X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=17260928af9455b7a6aaa40468a4cd52276e0da5;hb=e27fcf693589ede18b753d5f64f9dfecfe6344bd;hp=786277d764900f036dbfffca578d3eacfd0db114;hpb=536a8c96ebfec2a2b34f680d3d0b97db8e66d599;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 786277d..1726092 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -11,6 +11,7 @@ #include "SelectItem.h" #include "SelectMoveAction.h" #include "SelectSpell.h" +#include "SelectTarget.h" #include "../AttackChoice.h" #include "../BattleState.h" #include "../../app/Application.h" @@ -35,6 +36,10 @@ void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) { } void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) { + if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) { + battle->ActiveHeroAttackChoice().SetType(battle->GetAttackTypeMenu().Selected()); + battle->NextHero(); + } if (battle->AttackSelectionDone()) { // pass through ctrl.PopState(); @@ -51,7 +56,7 @@ void SelectAttackType::Resize(int width, int height) { } -void SelectAttackType::HandleInput(const Input &input) { +void SelectAttackType::HandleEvents(const Input &input) { if (input.IsDown(Input::PAD_UP)) { battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC); } else if (input.IsDown(Input::PAD_RIGHT)) { @@ -67,9 +72,10 @@ void SelectAttackType::HandleInput(const Input &input) { if (input.JustPressed(Input::ACTION_A)) { switch (battle->GetAttackTypeMenu().Selected()) { case AttackChoice::SWORD: - // TODO: switch to target select - battle->SetAttackType(AttackChoice::SWORD); - battle->NextHero(); + // TODO: detect single/multiple/all attack mode + battle->ActiveHeroAttackChoice().Selection().SetSingle(); + battle->ActiveHeroAttackChoice().Selection().Reset(); + ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroAttackChoice().Selection(), battle->Res().weaponTargetCursor)); break; case AttackChoice::MAGIC: if (battle->ActiveHero().CanUseMagic()) { @@ -77,7 +83,7 @@ void SelectAttackType::HandleInput(const Input &input) { } break; case AttackChoice::DEFEND: - battle->SetAttackType(AttackChoice::DEFEND); + battle->ActiveHeroAttackChoice().SetType(AttackChoice::DEFEND); battle->NextHero(); break; case AttackChoice::IKARI: @@ -90,10 +96,12 @@ void SelectAttackType::HandleInput(const Input &input) { throw std::logic_error("selected invalid attack type"); } } else if (input.JustPressed(Input::ACTION_B)) { - battle->SetAttackType(AttackChoice::UNDECIDED); + battle->ActiveHeroAttackChoice().Reset(); battle->PreviousHero(); if (battle->BeforeFirstHero()) { ctrl->ChangeState(new SelectMoveAction(battle)); + } else { + battle->ActiveHeroAttackChoice().Reset(); } }