X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=f4a107e881afcd1f9e4f52bafa0acc4b1a9861f8;hb=092a2dd175a4001a495c84ee85211734fb928c83;hp=3157ca7642981a9c822ea2adc0093005684e9f2b;hpb=19f0f64186c38fab38fe802bc1b797b1418d573a;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 3157ca7..f4a107e 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -17,43 +17,42 @@ #include "../../app/Application.h" #include "../../app/Input.h" #include "../../common/Item.h" -#include "../../geometry/operators.h" +#include "../../math/Vector.h" #include using app::Application; using app::Input; using common::Item; -using geometry::Point; -using geometry::Vector; +using math::Vector; namespace battle { -void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void SelectAttackType::OnEnterState(SDL_Surface *screen) { + } -void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; +void SelectAttackType::OnExitState(SDL_Surface *screen) { + } -void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) { +void SelectAttackType::OnResumeState(SDL_Surface *screen) { if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected()); battle->NextHero(); } if (battle->AttackSelectionDone()) { // pass through - ctrl.PopState(); + Ctrl().PopState(); } } -void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) { +void SelectAttackType::OnPauseState(SDL_Surface *screen) { } -void SelectAttackType::Resize(int width, int height) { +void SelectAttackType::OnResize(int width, int height) { } @@ -88,11 +87,11 @@ 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: @@ -100,10 +99,10 @@ 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"); @@ -112,18 +111,18 @@ void SelectAttackType::HandleEvents(const Input &input) { ac.Reset(); battle->PreviousHero(); if (battle->BeforeFirstHero()) { - ctrl->ChangeState(new SelectMoveAction(battle)); + Ctrl().ChangeState(new SelectMoveAction(battle)); } else { - ac.Reset(); + battle->ActiveHero().GetAttackChoice().Reset(); } } if (battle->AttackSelectionDone()) { - ctrl->PopState(); + Ctrl().PopState(); } } -void SelectAttackType::UpdateWorld(float deltaT) { +void SelectAttackType::UpdateWorld(Uint32 deltaT) { } @@ -136,7 +135,7 @@ void SelectAttackType::Render(SDL_Surface *screen) { } void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector &offset) { - Point position( + Vector position( (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2, battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2); battle->GetAttackTypeMenu().Render(screen, position + offset);