X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=cfd344dea4bce431b8f9a67adb534d1097a23520;hb=e1dab8a680a76f8621e967a693dbf2b481ba8f75;hp=93e1e2b032c82a666dcb5cd1bed79c997530d243;hpb=4170813213bafe6f4a01a79bf42308ddb7f3c545;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 93e1e2b..cfd344d 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -1,153 +1,132 @@ -/* - * BattleState.h - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ -#include "AttackChoice.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/State.h" -#include "../geometry/Point.h" -#include "../geometry/Vector.h" +#include "../common/GameConfig.h" +#include "../common/Stats.h" +#include "../graphics/Animation.h" #include "../graphics/Menu.h" +#include #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; - class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res) - : background(background) - , monstersLayout(&monstersLayout) - , heroesLayout(&heroesLayout) - , res(res) + BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout) + : game(game) + , background(background) + , res(game->battleResources) + , battle(game->heroesLayout, monstersLayout) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) - , activeHero(-1) { } + , 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 HandleInput(const app::Input &); - virtual void UpdateWorld(float deltaT); + virtual void HandleEvents(const app::Input &); + 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; } - bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } - void NextHero() { ++activeHero; } - bool BeforeFirstHero() const { return activeHero < 0; } - void PreviousHero() { --activeHero; } - Hero &ActiveHero() { return heroes[activeHero]; } - const Hero &ActiveHero() const { return heroes[activeHero]; } - Hero &HeroAt(std::vector::size_type index) { return heroes[index]; } - const Hero &HeroAt(std::vector::size_type index) const { return heroes[index]; } - const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; } - const HeroTag &HeroTagAt(std::vector::size_type index) const { return heroTags[index]; } - const geometry::Point &HeroTagPositionAt(std::vector::size_type index) const { return heroTagPositions[index]; } - bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; } - void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); } - AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; } - const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; } - TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); } - const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); } - bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); } - - 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; } - - 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) { return index >= 0 && index < int(heroes.size()); } - std::vector &Heroes() { return heroes; } - const std::vector &Heroes() const { return heroes; } + graphics::Menu &ItemMenu() { return itemMenu; } + const graphics::Menu &ItemMenu() const { return itemMenu; } + + 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 math::Vector &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; } + + 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; } 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); + const math::Vector &ScreenOffset() const { return offset; } + int Width() const { return background->w; } + int Height() const { return background->h; } + math::Vector Size() const { return math::Vector(Width(), Height()); } + + 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: + virtual void OnEnterState(SDL_Surface *screen); + virtual void OnExitState(SDL_Surface *screen); + virtual void OnResumeState(SDL_Surface *screen); + virtual void OnPauseState(SDL_Surface *screen); + + virtual void OnResize(int width, int height); private: - void LoadSpellMenu(std::vector::size_type heroIndex); - void LoadIkariMenu(std::vector::size_type heroIndex); void LoadInventory(); private: + common::GameConfig *game; SDL_Surface *background; - const PartyLayout *monstersLayout; - const PartyLayout *heroesLayout; const Resources *res; + Battle battle; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; - // TODO: combine all data about heros or monsters - std::vector > monsterPositions; - std::vector > heroesPositions; - std::vector monsters; - std::vector heroes; - std::vector > spellMenus; graphics::Menu itemMenu; - std::vector > ikariMenus; HeroTag heroTags[4]; - geometry::Point heroTagPositions[4]; - AttackChoice attackChoices[4]; - int activeHero; + SmallHeroTag smallHeroTags[4]; + math::Vector heroTagPositions[4]; + math::Vector smallHeroTagPositions[4]; + + math::Vector offset; + + bool ranAway; + bool alreadyPushed; }; } -#endif /* BATTLE_BATTLESTATE_H_ */ +#endif