X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=12c55f71856d1536cc12e432ec7cca0777f72b03;hb=2a0eca649009f78028db286a67a532429cab5b88;hp=05bd7c95128ae6352b9360d3b1cc34243aab89a4;hpb=95bfa881f3fa427b67d9ce21e6a10f80f7be5439;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 05bd7c9..12c55f7 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,38 +8,92 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackChoice.h" +#include "AttackTypeMenu.h" +#include "Hero.h" +#include "HeroTag.h" #include "Monster.h" +#include "MoveMenu.h" #include "../app/State.h" #include "../geometry/Point.h" +#include "../geometry/Vector.h" #include #include +namespace app { class Input; } +namespace graphics { class Sprite; } + namespace battle { class PartyLayout; +// TODO: maybe split battle state into substates for each menu? class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout) + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons) : background(background) - , monstersLayout(&monstersLayout) { } + , monstersLayout(&monstersLayout) + , heroesLayout(&heroesLayout) + , attackTypeMenu(attackIcons) + , moveMenu(moveIcons) + , activeHero(-1) { } + +public: + void AddMonster(const Monster &); + void AddHero(const Hero &); 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 HandleEvent(const SDL_Event &); + virtual void Resize(int width, int height); + + virtual void HandleInput(const app::Input &); virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); +public: + AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } + MoveMenu &GetMoveMenu() { return moveMenu; } + + bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } + void NextHero() { ++activeHero; } + bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; } + void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); } + bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); } + +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; } + + 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); + private: SDL_Surface *background; const PartyLayout *monstersLayout; + const PartyLayout *heroesLayout; + AttackTypeMenu attackTypeMenu; + MoveMenu moveMenu; std::vector > monsterPositions; + std::vector > heroesPositions; std::vector monsters; + std::vector heroes; + std::vector heroTags; + std::vector attackChoices; + int activeHero; };