X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FHero.h;h=44d0b4d0c3372dc9a4f320965c4cf3f06b757b72;hb=68510cd21025741773b6746376a24602be791829;hp=499239d961beefa21410a3464d4e147eb2c86565;hpb=fa3de7178227b9cc7f11c92208b5904cee3ae4c4;p=l2e.git diff --git a/src/battle/Hero.h b/src/battle/Hero.h index 499239d..44d0b4d 100644 --- a/src/battle/Hero.h +++ b/src/battle/Hero.h @@ -8,6 +8,11 @@ #ifndef BATTLE_HERO_H_ #define BATTLE_HERO_H_ +#include "AttackChoice.h" +#include "Stats.h" +#include "../graphics/Animation.h" +#include "../graphics/Menu.h" + #include #include @@ -15,10 +20,14 @@ namespace common { class Item; class Spell; } -namespace graphics { class Sprite; } +namespace graphics { + class Sprite; +} namespace battle { +class Resources; + class Hero { public: @@ -35,6 +44,7 @@ public: Uint16 MaxHealth() const { return maxHealth; } Uint16 Health() const { return health; } int RelativeHealth(int max) const { return Health() * max / MaxHealth(); } + void SubtractHealth(int amount); Uint16 MaxMana() const { return maxMana; } Uint16 Mana() const { return mana; } @@ -45,12 +55,15 @@ public: Uint8 IP() const { return ip; } int RelativeIP(int max) const { return IP() * max / MaxIP(); } - 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; } + 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; } @@ -66,6 +79,26 @@ public: 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; } + + 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; } + +public: + void UpdateSpellMenu(); + void UpdateIkariMenu(const Resources *); + // temporary setters until loader is implemented public: void SetName(const char *n) { name = n; } @@ -78,39 +111,50 @@ public: void SetMana(Uint16 m) { mana = m; } void SetIP(Uint8 i) { ip = i; } - void SetWeapon(const common::Item *i) { weapon = i; } - void SetArmor(const common::Item *i) { armor = i; } - void SetShield(const common::Item *i) { shield = i; } - void SetHelmet(const common::Item *i) { helmet = i; } - void SetRing(const common::Item *i) { ring = i; } - void SetJewel(const common::Item *i) { jewel = 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; } + private: const char *name; graphics::Sprite *sprite; - const common::Item *weapon; - const common::Item *armor; - const common::Item *shield; - const common::Item *helmet; - const common::Item *ring; - const common::Item *jewel; + 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; + + 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; - Uint16 attack; - Uint16 defense; - Uint16 agility; - Uint16 intelligence; - Uint16 gut; - Uint16 magicResistance; + Stats stats; Uint8 level; Uint8 ip;