X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=fade2326d305ff815f1c1cd4a55241e47d8bb273;hb=5ca18f73987fb3935ab34654cbbecf5eca4704cb;hp=2664295929ca873055902587c0764a1f93b310a0;hpb=c8dccd84477d10dcd3ec884478a9f26c16b54ad7;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 2664295..fade232 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -7,44 +7,56 @@ #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" #include "../../app/Input.h" -#include "../../geometry/operators.h" +#include "../../common/Item.h" #include using app::Application; using app::Input; -using geometry::Point; +using common::Item; using geometry::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::ResumeState(Application &ctrl, SDL_Surface *screen) { +void SelectAttackType::OnExitState(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(); + } } -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) { } -void SelectAttackType::HandleInput(const Input &input) { +void SelectAttackType::HandleEvents(const Input &input) { if (input.IsDown(Input::PAD_UP)) { battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC); } else if (input.IsDown(Input::PAD_RIGHT)) { @@ -57,32 +69,55 @@ void SelectAttackType::HandleInput(const Input &input) { battle->GetAttackTypeMenu().Select(AttackChoice::SWORD); } + Hero &hero(battle->ActiveHero()); + AttackChoice &ac(hero.GetAttackChoice()); if (input.JustPressed(Input::ACTION_A)) { - battle->SetAttackType(battle->GetAttackTypeMenu().Selected()); switch (battle->GetAttackTypeMenu().Selected()) { case AttackChoice::SWORD: - battle->NextHero(); + if (hero.HasWeapon()) { + if (hero.Weapon()->GetTargetingMode().TargetsAll()) { + ac.SetType(AttackChoice::SWORD); + battle->NextHero(); + break; + } else { + ac.Selection().ReadMode(hero.Weapon()->GetTargetingMode()); + } + } else { + ac.Selection().SetSingle(); + } + ac.Selection().Reset(); + Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor)); break; case AttackChoice::MAGIC: - // TODO: switch to spell select + if (battle->ActiveHero().CanUseMagic()) { + Ctrl().PushState(new SelectSpell(battle, this)); + } break; case AttackChoice::DEFEND: + ac.SetType(AttackChoice::DEFEND); battle->NextHero(); break; case AttackChoice::IKARI: - // TODO: switch to ikari attack select + Ctrl().PushState(new SelectIkari(battle, this)); break; case AttackChoice::ITEM: - // TODO: switch to item select + Ctrl().PushState(new SelectItem(battle, this)); break; default: throw std::logic_error("selected invalid attack type"); } + } else if (input.JustPressed(Input::ACTION_B)) { + ac.Reset(); + battle->PreviousHero(); + if (battle->BeforeFirstHero()) { + Ctrl().ChangeState(new SelectMoveAction(battle)); + } else { + battle->ActiveHero().GetAttackChoice().Reset(); + } } if (battle->AttackSelectionDone()) { - // TODO: switch to battle animation instead - ctrl->PopState(); + Ctrl().PopState(); } } @@ -99,9 +134,9 @@ void SelectAttackType::Render(SDL_Surface *screen) { } void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector &offset) { - Point position( - (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2, - battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2); + Vector position( + (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2, + battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2); battle->GetAttackTypeMenu().Render(screen, position + offset); }