]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
removed useless comments
[l2e.git] / src / battle / BattleState.h
index 0f51f237cd2a47138ac222127f269a15f477aca8..8eb8f8d239ae3b5ac541aebbf862c13c13ec1c2c 100644 (file)
@@ -1,22 +1,30 @@
 #ifndef BATTLE_BATTLESTATE_H_
 #define BATTLE_BATTLESTATE_H_
 
-#include "fwd.h"
+namespace battle {
+       class PartyLayout;
+}
+namespace common {
+       class Item;
+       struct GameConfig;
+}
+namespace math {
+       template<class>
+       class Vector;
+}
+
 #include "AttackTypeMenu.h"
+#include "Capsule.h"
 #include "Hero.h"
 #include "HeroTag.h"
 #include "Monster.h"
 #include "MoveMenu.h"
 #include "Resources.h"
 #include "SmallHeroTag.h"
-#include "../app/fwd.h"
 #include "../app/State.h"
 #include "../common/GameConfig.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 <cassert>
@@ -47,10 +55,11 @@ public:
 public:
        void AddMonster(const Monster &);
        void AddHero(const Hero &);
+       void SetCapsule(const Capsule &);
 
 public:
        virtual void HandleEvents(const app::Input &);
-       virtual void UpdateWorld(float deltaT);
+       virtual void UpdateWorld(Uint32 deltaT);
        virtual void Render(SDL_Surface *);
 
 public:
@@ -74,7 +83,9 @@ public:
        const Monster &MonsterAt(int index) const { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
 
        const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
-       const geometry::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+       const math::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+       Capsule &GetCapsule() { return capsule; }
 
        bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
        bool AttackSelectionDone() const { return activeHero >= numHeroes; }
@@ -89,10 +100,20 @@ public:
        void SetRunaway() { ranAway = true; }
 
        struct Order {
-               Order(int index, bool isMonster)
-               : index(index), isMonster(isMonster) { }
+               enum Performer {
+                       HERO,
+                       CAPSULE,
+                       MONSTER,
+               };
+               Order(Performer by, int index = 0)
+               : index(index), by(by) { }
+               AttackChoice &GetAttackChoice(BattleState &) const;
+               common::Stats &GetStats(BattleState &) const;
+               bool IsHero() const { return by == HERO; }
+               bool IsCapsule() const { return by == CAPSULE; }
+               bool IsMonster() const { return by == MONSTER; }
                int index;
-               bool isMonster;
+               Performer by;
        };
 
        void CalculateAttackOrder();
@@ -108,20 +129,21 @@ public:
        bool Defeat() const;
 
 public:
-       geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
-               return geometry::Vector<int>(
+       math::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
+               return math::Vector<int>(
                                (screen->w - background->w) / 2,
                                (screen->h - background->h) / 2);
        }
        int Width() const { return background->w; }
        int Height() const { return background->h; }
-       geometry::Vector<int> Size() const { return geometry::Vector<int>(Width(), Height()); }
+       math::Vector<int> Size() const { return math::Vector<int>(Width(), Height()); }
 
-       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);
+       void RenderBackground(SDL_Surface *screen, const math::Vector<int> &offset);
+       void RenderMonsters(SDL_Surface *screen, const math::Vector<int> &offset);
+       void RenderHeroes(SDL_Surface *screen, const math::Vector<int> &offset);
+       void RenderCapsule(SDL_Surface *screen, const math::Vector<int> &offset);
+       void RenderHeroTags(SDL_Surface *screen, const math::Vector<int> &offset);
+       void RenderSmallHeroTags(SDL_Surface *screen, const math::Vector<int> &offset);
 
 private:
        virtual void OnEnterState(SDL_Surface *screen);
@@ -134,7 +156,8 @@ private:
 private:
        void LoadInventory();
 
-       void DecideMonsterAttack(Monster &) const;
+       void DecideMonsterAttack(Monster &);
+       void DecideCapsuleAttack();
        void CalculateDamage(const common::Stats &attackerStats, TargetSelection &targets) const;
        Uint16 CalculateDamage(const common::Stats &attacker, const common::Stats &defender) const;
 
@@ -152,8 +175,9 @@ private:
        graphics::Menu<const common::Item *> itemMenu;
        HeroTag heroTags[4];
        SmallHeroTag smallHeroTags[4];
-       geometry::Vector<int> heroTagPositions[4];
-       geometry::Vector<int> smallHeroTagPositions[4];
+       math::Vector<int> heroTagPositions[4];
+       math::Vector<int> smallHeroTagPositions[4];
+       Capsule capsule;
        int numHeroes;
        int activeHero;
        int attackCursor;
@@ -165,4 +189,4 @@ private:
 
 }
 
-#endif /* BATTLE_BATTLESTATE_H_ */
+#endif