]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectIkari.cpp
removed lazy fwd headers
[l2e.git] / src / battle / states / SelectIkari.cpp
index 4fce8c75b5a1723fb24e50a797322e7bd7f65bc1..53d2cbd462dc479578861f5a5a48d8966f101e5e 100644 (file)
 #include "../../app/Input.h"
 #include "../../common/Ikari.h"
 #include "../../common/Item.h"
-#include "../../geometry/Point.h"
-#include "../../geometry/operators.h"
 #include "../../graphics/Frame.h"
+#include "../../math/Vector.h"
 
 using app::Application;
 using app::Input;
 using common::Ikari;
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
 using graphics::Frame;
 
 namespace battle {
 
-void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+void SelectIkari::OnEnterState(SDL_Surface *screen) {
+
 }
 
-void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+void SelectIkari::OnExitState(SDL_Surface *screen) {
+
 }
 
-void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnResumeState(SDL_Surface *screen) {
        if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
                battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
                battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
-               ctrl.PopState();
+               Ctrl().PopState();
        }
 }
 
-void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectIkari::Resize(int width, int height) {
+void SelectIkari::OnResize(int width, int height) {
 
 }
 
@@ -65,23 +63,22 @@ void SelectIkari::HandleEvents(const Input &input) {
                                ac.Selection().SelectMonsters();
                        }
                        if (ikari->GetTargetingMode().TargetsAll()) {
-                               ac.SetType(AttackChoice::MAGIC);
-                               // TODO: remove item from inventory
+                               ac.SetType(AttackChoice::IKARI);
                                ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
                                battle->NextHero();
-                               ctrl->PopState();
+                               Ctrl().PopState();
                        } else {
                                if (ikari->GetTargetingMode().TargetsSingle()) {
                                        ac.Selection().SetSingle();
                                } else {
                                        ac.Selection().SetMultiple();
                                }
-                               ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
+                               Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
                        }
                }
        }
        if (input.JustPressed(Input::ACTION_B)) {
-               ctrl->PopState(); // return control to parent
+               Ctrl().PopState(); // return control to parent
        }
        if (input.JustPressed(Input::PAD_UP)) {
                battle->ActiveHero().IkariMenu().PreviousRow();
@@ -97,7 +94,7 @@ void SelectIkari::HandleEvents(const Input &input) {
        }
 }
 
-void SelectIkari::UpdateWorld(float deltaT) {
+void SelectIkari::UpdateWorld(Uint32 deltaT) {
 
 }
 
@@ -111,7 +108,7 @@ void SelectIkari::Render(SDL_Surface *screen) {
 
 void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
        const Frame *frame(battle->Res().selectFrame);
-       Point<int> position(frame->BorderWidth(), frame->BorderHeight());
+       Vector<int> position(frame->BorderSize());
        int width(battle->Width() - 2 * frame->BorderWidth());
        int height(battle->Res().normalFont->CharHeight() * 13);
        frame->Draw(screen, position + offset, width, height);
@@ -119,15 +116,15 @@ void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
 
 void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
        const Resources &res(battle->Res());
-       Point<int> position(
+       Vector<int> position(
                        2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
                        2 * res.selectFrame->BorderHeight());
-       res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+       res.normalFont->DrawString(res.ikariMenuHeadline, screen, position + offset);
 }
 
 void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
        const Resources &res(battle->Res());
-       Point<int> position(
+       Vector<int> position(
                        2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
                        2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
        battle->ActiveHero().IkariMenu().Draw(screen, position + offset);