}
void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
- if (battle->ActiveHeroTargets().HasSelected()) {
+ if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHeroAttackChoice().SetType(AttackChoice::IKARI);
+ battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected());
ctrl.PopState();
}
}
}
-void SelectIkari::HandleInput(const Input &input) {
+void SelectIkari::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
if (battle->GetIkariMenu().SelectedIsEnabled() && battle->GetIkariMenu().Selected()->HasIkari()) {
const Ikari *ikari(battle->GetIkariMenu().Selected()->GetIkari());
- battle->ActiveHeroTargets().Reset();
+ battle->ActiveHeroAttackChoice().Selection().Reset();
if (ikari->GetTargetingMode().TargetsAlly()) {
- battle->ActiveHeroTargets().SelectHeroes();
+ battle->ActiveHeroAttackChoice().Selection().SelectHeroes();
} else {
- battle->ActiveHeroTargets().SelectEnemies();
+ battle->ActiveHeroAttackChoice().Selection().SelectEnemies();
}
if (ikari->GetTargetingMode().TargetsAll()) {
- battle->SetAttackType(AttackChoice::MAGIC);
+ battle->ActiveHeroAttackChoice().SetType(AttackChoice::MAGIC);
// TODO: remove item from inventory
battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected());
battle->NextHero();
ctrl->PopState();
} else {
if (ikari->GetTargetingMode().TargetsSingle()) {
- battle->ActiveHeroTargets().SetSingle();
+ battle->ActiveHeroAttackChoice().Selection().SetSingle();
} else {
- battle->ActiveHeroTargets().SetMultiple();
+ battle->ActiveHeroAttackChoice().Selection().SetMultiple();
}
- ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), battle->Res().magicTargetCursor));
+ ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroAttackChoice().Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
}
}
}