X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=a6ba39829d9f6de2718aace409980542d71b6ce5;hb=c20927cf8ab9bb7526f641850c3997f14c66f06e;hp=a10ff7e8fae2b6947dd651c4a403c9b33c57e76d;hpb=d2f44bfe5d159647431cee8ab29898bd3618d980;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index a10ff7e..a6ba398 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,7 +8,6 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ -#include "AttackChoice.h" #include "AttackTypeMenu.h" #include "Hero.h" #include "HeroTag.h" @@ -41,6 +40,7 @@ namespace graphics { namespace battle { +class AttackChoice; class PartyLayout; class Stats; @@ -58,6 +58,8 @@ public: , numHeroes(0) , activeHero(-1) , attackCursor(-1) + , expReward(0) + , goldReward(0) , ranAway(false) { assert(background && res); } public: @@ -76,25 +78,20 @@ 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; } MoveMenu &GetMoveMenu() { return moveMenu; } - 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; } + graphics::Menu &ItemMenu() { return itemMenu; } + const graphics::Menu &ItemMenu() const { return itemMenu; } void NextHero(); bool BeforeFirstHero() const { return activeHero < 0; } - void PreviousHero() { --activeHero; } + void PreviousHero(); void SwapHeroes(int lhs, int rhs); - Hero &ActiveHero() { return heroes[activeHero]; } - const Hero &ActiveHero() const { return heroes[activeHero]; } + Hero &ActiveHero() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; } + const Hero &ActiveHero() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[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]; } @@ -104,22 +101,14 @@ public: 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 HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; } 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; } @@ -159,10 +148,10 @@ public: 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(); + void DecideMonsterAttack(Monster &) const; + void CalculateDamage(const Stats &attackerStats, TargetSelection &targets) const; Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const; private: @@ -172,24 +161,19 @@ 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 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; };