X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=f5bf9cb1b915ee9e60de2a3516104adac9842052;hb=35f8a25fc914f10a8e987357bab94584af0992fb;hp=96a7ce20643d5b62f4aee3d3c9f0f68103280a3a;hpb=7946f704a4cd3a985d2fb523079fce7fa14c341e;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 96a7ce2..f5bf9cb 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -27,6 +27,7 @@ namespace app { class Input; } namespace common { class Inventory; class Item; + class Spell; } namespace graphics { class Font; @@ -50,7 +51,9 @@ public: , res(res) , attackTypeMenu(res->attackIcons) , moveMenu(res->moveIcons) - , activeHero(-1) { } + , numHeroes(0) + , activeHero(-1) + , ranAway(false) { } public: void AddMonster(const Monster &); @@ -64,7 +67,7 @@ public: virtual void Resize(int width, int height); - virtual void HandleInput(const app::Input &); + virtual void HandleEvents(const app::Input &); virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); @@ -73,21 +76,45 @@ public: AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; } MoveMenu &GetMoveMenu() { return moveMenu; } - bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); } + 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; } + + bool HasMoreHeroes() const { return activeHero < numHeroes; } void NextHero() { ++activeHero; } bool BeforeFirstHero() const { return activeHero < 0; } void PreviousHero() { --activeHero; } + void SwapHeroes(int lhs, int rhs); Hero &ActiveHero() { return heroes[activeHero]; } const Hero &ActiveHero() const { 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]; } + + const HeroTag &HeroTagAt(int index) const { return heroTags[index]; } + const geometry::Point &HeroTagPositionAt(int index) const { return heroTagPositions[index]; } + 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(); } - 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; } + AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; } + const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; } + const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; } + bool AttackSelectionDone() const { return activeHero >= numHeroes; } + + int NumHeroes() const { return numHeroes; } + 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) { return index >= 0 && index < numHeroes; } + + void SetRunaway() { ranAway = true; } + void ClearAllAttacks(); public: geometry::Vector CalculateScreenOffset(SDL_Surface *screen) const { @@ -104,6 +131,8 @@ public: void RenderHeroTags(SDL_Surface *screen, const geometry::Vector &offset); private: + void LoadSpellMenu(std::vector::size_type heroIndex); + void LoadIkariMenu(std::vector::size_type heroIndex); void LoadInventory(); private: @@ -113,16 +142,20 @@ 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 heroes; - std::vector > spellMenus; + Hero heroes[4]; + graphics::Menu spellMenus[4]; graphics::Menu itemMenu; - std::vector > ikariMenus; - std::vector heroTags; - std::vector attackChoices; + graphics::Menu ikariMenus[4]; + HeroTag heroTags[4]; + geometry::Point heroTagPositions[4]; + AttackChoice attackChoices[4]; + int numHeroes; int activeHero; + bool ranAway; };