]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectIkari.cpp
reorganized BattleState's interface
[l2e.git] / src / battle / states / SelectIkari.cpp
index c4fb5000b60c33a532b9363b97fdfa495f6ec70e..97a951d7c82fea11a5f12d3e2eb4d99847127a1e 100644 (file)
@@ -36,7 +36,9 @@ void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
 }
 
 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();
        }
 }
@@ -51,29 +53,29 @@ void SelectIkari::Resize(int width, int height) {
 }
 
 
-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));
                        }
                }
        }