X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=1039e513125432ed9c4c509889a17543ff6250a5;hb=26ea92a0e275e32f1fc166cde407a02c3e7e476b;hp=2664295929ca873055902587c0764a1f93b310a0;hpb=c8dccd84477d10dcd3ec884478a9f26c16b54ad7;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 2664295..1039e51 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -7,6 +7,11 @@ #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" @@ -31,7 +36,14 @@ void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) { } void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) { - + if (battle->ActiveHeroTargets().HasSelected()) { + battle->SetAttackType(battle->GetAttackTypeMenu().Selected()); + battle->NextHero(); + } + if (battle->AttackSelectionDone()) { + // pass through + ctrl.PopState(); + } } void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) { @@ -58,26 +70,38 @@ void SelectAttackType::HandleInput(const Input &input) { } if (input.JustPressed(Input::ACTION_A)) { - battle->SetAttackType(battle->GetAttackTypeMenu().Selected()); switch (battle->GetAttackTypeMenu().Selected()) { case AttackChoice::SWORD: - battle->NextHero(); + // TODO: detect single/multiple/all attack mode + battle->ActiveHeroTargets().SetSingle(); + battle->ActiveHeroTargets().Reset(); + ctrl->PushState(new SelectTarget(battle, this, &battle->ActiveHeroTargets(), battle->Res().weaponTargetCursor, true)); break; case AttackChoice::MAGIC: - // TODO: switch to spell select + if (battle->ActiveHero().CanUseMagic()) { + ctrl->PushState(new SelectSpell(battle, this)); + } break; case AttackChoice::DEFEND: + battle->SetAttackType(AttackChoice::DEFEND); battle->NextHero(); break; case AttackChoice::IKARI: - // TODO: switch to ikari attack select + ctrl->PushState(new SelectIkari(battle, this)); break; case AttackChoice::ITEM: - // TODO: switch to item select + ctrl->PushState(new SelectItem(battle, this)); break; default: throw std::logic_error("selected invalid attack type"); } + } else if (input.JustPressed(Input::ACTION_B)) { + battle->PreviousHero(); + if (battle->BeforeFirstHero()) { + ctrl->ChangeState(new SelectMoveAction(battle)); + } else { + battle->SetAttackType(AttackChoice::UNDECIDED); + } } if (battle->AttackSelectionDone()) {