X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=7c8b3306e8c29947c9a4868c8de8c2d20c8f408f;hb=f552d26f537af9fa48255bd71cdc1a0a1b860bac;hp=d442f2289becfefbbf4432ac37e637e292001eb3;hpb=2ccc2369d32fb680a3047519d79c17de34c4e10a;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d442f22..7c8b330 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -79,7 +79,7 @@ void BattleState::OnResize(int w, int h) { } -void BattleState::OnEnterState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnEnterState(SDL_Surface *screen) { for (int i(0); i < 4; ++i) { heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h); heroes[i].SpellMenu() = *res->spellMenuProperties; @@ -113,6 +113,7 @@ void BattleState::OnEnterState(Application &ctrl, SDL_Surface *screen) { itemMenu = *res->itemMenuProperties; LoadInventory(); + ClearAllAttacks(); } void BattleState::LoadInventory() { @@ -127,31 +128,30 @@ void BattleState::LoadInventory() { itemMenu.AddEmptyEntry(); } } - ClearAllAttacks(); } -void BattleState::OnExitState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnExitState(SDL_Surface *screen) { } -void BattleState::OnResumeState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnResumeState(SDL_Surface *screen) { if (ranAway) { - ctrl.PopState(); // quit the battle scene + Ctrl().PopState(); // quit the battle scene return; } if (Victory()) { - ctrl.PopState(); + Ctrl().PopState(); return; } if (Defeat()) { - ctrl.PopState(); + Ctrl().PopState(); return; } // TODO: this should not push a state while quitting if (AttackSelectionDone()) { - ctrl.PushState(new PerformAttacks(this)); + Ctrl().PushState(new PerformAttacks(this)); } else { - ctrl.PushState(new SelectMoveAction(this)); + Ctrl().PushState(new SelectMoveAction(this)); } } @@ -169,7 +169,7 @@ bool BattleState::Defeat() const { return true; } -void BattleState::OnPauseState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnPauseState(SDL_Surface *screen) { }