X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=f4f8bc1c3093aed7ce4cc8fffb907975f839ee3e;hb=c8dccd84477d10dcd3ec884478a9f26c16b54ad7;hp=73f3fbc01813c478870d6cb42ff7988b87872c9b;hpb=4d0a650b178d81387caa36953ed06cc5d6c28213;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 73f3fbc..f4f8bc1 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,6 +8,7 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackChoice.h" #include "AttackTypeMenu.h" #include "Hero.h" #include "HeroTag.h" @@ -21,21 +22,25 @@ #include namespace app { class Input; } -namespace graphics { class Sprite; } +namespace graphics { + class Frame; + class Sprite; +} namespace battle { class PartyLayout; -// TODO: maybe split battle state into substates for each menu? class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons) + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons, const graphics::Frame *heroTagFrame, const graphics::Frame *activeHeroTagFrame) : background(background) , monstersLayout(&monstersLayout) , heroesLayout(&heroesLayout) + , heroTagFrame(heroTagFrame) + , activeHeroTagFrame(activeHeroTagFrame) , attackTypeMenu(attackIcons) , moveMenu(moveIcons) , activeHero(-1) { } @@ -46,7 +51,9 @@ public: public: virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); - virtual void ExitState(); + 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); @@ -60,6 +67,9 @@ public: bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } void NextHero() { ++activeHero; } + bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; } + void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); } + bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); } public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { @@ -74,12 +84,13 @@ public: 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 RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector &offset); private: SDL_Surface *background; const PartyLayout *monstersLayout; const PartyLayout *heroesLayout; + const graphics::Frame *heroTagFrame; + const graphics::Frame *activeHeroTagFrame; AttackTypeMenu attackTypeMenu; MoveMenu moveMenu; std::vector > monsterPositions; @@ -87,6 +98,7 @@ private: std::vector monsters; std::vector heroes; std::vector heroTags; + std::vector attackChoices; int activeHero; };