-/*
- * Hero.h
- *
- * Created on: Aug 6, 2012
- * Author: holy
- */
-
#ifndef BATTLE_HERO_H_
#define BATTLE_HERO_H_
-#include <SDL.h>
+namespace battle {
+ struct Resources;
+}
+namespace math {
+ template<class>
+ class Vector;
+}
+
+#include "AttackChoice.h"
+#include "../common/Hero.h"
+#include "../common/Stats.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Menu.h"
-namespace graphics { class Sprite; }
+#include <vector>
+#include <SDL.h>
namespace battle {
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; }
-
- Uint16 MaxHealth() const { return maxHealth; }
- Uint16 Health() const { return health; }
- int RelativeHealth(int max) { return health * max / maxHealth; }
-
- Uint16 MaxMana() const { return maxMana; }
- Uint16 Mana() const { return mana; }
- int RelativeMana(int max) { return mana * max / maxMana; }
-
- Uint16 Attack() const { return attack; }
- Uint16 Defense() const { return defense; }
- Uint16 Agility() const { return agility; }
- Uint16 Intelligence() const { return intelligence; }
- Uint16 Gut() const { return gut; }
- Uint16 MagicResistance() const { return magicResistance; }
-
-// temporary setters until loader is implemented
+ common::Hero &Master() { return *master; }
+ const common::Hero &Master() const { return *master; }
+
+ 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 master->Spells(); }
+
+ 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) { master->SubtractHealth(amount); }
+
+ 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 master->MaxIP(); }
+ Uint8 IP() const { return master->IP(); }
+ int RelativeIP(int max) const { return IP() * max / MaxIP(); }
+
+ 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 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; }
+ graphics::Menu<const common::Item *> &IkariMenu() { return ikariMenu; }
+ const graphics::Menu<const common::Item *> &IkariMenu() const { return ikariMenu; }
+
+ AttackChoice &GetAttackChoice() { return attackChoice; }
+ const AttackChoice &GetAttackChoice() const { return attackChoice; }
+
public:
- void SetSprite(graphics::Sprite *s) { sprite = s; }
+ void UpdateSpellMenu();
+ void UpdateIkariMenu(const Resources *);
private:
- const char *name;
- graphics::Sprite *sprite;
- // TODO: equipment and spells lists
+ common::Hero *master;
+
+ graphics::AnimationRunner animation;
+
+ math::Vector<int> position;
- Uint16 maxHealth, health;
- Uint16 maxMana, mana;
+ graphics::Menu<const common::Spell *> spellMenu;
+ graphics::Menu<const common::Item *> ikariMenu;
- Uint16 attack;
- Uint16 defense;
- Uint16 agility;
- Uint16 intelligence;
- Uint16 gut;
- Uint16 magicResistance;
+ AttackChoice attackChoice;
- Uint8 level;
+ common::Stats stats;
};
}
-#endif /* BATTLE_HERO_H_ */
+#endif