X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=24b7c94d5c6fbf6bc4365625d15953bf6fcfff26;hb=acc322b16b5f31cfbc350d4fccb457c7730287fd;hp=c0f706e8db0852da9f9d8267bc3f41f7b44dd729;hpb=092a2dd175a4001a495c84ee85211734fb928c83;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index c0f706e..24b7c94 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -14,6 +14,7 @@ namespace math { } #include "AttackTypeMenu.h" +#include "Battle.h" #include "Capsule.h" #include "Hero.h" #include "HeroTag.h" @@ -40,17 +41,12 @@ public: BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout) : game(game) , background(background) - , monstersLayout(monstersLayout) - , heroesLayout(game->heroesLayout) , res(game->battleResources) + , battle(game->heroesLayout, monstersLayout) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) - , numHeroes(0) - , activeHero(-1) - , attackCursor(-1) - , expReward(0) - , goldReward(0) - , ranAway(false) { assert(background && monstersLayout && game); } + , ranAway(false), alreadyPushed(false) + { assert(background && game); } public: void AddMonster(const Monster &); @@ -63,6 +59,9 @@ public: virtual void Render(SDL_Surface *); public: + Battle &GetBattle() { return battle; } + const Battle &GetBattle() const { return battle; } + const common::GameConfig &Game() const { return *game; } const Resources &Res() const { return *res; } AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } @@ -70,80 +69,33 @@ public: graphics::Menu &ItemMenu() { return itemMenu; } const graphics::Menu &ItemMenu() const { return itemMenu; } - void NextHero(); - bool BeforeFirstHero() const { return activeHero < 0; } - 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]; } + Hero &HeroAt(int index) { return battle.HeroAt(index); } + const Hero &HeroAt(int index) const { return battle.HeroAt(index); } + Monster &MonsterAt(int index) { return battle.MonsterAt(index); } + const Monster &MonsterAt(int index) const { return battle.MonsterAt(index); } const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; } const math::Vector &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; } - Capsule &GetCapsule() { return capsule; } - - 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; } - bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; } + int NumHeroes() const { return battle.NumHeroes(); } + int MaxHeroes() const { return battle.MaxHeroes(); } + int NumMonsters() const { return battle.NumMonsters(); } + int MaxMonsters() const { return battle.MaxMonsters(); } void SetRunaway() { ranAway = true; } - struct Order { - enum Performer { - HERO, - CAPSULE, - MONSTER, - }; - Order(Performer by, int index = 0) - : index(index), by(by) { } - AttackChoice &GetAttackChoice(BattleState &) const; - common::Stats &GetStats(BattleState &) const; - bool IsHero() const { return by == HERO; } - bool IsCapsule() const { return by == CAPSULE; } - bool IsMonster() const { return by == MONSTER; } - int index; - Performer by; - }; - - 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: - math::Vector CalculateScreenOffset(SDL_Surface *screen) const { - return math::Vector( - (screen->w - background->w) / 2, - (screen->h - background->h) / 2); - } + const math::Vector &ScreenOffset() const { return offset; } int Width() const { return background->w; } int Height() const { return background->h; } math::Vector Size() const { return math::Vector(Width(), Height()); } - void RenderBackground(SDL_Surface *screen, const math::Vector &offset); - void RenderMonsters(SDL_Surface *screen, const math::Vector &offset); - void RenderHeroes(SDL_Surface *screen, const math::Vector &offset); - void RenderCapsule(SDL_Surface *screen, const math::Vector &offset); - void RenderHeroTags(SDL_Surface *screen, const math::Vector &offset); - void RenderSmallHeroTags(SDL_Surface *screen, const math::Vector &offset); + void RenderBackground(SDL_Surface *screen); + void RenderMonsters(SDL_Surface *screen); + void RenderHeroes(SDL_Surface *screen); + void RenderCapsule(SDL_Surface *screen); + void RenderHeroTags(SDL_Surface *screen); + void RenderSmallHeroTags(SDL_Surface *screen); private: virtual void OnEnterState(SDL_Surface *screen); @@ -156,37 +108,26 @@ private: private: void LoadInventory(); - void DecideMonsterAttack(Monster &); - void DecideCapsuleAttack(); - 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; + Battle battle; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; - std::vector monsters; - std::vector attackOrder; - Hero heroes[4]; graphics::Menu itemMenu; HeroTag heroTags[4]; SmallHeroTag smallHeroTags[4]; math::Vector heroTagPositions[4]; math::Vector smallHeroTagPositions[4]; - Capsule capsule; - int numHeroes; - int activeHero; - int attackCursor; - int expReward; - int goldReward; + + math::Vector offset; + bool ranAway; + bool alreadyPushed; }; } -#endif /* BATTLE_BATTLESTATE_H_ */ +#endif