namespace battle {
-void SelectItem::OnEnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void SelectItem::OnEnterState(SDL_Surface *screen) {
+
}
-void SelectItem::OnExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+void SelectItem::OnExitState(SDL_Surface *screen) {
+
}
-void SelectItem::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnResumeState(SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM);
battle->ActiveHero().GetAttackChoice().SetItem(battle->ItemMenu().Selected());
- ctrl.PopState();
+ Ctrl().PopState();
}
}
-void SelectItem::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnPauseState(SDL_Surface *screen) {
}
ac.SetType(AttackChoice::ITEM);
ac.SetItem(item);
battle->NextHero();
- ctrl->PopState();
+ Ctrl().PopState();
} else {
if (item->GetTargetingMode().TargetsSingle()) {
ac.Selection().SetSingle();
} else {
ac.Selection().SetMultiple();
}
- ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().itemTargetCursor));
+ Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().itemTargetCursor));
}
}
}
if (input.JustPressed(Input::ACTION_B)) {
- ctrl->PopState(); // return control to parent
+ Ctrl().PopState(); // return control to parent
}
if (input.JustPressed(Input::PAD_UP)) {
battle->ItemMenu().PreviousRow();