#include "PartyLayout.h"
#include "states/SelectMoveAction.h"
+#include "states/PerformAttacks.h"
#include "../app/Application.h"
#include "../app/Input.h"
#include "../common/Ikari.h"
itemMenu.AddEmptyEntry();
}
}
+ ClearAllAttacks();
}
void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- // TODO: check for victory, defeat or run
- // reset attack choices
- activeHero = -1;
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- attackChoices[i] = AttackChoice(this);
+ // TODO: check for victory or defeat
+ if (ranAway) {
+ ctrl.PopState(); // quit the battle scene
+ return;
+ }
+ if (AttackSelectionDone()) {
+ ctrl.PushState(new PerformAttacks(this));
+ } else {
+ ctrl.PushState(new SelectMoveAction(this));
}
- ctrl.PushState(new SelectMoveAction(this));
}
void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
}
+void BattleState::ClearAllAttacks() {
+ activeHero = -1;
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ attackChoices[i] = AttackChoice(this);
+ }
+}
+
+
void BattleState::HandleEvents(const Input &input) {
}