X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=786277d764900f036dbfffca578d3eacfd0db114;hb=536a8c96ebfec2a2b34f680d3d0b97db8e66d599;hp=b3b3e0b0a6290195e56f63a2b47f543fee7f4619;hpb=7b2600e51a05efe1c102389a25b8123f30a972b0;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index b3b3e0b..786277d 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -7,6 +7,10 @@ #include "SelectAttackType.h" +#include "SelectIkari.h" +#include "SelectItem.h" +#include "SelectMoveAction.h" +#include "SelectSpell.h" #include "../AttackChoice.h" #include "../BattleState.h" #include "../../app/Application.h" @@ -31,7 +35,10 @@ void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) { } void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) { - + if (battle->AttackSelectionDone()) { + // pass through + ctrl.PopState(); + } } void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) { @@ -58,30 +65,36 @@ void SelectAttackType::HandleInput(const Input &input) { } if (input.JustPressed(Input::ACTION_A)) { - battle->SetAttackType(battle->GetAttackTypeMenu().Selected()); switch (battle->GetAttackTypeMenu().Selected()) { case AttackChoice::SWORD: // TODO: switch to target select + battle->SetAttackType(AttackChoice::SWORD); battle->NextHero(); break; case AttackChoice::MAGIC: - // TODO: switch to spell select - battle->NextHero(); + if (battle->ActiveHero().CanUseMagic()) { + ctrl->PushState(new SelectSpell(battle, this)); + } break; case AttackChoice::DEFEND: + battle->SetAttackType(AttackChoice::DEFEND); battle->NextHero(); break; case AttackChoice::IKARI: - // TODO: switch to ikari attack select - battle->NextHero(); + ctrl->PushState(new SelectIkari(battle, this)); break; case AttackChoice::ITEM: - // TODO: switch to item select - battle->NextHero(); + ctrl->PushState(new SelectItem(battle, this)); break; default: throw std::logic_error("selected invalid attack type"); } + } else if (input.JustPressed(Input::ACTION_B)) { + battle->SetAttackType(AttackChoice::UNDECIDED); + battle->PreviousHero(); + if (battle->BeforeFirstHero()) { + ctrl->ChangeState(new SelectMoveAction(battle)); + } } if (battle->AttackSelectionDone()) {