]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectIkari.cpp
removed useless comments
[l2e.git] / src / battle / states / SelectIkari.cpp
index 3c11164ffcb8ede50fdba1c53c9661cb89c79734..8d2006a4269597802aa287a68cd19341d6082c58 100644 (file)
@@ -1,76 +1,93 @@
-/*
- * SelectIkari.cpp
- *
- *  Created on: Aug 9, 2012
- *      Author: holy
- */
-
 #include "SelectIkari.h"
 
 #include "SelectAttackType.h"
+#include "SelectTarget.h"
 #include "../BattleState.h"
 #include "../../app/Application.h"
 #include "../../app/Input.h"
-#include "../../geometry/Point.h"
-#include "../../geometry/operators.h"
+#include "../../common/Ikari.h"
+#include "../../common/Item.h"
 #include "../../graphics/Frame.h"
+#include "../../math/Vector.h"
 
 using app::Application;
 using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using common::Ikari;
+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::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnExitState(SDL_Surface *screen) {
 
 }
 
-void SelectIkari::PauseState(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();
+       }
+}
+
+void SelectIkari::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectIkari::Resize(int width, int height) {
+void SelectIkari::OnResize(int width, int height) {
 
 }
 
 
-void SelectIkari::HandleInput(const Input &input) {
+void SelectIkari::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
-               // TODO: switch to target select
-               if (battle->GetIkariMenu().SelectedIsEnabled()) {
-                       battle->NextHero();
-                       ctrl->PopState();
+               if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) {
+                       AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+                       const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari());
+                       ac.Selection().Reset();
+                       if (ikari->GetTargetingMode().TargetsAlly()) {
+                               ac.Selection().SelectHeroes();
+                       } else {
+                               ac.Selection().SelectMonsters();
+                       }
+                       if (ikari->GetTargetingMode().TargetsAll()) {
+                               ac.SetType(AttackChoice::IKARI);
+                               ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
+                               battle->NextHero();
+                               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));
+                       }
                }
        }
        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->GetIkariMenu().PreviousRow();
+               battle->ActiveHero().IkariMenu().PreviousRow();
        }
        if (input.JustPressed(Input::PAD_RIGHT)) {
-               battle->GetIkariMenu().NextItem();
+               battle->ActiveHero().IkariMenu().NextItem();
        }
        if (input.JustPressed(Input::PAD_DOWN)) {
-               battle->GetIkariMenu().NextRow();
+               battle->ActiveHero().IkariMenu().NextRow();
        }
        if (input.JustPressed(Input::PAD_LEFT)) {
-               battle->GetIkariMenu().PreviousItem();
+               battle->ActiveHero().IkariMenu().PreviousItem();
        }
 }
 
-void SelectIkari::UpdateWorld(float deltaT) {
+void SelectIkari::UpdateWorld(Uint32 deltaT) {
 
 }
 
@@ -84,26 +101,26 @@ 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());
-       int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
+       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);
 }
 
 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->GetIkariMenu().Draw(screen, position + offset);
+       battle->ActiveHero().IkariMenu().Draw(screen, position + offset);
 }
 
 }