#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>
graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
- bool HasMoreHeroes() const { return activeHero < numHeroes; }
- void NextHero() { ++activeHero; }
+ void NextHero();
bool BeforeFirstHero() const { return activeHero < 0; }
void PreviousHero() { --activeHero; }
void SwapHeroes(int lhs, int rhs);
Hero &HeroAt(int index) { return heroes[index]; }
const Hero &HeroAt(int index) const { return heroes[index]; }
- Monster &MonsterAt(std::vector<Monster>::size_type index) { return monsters[index]; }
- const Monster &MonsterAt(std::vector<Monster>::size_type index) const { return monsters[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]; }
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) { return index >= 0 && index < numHeroes; }
- int NumHeroes() const { return numHeroes; }
- std::vector<Monster> &Monsters() { return monsters; }
- const std::vector<Monster> &Monsters() const { return monsters; }
+ 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 RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
void LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
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;