#include "SelectAttackType.h"
+#include "SelectMoveAction.h"
+#include "SelectSpell.h"
#include "../AttackChoice.h"
#include "../BattleState.h"
#include "../../app/Application.h"
}
void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
-
+ if (battle->AttackSelectionDone()) {
+ // pass through
+ ctrl.PopState();
+ }
}
void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
battle->NextHero();
break;
case AttackChoice::MAGIC:
- // TODO: switch to spell select
- battle->NextHero();
+ if (battle->ActiveHero().CanUseMagic()) {
+ ctrl->PushState(new SelectSpell(battle, this));
+ }
break;
case AttackChoice::DEFEND:
battle->NextHero();
default:
throw std::logic_error("selected invalid attack type");
}
+ } else if (input.JustPressed(Input::ACTION_B)) {
+ battle->SetAttackType(AttackChoice::UNDECIDED);
+ battle->PreviousHero();
+ if (battle->BeforeFirstHero()) {
+ ctrl->ChangeState(new SelectMoveAction(battle));
+ }
}
if (battle->AttackSelectionDone()) {