]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
store an application handle in each state
[l2e.git] / src / battle / states / SelectAttackType.cpp
index c41eb67bec8d39e17da1ae3abad743acdcdeb6d7..31a0be0e2e853a6ddb90e623156d3621486981e8 100644 (file)
@@ -28,11 +28,11 @@ using geometry::Vector;
 namespace battle {
 
 void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+
 }
 
 void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+
 }
 
 void SelectAttackType::OnResumeState(Application &ctrl, SDL_Surface *screen) {
@@ -86,11 +86,11 @@ void SelectAttackType::HandleEvents(const Input &input) {
                                        ac.Selection().SetSingle();
                                }
                                ac.Selection().Reset();
-                               ctrl->PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor));
+                               Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor));
                                break;
                        case AttackChoice::MAGIC:
                                if (battle->ActiveHero().CanUseMagic()) {
-                                       ctrl->PushState(new SelectSpell(battle, this));
+                                       Ctrl().PushState(new SelectSpell(battle, this));
                                }
                                break;
                        case AttackChoice::DEFEND:
@@ -98,10 +98,10 @@ void SelectAttackType::HandleEvents(const Input &input) {
                                battle->NextHero();
                                break;
                        case AttackChoice::IKARI:
-                               ctrl->PushState(new SelectIkari(battle, this));
+                               Ctrl().PushState(new SelectIkari(battle, this));
                                break;
                        case AttackChoice::ITEM:
-                               ctrl->PushState(new SelectItem(battle, this));
+                               Ctrl().PushState(new SelectItem(battle, this));
                                break;
                        default:
                                throw std::logic_error("selected invalid attack type");
@@ -110,14 +110,14 @@ void SelectAttackType::HandleEvents(const Input &input) {
                ac.Reset();
                battle->PreviousHero();
                if (battle->BeforeFirstHero()) {
-                       ctrl->ChangeState(new SelectMoveAction(battle));
+                       Ctrl().ChangeState(new SelectMoveAction(battle));
                } else {
                        battle->ActiveHero().GetAttackChoice().Reset();
                }
        }
 
        if (battle->AttackSelectionDone()) {
-               ctrl->PopState();
+               Ctrl().PopState();
        }
 }