1 #include "SelectAttackType.h"
3 #include "SelectIkari.h"
4 #include "SelectItem.h"
5 #include "SelectMoveAction.h"
6 #include "SelectSpell.h"
7 #include "SelectTarget.h"
8 #include "../AttackChoice.h"
9 #include "../BattleState.h"
10 #include "../../app/Application.h"
11 #include "../../app/Input.h"
12 #include "../../common/Item.h"
13 #include "../../math/Vector.h"
17 using app::Application;
24 SelectAttackType::SelectAttackType(Battle *battle, BattleState *parent)
31 void SelectAttackType::OnEnterState(SDL_Surface *screen) {
32 OnResize(screen->w, screen->h);
35 void SelectAttackType::OnExitState(SDL_Surface *screen) {
39 void SelectAttackType::OnResumeState(SDL_Surface *screen) {
40 if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
41 battle->ActiveHero().GetAttackChoice().SetType(parent->GetAttackTypeMenu().Selected());
44 if (battle->AttackSelectionDone()) {
50 void SelectAttackType::OnPauseState(SDL_Surface *screen) {
55 void SelectAttackType::OnResize(int width, int height) {
56 Vector<int> offset(parent->ScreenOffset());
58 (parent->Width() - parent->GetAttackTypeMenu().Width()) / 2,
59 parent->Height() - parent->GetAttackTypeMenu().Height() - parent->GetAttackTypeMenu().Height() / 2);
60 menuOffset = offset + position;
64 void SelectAttackType::HandleEvents(const Input &input) {
65 if (input.IsDown(Input::PAD_UP)) {
66 parent->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
67 } else if (input.IsDown(Input::PAD_RIGHT)) {
68 parent->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
69 } else if (input.IsDown(Input::PAD_DOWN)) {
70 parent->GetAttackTypeMenu().Select(AttackChoice::IKARI);
71 } else if (input.IsDown(Input::PAD_LEFT)) {
72 parent->GetAttackTypeMenu().Select(AttackChoice::ITEM);
74 parent->GetAttackTypeMenu().Select(AttackChoice::SWORD);
77 Hero &hero(battle->ActiveHero());
78 AttackChoice &ac(hero.GetAttackChoice());
79 if (input.JustPressed(Input::ACTION_A)) {
80 switch (parent->GetAttackTypeMenu().Selected()) {
81 case AttackChoice::SWORD:
82 if (hero.HasWeapon()) {
83 if (hero.Weapon()->GetTargetingMode().TargetsAll()) {
84 ac.SetType(AttackChoice::SWORD);
88 ac.Selection().ReadMode(hero.Weapon()->GetTargetingMode());
91 ac.Selection().SetSingle();
93 ac.Selection().Reset();
94 Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), parent->Res().weaponTargetCursor));
96 case AttackChoice::MAGIC:
97 if (battle->ActiveHero().CanUseMagic()) {
98 Ctrl().PushState(new SelectSpell(battle, this));
101 case AttackChoice::DEFEND:
102 ac.SetType(AttackChoice::DEFEND);
105 case AttackChoice::IKARI:
106 Ctrl().PushState(new SelectIkari(battle, this));
108 case AttackChoice::ITEM:
109 Ctrl().PushState(new SelectItem(battle, this));
112 throw std::logic_error("selected invalid attack type");
114 } else if (input.JustPressed(Input::ACTION_B)) {
116 battle->PreviousHero();
117 if (battle->BeforeFirstHero()) {
118 Ctrl().ChangeState(new SelectMoveAction(battle, parent));
120 battle->ActiveHero().GetAttackChoice().Reset();
124 if (battle->AttackSelectionDone()) {
129 void SelectAttackType::UpdateWorld(Uint32 deltaT) {
133 void SelectAttackType::Render(SDL_Surface *screen) {
134 parent->RenderBackground(screen);
135 parent->RenderMonsters(screen);
136 parent->RenderHeroTags(screen);
140 void SelectAttackType::RenderMenu(SDL_Surface *screen) {
141 parent->GetAttackTypeMenu().Render(screen, menuOffset);
145 const Resources &SelectAttackType::Res() const {
146 return parent->Res();
149 graphics::Menu<const Item *> &SelectAttackType::ItemMenu() {
150 return parent->ItemMenu();
153 const graphics::Menu<const Item *> &SelectAttackType::ItemMenu() const {
154 return parent->ItemMenu();
157 const HeroTag &SelectAttackType::HeroTagAt(int index) const {
158 return parent->HeroTagAt(index);
160 const Vector<int> &SelectAttackType::HeroTagPositionAt(int index) const {
161 return parent->HeroTagPositionAt(index);
164 const Vector<int> &SelectAttackType::ScreenOffset() const {
165 return parent->ScreenOffset();
168 int SelectAttackType::Width() const {
169 return parent->Width();
172 int SelectAttackType::Height() const {
173 return parent->Height();