X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FPerformAttacks.cpp;h=fac7cdf855aa42a4c8422f38e5ebd715afd52608;hb=e1edc92c4fb834c8061118e89c0d7e239742b030;hp=a01a8fe0c540dd5b3b5c611b4dff52354fd72b20;hpb=0542849dfccfec1ce1477265fa0fee2401a8fb23;p=l2e.git diff --git a/src/battle/states/PerformAttacks.cpp b/src/battle/states/PerformAttacks.cpp index a01a8fe..fac7cdf 100644 --- a/src/battle/states/PerformAttacks.cpp +++ b/src/battle/states/PerformAttacks.cpp @@ -10,6 +10,7 @@ #include "../BattleState.h" #include "../Hero.h" #include "../Monster.h" +#include "../TargetSelection.h" #include "../../app/Application.h" #include "../../app/Input.h" #include "../../common/Ikari.h" @@ -29,28 +30,26 @@ using std::vector; namespace battle { -void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void PerformAttacks::OnEnterState(SDL_Surface *screen) { battle->CalculateAttackOrder(); numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1); numberPosition.reserve(numberAnimation.size()); } -void PerformAttacks::ExitState(Application &c, SDL_Surface *screen) { +void PerformAttacks::OnExitState(SDL_Surface *screen) { battle->ClearAllAttacks(); - ctrl = 0; } -void PerformAttacks::ResumeState(Application &ctrl, SDL_Surface *screen) { +void PerformAttacks::OnResumeState(SDL_Surface *screen) { } -void PerformAttacks::PauseState(Application &ctrl, SDL_Surface *screen) { +void PerformAttacks::OnPauseState(SDL_Surface *screen) { } -void PerformAttacks::Resize(int width, int height) { +void PerformAttacks::OnResize(int width, int height) { } @@ -62,7 +61,7 @@ void PerformAttacks::HandleEvents(const Input &input) { battle->ApplyDamage(); battle->NextAttack(); if (battle->AttacksFinished()) { - ctrl->PopState(); + Ctrl().PopState(); return; } @@ -218,6 +217,7 @@ void PerformAttacks::Render(SDL_Surface *screen) { battle->RenderBackground(screen, offset); battle->RenderMonsters(screen, offset); battle->RenderHeroes(screen, offset); + battle->RenderCapsule(screen, offset); battle->RenderSmallHeroTags(screen, offset); RenderTitleBar(screen, offset); RenderNumbers(screen, offset); @@ -228,7 +228,7 @@ void PerformAttacks::RenderTitleBar(SDL_Surface *screen, const Vector &offs if (!titleBarText || !titleBarTimer.Running()) return; int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight()); - battle->Res().titleFrame->Draw(screen, Vector(offset.X(), offset.Y()), battle->Width(), height); + battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height); Vector textPosition( (battle->Width() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,