X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=d2423719e04c5d035f7e6273c5a68c687315ec94;hb=5d1a76ae7725af998c6ee46adfe492c68ee1d34f;hp=b491af862c99485c080c156836d3a2c9e7413b26;hpb=c484a03fda545a6803be63aa0a35f23c26cc8e2f;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index b491af8..d242371 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -1,75 +1,58 @@ -/* - * BattleState.h - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ -#include "AttackChoice.h" +#include "fwd.h" #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 "../geometry/Point.h" -#include "../geometry/Vector.h" +#include "../common/GameConfig.h" +#include "../common/fwd.h" +#include "../common/Stats.h" +#include "../math/Vector.h" +#include "../graphics/Animation.h" +#include "../graphics/fwd.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) + , monstersLayout(monstersLayout) + , heroesLayout(game->heroesLayout) + , res(game->battleResources) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) , numHeroes(0) , activeHero(-1) - , ranAway(false) { } + , attackCursor(-1) + , expReward(0) + , goldReward(0) + , ranAway(false) { assert(background && monstersLayout && 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: @@ -77,88 +60,122 @@ public: AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } - 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; } + graphics::Menu &ItemMenu() { return itemMenu; } + const graphics::Menu &ItemMenu() const { return itemMenu; } void NextHero(); bool BeforeFirstHero() const { return activeHero < 0; } - void PreviousHero() { --activeHero; } + void PreviousHero(); void SwapHeroes(int lhs, int rhs); - Hero &ActiveHero() { return heroes[activeHero]; } - const Hero &ActiveHero() const { return heroes[activeHero]; } + 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) { return heroes[index]; } - const Hero &HeroAt(int index) const { return heroes[index]; } - Monster &MonsterAt(int index) { return monsters[index]; } - const Monster &MonsterAt(int index) const { return monsters[index]; } + 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 { return heroTags[index]; } - const geometry::Point &HeroTagPositionAt(int index) const { return heroTagPositions[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]; } - bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; } - AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; } - const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; } - const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[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(); } - 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) 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: - geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { - return geometry::Vector( + math::Vector CalculateScreenOffset(SDL_Surface *screen) const { + return math::Vector( (screen->w - background->w) / 2, (screen->h - background->h) / 2); } - int BackgroundWidth() const { return background->w; } - int BackgroundHeight() const { return background->h; } + 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, 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, const math::Vector &offset); + void RenderMonsters(SDL_Surface *screen, const math::Vector &offset); + void RenderHeroes(SDL_Surface *screen, const math::Vector &offset); + void RenderCapsule(SDL_Surface *screen, const math::Vector &offset); + void RenderHeroTags(SDL_Surface *screen, const math::Vector &offset); + void RenderSmallHeroTags(SDL_Surface *screen, const math::Vector &offset); + +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(); + 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; const PartyLayout *heroesLayout; const Resources *res; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; - // TODO: combine all data about heros or monsters - std::vector > monsterPositions; - std::vector > heroesPositions; std::vector monsters; + std::vector attackOrder; Hero heroes[4]; - graphics::Menu spellMenus[4]; graphics::Menu itemMenu; - graphics::Menu ikariMenus[4]; HeroTag heroTags[4]; SmallHeroTag smallHeroTags[4]; - geometry::Point heroTagPositions[4]; - geometry::Point smallHeroTagPositions[4]; - AttackChoice attackChoices[4]; + math::Vector heroTagPositions[4]; + math::Vector smallHeroTagPositions[4]; + Capsule capsule; int numHeroes; int activeHero; + int attackCursor; + int expReward; + int goldReward; bool ranAway; };