X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=e002b7c026d8c33816d5bfadf5f213b9606fadf3;hb=9f352d64f920f46a2d5b4fe67408154629933293;hp=0143fe0fac21cefd940e2e9a48fb50dfa7df2321;hpb=68510cd21025741773b6746376a24602be791829;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 0143fe0..e002b7c 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,6 +8,7 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "fwd.h" #include "AttackTypeMenu.h" #include "Hero.h" #include "HeroTag.h" @@ -15,35 +16,21 @@ #include "MoveMenu.h" #include "Resources.h" #include "SmallHeroTag.h" +#include "../app/fwd.h" #include "../app/State.h" -#include "../geometry/Point.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 #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 AttackChoice; -class PartyLayout; -class Stats; - class BattleState : public app::State { @@ -78,25 +65,20 @@ public: virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); - // TODO: turn this mess into a well stuctured interface public: const Resources &Res() const { return *res; } AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } - graphics::Menu &GetSpellMenu() { return heroes[activeHero].SpellMenu(); } - const graphics::Menu &GetSpellMenu() const { return heroes[activeHero].SpellMenu(); } - graphics::Menu &GetIkariMenu() { return heroes[activeHero].IkariMenu(); } - const graphics::Menu &GetIkariMenu() const { return heroes[activeHero].IkariMenu(); } - 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(); 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) { assert(index >= 0 && index < NumHeroes()); return heroes[index]; } const Hero &HeroAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index]; } @@ -104,24 +86,16 @@ 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::Point &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; } - - bool HasChosenAttackType() const { return ActiveHeroAttackChoice().GetType() != AttackChoice::UNDECIDED; } - AttackChoice &ActiveHeroAttackChoice() { return AttackChoiceAt(activeHero); } - const AttackChoice &ActiveHeroAttackChoice() const { return AttackChoiceAt(activeHero); } - AttackChoice &AttackChoiceAt(int index) { assert(index >= 0 && index < NumHeroes()); return heroes[index].GetAttackChoice(); } - const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index].GetAttackChoice(); } - AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; } - const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; } + const geometry::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(); } - 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; } @@ -153,6 +127,7 @@ public: } int Width() const { return background->w; } int Height() const { return background->h; } + geometry::Vector Size() const { return geometry::Vector(Width(), Height()); } void RenderBackground(SDL_Surface *screen, const geometry::Vector &offset); void RenderMonsters(SDL_Surface *screen, const geometry::Vector &offset); @@ -163,7 +138,9 @@ public: private: void LoadInventory(); - Uint16 CalculateDamage(const Stats &attacker, const Stats &defender) const; + void DecideMonsterAttack(Monster &) const; + void CalculateDamage(const common::Stats &attackerStats, TargetSelection &targets) const; + Uint16 CalculateDamage(const common::Stats &attacker, const common::Stats &defender) const; private: SDL_Surface *background; @@ -172,18 +149,14 @@ private: 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 monsterAttacks; std::vector attackOrder; Hero heroes[4]; graphics::Menu itemMenu; HeroTag heroTags[4]; SmallHeroTag smallHeroTags[4]; - geometry::Point heroTagPositions[4]; - geometry::Point smallHeroTagPositions[4]; + geometry::Vector heroTagPositions[4]; + geometry::Vector smallHeroTagPositions[4]; int numHeroes; int activeHero; int attackCursor;