forked from EasyRPG/Player
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathspriteset_battle.cpp
77 lines (69 loc) · 2.21 KB
/
spriteset_battle.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
/*
* 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 "spriteset_battle.h"
#include "cache.h"
#include "game_actors.h"
#include "game_battle.h"
#include "game_battler.h"
#include "game_enemy.h"
#include "game_enemyparty.h"
#include "game_party.h"
#include "game_screen.h"
#include "main_data.h"
#include "player.h"
#include "sprite_battler.h"
#include "sprite_actor.h"
#include "sprite_enemy.h"
Spriteset_Battle::Spriteset_Battle(const std::string bg_name, int terrain_id)
{
background_name = std::move(bg_name);
// Create background
if (!background_name.empty()) {
background.reset(new Background(background_name));
} else {
// Background verifies that the Terrain ID is valid
background.reset(new Background(terrain_id));
}
Game_Battle::ChangeBackground(background_name);
// Create the sprites
std::vector<Game_Battler*> battler;
Main_Data::game_enemyparty->GetBattlers(battler);
if (Player::IsRPG2k3()) {
for (unsigned int i = 0; i < lcf::Data::actors.size(); ++i) {
battler.push_back(Main_Data::game_actors->GetActor(i + 1));
}
}
timer1.reset(new Sprite_Timer(0));
timer2.reset(new Sprite_Timer(1));
screen.reset(new Screen());
}
void Spriteset_Battle::Update() {
Tone new_tone = Main_Data::game_screen->GetTone();
// Handle background change
const auto& current_bg = Game_Battle::GetBackground();
if (background_name != current_bg) {
background_name = current_bg;
if (!background_name.empty()) {
background.reset(new Background(background_name));
} else {
background.reset();
}
}
background->SetTone(new_tone);
background->Update();
}