4 * Created on: Aug 5, 2012
8 #ifndef BATTLE_BATTLESTATE_H_
9 #define BATTLE_BATTLESTATE_H_
11 #include "AttackChoice.h"
12 #include "AttackTypeMenu.h"
17 #include "Resources.h"
18 #include "../app/State.h"
19 #include "../geometry/Point.h"
20 #include "../geometry/Vector.h"
21 #include "../graphics/Menu.h"
26 namespace app { class Input; }
47 BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const Resources *res)
48 : background(background)
49 , monstersLayout(&monstersLayout)
50 , heroesLayout(&heroesLayout)
52 , attackTypeMenu(res->attackIcons)
53 , moveMenu(res->moveIcons)
58 void AddMonster(const Monster &);
59 void AddHero(const Hero &);
62 virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
63 virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
64 virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
65 virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
67 virtual void Resize(int width, int height);
69 virtual void HandleEvents(const app::Input &);
70 virtual void UpdateWorld(float deltaT);
71 virtual void Render(SDL_Surface *);
74 const Resources &Res() const { return *res; }
75 AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
76 MoveMenu &GetMoveMenu() { return moveMenu; }
78 bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
79 void NextHero() { ++activeHero; }
80 bool BeforeFirstHero() const { return activeHero < 0; }
81 void PreviousHero() { --activeHero; }
82 Hero &ActiveHero() { return heroes[activeHero]; }
83 const Hero &ActiveHero() const { return heroes[activeHero]; }
84 Hero &HeroAt(std::vector<Hero>::size_type index) { return heroes[index]; }
85 const Hero &HeroAt(std::vector<Hero>::size_type index) const { return heroes[index]; }
86 void SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs);
87 const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; }
88 const HeroTag &HeroTagAt(std::vector<Hero>::size_type index) const { return heroTags[index]; }
89 const geometry::Point<int> &HeroTagPositionAt(std::vector<Hero>::size_type index) const { return heroTagPositions[index]; }
90 bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
91 void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
92 AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
93 const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
94 const AttackChoice &AttackChoiceAt(std::vector<Hero>::size_type index) const { return attackChoices[index]; }
95 TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
96 const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
97 bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
99 graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
100 const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
101 graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
102 const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
103 graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
104 const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
106 const std::vector<geometry::Point<int> > &MonsterPositions() const { return monsterPositions; }
107 bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
108 const std::vector<geometry::Point<int> > &HeroesPositions() const { return heroesPositions; }
109 bool HeroPositionOccupied(int index) { return index >= 0 && index < int(heroes.size()); }
110 std::vector<Hero> &Heroes() { return heroes; }
111 const std::vector<Hero> &Heroes() const { return heroes; }
113 void SetRunaway() { ranAway = true; }
116 geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
117 return geometry::Vector<int>(
118 (screen->w - background->w) / 2,
119 (screen->h - background->h) / 2);
121 int BackgroundWidth() const { return background->w; }
122 int BackgroundHeight() const { return background->h; }
124 void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
125 void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
126 void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
127 void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
130 void LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
131 void LoadIkariMenu(std::vector<Hero>::size_type heroIndex);
132 void LoadInventory();
135 SDL_Surface *background;
136 const PartyLayout *monstersLayout;
137 const PartyLayout *heroesLayout;
138 const Resources *res;
139 AttackTypeMenu attackTypeMenu;
141 // TODO: combine all data about heros or monsters
142 std::vector<geometry::Point<int> > monsterPositions;
143 std::vector<geometry::Point<int> > heroesPositions;
144 std::vector<Monster> monsters;
145 std::vector<Hero> heroes;
146 std::vector<graphics::Menu<const common::Spell *> > spellMenus;
147 graphics::Menu<const common::Item *> itemMenu;
148 std::vector<graphics::Menu<const common::Item *> > ikariMenus;
150 geometry::Point<int> heroTagPositions[4];
151 AttackChoice attackChoices[4];
159 #endif /* BATTLE_BATTLESTATE_H_ */