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scene_item.cpp
123 lines (110 loc) · 4.29 KB
/
scene_item.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_item.h"
#include "game_map.h"
#include "game_party.h"
#include "game_player.h"
#include "game_switches.h"
#include "game_system.h"
#include "game_targets.h"
#include "input.h"
#include "reader_util.h"
#include "scene_actortarget.h"
#include "scene_map.h"
#include "scene_teleport.h"
#include "output.h"
#include "transition.h"
Scene_Item::Scene_Item(int item_index) :
item_index(item_index) {
Scene::type = Scene::Item;
}
void Scene_Item::Start() {
// Create the windows
help_window.reset(new Window_Help(0, 0, SCREEN_TARGET_WIDTH, 32));
item_window.reset(new Window_Item(0, 32, SCREEN_TARGET_WIDTH, SCREEN_TARGET_HEIGHT - 32));
item_window->SetHelpWindow(help_window.get());
item_window->Refresh();
item_window->SetIndex(item_index);
}
void Scene_Item::Continue(SceneType prev_scene) {
item_window->Refresh();
}
void Scene_Item::Update() {
help_window->Update();
item_window->Update();
if (Input::IsTriggered(Input::CANCEL)) {
Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Cancel));
Scene::Pop();
} else if (Input::IsTriggered(Input::DECISION)) {
int item_id = item_window->GetItem() == NULL ? 0 : item_window->GetItem()->ID;
if (item_id > 0 && item_window->CheckEnable(item_id)) {
// The party only has valid items
const RPG::Item& item = *item_window->GetItem();
if (item.type == RPG::Item::Type_switch) {
Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision));
Main_Data::game_party->ConsumeItemUse(item_id);
Game_Switches.Set(item.switch_id, true);
Scene::PopUntil(Scene::Map);
Game_Map::SetNeedRefresh(Game_Map::Refresh_All);
} else if (item.type == RPG::Item::Type_special && item.skill_id > 0) {
const RPG::Skill* skill = ReaderUtil::GetElement(Data::skills, item.skill_id);
if (!skill) {
Output::Warning("Scene Item: Item references invalid skill ID %d", item.skill_id);
return;
}
if (skill->type == RPG::Skill::Type_teleport) {
Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision));
Scene::Push(std::make_shared<Scene_Teleport>(item, *skill));
} else if (skill->type == RPG::Skill::Type_escape) {
Main_Data::game_party->ConsumeItemUse(item_id);
Game_System::SePlay(skill->sound_effect);
Main_Data::game_player->ReserveTeleport(*Game_Targets::GetEscapeTarget());
Scene::PopUntil(Scene::Map);
} else if (skill->type == RPG::Skill::Type_switch) {
Main_Data::game_party->ConsumeItemUse(item_id);
Game_System::SePlay(skill->sound_effect);
Game_Switches.Set(skill->switch_id, true);
Scene::PopUntil(Scene::Map);
Game_Map::SetNeedRefresh(Game_Map::Refresh_All);
} else {
Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision));
Scene::Push(std::make_shared<Scene_ActorTarget>(item_id));
item_index = item_window->GetIndex();
}
} else {
Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision));
Scene::Push(std::make_shared<Scene_ActorTarget>(item_id));
item_index = item_window->GetIndex();
}
} else {
Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Buzzer));
}
}
}
void Scene_Item::TransitionOut(Scene::SceneType next_scene) {
const auto* item = item_window->GetItem();
const RPG::Skill* skill = nullptr;
if (item && item->type == RPG::Item::Type_special && item->skill_id > 0) {
skill = ReaderUtil::GetElement(Data::skills, item->skill_id);
}
if (next_scene == Map && skill && skill->type == RPG::Skill::Type_escape) {
Graphics::GetTransition().Init(Transition::TransitionFadeOut, this, 32, true);
} else {
Scene::TransitionOut(next_scene);
}
}