X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=347afc3f744e7bc3bfb2cec893c16f9aee48288e;hb=222167ba3722dc7f47ff7510006bd516e0010a50;hp=365f1983305fcb3de5139b295cb89947c6db2dd0;hpb=8c055cbdddac2114c130e6a6524ff887d89ccf53;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 365f198..347afc3 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -24,6 +24,11 @@ #include namespace app { class Input; } +namespace common { + class Inventory; + class Item; + class Spell; +} namespace graphics { class Font; class Frame; @@ -46,7 +51,8 @@ public: , res(res) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) - , activeHero(-1) { } + , activeHero(-1) + , ranAway(false) { } public: void AddMonster(const Monster &); @@ -60,7 +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 *); @@ -75,10 +81,41 @@ public: 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]; } + 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]; } 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(); } - const graphics::Menu GetSpellMenu() const { return spellMenus[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; } + + 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) { 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 { @@ -94,6 +131,11 @@ public: void RenderHeroes(SDL_Surface *screen, const geometry::Vector &offset); 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: SDL_Surface *background; const PartyLayout *monstersLayout; @@ -101,14 +143,19 @@ private: 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 heroTags; - std::vector attackChoices; + std::vector > spellMenus; + graphics::Menu itemMenu; + std::vector > ikariMenus; + HeroTag heroTags[4]; + geometry::Point heroTagPositions[4]; + AttackChoice attackChoices[4]; int activeHero; + bool ranAway; };