#include "SelectAttackType.h"
+#include "SelectMoveAction.h"
+#include "SelectSpell.h"
+#include "../AttackChoice.h"
#include "../BattleState.h"
+#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../geometry/operators.h"
+#include <stdexcept>
+
+using app::Application;
using app::Input;
using geometry::Point;
using geometry::Vector;
namespace battle {
-void SelectAttackType::EnterState(app::Application &c, SDL_Surface *screen) {
+void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
}
-void SelectAttackType::ExitState() {
+void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
+void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
+ if (battle->AttackSelectionDone()) {
+ // pass through
+ ctrl.PopState();
+ }
+}
+
+void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
void SelectAttackType::Resize(int width, int height) {
void SelectAttackType::HandleInput(const Input &input) {
if (input.IsDown(Input::PAD_UP)) {
- battle->GetAttackTypeMenu().Select(AttackTypeMenu::MAGIC);
+ battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
} else if (input.IsDown(Input::PAD_RIGHT)) {
- battle->GetAttackTypeMenu().Select(AttackTypeMenu::DEFEND);
+ battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
} else if (input.IsDown(Input::PAD_DOWN)) {
- battle->GetAttackTypeMenu().Select(AttackTypeMenu::IKARI);
+ battle->GetAttackTypeMenu().Select(AttackChoice::IKARI);
} else if (input.IsDown(Input::PAD_LEFT)) {
- battle->GetAttackTypeMenu().Select(AttackTypeMenu::ITEM);
+ battle->GetAttackTypeMenu().Select(AttackChoice::ITEM);
} else {
- battle->GetAttackTypeMenu().Select(AttackTypeMenu::SWORD);
+ battle->GetAttackTypeMenu().Select(AttackChoice::SWORD);
}
if (input.JustPressed(Input::ACTION_A)) {
+ battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
switch (battle->GetAttackTypeMenu().Selected()) {
- case AttackTypeMenu::SWORD:
- // TODO: switch to next character
+ case AttackChoice::SWORD:
+ // TODO: switch to target select
+ battle->NextHero();
break;
- case AttackTypeMenu::MAGIC:
- // TODO: switch to spell select
+ case AttackChoice::MAGIC:
+ if (battle->ActiveHero().CanUseMagic()) {
+ ctrl->PushState(new SelectSpell(battle, this));
+ }
break;
- case AttackTypeMenu::DEFEND:
- // TODO: switch to next character
+ case AttackChoice::DEFEND:
+ battle->NextHero();
break;
- case AttackTypeMenu::IKARI:
+ case AttackChoice::IKARI:
// TODO: switch to ikari attack select
+ battle->NextHero();
break;
- case AttackTypeMenu::ITEM:
+ case AttackChoice::ITEM:
// TODO: switch to item select
+ battle->NextHero();
break;
+ default:
+ throw std::logic_error("selected invalid attack type");
+ }
+ } else if (input.JustPressed(Input::ACTION_B)) {
+ battle->SetAttackType(AttackChoice::UNDECIDED);
+ battle->PreviousHero();
+ if (battle->BeforeFirstHero()) {
+ ctrl->ChangeState(new SelectMoveAction(battle));
}
}
+
+ if (battle->AttackSelectionDone()) {
+ // TODO: switch to battle animation instead
+ ctrl->PopState();
+ }
}
void SelectAttackType::UpdateWorld(float deltaT) {
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);
}