X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=9f30fb5a1d439effc3b4ef8857ac1d7d69d1df60;hb=8639675fbf1d232ab8188dd283149ab650e10336;hp=3acc0b7699c79dd9ffeaef66c686d263c2a4d29e;hpb=8f6a2452408f4ae35396cd7008a6fab0ecb03a46;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 3acc0b7..9f30fb5 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -22,6 +22,7 @@ #include "../graphics/Animation.h" #include "../graphics/Menu.h" +#include #include #include @@ -41,6 +42,7 @@ namespace graphics { namespace battle { class PartyLayout; +class Stats; class BattleState : public app::State { @@ -55,7 +57,10 @@ public: , moveMenu(res->moveIcons) , numHeroes(0) , activeHero(-1) - , ranAway(false) { } + , attackCursor(-1) + , expReward(0) + , goldReward(0) + , ranAway(false) { assert(background && res); } public: void AddMonster(const Monster &); @@ -73,6 +78,7 @@ 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; } @@ -92,18 +98,21 @@ public: 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]; } - const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; } + 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 ActiveHeroAttackChoice().GetType() != AttackChoice::UNDECIDED; } + AttackChoice &ActiveHeroAttackChoice() { return AttackChoiceAt(activeHero); } + const AttackChoice &ActiveHeroAttackChoice() const { return AttackChoiceAt(activeHero); } + AttackChoice &AttackChoiceAt(int index) { assert(index >= 0 && index < NumHeroes()); return attackChoices[index]; } + const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return attackChoices[index]; } + AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; } + const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; } bool AttackSelectionDone() const { return activeHero >= numHeroes; } int NumHeroes() const { return numHeroes; } @@ -116,7 +125,6 @@ public: bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; } void SetRunaway() { ranAway = true; } - void ClearAllAttacks(); struct Order { Order(int index, bool isMonster) @@ -125,7 +133,17 @@ public: bool isMonster; }; - void WriteOrder(std::vector &); + void CalculateAttackOrder(); + void NextAttack(); + bool AttacksFinished() const; + void CalculateDamage(); + void ApplyDamage(); + const Order &CurrentAttack() const { assert(attackCursor >= 0 && attackCursor < int(attackOrder.size())); return attackOrder[attackCursor]; }; + AttackChoice &CurrentAttackAttackChoice(); + void ClearAllAttacks(); + + bool Victory() const; + bool Defeat() const; public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { @@ -147,6 +165,8 @@ private: void LoadIkariMenu(std::vector::size_type heroIndex); void LoadInventory(); + Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const; + private: SDL_Surface *background; const PartyLayout *monstersLayout; @@ -158,6 +178,8 @@ 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; @@ -169,6 +191,9 @@ private: AttackChoice attackChoices[4]; int numHeroes; int activeHero; + int attackCursor; + int expReward; + int goldReward; bool ranAway; };