X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=a901c63f68ccf028063fec9ebc8a21d3313376be;hb=04b582180c8f86f50f08f5141a2514a1fcda3e01;hp=52238ebe5d3594b964cd656aa10bd5094e793e51;hpb=4a1816af30dcfe53181a25355bd51cc7b24a83f1;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 52238eb..a901c63 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,13 +8,35 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackChoice.h" +#include "AttackTypeMenu.h" +#include "Hero.h" +#include "HeroTag.h" #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/Menu.h" #include #include +namespace app { class Input; } +namespace common { + class Inventory; + class Item; + class Spell; +} +namespace graphics { + class Font; + class Frame; + class Gauge; + class Sprite; +} + namespace battle { class PartyLayout; @@ -23,32 +45,122 @@ class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout) + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res) : background(background) , monstersLayout(&monstersLayout) - , width(0) - , height(0) { } + , heroesLayout(&heroesLayout) + , res(res) + , attackTypeMenu(res->attackIcons) + , moveMenu(res->moveIcons) + , numHeroes(0) + , activeHero(-1) + , ranAway(false) { } public: void AddMonster(const Monster &); + void AddHero(const Hero &); public: virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); - virtual void ExitState(); + virtual void ExitState(app::Application &ctrl, SDL_Surface *screen); + virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen); + virtual void PauseState(app::Application &ctrl, SDL_Surface *screen); virtual void Resize(int width, int height); - virtual void HandleEvent(const SDL_Event &); + virtual void HandleEvents(const app::Input &); virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); +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; } + + bool HasMoreHeroes() const { return activeHero < numHeroes; } + void NextHero() { ++activeHero; } + 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(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]; } + 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; } + void ClearAllAttacks(); + +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; } + + 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(); + private: SDL_Surface *background; const PartyLayout *monstersLayout; + const PartyLayout *heroesLayout; + const Resources *res; + AttackTypeMenu attackTypeMenu; + MoveMenu moveMenu; + // TODO: combine all data about heros or monsters std::vector > monsterPositions; + std::vector > heroesPositions; std::vector monsters; - int width; - int height; + 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; + bool ranAway; };