X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FHero.h;h=122ee94112a21aac140f95a0187923dd820afef0;hb=81da0a7970ce80843ef8f144da06c1e0e2d950a9;hp=03f909519400ffac8685e92b9b97301fd29425ae;hpb=d872d756e64b8f1f57cba64ae19f479f8eab3927;p=l2e.git diff --git a/src/battle/Hero.h b/src/battle/Hero.h index 03f9095..122ee94 100644 --- a/src/battle/Hero.h +++ b/src/battle/Hero.h @@ -8,14 +8,27 @@ #ifndef BATTLE_HERO_H_ #define BATTLE_HERO_H_ +#include "AttackChoice.h" +#include "Stats.h" +#include "../geometry/Vector.h" +#include "../graphics/Animation.h" +#include "../graphics/Menu.h" + #include #include -namespace common { class Spell; } -namespace graphics { class Sprite; } +namespace common { + class Item; + class Spell; +} +namespace graphics { + class Sprite; +} namespace battle { +class Resources; + class Hero { public: @@ -31,22 +44,64 @@ public: Uint16 MaxHealth() const { return maxHealth; } Uint16 Health() const { return health; } - int RelativeHealth(int max) const { return health * max / maxHealth; } + int RelativeHealth(int max) const { return Health() * max / MaxHealth(); } + void SubtractHealth(int amount); Uint16 MaxMana() const { return maxMana; } Uint16 Mana() const { return mana; } - int RelativeMana(int max) const { return maxMana == 0 ? 0 : mana * max / maxMana; } - bool CanUseMagic() const { return maxMana > 0; } + int RelativeMana(int max) const { return MaxMana() == 0 ? 0 : Mana() * max / MaxMana(); } + bool CanUseMagic() const { return MaxMana() > 0; } + Uint8 MaxIP() const { return 255; } Uint8 IP() const { return ip; } - int RelativeIP(int max) const { return ip * max / 255; } + int RelativeIP(int max) const { return IP() * max / MaxIP(); } + + Stats &GetStats() { return stats; } + const Stats &GetStats() const { return stats; } + + common::Item *Weapon() { return weapon; } + common::Item *Armor() { return armor; } + common::Item *Shield() { return shield; } + common::Item *Helmet() { return helmet; } + common::Item *Ring() { return ring; } + common::Item *Jewel() { return jewel; } + + const common::Item *Weapon() const { return weapon; } + const common::Item *Armor() const { return armor; } + const common::Item *Shield() const { return shield; } + const common::Item *Helmet() const { return helmet; } + const common::Item *Ring() const { return ring; } + const common::Item *Jewel() const { return jewel; } + + bool HasWeapon() const { return weapon; } + bool HasArmor() const { return armor; } + bool HasShield() const { return shield; } + bool HasHelmet() const { return helmet; } + bool HasRing() const { return ring; } + bool HasJewel() const { return jewel; } + + graphics::AnimationRunner &GetAnimation() { return animation; } + const graphics::AnimationRunner &GetAnimation() const { return animation; } + void SetAnimation(const graphics::AnimationRunner &a) { animation = a; } + + const graphics::Animation *MeleeAnimation() const { return meleeAnimation; } + const graphics::Animation *AttackAnimation() const { return attackAnimation; } + const graphics::Animation *SpellAnimation() const { return spellAnimation; } + + geometry::Vector &Position() { return position; } + const geometry::Vector &Position() const { return position; } + + graphics::Menu &SpellMenu() { return spellMenu; } + const graphics::Menu &SpellMenu() const { return spellMenu; } + graphics::Menu &IkariMenu() { return ikariMenu; } + const graphics::Menu &IkariMenu() const { return ikariMenu; } + + AttackChoice &GetAttackChoice() { return attackChoice; } + const AttackChoice &GetAttackChoice() const { return attackChoice; } - Uint16 Attack() const { return attack; } - Uint16 Defense() const { return defense; } - Uint16 Agility() const { return agility; } - Uint16 Intelligence() const { return intelligence; } - Uint16 Gut() const { return gut; } - Uint16 MagicResistance() const { return magicResistance; } +public: + void UpdateSpellMenu(); + void UpdateIkariMenu(const Resources *); // temporary setters until loader is implemented public: @@ -60,28 +115,57 @@ public: void SetMana(Uint16 m) { mana = m; } void SetIP(Uint8 i) { ip = i; } + void SetStats(const Stats &s) { stats = s; } + + void SetWeapon(common::Item *i) { weapon = i; } + void SetArmor(common::Item *i) { armor = i; } + void SetShield(common::Item *i) { shield = i; } + void SetHelmet(common::Item *i) { helmet = i; } + void SetRing(common::Item *i) { ring = i; } + void SetJewel(common::Item *i) { jewel = i; } + void AddSpell(const common::Spell *s) { spells.push_back(s); } + void SetMeleeAnimation(const graphics::Animation *a) { meleeAnimation = a; } + void SetAttackAnimation(const graphics::Animation *a) { attackAnimation = a; } + void SetSpellAnimation(const graphics::Animation *a) { spellAnimation = a; } + + static void CreateTypeDescription(); + private: const char *name; graphics::Sprite *sprite; + common::Item *weapon; + common::Item *armor; + common::Item *shield; + common::Item *helmet; + common::Item *ring; + common::Item *jewel; + + const graphics::Animation *meleeAnimation; + const graphics::Animation *attackAnimation; + const graphics::Animation *spellAnimation; + + graphics::AnimationRunner animation; + + geometry::Vector position; + + graphics::Menu spellMenu; + graphics::Menu ikariMenu; + + AttackChoice attackChoice; + // TODO: vector does not seem to be a good choice std::vector spells; - // TODO: equipment list - Uint16 maxHealth, health; - Uint16 maxMana, mana; + int maxHealth, health; + int maxMana, mana; - Uint16 attack; - Uint16 defense; - Uint16 agility; - Uint16 intelligence; - Uint16 gut; - Uint16 magicResistance; + Stats stats; - Uint8 level; - Uint8 ip; + int level; + int ip; };