namespace battle {
-void SelectSpell::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void SelectSpell::OnEnterState(SDL_Surface *screen) {
+
}
-void SelectSpell::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+void SelectSpell::OnExitState(SDL_Surface *screen) {
+
}
-void SelectSpell::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnResumeState(SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::MAGIC);
battle->ActiveHero().GetAttackChoice().SetSpell(battle->ActiveHero().SpellMenu().Selected());
- ctrl.PopState();
+ Ctrl().PopState();
}
}
-void SelectSpell::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnPauseState(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();
+ Ctrl().PopState();
} else {
if (spell->GetTargetingMode().TargetsSingle()) {
ac.Selection().SetSingle();
} else {
ac.Selection().SetMultiple();
}
- ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().magicTargetCursor));
+ Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().magicTargetCursor));
}
}
}
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->ActiveHero().SpellMenu().PreviousRow();