X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=fade2326d305ff815f1c1cd4a55241e47d8bb273;hb=5ca18f73987fb3935ab34654cbbecf5eca4704cb;hp=c41eb67bec8d39e17da1ae3abad743acdcdeb6d7;hpb=2ccc2369d32fb680a3047519d79c17de34c4e10a;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index c41eb67..fade232 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -27,26 +27,26 @@ using geometry::Vector; namespace battle { -void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void SelectAttackType::OnEnterState(SDL_Surface *screen) { + } -void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; +void SelectAttackType::OnExitState(SDL_Surface *screen) { + } -void SelectAttackType::OnResumeState(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::OnPauseState(Application &ctrl, SDL_Surface *screen) { +void SelectAttackType::OnPauseState(SDL_Surface *screen) { } @@ -86,11 +86,11 @@ 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: @@ -98,10 +98,10 @@ 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"); @@ -110,14 +110,14 @@ void SelectAttackType::HandleEvents(const Input &input) { ac.Reset(); battle->PreviousHero(); if (battle->BeforeFirstHero()) { - ctrl->ChangeState(new SelectMoveAction(battle)); + Ctrl().ChangeState(new SelectMoveAction(battle)); } else { battle->ActiveHero().GetAttackChoice().Reset(); } } if (battle->AttackSelectionDone()) { - ctrl->PopState(); + Ctrl().PopState(); } }