}
void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
- if (battle->ActiveHeroTargets().HasSelected()) {
- battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
+ if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHeroAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
battle->NextHero();
}
if (battle->AttackSelectionDone()) {
}
-void SelectAttackType::HandleInput(const Input &input) {
+void SelectAttackType::HandleEvents(const Input &input) {
if (input.IsDown(Input::PAD_UP)) {
battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
} else if (input.IsDown(Input::PAD_RIGHT)) {
switch (battle->GetAttackTypeMenu().Selected()) {
case AttackChoice::SWORD:
// TODO: detect single/multiple/all attack mode
- battle->ActiveHeroTargets().SetSingle();
- battle->ActiveHeroTargets().Reset();
- ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroTargets(), battle->Res().weaponTargetCursor, true));
+ battle->ActiveHeroAttackChoice().Selection().SetSingle();
+ battle->ActiveHeroAttackChoice().Selection().Reset();
+ ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroAttackChoice().Selection(), battle->Res().weaponTargetCursor));
break;
case AttackChoice::MAGIC:
if (battle->ActiveHero().CanUseMagic()) {
}
break;
case AttackChoice::DEFEND:
- battle->SetAttackType(AttackChoice::DEFEND);
+ battle->ActiveHeroAttackChoice().SetType(AttackChoice::DEFEND);
battle->NextHero();
break;
case AttackChoice::IKARI:
throw std::logic_error("selected invalid attack type");
}
} else if (input.JustPressed(Input::ACTION_B)) {
+ battle->ActiveHeroAttackChoice().Reset();
battle->PreviousHero();
if (battle->BeforeFirstHero()) {
ctrl->ChangeState(new SelectMoveAction(battle));
} else {
- battle->SetAttackType(AttackChoice::UNDECIDED);
+ battle->ActiveHeroAttackChoice().Reset();
}
}