OSDN Git Service

インクルード参照関係を一部修正。 / Fix some include references.
[deeangband/Deeangband-new.git] / Deeangband / GameSurface.h
1 /*!
2 * @file GameSurface.h
3 * @brief GameSurface\83N\83\89\83X\82Æ\82»\82Ì\91¼\95t\90\8f\97v\91f\82Ì\83v\83\8d\83g\83^\83C\83v
4 * @date 2013/12/17
5 * @author Deskull
6 * 2013 Sikabane Works.
7 */
8
9 #pragma once
10
11 #include "stdafx.h"
12 #include "Deeangband.h"
13
14 #include "GameWorld.h"
15 #include "Coordinates.h"
16
17 namespace Deeangband
18 {
19 #include "EngineTypedef.h"
20
21         /*! 
22         * @class GameSurface
23         * @brief \83Q\81[\83\80\82Ì\83\81\83C\83\93\83C\83\93\83^\81[\83t\83F\83C\83X\83N\83\89\83X
24         */
25         class GameSurface
26         {
27         protected:
28                 GameWorld *gameWorld; //!< \91Î\89\9e\82·\82éGameWorld
29
30         public:
31                 GameSurface::GameSurface(void);
32                 GameSurface::GameSurface(GameWorld *gameWorld);
33                 virtual GameSurface::~GameSurface(void);
34
35                 /*!
36                  * @brief \83Q\81[\83\80\83R\83}\83\93\83h\82ð\8eó\82¯\8eæ\82é
37                  * @return GAME_COMMAND \82Å\92è\8b`\82³\82ê\82½\83R\83}\83\93\83h\93à\97e
38                  */
39                 virtual GAME_COMMAND GetCommand(const CREATURE_IT& subjectCreatureIt)
40                 {
41                         subjectCreatureIt;
42                         return GAME_COMMAND_REDRAW;
43                 }
44
45                 /*!
46                  * @brief \83T\83C\83h\83X\83e\81[\83^\83X\95\\8e¦\82ð\8dX\90V\82·\82é
47                  * @param creaturePtr \8dX\90V\8c³\83N\83\8a\81[\83`\83\83\81[\8eQ\8fÆ\83|\83C\83\93\83^
48                  * @return \82È\82µ
49                  */
50                 virtual void GameSurface::UpdateSideCreatureStatus(Creature *creaturePtr) { creaturePtr; }
51
52                 /*!
53                 * @brief \83Q\81[\83\80\89æ\96Ê\95\\8e¦\82ð\8dX\90V\82·\82é\81B
54                 * @return \82È\82µ
55                 */
56                 virtual void GameSurface::Redraw(const CREATURE_IT& subjectCreatureIt) { subjectCreatureIt; }
57
58                 /*!
59                 * @brief \83Q\81[\83\80\89æ\96Ê\82É\83N\83\8a\81[\83`\83\83\81[\8fî\95ñ\82ð\95\\8e¦\82·\82é\81B
60                 * @param creaturePtr \95\\8e¦\82µ\82½\82¢\83N\83\8a\81[\83`\83\83\81[\82Ì\83C\83\93\83X\83^\83\93\83X\8eQ\8fÆ\83|\83C\83\93\83^\81BNULL\82È\82ç\82Î\94ñ\95\\8e¦\81B
61                 * @return \82È\82µ
62                 */
63                 virtual void GameSurface::ViewCreatureStatus(Creature *creaturePtr) { creaturePtr; }
64
65                 /*!
66                  * @brief \83Q\81[\83\80\8e\9e\8aÔ\95\\8e¦\82ð\8dX\90V\82·\82é
67                  * @param currentTime \8c»\8dÝ\8e\9e\8d\8f
68                  * @return \82È\82µ
69                  */
70                 virtual void GameSurface::UpdateTimeStatus(GAME_TIME currentTime) { currentTime; }
71
72                 /*!
73                 * @brief \83Q\81[\83\80\89æ\96Ê\8d\82É\83v\83\8c\83C\83\84\81[\8aÈ\97ª\8fî\95ñ\82ð\95\\8e¦\82·\82é\81B
74                 * @param creaturePtr \95\\8e¦\82µ\82½\82¢\83N\83\8a\81[\83`\83\83\81[\82Ì\83C\83\93\83X\83^\83\93\83X\8eQ\8fÆ\83|\83C\83\93\83^\81BNULL\82È\82ç\82Î\94ñ\95\\8e¦\81B
75                 * @return \82È\82µ
76                 */
77                 virtual void GameSurface::SetSideStatusCreature(Creature *creaturePtr) { creaturePtr; }
78
79                 /*!
80                 * @brief \83Q\81[\83\80\89æ\96Ê\95\\8e¦\82·\82é\83t\83\8d\83A\82ð\90Ø\82è\91Ö\82¦\82é\81B
81                 * @param fieldPtr \95\\8e¦\82µ\82½\82¢\83t\83\8d\83A\82Ì\83C\83\93\83X\83^\83\93\83X\8eQ\8fÆ\83|\83C\83\93\83^\81BNULL\82È\82ç\82Î\94ñ\95\\8e¦\81B
82                 * @return \82È\82µ
83                 */
84                 virtual void GameSurface::SetField(Field *fieldPtr) { fieldPtr; }
85
86                 /*!
87                 * @brief \83t\83\8d\83A\95\\8e¦\82Ì\83t\83H\81[\83J\83X\82ð\95Ï\8dX\82·\82é
88                 * @param x \8aî\8f\80X\8dÀ\95W
89                 * @param y \8aî\8f\80Y\8dÀ\95W
90                 * @return \82È\82µ
91                 */
92                 virtual void GameSurface::FocusField(int x, int y) { x; y; }
93
94                 /*!
95                  * @brief \83t\83\8d\83A\95\\8e¦\82Ì\83t\83H\81[\83J\83X\82ð\95Ï\8dX\82·\82é
96                  * @param coord \8aî\8f\80\8dÀ\95W
97                  * @return \82È\82µ
98                  */
99                 virtual void GameSurface::FocusField(Coordinates coord) { coord; }
100
101                 /*!
102                  * @brief \83V\83X\83e\83\80\83\81\83b\83Z\81[\83W\82ð\95\\8e¦\82·\82é
103                  * @param message \83\81\83b\83Z\81[\83W
104                  * @return \82È\82µ
105                  */
106                 virtual void GameSurface::SystemMessage(std::string message) { message; }
107
108                 /*!
109                  * @brief \83Q\81[\83\80\83\81\83b\83Z\81[\83W\82ð\92Ç\89Á\82·\82é
110                  * @param message \83\81\83b\83Z\81[\83W
111                  * @return \82È\82µ
112                  */
113                 virtual void GameSurface::GameMessage(std::string message) { message; }
114
115         };
116
117 }