X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=cfd344dea4bce431b8f9a67adb534d1097a23520;hb=e1dab8a680a76f8621e967a693dbf2b481ba8f75;hp=60c24bc87aef33faf4537d961d82ea8cf05bc199;hpb=0ad5ca97b5df217329bc319d62564a9f46ba11d7;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 60c24bc..cfd344d 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -1,29 +1,31 @@ -/* - * BattleState.h - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ -#include "fwd.h" +namespace battle { + class PartyLayout; +} +namespace common { + class Item; + struct GameConfig; +} +namespace math { + template + class Vector; +} + #include "AttackTypeMenu.h" +#include "Battle.h" +#include "Capsule.h" #include "Hero.h" #include "HeroTag.h" #include "Monster.h" #include "MoveMenu.h" #include "Resources.h" #include "SmallHeroTag.h" -#include "../app/fwd.h" #include "../app/State.h" #include "../common/GameConfig.h" -#include "../common/fwd.h" #include "../common/Stats.h" -#include "../geometry/Vector.h" #include "../graphics/Animation.h" -#include "../graphics/fwd.h" #include "../graphics/Menu.h" #include @@ -39,35 +41,26 @@ public: BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout) : game(game) , background(background) - , monstersLayout(monstersLayout) - , heroesLayout(game->heroesLayout) , res(game->battleResources) + , battle(game->heroesLayout, monstersLayout) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) - , numHeroes(0) - , activeHero(-1) - , attackCursor(-1) - , expReward(0) - , goldReward(0) - , ranAway(false) { assert(background && monstersLayout && game); } + , ranAway(false), alreadyPushed(false) + { assert(background && game); } public: void AddMonster(const Monster &); void AddHero(const Hero &); + void SetCapsule(const Capsule &); public: - virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); - 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 HandleEvents(const app::Input &); - virtual void UpdateWorld(float deltaT); + virtual void UpdateWorld(Uint32 deltaT); virtual void Render(SDL_Surface *); public: + Battle &GetBattle() { return battle; } + const Battle &GetBattle() const { return battle; } const Resources &Res() const { return *res; } AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } @@ -75,100 +68,65 @@ public: graphics::Menu &ItemMenu() { return itemMenu; } const graphics::Menu &ItemMenu() const { return itemMenu; } - void NextHero(); - bool BeforeFirstHero() const { return activeHero < 0; } - void PreviousHero(); - void SwapHeroes(int lhs, int rhs); - 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]; } - 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]; } + Hero &HeroAt(int index) { return battle.HeroAt(index); } + const Hero &HeroAt(int index) const { return battle.HeroAt(index); } + Monster &MonsterAt(int index) { return battle.MonsterAt(index); } + const Monster &MonsterAt(int index) const { return battle.MonsterAt(index); } const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; } - const geometry::Vector &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; } + const math::Vector &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[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(); } - - bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; } - bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; } + int NumHeroes() const { return battle.NumHeroes(); } + int MaxHeroes() const { return battle.MaxHeroes(); } + int NumMonsters() const { return battle.NumMonsters(); } + int MaxMonsters() const { return battle.MaxMonsters(); } 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); - } + const math::Vector &ScreenOffset() const { return offset; } int Width() const { return background->w; } int Height() const { return background->h; } - geometry::Vector Size() const { return geometry::Vector(Width(), Height()); } + math::Vector Size() const { return math::Vector(Width(), Height()); } - 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); + void RenderBackground(SDL_Surface *screen); + void RenderMonsters(SDL_Surface *screen); + void RenderHeroes(SDL_Surface *screen); + void RenderCapsule(SDL_Surface *screen); + void RenderHeroTags(SDL_Surface *screen); + void RenderSmallHeroTags(SDL_Surface *screen); private: - void LoadInventory(); + virtual void OnEnterState(SDL_Surface *screen); + virtual void OnExitState(SDL_Surface *screen); + virtual void OnResumeState(SDL_Surface *screen); + virtual void OnPauseState(SDL_Surface *screen); - void DecideMonsterAttack(Monster &) const; - void CalculateDamage(const common::Stats &attackerStats, TargetSelection &targets) const; - Uint16 CalculateDamage(const common::Stats &attacker, const common::Stats &defender) const; + virtual void OnResize(int width, int height); + +private: + void LoadInventory(); private: common::GameConfig *game; SDL_Surface *background; - const PartyLayout *monstersLayout; - const PartyLayout *heroesLayout; const Resources *res; + Battle battle; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; - std::vector monsters; - std::vector attackOrder; - Hero heroes[4]; graphics::Menu itemMenu; HeroTag heroTags[4]; SmallHeroTag smallHeroTags[4]; - geometry::Vector heroTagPositions[4]; - geometry::Vector smallHeroTagPositions[4]; - int numHeroes; - int activeHero; - int attackCursor; - int expReward; - int goldReward; + math::Vector heroTagPositions[4]; + math::Vector smallHeroTagPositions[4]; + + math::Vector offset; + bool ranAway; + bool alreadyPushed; }; } -#endif /* BATTLE_BATTLESTATE_H_ */ +#endif