]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
extracted battle logic into a class
[l2e.git] / src / battle / states / SelectAttackType.cpp
index b4f5dcc73f69a071bc4877d682dc27d2c52da2c4..d0f1f392973cd19e28a10e8dc500c70088b82f3d 100644 (file)
@@ -21,6 +21,13 @@ using math::Vector;
 
 namespace battle {
 
+SelectAttackType::SelectAttackType(Battle *battle, BattleState *parent)
+: battle(battle)
+, parent(parent) {
+
+}
+
+
 void SelectAttackType::OnEnterState(SDL_Surface *screen) {
        OnResize(screen->w, screen->h);
 }
@@ -31,7 +38,7 @@ 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->ActiveHero().GetAttackChoice().SetType(parent->GetAttackTypeMenu().Selected());
                battle->NextHero();
        }
        if (battle->AttackSelectionDone()) {
@@ -46,31 +53,31 @@ void SelectAttackType::OnPauseState(SDL_Surface *screen) {
 
 
 void SelectAttackType::OnResize(int width, int height) {
-       Vector<int> offset(battle->ScreenOffset());
+       Vector<int> offset(parent->ScreenOffset());
        Vector<int> position(
-                       (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
-                       battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
+                       (parent->Width() - parent->GetAttackTypeMenu().Width()) / 2,
+                       parent->Height() - parent->GetAttackTypeMenu().Height() - parent->GetAttackTypeMenu().Height() / 2);
        menuOffset = offset + position;
 }
 
 
 void SelectAttackType::HandleEvents(const Input &input) {
        if (input.IsDown(Input::PAD_UP)) {
-               battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
+               parent->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
        } else if (input.IsDown(Input::PAD_RIGHT)) {
-               battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
+               parent->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
        } else if (input.IsDown(Input::PAD_DOWN)) {
-               battle->GetAttackTypeMenu().Select(AttackChoice::IKARI);
+               parent->GetAttackTypeMenu().Select(AttackChoice::IKARI);
        } else if (input.IsDown(Input::PAD_LEFT)) {
-               battle->GetAttackTypeMenu().Select(AttackChoice::ITEM);
+               parent->GetAttackTypeMenu().Select(AttackChoice::ITEM);
        } else {
-               battle->GetAttackTypeMenu().Select(AttackChoice::SWORD);
+               parent->GetAttackTypeMenu().Select(AttackChoice::SWORD);
        }
 
        Hero &hero(battle->ActiveHero());
        AttackChoice &ac(hero.GetAttackChoice());
        if (input.JustPressed(Input::ACTION_A)) {
-               switch (battle->GetAttackTypeMenu().Selected()) {
+               switch (parent->GetAttackTypeMenu().Selected()) {
                        case AttackChoice::SWORD:
                                if (hero.HasWeapon()) {
                                        if (hero.Weapon()->GetTargetingMode().TargetsAll()) {
@@ -84,7 +91,7 @@ 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(), parent->Res().weaponTargetCursor));
                                break;
                        case AttackChoice::MAGIC:
                                if (battle->ActiveHero().CanUseMagic()) {
@@ -108,7 +115,7 @@ void SelectAttackType::HandleEvents(const Input &input) {
                ac.Reset();
                battle->PreviousHero();
                if (battle->BeforeFirstHero()) {
-                       Ctrl().ChangeState(new SelectMoveAction(battle));
+                       Ctrl().ChangeState(new SelectMoveAction(battle, parent));
                } else {
                        battle->ActiveHero().GetAttackChoice().Reset();
                }
@@ -124,14 +131,46 @@ void SelectAttackType::UpdateWorld(Uint32 deltaT) {
 }
 
 void SelectAttackType::Render(SDL_Surface *screen) {
-       battle->RenderBackground(screen);
-       battle->RenderMonsters(screen);
-       battle->RenderHeroTags(screen);
+       parent->RenderBackground(screen);
+       parent->RenderMonsters(screen);
+       parent->RenderHeroTags(screen);
        RenderMenu(screen);
 }
 
 void SelectAttackType::RenderMenu(SDL_Surface *screen) {
-       battle->GetAttackTypeMenu().Render(screen, menuOffset);
+       parent->GetAttackTypeMenu().Render(screen, menuOffset);
+}
+
+
+const Resources &SelectAttackType::Res() const {
+       return parent->Res();
+}
+
+graphics::Menu<const Item *> &SelectAttackType::ItemMenu() {
+       return parent->ItemMenu();
+}
+
+const graphics::Menu<const Item *> &SelectAttackType::ItemMenu() const {
+       return parent->ItemMenu();
+}
+
+const HeroTag &SelectAttackType::HeroTagAt(int index) const {
+       return parent->HeroTagAt(index);
+}
+const Vector<int> &SelectAttackType::HeroTagPositionAt(int index) const {
+       return parent->HeroTagPositionAt(index);
+}
+
+const Vector<int> &SelectAttackType::ScreenOffset() const {
+       return parent->ScreenOffset();
+}
+
+int SelectAttackType::Width() const {
+       return parent->Width();
+}
+
+int SelectAttackType::Height() const {
+       return parent->Height();
 }
 
 }