#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;
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->GetIkariMenu().Selected());
+ battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
ctrl.PopState();
}
}
void SelectIkari::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
- if (battle->GetIkariMenu().SelectedIsEnabled() && battle->GetIkariMenu().Selected()->HasIkari()) {
+ if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) {
AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
- const Ikari *ikari(battle->GetIkariMenu().Selected()->GetIkari());
+ const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari());
ac.Selection().Reset();
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.SetItem(battle->GetIkariMenu().Selected());
+ ac.SetType(AttackChoice::IKARI);
+ ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
battle->NextHero();
ctrl->PopState();
} else {
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());
+ 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);
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);
}
}