X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=73f3fbc01813c478870d6cb42ff7988b87872c9b;hb=4d0a650b178d81387caa36953ed06cc5d6c28213;hp=b88bae3b30b8a7151d45c3db34041ac4ac8b6fcb;hpb=5ef75aee810e5a687fae24e3f95886241e36efda;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index b88bae3..73f3fbc 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,32 +8,86 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackTypeMenu.h" +#include "Hero.h" +#include "HeroTag.h" #include "Monster.h" +#include "MoveMenu.h" #include "../app/State.h" +#include "../geometry/Point.h" +#include "../geometry/Vector.h" #include #include +namespace app { class Input; } +namespace graphics { class Sprite; } + namespace battle { +class PartyLayout; + +// TODO: maybe split battle state into substates for each menu? class BattleState : public app::State { public: - explicit BattleState(SDL_Surface *background) - : background(background) { } + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons) + : background(background) + , monstersLayout(&monstersLayout) + , heroesLayout(&heroesLayout) + , attackTypeMenu(attackIcons) + , moveMenu(moveIcons) + , activeHero(-1) { } + +public: + void AddMonster(const Monster &); + void AddHero(const Hero &); public: virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); virtual void ExitState(); - virtual void HandleEvent(const SDL_Event &); + virtual void Resize(int width, int height); + + virtual void HandleInput(const app::Input &); virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); +public: + AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } + MoveMenu &GetMoveMenu() { return moveMenu; } + + bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } + void NextHero() { ++activeHero; } + +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); + private: SDL_Surface *background; + const PartyLayout *monstersLayout; + const PartyLayout *heroesLayout; + AttackTypeMenu attackTypeMenu; + MoveMenu moveMenu; + std::vector > monsterPositions; + std::vector > heroesPositions; std::vector monsters; + std::vector heroes; + std::vector heroTags; + int activeHero; };