X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=b56b9fe3d55cd262dab2ff1e5acec7ad2f65e7d9;hb=2e0bbc9fcc1cce3e1faeff85cc63de7f676e8077;hp=a3c0879cedbbace7352a0ad547a090e9be8e41ae;hpb=558fd3d14ad1a9dc347998691a0b300fd334a16a;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index a3c0879..b56b9fe 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,6 +8,7 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackChoice.h" #include "AttackTypeMenu.h" #include "Hero.h" #include "HeroTag.h" @@ -21,25 +22,32 @@ #include namespace app { class Input; } -namespace graphics { class Sprite; } +namespace graphics { + class Frame; + class Gauge; + class Sprite; +} namespace battle { class PartyLayout; -// TODO: maybe split battle state into substates for each menu? class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons) + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons, const graphics::Frame *heroTagFrame, const graphics::Frame *activeHeroTagFrame, const graphics::Gauge *healthGauge, const graphics::Gauge *manaGauge, const graphics::Gauge *ikariGauge) : background(background) , monstersLayout(&monstersLayout) , heroesLayout(&heroesLayout) + , heroTagFrame(heroTagFrame) + , activeHeroTagFrame(activeHeroTagFrame) + , healthGauge(healthGauge) + , manaGauge(manaGauge) + , ikariGauge(ikariGauge) , attackTypeMenu(attackIcons) , moveMenu(moveIcons) - , moveChoice(-1) - , activeHero(0) { } + , activeHero(-1) { } public: void AddMonster(const Monster &); @@ -47,7 +55,9 @@ public: 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); @@ -59,6 +69,12 @@ public: AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } + bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } + void NextHero() { ++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(); } + public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { return geometry::Vector( @@ -72,12 +88,16 @@ public: 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 RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector &offset); private: SDL_Surface *background; const PartyLayout *monstersLayout; const PartyLayout *heroesLayout; + const graphics::Frame *heroTagFrame; + const graphics::Frame *activeHeroTagFrame; + const graphics::Gauge *healthGauge; + const graphics::Gauge *manaGauge; + const graphics::Gauge *ikariGauge; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; std::vector > monsterPositions; @@ -85,7 +105,7 @@ private: std::vector monsters; std::vector heroes; std::vector heroTags; - int moveChoice; + std::vector attackChoices; int activeHero; };