() const { return armor; }
- bool HasShield() const { return shield; }
- bool HasHelmet() const { return helmet; }
- bool HasRing() const { return ring; }
- bool HasJewel() const { return jewel; }
+ common::Stats &GetStats() { return stats; }
+ const common::Stats &GetStats() const { return stats; }
+
+ const common::Item *Weapon() const { return master->Equipment(common::Hero::EQUIP_WEAPON); }
+ const common::Item *Armor() const { return master->Equipment(common::Hero::EQUIP_ARMOR); }
+ const common::Item *Shield() const { return master->Equipment(common::Hero::EQUIP_SHIELD); }
+ const common::Item *Helmet() const { return master->Equipment(common::Hero::EQUIP_HELMET); }
+ const common::Item *Ring() const { return master->Equipment(common::Hero::EQUIP_RING); }
+ const common::Item *Jewel() const { return master->Equipment(common::Hero::EQUIP_JEWEL); }
+
+ bool HasWeapon() const { return master->Equipped(common::Hero::EQUIP_WEAPON); }
+ bool HasArmor() const { return master->Equipped(common::Hero::EQUIP_ARMOR); }
+ bool HasShield() const { return master->Equipped(common::Hero::EQUIP_SHIELD); }
+ bool HasHelmet() const { return master->Equipped(common::Hero::EQUIP_HELMET); }
+ bool HasRing() const { return master->Equipped(common::Hero::EQUIP_RING); }
+ bool HasJewel() const { return master->Equipped(common::Hero::EQUIP_JEWEL); }
graphics::AnimationRunner &GetAnimation() { return animation; }
const graphics::AnimationRunner &GetAnimation() const { return animation; }
void SetAnimation(const graphics::AnimationRunner &a) { animation = a; }
- const graphics::Animation *MeleeAnimation() const { return meleeAnimation; }
- const graphics::Animation *AttackAnimation() const { return attackAnimation; }
- const graphics::Animation *SpellAnimation() const { return spellAnimation; }
+ const graphics::Animation *MeleeAnimation() const { return master->MeleeAnimation(); }
+ const graphics::Animation *AttackAnimation() const { return master->AttackAnimation(); }
+ const graphics::Animation *SpellAnimation() const { return master->SpellAnimation(); }
+
+ math::Vector<int> &Position() { return position; }
+ const math::Vector<int> &Position() const { return position; }
graphics::Menu<const common::Spell *> &SpellMenu() { return spellMenu; }
const graphics::Menu<const common::Spell *> &SpellMenu() const { return spellMenu; }
AttackChoice &GetAttackChoice() { return attackChoice; }
const AttackChoice &GetAttackChoice() const { return attackChoice; }
-// temporary setters until loader is implemented
public:
- void SetName(const char *n) { name = n; }
- void SetLevel(Uint8 l) { level = l; }
- void SetSprite(graphics::Sprite *s) { sprite = s; }
-
- void SetMaxHealth(Uint16 h) { maxHealth = h; }
- void SetHealth(Uint16 h) { health = h; }
- void SetMaxMana(Uint16 m) { maxMana = m; }
- void SetMana(Uint16 m) { mana = m; }
- void SetIP(Uint8 i) { ip = i; }
-
- void SetStats(const Stats &s) { stats = s; }
-
- void SetWeapon(common::Item *i) { weapon = i; }
- void SetArmor(common::Item *i) { armor = i; }
- void SetShield(common::Item *i) { shield = i; }
- void SetHelmet(common::Item *i) { helmet = i; }
- void SetRing(common::Item *i) { ring = i; }
- void SetJewel(common::Item *i) { jewel = i; }
-
- void AddSpell(const common::Spell *s) { spells.push_back(s); }
-
- void SetMeleeAnimation(const graphics::Animation *a) { meleeAnimation = a; }
- void SetAttackAnimation(const graphics::Animation *a) { attackAnimation = a; }
- void SetSpellAnimation(const graphics::Animation *a) { spellAnimation = a; }
+ void UpdateSpellMenu();
+ void UpdateIkariMenu(const Resources *);
private:
- const char *name;
- graphics::Sprite *sprite;
-
- common::Item *weapon;
- common::Item *armor;
- common::Item *shield;
- common::Item *helmet;
- common::Item *ring;
- common::Item *jewel;
-
- const graphics::Animation *meleeAnimation;
- const graphics::Animation *attackAnimation;
- const graphics::Animation *spellAnimation;
+ common::Hero *master;
graphics::AnimationRunner animation;
+ math::Vector<int> position;
+
graphics::Menu<const common::Spell *> spellMenu;
graphics::Menu<const common::Item *> ikariMenu;
AttackChoice attackChoice;
- // TODO: vector does not seem to be a good choice
- std::vector<const common::Spell *> spells;
-
- Uint16 maxHealth, health;
- Uint16 maxMana, mana;
-
- Stats stats;
-
- Uint8 level;
- Uint8 ip;
+ common::Stats stats;
};
}
-#endif /* BATTLE_HERO_H_ */
+#endif