]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
removed redundant BattleState::ActiveHeroAttackChoice()
[l2e.git] / src / battle / states / SelectAttackType.cpp
index b8d604d91a68dd28937a04f7668beb441c94fc91..4bac0bbe50cf1d8ebf7a827f042e14588bd304cb 100644 (file)
@@ -36,8 +36,8 @@ void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
 }
 
 void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
-       if (battle->ActiveHeroTargets().HasSelected()) {
-               battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
+       if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+               battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
                battle->NextHero();
        }
        if (battle->AttackSelectionDone()) {
@@ -73,9 +73,9 @@ void SelectAttackType::HandleEvents(const Input &input) {
                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));
+                               battle->ActiveHero().GetAttackChoice().Selection().SetSingle();
+                               battle->ActiveHero().GetAttackChoice().Selection().Reset();
+                               ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHero().GetAttackChoice().Selection(), battle->Res().weaponTargetCursor));
                                break;
                        case AttackChoice::MAGIC:
                                if (battle->ActiveHero().CanUseMagic()) {
@@ -83,7 +83,7 @@ void SelectAttackType::HandleEvents(const Input &input) {
                                }
                                break;
                        case AttackChoice::DEFEND:
-                               battle->SetAttackType(AttackChoice::DEFEND);
+                               battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::DEFEND);
                                battle->NextHero();
                                break;
                        case AttackChoice::IKARI:
@@ -96,17 +96,16 @@ void SelectAttackType::HandleEvents(const Input &input) {
                                throw std::logic_error("selected invalid attack type");
                }
        } else if (input.JustPressed(Input::ACTION_B)) {
-               battle->ActiveHeroAttackChoice().Reset();
+               battle->ActiveHero().GetAttackChoice().Reset();
                battle->PreviousHero();
                if (battle->BeforeFirstHero()) {
                        ctrl->ChangeState(new SelectMoveAction(battle));
                } else {
-                       battle->ActiveHeroAttackChoice().Reset();
+                       battle->ActiveHero().GetAttackChoice().Reset();
                }
        }
 
        if (battle->AttackSelectionDone()) {
-               // TODO: switch to battle animation instead
                ctrl->PopState();
        }
 }
@@ -125,8 +124,8 @@ 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() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
+                       (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
+                       battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
        battle->GetAttackTypeMenu().Render(screen, position + offset);
 }