X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectIkari.cpp;h=53d2cbd462dc479578861f5a5a48d8966f101e5e;hb=092a2dd175a4001a495c84ee85211734fb928c83;hp=adeafb29fd7ca5ebfefe6825024e3867eb1aea5f;hpb=6d080d21d8055df9962296863b4c0954bc81410b;p=l2e.git diff --git a/src/battle/states/SelectIkari.cpp b/src/battle/states/SelectIkari.cpp index adeafb2..53d2cbd 100644 --- a/src/battle/states/SelectIkari.cpp +++ b/src/battle/states/SelectIkari.cpp @@ -14,87 +14,87 @@ #include "../../app/Input.h" #include "../../common/Ikari.h" #include "../../common/Item.h" -#include "../../geometry/Point.h" -#include "../../geometry/operators.h" #include "../../graphics/Frame.h" +#include "../../math/Vector.h" using app::Application; using app::Input; using common::Ikari; -using geometry::Point; -using geometry::Vector; +using math::Vector; using graphics::Frame; namespace battle { -void SelectIkari::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void SelectIkari::OnEnterState(SDL_Surface *screen) { + } -void SelectIkari::ExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; +void SelectIkari::OnExitState(SDL_Surface *screen) { + } -void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) { - if (battle->ActiveHeroTargets().HasSelected()) { - ctrl.PopState(); +void SelectIkari::OnResumeState(SDL_Surface *screen) { + if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { + battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI); + battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected()); + Ctrl().PopState(); } } -void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) { +void SelectIkari::OnPauseState(SDL_Surface *screen) { } -void SelectIkari::Resize(int width, int height) { +void SelectIkari::OnResize(int width, int height) { } void SelectIkari::HandleEvents(const Input &input) { if (input.JustPressed(Input::ACTION_A)) { - if (battle->GetIkariMenu().SelectedIsEnabled() && battle->GetIkariMenu().Selected()->HasIkari()) { - const Ikari *ikari(battle->GetIkariMenu().Selected()->GetIkari()); - battle->ActiveHeroTargets().Reset(); + if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) { + AttackChoice &ac(battle->ActiveHero().GetAttackChoice()); + const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari()); + ac.Selection().Reset(); if (ikari->GetTargetingMode().TargetsAlly()) { - battle->ActiveHeroTargets().SelectHeroes(); + ac.Selection().SelectHeroes(); } else { - battle->ActiveHeroTargets().SelectEnemies(); + ac.Selection().SelectMonsters(); } if (ikari->GetTargetingMode().TargetsAll()) { - battle->SetAttackType(AttackChoice::MAGIC); - // TODO: remove item from inventory - battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected()); + ac.SetType(AttackChoice::IKARI); + ac.SetItem(battle->ActiveHero().IkariMenu().Selected()); battle->NextHero(); - ctrl->PopState(); + Ctrl().PopState(); } else { if (ikari->GetTargetingMode().TargetsSingle()) { - battle->ActiveHeroTargets().SetSingle(); + ac.Selection().SetSingle(); } else { - battle->ActiveHeroTargets().SetMultiple(); + ac.Selection().SetMultiple(); } - ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor)); + Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor)); } } } if (input.JustPressed(Input::ACTION_B)) { - ctrl->PopState(); // return control to parent + Ctrl().PopState(); // return control to parent } if (input.JustPressed(Input::PAD_UP)) { - battle->GetIkariMenu().PreviousRow(); + battle->ActiveHero().IkariMenu().PreviousRow(); } if (input.JustPressed(Input::PAD_RIGHT)) { - battle->GetIkariMenu().NextItem(); + battle->ActiveHero().IkariMenu().NextItem(); } if (input.JustPressed(Input::PAD_DOWN)) { - battle->GetIkariMenu().NextRow(); + battle->ActiveHero().IkariMenu().NextRow(); } if (input.JustPressed(Input::PAD_LEFT)) { - battle->GetIkariMenu().PreviousItem(); + battle->ActiveHero().IkariMenu().PreviousItem(); } } -void SelectIkari::UpdateWorld(float deltaT) { +void SelectIkari::UpdateWorld(Uint32 deltaT) { } @@ -108,26 +108,26 @@ void SelectIkari::Render(SDL_Surface *screen) { void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector &offset) { const Frame *frame(battle->Res().selectFrame); - Point position(frame->BorderWidth(), frame->BorderHeight()); - int width(battle->BackgroundWidth() - 2 * frame->BorderWidth()); + Vector position(frame->BorderSize()); + int width(battle->Width() - 2 * frame->BorderWidth()); int height(battle->Res().normalFont->CharHeight() * 13); frame->Draw(screen, position + offset, width, height); } void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector &offset) { const Resources &res(battle->Res()); - Point position( + Vector position( 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), 2 * res.selectFrame->BorderHeight()); - res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset); + res.normalFont->DrawString(res.ikariMenuHeadline, screen, position + offset); } void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector &offset) { const Resources &res(battle->Res()); - Point position( + Vector position( 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight()); - battle->GetIkariMenu().Draw(screen, position + offset); + battle->ActiveHero().IkariMenu().Draw(screen, position + offset); } }