]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectItem.cpp
removed lazy fwd headers
[l2e.git] / src / battle / states / SelectItem.cpp
index 0291b739c9c2746b5b17f6f72edf58fabb203f57..85ea773ce4d2420ecbbb2ecdf223585f44497358 100644 (file)
 #include "../../app/Application.h"
 #include "../../app/Input.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::Item;
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
 using graphics::Frame;
 
 namespace battle {
 
-void SelectItem::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+void SelectItem::OnEnterState(SDL_Surface *screen) {
+
 }
 
-void SelectItem::ExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+void SelectItem::OnExitState(SDL_Surface *screen) {
+
 }
 
-void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) {
-       if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) {
-               battle->ActiveHeroAttackChoice().SetType(AttackChoice::ITEM);
-               battle->ActiveHeroAttackChoice().SetItem(battle->GetItemMenu().Selected());
-               ctrl.PopState();
+void SelectItem::OnResumeState(SDL_Surface *screen) {
+       if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+               battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM);
+               battle->ActiveHero().GetAttackChoice().SetItem(battle->ItemMenu().Selected());
+               Ctrl().PopState();
        }
 }
 
-void SelectItem::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectItem::Resize(int width, int height) {
+void SelectItem::OnResize(int width, int height) {
 
 }
 
 
 void SelectItem::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
-               if (battle->GetItemMenu().SelectedIsEnabled()) {
-                       const Item *item(battle->GetItemMenu().Selected());
-                       battle->ActiveHeroAttackChoice().Selection().Reset();
+               if (battle->ItemMenu().SelectedIsEnabled()) {
+                       AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+                       const Item *item(battle->ItemMenu().Selected());
+                       ac.Selection().Reset();
                        if (item->GetTargetingMode().TargetsAlly()) {
-                               battle->ActiveHeroAttackChoice().Selection().SelectHeroes();
+                               ac.Selection().SelectHeroes();
                        } else {
-                               battle->ActiveHeroAttackChoice().Selection().SelectEnemies();
+                               ac.Selection().SelectMonsters();
                        }
                        if (item->GetTargetingMode().TargetsAll()) {
-                               battle->ActiveHeroAttackChoice().SetType(AttackChoice::ITEM);
-                               // TODO: remove item from inventory
-                               battle->ActiveHeroAttackChoice().SetItem(item);
+                               ac.SetType(AttackChoice::ITEM);
+                               ac.SetItem(item);
                                battle->NextHero();
-                               ctrl->PopState();
+                               Ctrl().PopState();
                        } else {
                                if (item->GetTargetingMode().TargetsSingle()) {
-                                       battle->ActiveHeroAttackChoice().Selection().SetSingle();
+                                       ac.Selection().SetSingle();
                                } else {
-                                       battle->ActiveHeroAttackChoice().Selection().SetMultiple();
+                                       ac.Selection().SetMultiple();
                                }
-                               ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroAttackChoice().Selection(), battle->Res().itemTargetCursor));
+                               Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().itemTargetCursor));
                        }
                }
        }
        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->GetItemMenu().PreviousRow();
+               battle->ItemMenu().PreviousRow();
        }
        if (input.JustPressed(Input::PAD_RIGHT)) {
-               battle->GetItemMenu().NextItem();
+               battle->ItemMenu().NextItem();
        }
        if (input.JustPressed(Input::PAD_DOWN)) {
-               battle->GetItemMenu().NextRow();
+               battle->ItemMenu().NextRow();
        }
        if (input.JustPressed(Input::PAD_LEFT)) {
-               battle->GetItemMenu().PreviousItem();
+               battle->ItemMenu().PreviousItem();
        }
 }
 
-void SelectItem::UpdateWorld(float deltaT) {
+void SelectItem::UpdateWorld(Uint32 deltaT) {
 
 }
 
@@ -109,7 +107,7 @@ void SelectItem::Render(SDL_Surface *screen) {
 
 void SelectItem::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);
@@ -117,7 +115,7 @@ void SelectItem::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
 
 void SelectItem::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);
@@ -125,10 +123,10 @@ void SelectItem::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset)
 
 void SelectItem::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->GetItemMenu().Draw(screen, position + offset);
+       battle->ItemMenu().Draw(screen, position + offset);
 }
 
 }