30 class SavedBattleGame;
33 class BattlescapeState;
41 enum BattleActionType { BA_NONE, BA_TURN, BA_WALK, BA_PRIME, BA_THROW, BA_AUTOSHOT, BA_SNAPSHOT, BA_AIMEDSHOT, BA_HIT, BA_USE, BA_LAUNCH, BA_MINDCONTROL, BA_PANIC, BA_RETHINK };
45 BattleActionType type;
49 std::list<Position> waypoints;
62 BattleAction() : type(BA_NONE), actor(0), weapon(0), TU(0), targeting(
false), value(0), strafe(
false), run(
false), diff(0), autoShotCounter(0), cameraPosition(0, 0, -1), desperate(
false), finalFacing(-1), finalAction(
false), number(0) { }
73 std::list<BattleState*> _states, _deleted;
74 bool _playerPanicHandled;
77 bool _AISecondMove, _playedAggroSound;
78 bool _endTurnRequested, _endTurnProcessed;
83 bool handlePanickingPlayer();
88 std::vector<InfoboxOKState*> _infoboxQueue;
90 void showInfoBoxQueue();
104 bool playableUnitSelected()
const;
114 void handleNonTargetAction();
118 void setStateInterval(Uint32 interval);
120 void checkForCasualties(
BattleItem *murderweapon,
BattleUnit *origMurderer,
bool hiddenExplosion =
false,
bool terrainExplosion =
false);
122 bool checkReservedTU(
BattleUnit *bu,
int tu,
bool justChecking =
false);
126 void dropItem(
Position position,
BattleItem *item,
bool newItem =
false,
bool removeItem =
false);
132 bool cancelCurrentAction(
bool bForce =
false);
144 void psiButtonAction();
148 void requestEndTurn();
150 void setTUReserved(BattleActionType tur);
176 BattleActionType getReservedAction();
178 void tallyUnits(
int &liveAliens,
int &liveSoldiers);
179 bool convertInfected();
181 void setKneelReserved(
bool reserved);
183 bool getKneelReserved()
const;
185 bool checkForProximityGrenades(
BattleUnit *unit);
187 void cleanupDeleted();
189 int getDepth()
const;
191 void missionComplete();
192 std::list<BattleState*> getStates();
194 void autoEndBattle();
A utility class that modifies tile properties on a battlescape map.
Definition: TileEngine.h:37
Definition: BattlescapeGame.h:43
static bool _debugPlay
is debug mode enabled in the battlescape?
Definition: BattlescapeGame.h:93
Contains all the game-specific static data that never changes throughout the game, like rulesets and resources.
Definition: Mod.h:87
Represents a single item in the battlescape.
Definition: BattleItem.h:36
Interactive map of the battlescape.
Definition: Map.h:43
This class sets the battlescape in a certain sub-state.
Definition: BattleState.h:29
bool getPanicHandled() const
Returns whether panic has been handled.
Definition: BattlescapeGame.h:164
Battlescape game - the core game engine of the battlescape game.
Definition: BattlescapeGame.h:68
A utility class that calculates the shortest path between two points on the battlescape map...
Definition: Pathfinding.h:35
The battlescape data that gets written to disk when the game is saved.
Definition: SavedBattleGame.h:47
Easy handling of X-Y-Z coordinates.
Definition: Position.h:28
Battlescape screen which shows the tactical battle.
Definition: BattlescapeState.h:47
Represents a moving unit in the battlescape, player controlled or AI controlled it holds info about i...
Definition: BattleUnit.h:59
Definition: BaseInfoState.cpp:40