X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=cff0e43b01a0a53d9e75111dd60c39e9fe8b134f;hb=0b11a24a8b08c49d6e4301573602fb6d01e7a8c8;hp=05bd7c95128ae6352b9360d3b1cc34243aab89a4;hpb=95bfa881f3fa427b67d9ce21e6a10f80f7be5439;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 05bd7c9..cff0e43 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -1,48 +1,191 @@ -/* - * BattleState.h - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +namespace battle { + class PartyLayout; +} +namespace common { + class Item; + struct GameConfig; +} +namespace math { + template + class Vector; +} + +#include "AttackTypeMenu.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 "../common/GameConfig.h" +#include "../common/Stats.h" +#include "../graphics/Animation.h" +#include "../graphics/Menu.h" +#include #include #include namespace battle { -class PartyLayout; - class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout) - : background(background) - , monstersLayout(&monstersLayout) { } + BattleState(common::GameConfig *game, SDL_Surface *background, const PartyLayout *monstersLayout) + : game(game) + , background(background) + , monstersLayout(monstersLayout) + , heroesLayout(game->heroesLayout) + , res(game->battleResources) + , attackTypeMenu(res->attackIcons) + , moveMenu(res->moveIcons) + , numHeroes(0) + , activeHero(-1) + , attackCursor(-1) + , expReward(0) + , goldReward(0) + , ranAway(false) { assert(background && monstersLayout && game); } public: - virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); - virtual void ExitState(); + void AddMonster(const Monster &); + void AddHero(const Hero &); + void SetCapsule(const Capsule &); - virtual void HandleEvent(const SDL_Event &); - virtual void UpdateWorld(float deltaT); +public: + virtual void HandleEvents(const app::Input &); + virtual void UpdateWorld(Uint32 deltaT); virtual void Render(SDL_Surface *); +public: + const Resources &Res() const { return *res; } + AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } + MoveMenu &GetMoveMenu() { return moveMenu; } + + 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]; } + + 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]; } + + Capsule &GetCapsule() { return capsule; } + + 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; } + + void SetRunaway() { ranAway = true; } + + struct Order { + enum Performer { + HERO, + CAPSULE, + MONSTER, + }; + Order(Performer by, int index = 0) + : index(index), by(by) { } + AttackChoice &GetAttackChoice(BattleState &) const; + common::Stats &GetStats(BattleState &) const; + bool IsHero() const { return by == HERO; } + bool IsCapsule() const { return by == CAPSULE; } + bool IsMonster() const { return by == MONSTER; } + int index; + Performer by; + }; + + 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: + 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 LoadInventory(); + + void DecideMonsterAttack(Monster &); + void DecideCapsuleAttack(); + void CalculateDamage(const common::Stats &attackerStats, TargetSelection &targets) const; + Uint16 CalculateDamage(const common::Stats &attacker, const common::Stats &defender) const; + +private: + common::GameConfig *game; SDL_Surface *background; const PartyLayout *monstersLayout; - std::vector > monsterPositions; + const PartyLayout *heroesLayout; + const Resources *res; + AttackTypeMenu attackTypeMenu; + MoveMenu moveMenu; std::vector monsters; + std::vector attackOrder; + Hero heroes[4]; + graphics::Menu itemMenu; + HeroTag heroTags[4]; + SmallHeroTag smallHeroTags[4]; + math::Vector heroTagPositions[4]; + math::Vector smallHeroTagPositions[4]; + + math::Vector offset; + + Capsule capsule; + int numHeroes; + int activeHero; + int attackCursor; + int expReward; + int goldReward; + bool ranAway; }; } -#endif /* BATTLE_BATTLESTATE_H_ */ +#endif