]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
reorganized BattleState's interface
[l2e.git] / src / battle / states / SelectAttackType.cpp
index c7a65be7a3ade4d69d9c54895d2248d24ac587d0..17260928af9455b7a6aaa40468a4cd52276e0da5 100644 (file)
@@ -7,6 +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"
@@ -31,7 +36,14 @@ 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();
+       }
 }
 
 void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
@@ -44,7 +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)) {
@@ -58,26 +70,39 @@ void SelectAttackType::HandleInput(const Input &input) {
        }
 
        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()) {
@@ -101,7 +126,7 @@ void SelectAttackType::Render(SDL_Surface *screen) {
 void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
        Point<int> position(
                        (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
-                       (battle->BackgroundHeight() * 3 / 4) - (battle->GetAttackTypeMenu().Height() / 2));
+                       battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
        battle->GetAttackTypeMenu().Render(screen, position + offset);
 }