X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=9f30fb5a1d439effc3b4ef8857ac1d7d69d1df60;hb=9a273798937710928304fdcc5e33a78c6f8b48be;hp=cfec6129a8cb0f47e81589e689a5182280f6a34e;hpb=e27fcf693589ede18b753d5f64f9dfecfe6344bd;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index cfec612..9f30fb5 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -15,11 +15,14 @@ #include "Monster.h" #include "MoveMenu.h" #include "Resources.h" +#include "SmallHeroTag.h" #include "../app/State.h" #include "../geometry/Point.h" #include "../geometry/Vector.h" +#include "../graphics/Animation.h" #include "../graphics/Menu.h" +#include #include #include @@ -39,6 +42,7 @@ namespace graphics { namespace battle { class PartyLayout; +class Stats; class BattleState : public app::State { @@ -53,7 +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 &); @@ -71,6 +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; } @@ -83,58 +91,82 @@ public: graphics::Menu &GetItemMenu() { return itemMenu; } const graphics::Menu &GetItemMenu() const { return itemMenu; } - bool HasMoreHeroes() const { return activeHero < numHeroes; } - void NextHero() { ++activeHero; } + void NextHero(); bool BeforeFirstHero() const { return activeHero < 0; } void PreviousHero() { --activeHero; } 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(std::vector::size_type index) { return monsters[index]; } - const Monster &MonsterAt(std::vector::size_type 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; } + int MaxHeroes() const { return 4; } + int MaxMonsters() const { return monsters.size(); } + const std::vector > &MonsterPositions() const { return monsterPositions; } bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; } const std::vector > &HeroesPositions() const { return heroesPositions; } - bool HeroPositionOccupied(int index) { return index >= 0 && index < numHeroes; } - int NumHeroes() const { return numHeroes; } - std::vector &Monsters() { return monsters; } - const std::vector &Monsters() const { return monsters; } + bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; } void SetRunaway() { ranAway = true; } + + struct Order { + Order(int index, bool isMonster) + : index(index), isMonster(isMonster) { } + int index; + bool isMonster; + }; + + 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 { 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; } + int Width() const { return background->w; } + int Height() 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 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; + private: SDL_Surface *background; const PartyLayout *monstersLayout; @@ -146,15 +178,22 @@ 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; };