]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectTarget.h
extracted battle logic into a class
[l2e.git] / src / battle / states / SelectTarget.h
index 01ebba72315dffee10258c84b8daabcf59f0e747..29035c8352b6d7f975067559da0f5228f97fcc3b 100644 (file)
@@ -1,17 +1,19 @@
-/*
- * SelectTarget.h
- *
- *  Created on: Aug 9, 2012
- *      Author: holy
- */
-
 #ifndef BATTLE_SELECTTARGET_H_
 #define BATTLE_SELECTTARGET_H_
 
-#include "../fwd.h"
+namespace battle {
+       class Battle;
+       class SelectAttackType;
+       class TargetSelection;
+}
+namespace graphics {
+       class Sprite;
+}
+
 #include "../../app/State.h"
-#include "../../geometry/Vector.h"
-#include "../../graphics/fwd.h"
+#include "../../math/Vector.h"
+
+#include <vector>
 
 namespace battle {
 
@@ -19,34 +21,40 @@ class SelectTarget
 : public app::State {
 
 public:
-       SelectTarget(BattleState *battle, SelectAttackType *parent, TargetSelection *selection, const graphics::Sprite *cursorIcon)
-       : battle(battle), parent(parent), selection(selection), cursorIcon(cursorIcon), flipFlop(true) { }
+       SelectTarget(Battle *battle,
+                       SelectAttackType *parent,
+                       TargetSelection *selection,
+                       const graphics::Sprite *cursorIcon);
 
 public:
        virtual void HandleEvents(const app::Input &);
-       virtual void UpdateWorld(float deltaT);
+       virtual void UpdateWorld(Uint32 deltaT);
        virtual void Render(SDL_Surface *);
 
 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 RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset);
+       void RenderCursors(SDL_Surface *screen);
 
 private:
-       BattleState *battle;
+       Battle *battle;
        SelectAttackType *parent;
        TargetSelection *selection;
        const graphics::Sprite *cursorIcon;
+       std::vector<math::Vector<int> > monsterPositions;
+       std::vector<math::Vector<int> > heroPositions;
+       math::Vector<int> cursorOffset;
+       math::Vector<int> indicatorOffset;
        bool flipFlop;
 
 };
 
 }
 
-#endif /* BATTLE_SELECTTARGET_H_ */
+#endif