namespace battle {
-void SelectSpell::EnterState(Application &c, SDL_Surface *screen) {
+void SelectSpell::OnEnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
}
-void SelectSpell::ExitState(Application &c, SDL_Surface *screen) {
+void SelectSpell::OnExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
-void SelectSpell::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnResumeState(Application &ctrl, SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::MAGIC);
battle->ActiveHero().GetAttackChoice().SetSpell(battle->ActiveHero().SpellMenu().Selected());
}
}
-void SelectSpell::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnPauseState(Application &ctrl, SDL_Surface *screen) {
}
-void SelectSpell::Resize(int width, int height) {
+void SelectSpell::OnResize(int width, int height) {
}
}
if (spell->GetTargetingMode().TargetsAll()) {
ac.SetType(AttackChoice::MAGIC);
- // TODO: remove item from inventory
ac.SetSpell(spell);
battle->NextHero();
ctrl->PopState();