#ifndef BATTLE_CAPSULE_H_
#define BATTLE_CAPSULE_H_
+namespace common {
+ class Capsule;
+}
+namespace math {
+ template<class>
+ class Vector;
+}
+
#include "AttackChoice.h"
-#include "../common/fwd.h"
#include "../common/Stats.h"
-#include "../geometry/Vector.h"
#include "../graphics/Animation.h"
-#include "../graphics/fwd.h"
#include "../graphics/Menu.h"
+#include <SDL.h>
+
namespace battle {
class Capsule {
public:
- Capsule();
+ Capsule(common::Capsule *master = 0);
public:
- const char *Name() const { return name; }
- Uint8 Level() const { return level; }
- const graphics::Sprite *Sprite() const { return battleSprite; }
+ bool Active() const { return master; }
- Uint16 MaxHealth() const { return maxHealth; }
- Uint16 Health() const { return health; }
- int RelativeHealth(int max) const { return Health() * max / MaxHealth(); }
- void SubtractHealth(int amount);
+ const char *Name() const;
+ Uint8 Level() const;
+ const graphics::Sprite *Sprite() const;
- 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; }
+ Uint16 MaxHealth() const;
+ Uint16 Health() const;
+ int RelativeHealth(int max) const;
+ void SubtractHealth(int amount);
common::Stats &GetStats() { return stats; }
const common::Stats &GetStats() const { return stats; }
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; }
+ const graphics::Animation *MeleeAnimation() const;
+ const graphics::Animation *AttackAnimation() const;
+ const graphics::Animation *SpellAnimation() const;
- geometry::Vector<int> &Position() { return position; }
- const geometry::Vector<int> &Position() const { return position; }
+ math::Vector<int> &Position() { return position; }
+ const math::Vector<int> &Position() const { return position; }
AttackChoice &GetAttackChoice() { return attackChoice; }
const AttackChoice &GetAttackChoice() const { return attackChoice; }
-// temporary setters
-public:
- void SetName(const char *n) { name = n; }
- void SetHealth(int max, int cur) { maxHealth = max; health = cur; }
- void SetMana(int max, int cur) { maxMana = max; mana = cur; }
- void SetLevel(int l) { level = l; }
- void SetBattleSprite(graphics::Sprite *s) { battleSprite = s; }
- void SetMeleeAnimation(graphics::Animation *a) { meleeAnimation = a; }
- void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
- void SetSpellAnimation(graphics::Animation *a) { spellAnimation = a; }
-
private:
- const char *name;
-
- int maxHealth, health;
- int maxMana, mana;
-
- int level;
+ common::Capsule *master;
- graphics::Sprite *battleSprite;
- graphics::Animation *meleeAnimation;
- graphics::Animation *attackAnimation;
- graphics::Animation *spellAnimation;
+ int health;
graphics::AnimationRunner animation;
- geometry::Vector<int> position;
+ math::Vector<int> position;
AttackChoice attackChoice;
common::Stats stats;
}
-#endif /* BATTLE_CAPSULE_H_ */
+#endif