}
void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
- if (battle->ActiveHeroTargets().HasSelected()) {
- battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
+ if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHeroAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
battle->NextHero();
}
if (battle->AttackSelectionDone()) {
switch (battle->GetAttackTypeMenu().Selected()) {
case AttackChoice::SWORD:
// TODO: detect single/multiple/all attack mode
- battle->ActiveHeroTargets().SetSingle();
- battle->ActiveHeroTargets().Reset();
- ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroTargets(), battle->Res().weaponTargetCursor));
+ battle->ActiveHeroAttackChoice().Selection().SetSingle();
+ battle->ActiveHeroAttackChoice().Selection().Reset();
+ ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroAttackChoice().Selection(), battle->Res().weaponTargetCursor));
break;
case AttackChoice::MAGIC:
if (battle->ActiveHero().CanUseMagic()) {
}
break;
case AttackChoice::DEFEND:
- battle->SetAttackType(AttackChoice::DEFEND);
+ battle->ActiveHeroAttackChoice().SetType(AttackChoice::DEFEND);
battle->NextHero();
break;
case AttackChoice::IKARI:
}
if (battle->AttackSelectionDone()) {
- // TODO: switch to battle animation instead
ctrl->PopState();
}
}
void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
Point<int> position(
- (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
- battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
+ (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
+ battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
battle->GetAttackTypeMenu().Render(screen, position + offset);
}