#include "SelectAttackType.h"
+#include "SelectIkari.h"
+#include "SelectItem.h"
+#include "SelectMoveAction.h"
+#include "SelectSpell.h"
+#include "SelectTarget.h"
#include "../AttackChoice.h"
#include "../BattleState.h"
#include "../../app/Application.h"
}
void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
-
+ if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHeroAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
+ battle->NextHero();
+ }
+ if (battle->AttackSelectionDone()) {
+ // pass through
+ ctrl.PopState();
+ }
}
void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
}
-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)) {
}
if (input.JustPressed(Input::ACTION_A)) {
- battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
switch (battle->GetAttackTypeMenu().Selected()) {
case AttackChoice::SWORD:
- battle->NextHero();
+ // TODO: detect single/multiple/all attack mode
+ battle->ActiveHeroAttackChoice().Selection().SetSingle();
+ battle->ActiveHeroAttackChoice().Selection().Reset();
+ ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroAttackChoice().Selection(), battle->Res().weaponTargetCursor));
break;
case AttackChoice::MAGIC:
- // TODO: switch to spell select
+ if (battle->ActiveHero().CanUseMagic()) {
+ ctrl->PushState(new SelectSpell(battle, this));
+ }
break;
case AttackChoice::DEFEND:
+ battle->ActiveHeroAttackChoice().SetType(AttackChoice::DEFEND);
battle->NextHero();
break;
case AttackChoice::IKARI:
- // TODO: switch to ikari attack select
+ ctrl->PushState(new SelectIkari(battle, this));
break;
case AttackChoice::ITEM:
- // TODO: switch to item select
+ ctrl->PushState(new SelectItem(battle, this));
break;
default:
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->ActiveHeroAttackChoice().Reset();
+ }
}
if (battle->AttackSelectionDone()) {