#include "SelectAttackType.h"
+#include "SelectMoveAction.h"
+#include "SelectSpell.h"
#include "../AttackChoice.h"
#include "../BattleState.h"
#include "../../app/Application.h"
}
void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
-
+ if (battle->AttackSelectionDone()) {
+ // pass through
+ ctrl.PopState();
+ }
}
void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
switch (battle->GetAttackTypeMenu().Selected()) {
case AttackChoice::SWORD:
+ // TODO: switch to target select
battle->NextHero();
break;
case AttackChoice::MAGIC:
- // TODO: switch to spell select
+ if (battle->ActiveHero().CanUseMagic()) {
+ ctrl->PushState(new SelectSpell(battle, this));
+ }
break;
case AttackChoice::DEFEND:
battle->NextHero();
break;
case AttackChoice::IKARI:
// TODO: switch to ikari attack select
+ battle->NextHero();
break;
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()) {
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);
}