]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
renamed namespace geometry -> math
[l2e.git] / src / battle / states / SelectAttackType.cpp
index 351ad1c3584337d85a4d6b4baa3bc20a7a8fc3bb..9f6e561be43fadea59adcd44eeec6ea0ea022a65 100644 (file)
 using app::Application;
 using app::Input;
 using common::Item;
-using geometry::Vector;
+using math::Vector;
 
 namespace battle {
 
-void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+void SelectAttackType::OnEnterState(SDL_Surface *screen) {
+
 }
 
-void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+void SelectAttackType::OnExitState(SDL_Surface *screen) {
+
 }
 
-void SelectAttackType::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnResumeState(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();
+               Ctrl().PopState();
        }
 }
 
-void SelectAttackType::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectAttackType::Resize(int width, int height) {
+void SelectAttackType::OnResize(int width, int height) {
 
 }
 
@@ -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();
        }
 }