#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Item.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Item.h"
ctrl->PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor));
break;
case AttackChoice::MAGIC:
ctrl->PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor));
break;
case AttackChoice::MAGIC:
if (battle->ActiveHero().CanUseMagic()) {
ctrl->PushState(new SelectSpell(battle, this));
}
if (battle->ActiveHero().CanUseMagic()) {
ctrl->PushState(new SelectSpell(battle, this));
}
(battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
battle->GetAttackTypeMenu().Render(screen, position + offset);
(battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
battle->GetAttackTypeMenu().Render(screen, position + offset);