X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=cff0e43b01a0a53d9e75111dd60c39e9fe8b134f;hb=0b11a24a8b08c49d6e4301573602fb6d01e7a8c8;hp=4ac64594ba498d35b3e2dfae0fd4d604176247a0;hpb=65158353d1ecbed0032752863c6c4eb96b1a084a;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 4ac6459..cff0e43 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -1,29 +1,30 @@ -/* - * 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 "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 @@ -54,17 +55,11 @@ public: public: void AddMonster(const Monster &); void AddHero(const Hero &); + void SetCapsule(const Capsule &); public: - virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen); - virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen); - virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen); - virtual void OnPauseState(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: @@ -88,7 +83,9 @@ public: 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 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]; } + + Capsule &GetCapsule() { return capsule; } bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; } bool AttackSelectionDone() const { return activeHero >= numHeroes; } @@ -103,10 +100,20 @@ public: void SetRunaway() { ranAway = true; } struct Order { - Order(int index, bool isMonster) - : index(index), isMonster(isMonster) { } + 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; - bool isMonster; + Performer by; }; void CalculateAttackOrder(); @@ -122,25 +129,31 @@ public: 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: + 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 &) const; + 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; @@ -158,8 +171,12 @@ private: graphics::Menu itemMenu; HeroTag heroTags[4]; SmallHeroTag smallHeroTags[4]; - geometry::Vector heroTagPositions[4]; - geometry::Vector smallHeroTagPositions[4]; + math::Vector heroTagPositions[4]; + math::Vector smallHeroTagPositions[4]; + + math::Vector offset; + + Capsule capsule; int numHeroes; int activeHero; int attackCursor; @@ -171,4 +188,4 @@ private: } -#endif /* BATTLE_BATTLESTATE_H_ */ +#endif