#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Item.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Item.h"
- if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) {
- battle->ActiveHeroAttackChoice().SetType(AttackChoice::ITEM);
- battle->ActiveHeroAttackChoice().SetItem(battle->GetItemMenu().Selected());
+ if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM);
+ battle->ActiveHero().GetAttackChoice().SetItem(battle->ItemMenu().Selected());
- if (battle->GetItemMenu().SelectedIsEnabled()) {
- const Item *item(battle->GetItemMenu().Selected());
- battle->ActiveHeroAttackChoice().Selection().Reset();
+ if (battle->ItemMenu().SelectedIsEnabled()) {
+ AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+ const Item *item(battle->ItemMenu().Selected());
+ ac.Selection().Reset();
- ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroAttackChoice().Selection(), battle->Res().itemTargetCursor));
+ ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().itemTargetCursor));
void SelectItem::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
const Frame *frame(battle->Res().selectFrame);
void SelectItem::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
const Frame *frame(battle->Res().selectFrame);
int width(battle->Width() - 2 * frame->BorderWidth());
int height(battle->Res().normalFont->CharHeight() * 13);
frame->Draw(screen, position + offset, width, height);
int width(battle->Width() - 2 * frame->BorderWidth());
int height(battle->Res().normalFont->CharHeight() * 13);
frame->Draw(screen, position + offset, width, height);
void SelectItem::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
const Resources &res(battle->Res());
void SelectItem::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
const Resources &res(battle->Res());
2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
2 * res.selectFrame->BorderHeight());
res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
2 * res.selectFrame->BorderHeight());
res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
void SelectItem::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
const Resources &res(battle->Res());
void SelectItem::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
const Resources &res(battle->Res());
2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());