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scene_teleport.cpp
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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/>.
*/
// Headers
#include "scene_teleport.h"
#include "game_party.h"
#include "game_player.h"
#include "game_system.h"
#include "input.h"
#include "transition.h"
#include <player.h>
Scene_Teleport::Scene_Teleport(Game_Actor& actor, const lcf::rpg::Skill& skill)
: actor(&actor), skill(&skill) {
type = Scene::Teleport;
}
Scene_Teleport::Scene_Teleport(const lcf::rpg::Item& item, const lcf::rpg::Skill& skill)
: skill(&skill), item(&item) {
type = Scene::Teleport;
assert(item.skill_id == skill.ID && "Item doesn't invoke the skill");
}
void Scene_Teleport::Start() {
teleport_window.reset(new Window_Teleport(0, Player::screen_height - 80, Player::screen_width, 80));
teleport_window->SetActive(true);
teleport_window->SetIndex(0);
}
void Scene_Teleport::vUpdate() {
teleport_window->Update();
if (Input::IsTriggered(Input::DECISION)) {
if (item) {
Main_Data::game_party->ConsumeItemUse(item->ID);
} else {
Main_Data::game_party->UseSkill(skill->ID, actor, actor);
}
Main_Data::game_system->SePlay(skill->sound_effect);
const lcf::rpg::SaveTarget& target = teleport_window->GetTarget();
Main_Data::game_player->ForceGetOffVehicle();
Main_Data::game_player->ReserveTeleport(target);
Scene::PopUntil(Scene::Map);
} else if (Input::IsTriggered(Input::CANCEL)) {
Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel));
Scene::Pop();
}
}
void Scene_Teleport::TransitionOut(SceneType next_scene) {
if (next_scene == Map) {
Transition::instance().InitErase(Transition::TransitionFadeOut, this);
} else {
Scene::TransitionOut(next_scene);
}
}