X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=42094d66bec33c70422b967dc30c535f7910acc8;hb=bfcf2f4de43077249b82af03a0e1b8281b8490e3;hp=daf1cae65f10c0f4c85267cdfc34bf39368360a1;hpb=628b3a7276d0b330719e05504b23bafcf88f8fca;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index daf1cae..42094d6 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,6 +8,7 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackChoice.h" #include "AttackTypeMenu.h" #include "Hero.h" #include "HeroTag.h" @@ -27,7 +28,6 @@ namespace battle { class PartyLayout; -// TODO: maybe split battle state into substates for each menu? class BattleState : public app::State { @@ -38,8 +38,7 @@ public: , heroesLayout(&heroesLayout) , attackTypeMenu(attackIcons) , moveMenu(moveIcons) - , moveChoice(-1) - , activeHero(0) { } + , activeHero(-1) { } public: void AddMonster(const Monster &); @@ -47,7 +46,9 @@ public: 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 Resize(int width, int height); @@ -55,13 +56,29 @@ public: virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); -private: +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); - void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector &offset); - void RenderMoveMenu(SDL_Surface *screen, const geometry::Vector &offset); private: SDL_Surface *background; @@ -74,7 +91,7 @@ private: std::vector monsters; std::vector heroes; std::vector heroTags; - int moveChoice; + std::vector attackChoices; int activeHero; };