X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=0f51f237cd2a47138ac222127f269a15f477aca8;hb=cc3d698b8c1ad09d7a3f9e3f28bc84e0ac1735ea;hp=e94ed417b689807e580bf20a6925d0371327ef59;hpb=69123d71dacfdd6592c00ead8b92b6441d0f0228;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index e94ed41..0f51f23 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -1,71 +1,54 @@ -/* - * BattleState.h - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ -#include "AttackChoice.h" +#include "fwd.h" #include "AttackTypeMenu.h" #include "Hero.h" #include "HeroTag.h" #include "Monster.h" #include "MoveMenu.h" #include "Resources.h" +#include "SmallHeroTag.h" +#include "../app/fwd.h" #include "../app/State.h" -#include "../geometry/Point.h" +#include "../common/GameConfig.h" +#include "../common/fwd.h" +#include "../common/Stats.h" #include "../geometry/Vector.h" +#include "../graphics/Animation.h" +#include "../graphics/fwd.h" #include "../graphics/Menu.h" +#include #include #include -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 PartyLayout; - class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res) - : background(background) - , monstersLayout(&monstersLayout) - , heroesLayout(&heroesLayout) - , res(res) + BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout) + : game(game) + , background(background) + , monstersLayout(monstersLayout) + , heroesLayout(game->heroesLayout) + , res(game->battleResources) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) + , numHeroes(0) , activeHero(-1) - , ranAway(false) { } + , attackCursor(-1) + , expReward(0) + , goldReward(0) + , ranAway(false) { assert(background && monstersLayout && game); } public: void AddMonster(const Monster &); void AddHero(const Hero &); public: - virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); - 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 HandleEvents(const app::Input &); virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); @@ -75,81 +58,107 @@ public: AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } - bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } - void NextHero() { ++activeHero; } + graphics::Menu &ItemMenu() { return itemMenu; } + const graphics::Menu &ItemMenu() const { return itemMenu; } + + void NextHero(); bool BeforeFirstHero() const { return activeHero < 0; } - void PreviousHero() { --activeHero; } - Hero &ActiveHero() { return heroes[activeHero]; } - const Hero &ActiveHero() const { return heroes[activeHero]; } - Hero &HeroAt(std::vector::size_type index) { return heroes[index]; } - const Hero &HeroAt(std::vector::size_type index) const { return heroes[index]; } - void SwapHeroes(std::vector::size_type lhs, std::vector::size_type rhs); - const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; } - const HeroTag &HeroTagAt(std::vector::size_type index) const { return heroTags[index]; } - const geometry::Point &HeroTagPositionAt(std::vector::size_type index) const { return heroTagPositions[index]; } - bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; } - void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); } - AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; } - const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; } - const AttackChoice &AttackChoiceAt(std::vector::size_type index) const { return attackChoices[index]; } - TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); } - const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); } - bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); } - - graphics::Menu &GetSpellMenu() { return spellMenus[activeHero]; } - const graphics::Menu &GetSpellMenu() const { return spellMenus[activeHero]; } - graphics::Menu &GetIkariMenu() { return ikariMenus[activeHero]; } - const graphics::Menu &GetIkariMenu() const { return ikariMenus[activeHero]; } - graphics::Menu &GetItemMenu() { return itemMenu; } - const graphics::Menu &GetItemMenu() const { return itemMenu; } - - const std::vector > &MonsterPositions() const { return monsterPositions; } + void PreviousHero(); + void SwapHeroes(int lhs, int rhs); + 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]; } + 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::Vector &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(); } + 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) { return index >= 0 && index < int(heroes.size()); } - std::vector &Heroes() { return heroes; } - const std::vector &Heroes() const { return heroes; } + 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 BackgroundWidth() const { return background->w; } - int BackgroundHeight() const { return background->h; } + int Width() const { return background->w; } + int Height() const { return background->h; } + geometry::Vector Size() const { return geometry::Vector(Width(), Height()); } 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: + virtual void OnEnterState(SDL_Surface *screen); + virtual void OnExitState(SDL_Surface *screen); + virtual void OnResumeState(SDL_Surface *screen); + virtual void OnPauseState(SDL_Surface *screen); + + virtual void OnResize(int width, int height); private: - void LoadSpellMenu(std::vector::size_type heroIndex); - void LoadIkariMenu(std::vector::size_type heroIndex); void LoadInventory(); + void DecideMonsterAttack(Monster &) const; + void CalculateDamage(const common::Stats &attackerStats, TargetSelection &targets) const; + Uint16 CalculateDamage(const common::Stats &attacker, const common::Stats &defender) const; + private: + common::GameConfig *game; 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 > spellMenus; + std::vector attackOrder; + Hero heroes[4]; graphics::Menu itemMenu; - std::vector > ikariMenus; HeroTag heroTags[4]; - geometry::Point heroTagPositions[4]; - AttackChoice attackChoices[4]; + SmallHeroTag smallHeroTags[4]; + geometry::Vector heroTagPositions[4]; + geometry::Vector smallHeroTagPositions[4]; + int numHeroes; int activeHero; + int attackCursor; + int expReward; + int goldReward; bool ranAway; };