-/*
- * SelectAttackType.cpp
- *
- * Created on: Aug 7, 2012
- * Author: holy
- */
-
#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 "../../math/Vector.h"
#include <stdexcept>
using app::Application;
using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using common::Item;
+using math::Vector;
namespace battle {
-void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+SelectAttackType::SelectAttackType(Battle *battle, BattleState *parent)
+: battle(battle)
+, parent(parent) {
+
}
-void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+
+void SelectAttackType::OnEnterState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
}
-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(parent->GetAttackTypeMenu().Selected());
+ battle->NextHero();
+ }
if (battle->AttackSelectionDone()) {
// pass through
- ctrl.PopState();
+ 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) {
+ Vector<int> offset(parent->ScreenOffset());
+ Vector<int> position(
+ (parent->Width() - parent->GetAttackTypeMenu().Width()) / 2,
+ parent->Height() - parent->GetAttackTypeMenu().Height() - parent->GetAttackTypeMenu().Height() / 2);
+ menuOffset = offset + position;
}
-void SelectAttackType::HandleInput(const Input &input) {
+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:
- // TODO: switch to target select
- battle->SetAttackType(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(), parent->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:
- battle->SetAttackType(AttackChoice::DEFEND);
+ ac.SetType(AttackChoice::DEFEND);
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");
}
} else if (input.JustPressed(Input::ACTION_B)) {
- battle->SetAttackType(AttackChoice::UNDECIDED);
+ ac.Reset();
battle->PreviousHero();
if (battle->BeforeFirstHero()) {
- ctrl->ChangeState(new SelectMoveAction(battle));
+ Ctrl().ChangeState(new SelectMoveAction(battle, parent));
+ } else {
+ battle->ActiveHero().GetAttackChoice().Reset();
}
}
if (battle->AttackSelectionDone()) {
- // TODO: switch to battle animation instead
- ctrl->PopState();
+ Ctrl().PopState();
}
}
-void SelectAttackType::UpdateWorld(float deltaT) {
+void SelectAttackType::UpdateWorld(Uint32 deltaT) {
}
void SelectAttackType::Render(SDL_Surface *screen) {
- Vector<int> offset(battle->CalculateScreenOffset(screen));
- battle->RenderBackground(screen, offset);
- battle->RenderMonsters(screen, offset);
- battle->RenderHeroTags(screen, offset);
- RenderMenu(screen, offset);
-}
-
-void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
- Point<int> position(
- (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
- battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
- battle->GetAttackTypeMenu().Render(screen, position + offset);
+ parent->RenderBackground(screen);
+ parent->RenderMonsters(screen);
+ parent->RenderHeroTags(screen);
+ RenderMenu(screen);
+}
+
+void SelectAttackType::RenderMenu(SDL_Surface *screen) {
+ 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();
}
}