-/*
- * Monster.h
- *
- * Created on: Aug 3, 2012
- * Author: holy
- */
-
#ifndef BATTLE_MONSTER_H_
#define BATTLE_MONSTER_H_
-#include <SDL.h>
+namespace common {
+ class Item;
+}
+namespace graphics {
+ class Animation;
+ class Sprite;
+}
-namespace graphics { class Sprite; }
+#include "AttackChoice.h"
+#include "../common/Stats.h"
+#include "../math/Vector.h"
+#include "../graphics/Animation.h"
+
+#include <SDL.h>
namespace battle {
class Monster {
+public:
+ static const int TYPE_ID = 202;
+
public:
Monster();
~Monster();
Uint16 MaxHealth() const { return maxHealth; }
Uint16 Health() const { return health; }
int RelativeHealth(int max) const { return health * max / maxHealth; }
+ void SubtractHealth(int amount);
Uint16 MaxMana() const { return maxMana; }
Uint16 Mana() const { return mana; }
int RelativeMana(int max) const { 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; }
+ common::Stats &GetStats() { return stats; }
+ const common::Stats &GetStats() const { return stats; }
Uint16 ExpReward() const { return expReward; }
Uint16 GoldReward() const { return goldReward; }
- const /* Item */ void *DropItem() const { return dropItem; }
+ const common::Item *DropItem() const { return dropItem; }
Uint8 DropChance() const { return dropChance; }
const /* Script */ void *AttackScript() { return attackScript; }
const /* Script */ void *DefenseScript() { return defenseScript; }
+ 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; }
+
+ math::Vector<int> &Position() { return position; }
+ const math::Vector<int> &Position() const { return position; }
+
// temporary setters until loader is implemented
public:
+ void SetName(const char *n) { name = n; }
void SetSprite(graphics::Sprite *s) { sprite = s; }
+ void SetLevel(Uint8 l) { level = l; }
void SetMaxHealth(Uint16 m) { maxHealth = m; }
void SetHealth(Uint16 h) { health = h; }
+ void SetMaxMana(Uint16 m) { maxMana = m; }
+ void SetMana(Uint16 m) { mana = m; }
+ void SetStats(const common::Stats &s) { stats = s; }
+ void SetReward(Uint16 exp, Uint16 gold) { expReward = exp; goldReward = gold; }
+
+ void SetMeleeAnimation(const graphics::Animation *a) { meleeAnimation = a; }
+ void SetAttackAnimation(const graphics::Animation *a) { attackAnimation = a; }
+ void SetSpellAnimation(const graphics::Animation *a) { spellAnimation = a; }
+
+ AttackChoice &GetAttackChoice() { return attackChoice; }
+ const AttackChoice &GetAttackChoice() const { return attackChoice; }
+
+ static void CreateTypeDescription();
+ static void Construct(void *);
private:
const char *name;
graphics::Sprite *sprite;
- /* Item */ void *dropItem;
+ common::Item *dropItem;
/* Script */ void *attackScript;
/* Script */ void *defenseScript;
- Uint16 maxHealth, health;
- Uint16 maxMana, mana;
+ const graphics::Animation *meleeAnimation;
+ const graphics::Animation *attackAnimation;
+ const graphics::Animation *spellAnimation;
+
+ graphics::AnimationRunner animation;
+
+ math::Vector<int> position;
+
+ AttackChoice attackChoice;
+
+ int maxHealth, health;
+ int maxMana, mana;
- Uint16 attack;
- Uint16 defense;
- Uint16 agility;
- Uint16 intelligence;
- Uint16 gut;
- Uint16 magicResistance;
+ common::Stats stats;
- Uint16 expReward, goldReward;
+ int expReward, goldReward;
- Uint8 level;
- Uint8 dropChance;
+ int level;
+ int dropChance;
};
}
-#endif /* BATTLE_MONSTER_H_ */
+#endif