]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectMoveAction.cpp
extracted battle logic into a class
[l2e.git] / src / battle / states / SelectMoveAction.cpp
index c8405da7968340d01aa58f5c6c4ee7ee48f7697b..79aa8b949feab80f216c93bb2e02466c83f2b086 100644 (file)
@@ -15,6 +15,13 @@ using math::Vector;
 
 namespace battle {
 
+SelectMoveAction::SelectMoveAction(Battle *battle, BattleState *parent)
+: battle(battle)
+, parent(parent) {
+
+}
+
+
 void SelectMoveAction::OnEnterState(SDL_Surface *screen) {
        OnResize(screen->w, screen->h);
 }
@@ -33,32 +40,32 @@ void SelectMoveAction::OnPauseState(SDL_Surface *screen) {
 
 
 void SelectMoveAction::OnResize(int width, int height) {
-       position = battle->ScreenOffset() + Vector<int>(
-                       (battle->Width() - battle->GetMoveMenu().Width()) / 2,
-                       battle->Height() - battle->GetMoveMenu().Height() - battle->GetMoveMenu().Height() / 2);
+       position = parent->ScreenOffset() + Vector<int>(
+                       (parent->Width() - parent->GetMoveMenu().Width()) / 2,
+                       parent->Height() - parent->GetMoveMenu().Height() - parent->GetMoveMenu().Height() / 2);
 }
 
 
 void SelectMoveAction::HandleEvents(const Input &input) {
        if (input.IsDown(Input::PAD_UP)) {
-               battle->GetMoveMenu().Select(MoveMenu::CHANGE);
+               parent->GetMoveMenu().Select(MoveMenu::CHANGE);
        } else if (input.IsDown(Input::PAD_DOWN)) {
-               battle->GetMoveMenu().Select(MoveMenu::RUN);
+               parent->GetMoveMenu().Select(MoveMenu::RUN);
        } else {
-               battle->GetMoveMenu().Select(MoveMenu::ATTACK);
+               parent->GetMoveMenu().Select(MoveMenu::ATTACK);
        }
 
        if (input.JustPressed(Input::ACTION_A)) {
-               switch (battle->GetMoveMenu().Selected()) {
+               switch (parent->GetMoveMenu().Selected()) {
                        case MoveMenu::ATTACK:
-                               Ctrl().ChangeState(new SelectAttackType(battle));
+                               Ctrl().ChangeState(new SelectAttackType(battle, parent));
                                battle->NextHero();
                                break;
                        case MoveMenu::CHANGE:
                                Ctrl().PushState(new SwapHeroes(battle, this));
                                break;
                        case MoveMenu::RUN:
-                               Ctrl().ChangeState(new RunState(battle));
+                               Ctrl().ChangeState(new RunState(parent));
                                break;
                }
        }
@@ -69,14 +76,31 @@ void SelectMoveAction::UpdateWorld(Uint32 deltaT) {
 }
 
 void SelectMoveAction::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 SelectMoveAction::RenderMenu(SDL_Surface *screen) {
-       battle->GetMoveMenu().Render(screen, position);
+       parent->GetMoveMenu().Render(screen, position);
+}
+
+
+const Resources &SelectMoveAction::Res() const {
+       return parent->Res();
+}
+
+const Vector<int> &SelectMoveAction::ScreenOffset() const {
+       return parent->ScreenOffset();
+}
+
+const HeroTag &SelectMoveAction::HeroTagAt(int index) const {
+       return parent->HeroTagAt(index);
+}
+
+const Vector<int> &SelectMoveAction::HeroTagPositionAt(int index) const {
+       return parent->HeroTagPositionAt(index);
 }
 
 }