X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=0143fe0fac21cefd940e2e9a48fb50dfa7df2321;hb=68510cd21025741773b6746376a24602be791829;hp=9e504ed8c13b04db85168aa5bf7acd2cb672a4e4;hpb=c0860451b5fd681c3b3b8d985e8831276bbd917f;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 9e504ed..0143fe0 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -10,31 +10,57 @@ #include "AttackTypeMenu.h" #include "Hero.h" +#include "HeroTag.h" #include "Monster.h" +#include "MoveMenu.h" +#include "Resources.h" +#include "SmallHeroTag.h" #include "../app/State.h" #include "../geometry/Point.h" #include "../geometry/Vector.h" +#include "../graphics/Animation.h" +#include "../graphics/Menu.h" +#include #include #include namespace app { class Input; } -namespace graphics { class Sprite; } +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; -// 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, const graphics::Sprite *attackIcons) + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res) : background(background) , monstersLayout(&monstersLayout) , heroesLayout(&heroesLayout) - , attackTypeMenu(attackIcons) { } + , res(res) + , attackTypeMenu(res->attackIcons) + , moveMenu(res->moveIcons) + , numHeroes(0) + , activeHero(-1) + , attackCursor(-1) + , expReward(0) + , goldReward(0) + , ranAway(false) { assert(background && res); } public: void AddMonster(const Monster &); @@ -42,28 +68,128 @@ public: public: virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); - virtual void ExitState(); + virtual void ExitState(app::Application &ctrl, SDL_Surface *screen); + virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen); + virtual void PauseState(app::Application &ctrl, SDL_Surface *screen); virtual void Resize(int width, int height); - virtual void HandleInput(const app::Input &); + virtual void HandleEvents(const app::Input &); virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); -private: + // 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 &GetSpellMenu() { return heroes[activeHero].SpellMenu(); } + const graphics::Menu &GetSpellMenu() const { return heroes[activeHero].SpellMenu(); } + graphics::Menu &GetIkariMenu() { return heroes[activeHero].IkariMenu(); } + const graphics::Menu &GetIkariMenu() const { return heroes[activeHero].IkariMenu(); } + graphics::Menu &GetItemMenu() { return itemMenu; } + const graphics::Menu &GetItemMenu() const { return itemMenu; } + + void NextHero(); + bool BeforeFirstHero() const { return activeHero < 0; } + void PreviousHero(); + void SwapHeroes(int lhs, int rhs); + Hero &ActiveHero() { return heroes[activeHero]; } + const Hero &ActiveHero() const { 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]; } + Monster &MonsterAt(int index) { assert(index >= 0 && index < NumHeroes()); return monsters[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 &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]; } + 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 > &MonsterPositions() const { return monsterPositions; } + bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; } + const std::vector > &HeroesPositions() const { return heroesPositions; } + bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; } + + void SetRunaway() { ranAway = true; } + + struct Order { + Order(int index, bool isMonster) + : index(index), isMonster(isMonster) { } + int index; + bool isMonster; + }; + + void CalculateAttackOrder(); + void NextAttack(); + bool AttacksFinished() const; + void CalculateDamage(); + void ApplyDamage(); + const Order &CurrentAttack() const { assert(attackCursor >= 0 && attackCursor < int(attackOrder.size())); return attackOrder[attackCursor]; }; + AttackChoice &CurrentAttackAttackChoice(); + void ClearAllAttacks(); + + bool Victory() const; + bool Defeat() const; + +public: + geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { + return geometry::Vector( + (screen->w - background->w) / 2, + (screen->h - background->h) / 2); + } + int Width() const { return background->w; } + int Height() const { return background->h; } + void RenderBackground(SDL_Surface *screen, const geometry::Vector &offset); void RenderMonsters(SDL_Surface *screen, const geometry::Vector &offset); void RenderHeroes(SDL_Surface *screen, const geometry::Vector &offset); + void RenderHeroTags(SDL_Surface *screen, const geometry::Vector &offset); + void RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector &offset); + +private: + void LoadInventory(); + + Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const; private: SDL_Surface *background; const PartyLayout *monstersLayout; const PartyLayout *heroesLayout; + const Resources *res; AttackTypeMenu attackTypeMenu; + MoveMenu moveMenu; + // TODO: combine all data about heros or monsters std::vector > monsterPositions; std::vector > heroesPositions; std::vector monsters; - std::vector heroes; + std::vector monsterAttacks; + std::vector attackOrder; + Hero heroes[4]; + graphics::Menu itemMenu; + HeroTag heroTags[4]; + SmallHeroTag smallHeroTags[4]; + geometry::Point heroTagPositions[4]; + geometry::Point smallHeroTagPositions[4]; + int numHeroes; + int activeHero; + int attackCursor; + int expReward; + int goldReward; + bool ranAway; };