#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->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
+ battle->NextHero();
+ }
if (battle->AttackSelectionDone()) {
// pass through
ctrl.PopState();
}
-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:
- // TODO: switch to target select
- battle->NextHero();
+ // TODO: detect single/multiple/all attack mode
+ 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()) {
}
break;
case AttackChoice::DEFEND:
+ battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::DEFEND);
battle->NextHero();
break;
case AttackChoice::IKARI:
throw std::logic_error("selected invalid attack type");
}
} else if (input.JustPressed(Input::ACTION_B)) {
- battle->SetAttackType(AttackChoice::UNDECIDED);
+ battle->ActiveHero().GetAttackChoice().Reset();
battle->PreviousHero();
if (battle->BeforeFirstHero()) {
ctrl->ChangeState(new SelectMoveAction(battle));
+ } else {
+ battle->ActiveHero().GetAttackChoice().Reset();
}
}
if (battle->AttackSelectionDone()) {
- // TODO: switch to battle animation instead
ctrl->PopState();
}
}
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);
}