X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=4964efb81f788be75e23445c28f2e1e00b09805b;hb=cd302c7f04e5d0cdfd8e15322a02e84577ad2672;hp=578098fa40f4d6c86c1ee41628be71ba231314fe;hpb=9d5e525f2bd9035e9add815e287313d09c1bf0fd;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 578098f..4964efb 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,7 +8,6 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ -#include "AttackChoice.h" #include "AttackTypeMenu.h" #include "Hero.h" #include "HeroTag.h" @@ -22,6 +21,7 @@ #include "../graphics/Animation.h" #include "../graphics/Menu.h" +#include #include #include @@ -40,6 +40,7 @@ namespace graphics { namespace battle { +class AttackChoice; class PartyLayout; class Stats; @@ -57,7 +58,9 @@ public: , numHeroes(0) , activeHero(-1) , attackCursor(-1) - , ranAway(false) { } + , expReward(0) + , goldReward(0) + , ranAway(false) { assert(background && res); } public: void AddMonster(const Monster &); @@ -75,38 +78,35 @@ public: virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); + // TODO: turn this mess into a well stuctured interface public: const Resources &Res() const { return *res; } AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } - 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() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].SpellMenu(); } + const graphics::Menu &GetSpellMenu() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].SpellMenu(); } + graphics::Menu &GetIkariMenu() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].IkariMenu(); } + const graphics::Menu &GetIkariMenu() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].IkariMenu(); } graphics::Menu &GetItemMenu() { return itemMenu; } const graphics::Menu &GetItemMenu() const { return itemMenu; } void NextHero(); bool BeforeFirstHero() const { return activeHero < 0; } - void PreviousHero() { --activeHero; } + void PreviousHero(); void SwapHeroes(int lhs, int rhs); - Hero &ActiveHero() { return heroes[activeHero]; } - const Hero &ActiveHero() const { return heroes[activeHero]; } - - Hero &HeroAt(int index) { return heroes[index]; } - const Hero &HeroAt(int index) const { return heroes[index]; } - Monster &MonsterAt(int index) { return monsters[index]; } - const Monster &MonsterAt(int index) const { return monsters[index]; } - - const HeroTag &HeroTagAt(int index) const { return heroTags[index]; } - const geometry::Point &HeroTagPositionAt(int index) const { return heroTagPositions[index]; } - - bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; } - AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; } - const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; } - AttackChoice &AttackChoiceAt(int index) { return attackChoices[index]; } - const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; } + 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]; } + + const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; } + const geometry::Point &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; } + + bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; } bool AttackSelectionDone() const { return activeHero >= numHeroes; } int NumHeroes() const { return numHeroes; } @@ -129,10 +129,11 @@ public: void CalculateAttackOrder(); void NextAttack(); - bool AttacksFinished() const { return attackCursor >= int(attackOrder.size()); } + bool AttacksFinished() const; void CalculateDamage(); void ApplyDamage(); - const Order &CurrentAttack() const { return attackOrder[attackCursor]; }; + const Order &CurrentAttack() const { assert(attackCursor >= 0 && attackCursor < int(attackOrder.size())); return attackOrder[attackCursor]; }; + AttackChoice &CurrentAttackAttackChoice(); void ClearAllAttacks(); bool Victory() const; @@ -154,8 +155,6 @@ public: void RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector &offset); private: - void LoadSpellMenu(std::vector::size_type heroIndex); - void LoadIkariMenu(std::vector::size_type heroIndex); void LoadInventory(); Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const; @@ -171,20 +170,18 @@ private: std::vector > monsterPositions; std::vector > heroesPositions; std::vector monsters; - std::vector monsterAttacks; std::vector attackOrder; Hero heroes[4]; - graphics::Menu spellMenus[4]; graphics::Menu itemMenu; - graphics::Menu ikariMenus[4]; HeroTag heroTags[4]; SmallHeroTag smallHeroTags[4]; geometry::Point heroTagPositions[4]; geometry::Point smallHeroTagPositions[4]; - AttackChoice attackChoices[4]; int numHeroes; int activeHero; int attackCursor; + int expReward; + int goldReward; bool ranAway; };