#include "SelectIkari.h"
#include "SelectAttackType.h"
+#include "SelectTarget.h"
#include "../BattleState.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
-#include "../../geometry/Point.h"
-#include "../../geometry/operators.h"
+#include "../../common/Ikari.h"
+#include "../../common/Item.h"
#include "../../graphics/Frame.h"
using app::Application;
using app::Input;
-using geometry::Point;
+using common::Ikari;
using geometry::Vector;
using graphics::Frame;
}
void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
-
+ if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
+ battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
+ ctrl.PopState();
+ }
}
void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
}
-void SelectIkari::HandleInput(const Input &input) {
+void SelectIkari::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
- // TODO: switch to target select
- if (battle->GetIkariMenu().SelectedIsEnabled()) {
- battle->SetAttackType(AttackChoice::IKARI);
- battle->NextHero();
- ctrl->PopState();
+ if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) {
+ AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+ const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari());
+ ac.Selection().Reset();
+ if (ikari->GetTargetingMode().TargetsAlly()) {
+ ac.Selection().SelectHeroes();
+ } else {
+ ac.Selection().SelectMonsters();
+ }
+ if (ikari->GetTargetingMode().TargetsAll()) {
+ ac.SetType(AttackChoice::IKARI);
+ ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
+ battle->NextHero();
+ ctrl->PopState();
+ } else {
+ if (ikari->GetTargetingMode().TargetsSingle()) {
+ ac.Selection().SetSingle();
+ } else {
+ ac.Selection().SetMultiple();
+ }
+ ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
+ }
}
}
if (input.JustPressed(Input::ACTION_B)) {
ctrl->PopState(); // return control to parent
}
if (input.JustPressed(Input::PAD_UP)) {
- battle->GetIkariMenu().PreviousRow();
+ battle->ActiveHero().IkariMenu().PreviousRow();
}
if (input.JustPressed(Input::PAD_RIGHT)) {
- battle->GetIkariMenu().NextItem();
+ battle->ActiveHero().IkariMenu().NextItem();
}
if (input.JustPressed(Input::PAD_DOWN)) {
- battle->GetIkariMenu().NextRow();
+ battle->ActiveHero().IkariMenu().NextRow();
}
if (input.JustPressed(Input::PAD_LEFT)) {
- battle->GetIkariMenu().PreviousItem();
+ battle->ActiveHero().IkariMenu().PreviousItem();
}
}
void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
const Frame *frame(battle->Res().selectFrame);
- Point<int> position(frame->BorderWidth(), frame->BorderHeight());
- int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
+ 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->GetIkariMenu().Draw(screen, position + offset);
+ battle->ActiveHero().IkariMenu().Draw(screen, position + offset);
}
}