X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=a10ff7e8fae2b6947dd651c4a403c9b33c57e76d;hb=d2f44bfe5d159647431cee8ab29898bd3618d980;hp=365f1983305fcb3de5139b295cb89947c6db2dd0;hpb=8c055cbdddac2114c130e6a6524ff887d89ccf53;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 365f198..a10ff7e 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -15,15 +15,23 @@ #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 namespace app { class Input; } +namespace common { + class Inventory; + class Item; + class Spell; +} namespace graphics { class Font; class Frame; @@ -34,6 +42,7 @@ namespace graphics { namespace battle { class PartyLayout; +class Stats; class BattleState : public app::State { @@ -46,7 +55,10 @@ public: , res(res) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) - , activeHero(-1) { } + , numHeroes(0) + , activeHero(-1) + , attackCursor(-1) + , ranAway(false) { assert(background && res); } public: void AddMonster(const Monster &); @@ -60,25 +72,76 @@ public: virtual void Resize(int width, int height); - virtual void HandleInput(const app::Input &); + virtual void HandleEvents(const app::Input &); 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; } - bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } - void NextHero() { ++activeHero; } + 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 &GetItemMenu() { return itemMenu; } + const graphics::Menu &GetItemMenu() const { return itemMenu; } + + 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]; } - 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(); } - const graphics::Menu GetSpellMenu() const { return spellMenus[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 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) 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 { @@ -86,13 +149,21 @@ public: (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; @@ -101,14 +172,25 @@ private: const Resources *res; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; + // TODO: combine all data about heros or monsters std::vector > monsterPositions; std::vector > heroesPositions; std::vector monsters; - std::vector heroes; - std::vector > spellMenus; - std::vector heroTags; - std::vector attackChoices; + 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; + bool ranAway; };