#include "../BattleState.h"
#include "../Hero.h"
#include "../Monster.h"
+#include "../TargetSelection.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Ikari.h"
namespace battle {
-void PerformAttacks::OnEnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void PerformAttacks::OnEnterState(SDL_Surface *screen) {
battle->CalculateAttackOrder();
numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
numberPosition.reserve(numberAnimation.size());
}
-void PerformAttacks::OnExitState(Application &c, SDL_Surface *screen) {
+void PerformAttacks::OnExitState(SDL_Surface *screen) {
battle->ClearAllAttacks();
- ctrl = 0;
}
-void PerformAttacks::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnResumeState(SDL_Surface *screen) {
}
-void PerformAttacks::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnPauseState(SDL_Surface *screen) {
}
-void PerformAttacks::Resize(int width, int height) {
+void PerformAttacks::OnResize(int width, int height) {
}
battle->ApplyDamage();
battle->NextAttack();
if (battle->AttacksFinished()) {
- ctrl->PopState();
+ Ctrl().PopState();
return;
}
battle->RenderBackground(screen, offset);
battle->RenderMonsters(screen, offset);
battle->RenderHeroes(screen, offset);
+ battle->RenderCapsule(screen, offset);
battle->RenderSmallHeroTags(screen, offset);
RenderTitleBar(screen, offset);
RenderNumbers(screen, offset);