X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=65e8727906859fd442c174107ce92782d603fb1d;hb=57675025108b7ad3989737f18ebfeec8e5e44889;hp=73f3fbc01813c478870d6cb42ff7988b87872c9b;hpb=4d0a650b178d81387caa36953ed06cc5d6c28213;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 73f3fbc..65e8727 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,36 +8,44 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackChoice.h" #include "AttackTypeMenu.h" #include "Hero.h" #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: @@ -46,7 +54,9 @@ 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); @@ -55,11 +65,23 @@ 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(); } + graphics::Menu &GetSpellMenu() { return spellMenus[activeHero]; } + const graphics::Menu &GetSpellMenu() const { return spellMenus[activeHero]; } + graphics::Menu &GetItemMenu() { return itemMenu; } + const graphics::Menu &GetItemMenu() const { return itemMenu; } public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { @@ -74,19 +96,22 @@ public: 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); 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; + graphics::Menu itemMenu; std::vector heroTags; + std::vector attackChoices; int activeHero; };