]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
reorganized BattleState's interface
[l2e.git] / src / battle / states / SelectAttackType.cpp
index c5e0bba3b580ebcd20886fed04996f54f590b130..17260928af9455b7a6aaa40468a4cd52276e0da5 100644 (file)
@@ -7,9 +7,11 @@
 
 #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"
@@ -34,6 +36,10 @@ void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
 }
 
 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();
@@ -50,7 +56,7 @@ void SelectAttackType::Resize(int width, int height) {
 }
 
 
-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)) {
@@ -64,11 +70,12 @@ void SelectAttackType::HandleInput(const Input &input) {
        }
 
        if (input.JustPressed(Input::ACTION_A)) {
-               battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
                switch (battle->GetAttackTypeMenu().Selected()) {
                        case AttackChoice::SWORD:
-                               // TODO: switch to target select
-                               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:
                                if (battle->ActiveHero().CanUseMagic()) {
@@ -76,11 +83,11 @@ void SelectAttackType::HandleInput(const Input &input) {
                                }
                                break;
                        case AttackChoice::DEFEND:
+                               battle->ActiveHeroAttackChoice().SetType(AttackChoice::DEFEND);
                                battle->NextHero();
                                break;
                        case AttackChoice::IKARI:
-                               // TODO: switch to ikari attack select
-                               battle->NextHero();
+                               ctrl->PushState(new SelectIkari(battle, this));
                                break;
                        case AttackChoice::ITEM:
                                ctrl->PushState(new SelectItem(battle, this));
@@ -89,10 +96,12 @@ void SelectAttackType::HandleInput(const Input &input) {
                                throw std::logic_error("selected invalid attack type");
                }
        } else if (input.JustPressed(Input::ACTION_B)) {
-               battle->SetAttackType(AttackChoice::UNDECIDED);
+               battle->ActiveHeroAttackChoice().Reset();
                battle->PreviousHero();
                if (battle->BeforeFirstHero()) {
                        ctrl->ChangeState(new SelectMoveAction(battle));
+               } else {
+                       battle->ActiveHeroAttackChoice().Reset();
                }
        }