namespace battle {
void SelectIkari::OnEnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+
}
void SelectIkari::OnExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+
}
void SelectIkari::OnResumeState(Application &ctrl, SDL_Surface *screen) {
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();