X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=d442f2289becfefbbf4432ac37e637e292001eb3;hb=2ccc2369d32fb680a3047519d79c17de34c4e10a;hp=d309502301f98213036ff0ca11a6b6e9fd799f54;hpb=06b6411e5dc8fc6b905530f7adbde8bd0c2bb0ea;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d309502..d442f22 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -12,6 +12,7 @@ #include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.h" +#include "../common/GameState.h" #include "../common/Ikari.h" #include "../common/Inventory.h" #include "../common/Item.h" @@ -73,12 +74,12 @@ void BattleState::SwapHeroes(int lhs, int rhs) { } -void BattleState::Resize(int w, int h) { +void BattleState::OnResize(int w, int h) { } -void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnEnterState(Application &ctrl, 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; @@ -115,7 +116,7 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { } void BattleState::LoadInventory() { - const Inventory &inv(*res->inventory); + const Inventory &inv(game->state->inventory); itemMenu.Clear(); itemMenu.Reserve(inv.MaxItems()); for (int i(0); i < inv.MaxItems(); ++i) { @@ -129,11 +130,11 @@ void BattleState::LoadInventory() { ClearAllAttacks(); } -void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnExitState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnResumeState(Application &ctrl, SDL_Surface *screen) { if (ranAway) { ctrl.PopState(); // quit the battle scene return; @@ -168,7 +169,7 @@ bool BattleState::Defeat() const { return true; } -void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnPauseState(Application &ctrl, SDL_Surface *screen) { }