X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=a10ff7e8fae2b6947dd651c4a403c9b33c57e76d;hb=d2f44bfe5d159647431cee8ab29898bd3618d980;hp=77e2b5dbdfa214db81bcd6a8f1313b18e05ce49f;hpb=b9fdb4fd361fbc0c8e2c0df9615e6eed540917a1;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 77e2b5d..a10ff7e 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -19,9 +19,10 @@ #include "../app/State.h" #include "../geometry/Point.h" #include "../geometry/Vector.h" +#include "../graphics/Animation.h" #include "../graphics/Menu.h" -#include "../graphics/SimpleAnimation.h" +#include #include #include @@ -41,6 +42,7 @@ namespace graphics { namespace battle { class PartyLayout; +class Stats; class BattleState : public app::State { @@ -55,7 +57,8 @@ public: , moveMenu(res->moveIcons) , numHeroes(0) , activeHero(-1) - , ranAway(false) { } + , attackCursor(-1) + , ranAway(false) { assert(background && res); } public: void AddMonster(const Monster &); @@ -73,6 +76,7 @@ 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; } @@ -92,21 +96,21 @@ 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]; } - - graphics::SimpleAnimation &HeroAnimationAt(int index) { return heroAnimations[index]; } - const graphics::SimpleAnimation &HeroAnimationAt(int index) const { return heroAnimations[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; } @@ -119,16 +123,34 @@ public: 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); @@ -141,6 +163,8 @@ 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; @@ -152,8 +176,9 @@ private: std::vector > monsterPositions; std::vector > heroesPositions; std::vector monsters; + std::vector monsterAttacks; + std::vector attackOrder; Hero heroes[4]; - graphics::SimpleAnimation heroAnimations[4]; graphics::Menu spellMenus[4]; graphics::Menu itemMenu; graphics::Menu ikariMenus[4]; @@ -164,6 +189,7 @@ private: AttackChoice attackChoices[4]; int numHeroes; int activeHero; + int attackCursor; bool ranAway; };