]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectIkari.cpp
renamed TargetSelections Enemies to Monsters
[l2e.git] / src / battle / states / SelectIkari.cpp
index d66f8b5458dff6fccd822a38d278e6b61ea5a776..4fce8c75b5a1723fb24e50a797322e7bd7f65bc1 100644 (file)
@@ -38,7 +38,7 @@ void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
 void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
        if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
                battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
-               battle->ActiveHero().GetAttackChoice().SetItem(battle->GetIkariMenu().Selected());
+               battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
                ctrl.PopState();
        }
 }
@@ -55,19 +55,19 @@ void SelectIkari::Resize(int width, int height) {
 
 void SelectIkari::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
-               if (battle->GetIkariMenu().SelectedIsEnabled() && battle->GetIkariMenu().Selected()->HasIkari()) {
+               if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) {
                        AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
-                       const Ikari *ikari(battle->GetIkariMenu().Selected()->GetIkari());
+                       const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari());
                        ac.Selection().Reset();
                        if (ikari->GetTargetingMode().TargetsAlly()) {
                                ac.Selection().SelectHeroes();
                        } else {
-                               ac.Selection().SelectEnemies();
+                               ac.Selection().SelectMonsters();
                        }
                        if (ikari->GetTargetingMode().TargetsAll()) {
                                ac.SetType(AttackChoice::MAGIC);
                                // TODO: remove item from inventory
-                               ac.SetItem(battle->GetIkariMenu().Selected());
+                               ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
                                battle->NextHero();
                                ctrl->PopState();
                        } else {
@@ -84,16 +84,16 @@ void SelectIkari::HandleEvents(const Input &input) {
                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();
        }
 }
 
@@ -130,7 +130,7 @@ void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
        Point<int> 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);
 }
 
 }