namespace battle {
-void SelectItem::EnterState(Application &c, SDL_Surface *screen) {
+void SelectItem::OnEnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
}
-void SelectItem::ExitState(Application &c, SDL_Surface *screen) {
+void SelectItem::OnExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
-void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnResumeState(Application &ctrl, SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM);
battle->ActiveHero().GetAttackChoice().SetItem(battle->ItemMenu().Selected());
}
}
-void SelectItem::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnPauseState(Application &ctrl, SDL_Surface *screen) {
}
}
if (item->GetTargetingMode().TargetsAll()) {
ac.SetType(AttackChoice::ITEM);
- // TODO: remove item from inventory
ac.SetItem(item);
battle->NextHero();
ctrl->PopState();