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game_interpreter_map.h
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef EP_GAME_INTERPRETER_MAP_H
#define EP_GAME_INTERPRETER_MAP_H
// Headers
#include <string>
#include <vector>
#include "game_character.h"
#include <lcf/rpg/eventcommand.h>
#include <lcf/rpg/saveeventexecstate.h>
#include "system.h"
#include "game_interpreter.h"
class Game_Event;
class Game_CommonEvent;
/**
* Game_Interpreter_Map class
*/
class Game_Interpreter_Map : public Game_Interpreter
{
public:
using Game_Interpreter::Game_Interpreter;
/**
* Sets up the interpreter with given state.
*
* @param save event to load.
*
*/
void SetState(const lcf::rpg::SaveEventExecState& save);
/**
* Called when we change maps.
*/
void OnMapChange();
bool RequestMainMenuScene(int subscreen_id = -1, int actor_index = 0, bool is_db_actor = false);
bool ExecuteCommand(lcf::rpg::EventCommand const& com) override;
private:
bool CommandRecallToLocation(lcf::rpg::EventCommand const& com);
bool CommandEnemyEncounter(lcf::rpg::EventCommand const& com);
bool CommandVictoryHandler(lcf::rpg::EventCommand const& com);
bool CommandEscapeHandler(lcf::rpg::EventCommand const& com);
bool CommandDefeatHandler(lcf::rpg::EventCommand const& com);
bool CommandEndBattle(lcf::rpg::EventCommand const& com);
bool CommandOpenShop(lcf::rpg::EventCommand const& com);
bool CommandTransaction(lcf::rpg::EventCommand const& com);
bool CommandNoTransaction(lcf::rpg::EventCommand const& com);
bool CommandEndShop(lcf::rpg::EventCommand const& com);
bool CommandShowInn(lcf::rpg::EventCommand const& com);
bool CommandStay(lcf::rpg::EventCommand const& com);
bool CommandNoStay(lcf::rpg::EventCommand const& com);
bool CommandEndInn(lcf::rpg::EventCommand const& com);
bool CommandEnterHeroName(lcf::rpg::EventCommand const& com);
bool CommandTeleport(lcf::rpg::EventCommand const& com);
bool CommandEnterExitVehicle(lcf::rpg::EventCommand const& com);
bool CommandPanScreen(lcf::rpg::EventCommand const& com);
bool CommandShowBattleAnimation(lcf::rpg::EventCommand const& com);
bool CommandFlashSprite(lcf::rpg::EventCommand const& com);
bool CommandProceedWithMovement(lcf::rpg::EventCommand const& com);
bool CommandHaltAllMovement(lcf::rpg::EventCommand const& com);
bool CommandPlayMovie(lcf::rpg::EventCommand const& com);
bool CommandOpenSaveMenu(lcf::rpg::EventCommand const& com);
bool CommandOpenMainMenu(lcf::rpg::EventCommand const& com);
bool CommandOpenLoadMenu(lcf::rpg::EventCommand const& com);
bool CommandToggleAtbMode(lcf::rpg::EventCommand const& com);
bool CommandEasyRpgTriggerEventAt(lcf::rpg::EventCommand const& com);
AsyncOp ContinuationShowInnStart(int indent, int choice_result, int price);
static std::vector<Game_Character*> pending;
};
#endif