]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.h
switched geometric scalars from floating to fixed
[l2e.git] / src / battle / BattleState.h
index cc9eaf1f68992d7d8370c4a9a02a5d51911e16fa..d2423719e04c5d035f7e6273c5a68c687315ec94 100644 (file)
@@ -1,15 +1,9 @@
-/*
- * BattleState.h
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #ifndef BATTLE_BATTLESTATE_H_
 #define BATTLE_BATTLESTATE_H_
 
 #include "fwd.h"
 #include "AttackTypeMenu.h"
+#include "Capsule.h"
 #include "Hero.h"
 #include "HeroTag.h"
 #include "Monster.h"
@@ -21,7 +15,7 @@
 #include "../common/GameConfig.h"
 #include "../common/fwd.h"
 #include "../common/Stats.h"
-#include "../geometry/Vector.h"
+#include "../math/Vector.h"
 #include "../graphics/Animation.h"
 #include "../graphics/fwd.h"
 #include "../graphics/Menu.h"
@@ -54,10 +48,11 @@ 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:
@@ -81,7 +76,9 @@ 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; }
@@ -96,10 +93,20 @@ 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();
@@ -115,33 +122,35 @@ 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(app::Application &ctrl, SDL_Surface *screen);
-       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(SDL_Surface *screen);
+       virtual void OnExitState(SDL_Surface *screen);
+       virtual void OnResumeState(SDL_Surface *screen);
+       virtual void OnPauseState(SDL_Surface *screen);
 
        virtual void OnResize(int width, int height);
 
 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;
 
@@ -159,8 +168,9 @@ 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;