X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectIkari.cpp;h=4b8c5b8d0e529ab7f18a371312b13af5913a67ba;hb=5d1a76ae7725af998c6ee46adfe492c68ee1d34f;hp=5c1a27a4ee76a781c4fc79ad1143495ac96bfe36;hpb=8d3de02319380b5142ac4c88bf54999d4027dba9;p=l2e.git diff --git a/src/battle/states/SelectIkari.cpp b/src/battle/states/SelectIkari.cpp index 5c1a27a..4b8c5b8 100644 --- a/src/battle/states/SelectIkari.cpp +++ b/src/battle/states/SelectIkari.cpp @@ -14,41 +14,38 @@ #include "../../app/Input.h" #include "../../common/Ikari.h" #include "../../common/Item.h" -#include "../../geometry/Point.h" -#include "../../geometry/operators.h" #include "../../graphics/Frame.h" using app::Application; using app::Input; using common::Ikari; -using geometry::Point; -using geometry::Vector; +using math::Vector; using graphics::Frame; namespace battle { -void SelectIkari::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void SelectIkari::OnEnterState(SDL_Surface *screen) { + } -void SelectIkari::ExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; +void SelectIkari::OnExitState(SDL_Surface *screen) { + } -void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) { +void SelectIkari::OnResumeState(SDL_Surface *screen) { if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI); battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected()); - ctrl.PopState(); + Ctrl().PopState(); } } -void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) { +void SelectIkari::OnPauseState(SDL_Surface *screen) { } -void SelectIkari::Resize(int width, int height) { +void SelectIkari::OnResize(int width, int height) { } @@ -62,26 +59,25 @@ void SelectIkari::HandleEvents(const Input &input) { 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.SetType(AttackChoice::IKARI); ac.SetItem(battle->ActiveHero().IkariMenu().Selected()); battle->NextHero(); - ctrl->PopState(); + Ctrl().PopState(); } else { if (ikari->GetTargetingMode().TargetsSingle()) { ac.Selection().SetSingle(); } else { ac.Selection().SetMultiple(); } - ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor)); + Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor)); } } } if (input.JustPressed(Input::ACTION_B)) { - ctrl->PopState(); // return control to parent + Ctrl().PopState(); // return control to parent } if (input.JustPressed(Input::PAD_UP)) { battle->ActiveHero().IkariMenu().PreviousRow(); @@ -97,7 +93,7 @@ void SelectIkari::HandleEvents(const Input &input) { } } -void SelectIkari::UpdateWorld(float deltaT) { +void SelectIkari::UpdateWorld(Uint32 deltaT) { } @@ -111,7 +107,7 @@ void SelectIkari::Render(SDL_Surface *screen) { void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector &offset) { const Frame *frame(battle->Res().selectFrame); - Point position(frame->BorderWidth(), frame->BorderHeight()); + Vector position(frame->BorderSize()); int width(battle->Width() - 2 * frame->BorderWidth()); int height(battle->Res().normalFont->CharHeight() * 13); frame->Draw(screen, position + offset, width, height); @@ -119,15 +115,15 @@ void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector &offset) { void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector &offset) { const Resources &res(battle->Res()); - Point position( + Vector position( 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), 2 * res.selectFrame->BorderHeight()); - res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset); + res.normalFont->DrawString(res.ikariMenuHeadline, screen, position + offset); } void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector &offset) { const Resources &res(battle->Res()); - Point position( + Vector position( 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight()); battle->ActiveHero().IkariMenu().Draw(screen, position + offset);