X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=347afc3f744e7bc3bfb2cec893c16f9aee48288e;hb=222167ba3722dc7f47ff7510006bd516e0010a50;hp=1a0586c9025e31b42113468bc06c50e607517bfe;hpb=b7a90738b9ae701cfc86bf74a11ba59d7fcb17ba;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 1a0586c..347afc3 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -27,6 +27,7 @@ namespace app { class Input; } namespace common { class Inventory; class Item; + class Spell; } namespace graphics { class Font; @@ -50,7 +51,8 @@ public: , res(res) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) - , activeHero(-1) { } + , activeHero(-1) + , ranAway(false) { } public: void AddMonster(const Monster &); @@ -64,7 +66,7 @@ public: 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 *); @@ -81,6 +83,9 @@ public: 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]; } + Monster &MonsterAt(std::vector::size_type index) { return monsters[index]; } + const Monster &MonsterAt(std::vector::size_type index) const { return monsters[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]; } @@ -88,14 +93,15 @@ public: 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 &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; } @@ -105,6 +111,11 @@ public: bool HeroPositionOccupied(int index) { return index >= 0 && index < int(heroes.size()); } std::vector &Heroes() { return heroes; } const std::vector &Heroes() const { return heroes; } + std::vector &Monsters() { return monsters; } + const std::vector &Monsters() const { return monsters; } + + void SetRunaway() { ranAway = true; } + void ClearAllAttacks(); public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { @@ -121,6 +132,8 @@ public: void RenderHeroTags(SDL_Surface *screen, const geometry::Vector &offset); private: + void LoadSpellMenu(std::vector::size_type heroIndex); + void LoadIkariMenu(std::vector::size_type heroIndex); void LoadInventory(); private: @@ -135,13 +148,14 @@ private: std::vector > heroesPositions; std::vector monsters; std::vector heroes; - std::vector > spellMenus; + std::vector > spellMenus; graphics::Menu itemMenu; - std::vector > ikariMenus; + std::vector > ikariMenus; HeroTag heroTags[4]; geometry::Point heroTagPositions[4]; AttackChoice attackChoices[4]; int activeHero; + bool ranAway; };