X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=9e84206b3908dde82be2eba8fec5da82bf4e8661;hb=4956380d5109fe57722a968ad1ffbf2fa0a5ed2e;hp=c294e1a28feda13da5b9f81be3b9e15aa4aecdc3;hpb=69123d71dacfdd6592c00ead8b92b6441d0f0228;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index c294e1a..9e84206 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -9,6 +9,7 @@ #include "PartyLayout.h" #include "states/SelectMoveAction.h" +#include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.h" #include "../common/Ikari.h" @@ -63,9 +64,9 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - spellMenus.push_back(res->spellMenuPrototype); + spellMenus[i] = res->spellMenuPrototype; LoadSpellMenu(i); - ikariMenus.push_back(res->ikariMenuPrototype); + ikariMenus[i] = res->ikariMenuPrototype; LoadIkariMenu(i); heroTags[i] = HeroTag(this, i); } @@ -180,6 +181,7 @@ void BattleState::LoadInventory() { itemMenu.AddEmptyEntry(); } } + ClearAllAttacks(); } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -192,12 +194,11 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { ctrl.PopState(); // quit the battle scene return; } - // reset attack choices - activeHero = -1; - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - attackChoices[i] = AttackChoice(this); + if (AttackSelectionDone()) { + ctrl.PushState(new PerformAttacks(this)); + } else { + ctrl.PushState(new SelectMoveAction(this)); } - ctrl.PushState(new SelectMoveAction(this)); } void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { @@ -205,6 +206,14 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } +void BattleState::ClearAllAttacks() { + activeHero = -1; + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + attackChoices[i] = AttackChoice(this); + } +} + + void BattleState::HandleEvents(const Input &input) { }