X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=0dd5bc472a4aff0177dbd15ccb244a0d026d0ceb;hb=5d1a76ae7725af998c6ee46adfe492c68ee1d34f;hp=a6e288afdd306f0ea2b29e2601f419c9cc75b575;hpb=b53c2ec2621ccc654e819cb203dc26e0a482bd41;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index a6e288a..0dd5bc4 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -17,43 +17,41 @@ #include "../../app/Application.h" #include "../../app/Input.h" #include "../../common/Item.h" -#include "../../geometry/operators.h" #include using app::Application; using app::Input; using common::Item; -using geometry::Point; -using geometry::Vector; +using math::Vector; namespace battle { -void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void SelectAttackType::OnEnterState(SDL_Surface *screen) { + } -void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; +void SelectAttackType::OnExitState(SDL_Surface *screen) { + } -void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) { +void SelectAttackType::OnResumeState(SDL_Surface *screen) { if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected()); battle->NextHero(); } if (battle->AttackSelectionDone()) { // pass through - ctrl.PopState(); + Ctrl().PopState(); } } -void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) { +void SelectAttackType::OnPauseState(SDL_Surface *screen) { } -void SelectAttackType::Resize(int width, int height) { +void SelectAttackType::OnResize(int width, int height) { } @@ -88,12 +86,11 @@ void SelectAttackType::HandleEvents(const Input &input) { ac.Selection().SetSingle(); } ac.Selection().Reset(); - ctrl->PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor)); + Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor)); break; case AttackChoice::MAGIC: - // TODO: detect single/multiple/all attack mode if (battle->ActiveHero().CanUseMagic()) { - ctrl->PushState(new SelectSpell(battle, this)); + Ctrl().PushState(new SelectSpell(battle, this)); } break; case AttackChoice::DEFEND: @@ -101,10 +98,10 @@ void SelectAttackType::HandleEvents(const Input &input) { battle->NextHero(); break; case AttackChoice::IKARI: - ctrl->PushState(new SelectIkari(battle, this)); + Ctrl().PushState(new SelectIkari(battle, this)); break; case AttackChoice::ITEM: - ctrl->PushState(new SelectItem(battle, this)); + Ctrl().PushState(new SelectItem(battle, this)); break; default: throw std::logic_error("selected invalid attack type"); @@ -113,18 +110,18 @@ void SelectAttackType::HandleEvents(const Input &input) { ac.Reset(); battle->PreviousHero(); if (battle->BeforeFirstHero()) { - ctrl->ChangeState(new SelectMoveAction(battle)); + Ctrl().ChangeState(new SelectMoveAction(battle)); } else { - ac.Reset(); + battle->ActiveHero().GetAttackChoice().Reset(); } } if (battle->AttackSelectionDone()) { - ctrl->PopState(); + Ctrl().PopState(); } } -void SelectAttackType::UpdateWorld(float deltaT) { +void SelectAttackType::UpdateWorld(Uint32 deltaT) { } @@ -137,7 +134,7 @@ void SelectAttackType::Render(SDL_Surface *screen) { } void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector &offset) { - Point position( + Vector position( (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2, battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2); battle->GetAttackTypeMenu().Render(screen, position + offset);