X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=c7a65be7a3ade4d69d9c54895d2248d24ac587d0;hb=9413020156a8eecdb56879510d1216e894a9331f;hp=1d76b6c10894b4fa0dc0efa42ddbc4786fde43b2;hpb=558fd3d14ad1a9dc347998691a0b300fd334a16a;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 1d76b6c..c7a65be 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -7,24 +7,37 @@ #include "SelectAttackType.h" +#include "../AttackChoice.h" #include "../BattleState.h" +#include "../../app/Application.h" #include "../../app/Input.h" #include "../../geometry/operators.h" +#include + +using app::Application; using app::Input; using geometry::Point; using geometry::Vector; namespace battle { -void SelectAttackType::EnterState(app::Application &c, SDL_Surface *screen) { +void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) { ctrl = &c; } -void SelectAttackType::ExitState() { +void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) { ctrl = 0; } +void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) { + +} + +void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) { + +} + void SelectAttackType::Resize(int width, int height) { @@ -33,36 +46,44 @@ void SelectAttackType::Resize(int width, int height) { void SelectAttackType::HandleInput(const Input &input) { if (input.IsDown(Input::PAD_UP)) { - battle->GetAttackTypeMenu().Select(AttackTypeMenu::MAGIC); + battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC); } else if (input.IsDown(Input::PAD_RIGHT)) { - battle->GetAttackTypeMenu().Select(AttackTypeMenu::DEFEND); + battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND); } else if (input.IsDown(Input::PAD_DOWN)) { - battle->GetAttackTypeMenu().Select(AttackTypeMenu::IKARI); + battle->GetAttackTypeMenu().Select(AttackChoice::IKARI); } else if (input.IsDown(Input::PAD_LEFT)) { - battle->GetAttackTypeMenu().Select(AttackTypeMenu::ITEM); + battle->GetAttackTypeMenu().Select(AttackChoice::ITEM); } else { - battle->GetAttackTypeMenu().Select(AttackTypeMenu::SWORD); + battle->GetAttackTypeMenu().Select(AttackChoice::SWORD); } if (input.JustPressed(Input::ACTION_A)) { + battle->SetAttackType(battle->GetAttackTypeMenu().Selected()); switch (battle->GetAttackTypeMenu().Selected()) { - case AttackTypeMenu::SWORD: - // TODO: switch to next character + case AttackChoice::SWORD: + battle->NextHero(); break; - case AttackTypeMenu::MAGIC: + case AttackChoice::MAGIC: // TODO: switch to spell select break; - case AttackTypeMenu::DEFEND: - // TODO: switch to next character + case AttackChoice::DEFEND: + battle->NextHero(); break; - case AttackTypeMenu::IKARI: + case AttackChoice::IKARI: // TODO: switch to ikari attack select break; - case AttackTypeMenu::ITEM: + case AttackChoice::ITEM: // TODO: switch to item select break; + default: + throw std::logic_error("selected invalid attack type"); } } + + if (battle->AttackSelectionDone()) { + // TODO: switch to battle animation instead + ctrl->PopState(); + } } void SelectAttackType::UpdateWorld(float deltaT) {