]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectItem.cpp
added (processed) original lufia 2 data
[l2e.git] / src / battle / states / SelectItem.cpp
index a2d178eb251f83db906d7c662ddf34c3606c6322..a8c23bb763a9acaf9682dfd841044ae33d3bf8f6 100644 (file)
@@ -36,6 +36,8 @@ void SelectItem::ExitState(Application &c, SDL_Surface *screen) {
 
 void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) {
        if (battle->ActiveHeroTargets().HasSelected()) {
+               battle->SetAttackType(AttackChoice::ITEM);
+               battle->ActiveHeroAttackChoice().SetItem(battle->GetItemMenu().Selected());
                ctrl.PopState();
        }
 }
@@ -50,33 +52,30 @@ void SelectItem::Resize(int width, int height) {
 }
 
 
-void SelectItem::HandleInput(const Input &input) {
+void SelectItem::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
                if (battle->GetItemMenu().SelectedIsEnabled()) {
                        const Item *item(battle->GetItemMenu().Selected());
                        battle->ActiveHeroTargets().Reset();
-                       if (item->TargetAlly()) {
+                       if (item->GetTargetingMode().TargetsAlly()) {
                                battle->ActiveHeroTargets().SelectHeroes();
                        } else {
                                battle->ActiveHeroTargets().SelectEnemies();
                        }
-                       if (item->TargetAll()) {
+                       if (item->GetTargetingMode().TargetsAll()) {
                                battle->SetAttackType(AttackChoice::ITEM);
                                // TODO: remove item from inventory
                                battle->ActiveHeroAttackChoice().SetItem(item);
                                battle->NextHero();
                                ctrl->PopState();
                        } else {
-                               if (item->TargetOne()) {
+                               if (item->GetTargetingMode().TargetsSingle()) {
                                        battle->ActiveHeroTargets().SetSingle();
                                } else {
                                        battle->ActiveHeroTargets().SetMultiple();
                                }
                                ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), battle->Res().itemTargetCursor));
                        }
-//                     battle->SetAttackType(AttackChoice::ITEM);
-//                     battle->NextHero();
-//                     ctrl->PopState();
                }
        }
        if (input.JustPressed(Input::ACTION_B)) {