#include "TargetSelection.h"
#include "BattleState.h"
+#include "../common/TargetingMode.h"
namespace battle {
}
}
-void TargetSelection::SelectEnemies() {
- if (TargetsEnemies()) return;
+
+void TargetSelection::ReadMode(const common::TargetingMode &tm) {
+ if (tm.TargetsEnemy()) {
+ SelectMonsters();
+ } else {
+ SelectHeroes();
+ }
+ if (tm.TargetsSingle()) {
+ SelectSingle();
+ } else if (tm.TargetsMultiple()) {
+ SelectMultiple();
+ }
+}
+
+
+void TargetSelection::SelectMonsters() {
+ if (TargetsMonsters()) return;
enemy = true;
UnselectAll();
cursor = 0;
void TargetSelection::Reset() {
UnselectAll();
cursor = 0;
- if (TargetsEnemies()) {
+ if (TargetsMonsters()) {
FindNextEnemy();
}
}
void TargetSelection::MoveUp() {
- if (TargetsEnemies()) return;
+ if (TargetsMonsters()) return;
if (cursor < 2) {
- SelectEnemies();
+ SelectMonsters();
} else {
cursor -= 2;
}
}
void TargetSelection::MoveRight() {
- if (TargetsEnemies()) {
+ if (TargetsMonsters()) {
cursor = (cursor + 1) % battle->MaxMonsters();
while (!battle->MonsterPositionOccupied(cursor)) {
cursor = (cursor + 1) % battle->MaxMonsters();
}
void TargetSelection::MoveDown() {
- if (TargetsEnemies()) {
+ if (TargetsMonsters()) {
SelectHeroes();
return;
}
}
void TargetSelection::MoveLeft() {
- if (TargetsEnemies()) {
+ if (TargetsMonsters()) {
cursor = (cursor + battle->MaxMonsters() - 1) % battle->MaxMonsters();
FindNextEnemy();
} else {