X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=365f1983305fcb3de5139b295cb89947c6db2dd0;hb=4bdbcf13343cee3f4fcc4ed7057e18eb6fe49703;hp=12c55f71856d1536cc12e432ec7cca0777f72b03;hpb=2a0eca649009f78028db286a67a532429cab5b88;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 12c55f7..365f198 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -14,31 +14,38 @@ #include "HeroTag.h" #include "Monster.h" #include "MoveMenu.h" +#include "Resources.h" #include "../app/State.h" #include "../geometry/Point.h" #include "../geometry/Vector.h" +#include "../graphics/Menu.h" #include #include namespace app { class Input; } -namespace graphics { class Sprite; } +namespace graphics { + class Font; + class Frame; + class Gauge; + 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, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons) + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res) : background(background) , monstersLayout(&monstersLayout) , heroesLayout(&heroesLayout) - , attackTypeMenu(attackIcons) - , moveMenu(moveIcons) + , res(res) + , attackTypeMenu(res->attackIcons) + , moveMenu(res->moveIcons) , activeHero(-1) { } public: @@ -58,14 +65,20 @@ public: virtual void Render(SDL_Surface *); public: + const Resources &Res() const { return *res; } AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } void NextHero() { ++activeHero; } + bool BeforeFirstHero() const { return activeHero < 0; } + void PreviousHero() { --activeHero; } + Hero &ActiveHero() { return heroes[activeHero]; } + const Hero &ActiveHero() const { return heroes[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(); } + const graphics::Menu GetSpellMenu() const { return spellMenus[activeHero]; } public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { @@ -85,12 +98,14 @@ private: SDL_Surface *background; const PartyLayout *monstersLayout; const PartyLayout *heroesLayout; + const Resources *res; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; std::vector > monsterPositions; std::vector > heroesPositions; std::vector monsters; std::vector heroes; + std::vector > spellMenus; std::vector heroTags; std::vector attackChoices; int activeHero;