X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=90d483ca693cd5018110252dddda6dd215262a20;hb=b7a90738b9ae701cfc86bf74a11ba59d7fcb17ba;hp=7dd06f6217b8e610f49828b891994b020ef20c1d;hpb=185c6c79f8ba30981aad4e1d66f98143a344b95e;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 7dd06f6..90d483c 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -7,8 +7,11 @@ #include "SelectAttackType.h" +#include "SelectIkari.h" +#include "SelectItem.h" #include "SelectMoveAction.h" #include "SelectSpell.h" +#include "SelectTarget.h" #include "../AttackChoice.h" #include "../BattleState.h" #include "../../app/Application.h" @@ -33,6 +36,10 @@ void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) { } void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) { + if (battle->ActiveHeroTargets().HasSelected()) { + battle->SetAttackType(battle->GetAttackTypeMenu().Selected()); + battle->NextHero(); + } if (battle->AttackSelectionDone()) { // pass through ctrl.PopState(); @@ -63,11 +70,12 @@ 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->NextHero(); + // TODO: detect single/multiple/all attack mode + battle->ActiveHeroTargets().SetSingle(); + battle->ActiveHeroTargets().Reset(); + ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroTargets(), battle->Res().weaponTargetCursor)); break; case AttackChoice::MAGIC: if (battle->ActiveHero().CanUseMagic()) { @@ -75,24 +83,25 @@ void SelectAttackType::HandleInput(const Input &input) { } 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->ActiveHeroAttackChoice().Reset(); battle->PreviousHero(); if (battle->BeforeFirstHero()) { ctrl->ChangeState(new SelectMoveAction(battle)); + } else { + battle->ActiveHeroAttackChoice().Reset(); } }