#include "../../app/Input.h"
#include "../../common/Ikari.h"
#include "../../common/Item.h"
-#include "../../geometry/Point.h"
-#include "../../geometry/operators.h"
#include "../../graphics/Frame.h"
using app::Application;
using app::Input;
using common::Ikari;
-using geometry::Point;
using geometry::Vector;
using graphics::Frame;
if (ikari->GetTargetingMode().TargetsAlly()) {
ac.Selection().SelectHeroes();
} else {
- ac.Selection().SelectEnemies();
+ ac.Selection().SelectMonsters();
}
if (ikari->GetTargetingMode().TargetsAll()) {
- ac.SetType(AttackChoice::MAGIC);
- // TODO: remove item from inventory
+ ac.SetType(AttackChoice::IKARI);
ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
battle->NextHero();
ctrl->PopState();
void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
const Frame *frame(battle->Res().selectFrame);
- Point<int> position(frame->BorderWidth(), frame->BorderHeight());
+ Vector<int> position(frame->BorderSize());
int width(battle->Width() - 2 * frame->BorderWidth());
int height(battle->Res().normalFont->CharHeight() * 13);
frame->Draw(screen, position + offset, width, height);
void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
const Resources &res(battle->Res());
- Point<int> position(
+ Vector<int> position(
2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
2 * res.selectFrame->BorderHeight());
- res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+ res.normalFont->DrawString(res.ikariMenuHeadline, screen, position + offset);
}
void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
const Resources &res(battle->Res());
- Point<int> position(
+ Vector<int> position(
2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
battle->ActiveHero().IkariMenu().Draw(screen, position + offset);