X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=31a0be0e2e853a6ddb90e623156d3621486981e8;hb=3f8fac16c7ae2cbe7da47b98aba9b558825723e7;hp=351ad1c3584337d85a4d6b4baa3bc20a7a8fc3bb;hpb=65158353d1ecbed0032752863c6c4eb96b1a084a;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 351ad1c..31a0be0 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -28,11 +28,11 @@ using geometry::Vector; namespace battle { void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; + } void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; + } void SelectAttackType::OnResumeState(Application &ctrl, SDL_Surface *screen) { @@ -51,7 +51,7 @@ void SelectAttackType::OnPauseState(Application &ctrl, SDL_Surface *screen) { } -void SelectAttackType::Resize(int width, int height) { +void SelectAttackType::OnResize(int width, int height) { } @@ -86,11 +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: if (battle->ActiveHero().CanUseMagic()) { - ctrl->PushState(new SelectSpell(battle, this)); + Ctrl().PushState(new SelectSpell(battle, this)); } break; case AttackChoice::DEFEND: @@ -98,10 +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"); @@ -110,14 +110,14 @@ void SelectAttackType::HandleEvents(const Input &input) { ac.Reset(); battle->PreviousHero(); if (battle->BeforeFirstHero()) { - ctrl->ChangeState(new SelectMoveAction(battle)); + Ctrl().ChangeState(new SelectMoveAction(battle)); } else { battle->ActiveHero().GetAttackChoice().Reset(); } } if (battle->AttackSelectionDone()) { - ctrl->PopState(); + Ctrl().PopState(); } }