#ifndef BATTLE_BATTLESTATE_H_
#define BATTLE_BATTLESTATE_H_
+#include "AttackChoice.h"
#include "AttackTypeMenu.h"
#include "Hero.h"
#include "HeroTag.h"
#include "Monster.h"
#include "MoveMenu.h"
+#include "Resources.h"
+#include "SmallHeroTag.h"
#include "../app/State.h"
#include "../geometry/Point.h"
#include "../geometry/Vector.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Menu.h"
#include <vector>
#include <SDL.h>
namespace app { class Input; }
-namespace graphics { class Sprite; }
+namespace common {
+ class Inventory;
+ class Item;
+ class Spell;
+}
+namespace graphics {
+ class Font;
+ class Frame;
+ class Gauge;
+ 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 Resources *res)
: background(background)
, monstersLayout(&monstersLayout)
, heroesLayout(&heroesLayout)
- , attackTypeMenu(attackIcons)
- , moveMenu(moveIcons)
- , moveChoice(-1)
- , activeHero(0) { }
+ , res(res)
+ , attackTypeMenu(res->attackIcons)
+ , moveMenu(res->moveIcons)
+ , numHeroes(0)
+ , activeHero(-1)
+ , ranAway(false) { }
public:
void AddMonster(const Monster &);
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);
- virtual void HandleInput(const app::Input &);
+ virtual void HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
public:
+ const Resources &Res() const { return *res; }
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
+ graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
+
+ void NextHero();
+ 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<int> &HeroTagPositionAt(int index) const { return heroTagPositions[index]; }
+
+ bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
+ 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 MaxHeroes() const { return 4; }
+ int MaxMonsters() const { return monsters.size(); }
+
+ const std::vector<geometry::Point<int> > &MonsterPositions() const { return monsterPositions; }
+ bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
+ const std::vector<geometry::Point<int> > &HeroesPositions() const { return heroesPositions; }
+ bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
+
+ void SetRunaway() { ranAway = true; }
+ void ClearAllAttacks();
+
+ struct Order {
+ Order(int index, bool isMonster)
+ : index(index), isMonster(isMonster) { }
+ int index;
+ bool isMonster;
+ };
+
+ void WriteOrder(std::vector<Order> &);
+
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
return geometry::Vector<int>(
(screen->w - background->w) / 2,
(screen->h - background->h) / 2);
}
- int BackgroundWidth() const { return background->w; }
- int BackgroundHeight() const { return background->h; }
+ int Width() const { return background->w; }
+ int Height() const { return background->h; }
void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
- void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+
+private:
+ void LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
+ void LoadIkariMenu(std::vector<Hero>::size_type heroIndex);
+ void LoadInventory();
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
const PartyLayout *heroesLayout;
+ const Resources *res;
AttackTypeMenu attackTypeMenu;
MoveMenu moveMenu;
+ // TODO: combine all data about heros or monsters
std::vector<geometry::Point<int> > monsterPositions;
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
- std::vector<Hero> heroes;
- std::vector<HeroTag> heroTags;
- int moveChoice;
+ Hero heroes[4];
+ graphics::Menu<const common::Spell *> spellMenus[4];
+ graphics::Menu<const common::Item *> itemMenu;
+ graphics::Menu<const common::Item *> ikariMenus[4];
+ HeroTag heroTags[4];
+ SmallHeroTag smallHeroTags[4];
+ geometry::Point<int> heroTagPositions[4];
+ geometry::Point<int> smallHeroTagPositions[4];
+ AttackChoice attackChoices[4];
+ int numHeroes;
int activeHero;
+ bool ranAway;
};