1 /*
2  * This file is part of EasyRPG Player.
3  *
4  * EasyRPG Player is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 3 of the License, or
7  * (at your option) any later version.
8  *
9  * EasyRPG Player is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 // Headers
19 #include "scene_skill.h"
20 #include "algo.h"
21 #include "game_map.h"
22 #include "game_party.h"
23 #include "game_player.h"
24 #include "game_system.h"
25 #include "game_targets.h"
26 #include "input.h"
27 #include "scene_actortarget.h"
28 #include "scene_teleport.h"
29 #include "transition.h"
30 
Scene_Skill(int actor_index,int skill_index)31 Scene_Skill::Scene_Skill(int actor_index, int skill_index) :
32 	actor_index(actor_index), skill_index(skill_index) {
33 	Scene::type = Scene::Skill;
34 }
35 
Start()36 void Scene_Skill::Start() {
37 	// Create the windows
38 	help_window.reset(new Window_Help(0, 0, SCREEN_TARGET_WIDTH, 32));
39 	skillstatus_window.reset(new Window_SkillStatus(0, 32, SCREEN_TARGET_WIDTH, 32));
40 	skill_window.reset(new Window_Skill(0, 64, SCREEN_TARGET_WIDTH, SCREEN_TARGET_HEIGHT - 64));
41 
42 	// Assign actors and help to windows
43 	skill_window->SetActor(Main_Data::game_party->GetActors()[actor_index]->GetId());
44 	skillstatus_window->SetActor(Main_Data::game_party->GetActors()[actor_index]->GetId());
45 	skill_window->SetIndex(skill_index);
46 	skill_window->SetHelpWindow(help_window.get());
47 }
48 
Continue(SceneType)49 void Scene_Skill::Continue(SceneType) {
50 	skillstatus_window->Refresh();
51 	skill_window->Refresh();
52 }
53 
Update()54 void Scene_Skill::Update() {
55 	help_window->Update();
56 	skillstatus_window->Update();
57 	skill_window->Update();
58 
59 	if (Input::IsTriggered(Input::CANCEL)) {
60 		Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel));
61 		Scene::Pop();
62 	} else if (Input::IsTriggered(Input::DECISION)) {
63 		const lcf::rpg::Skill* skill = skill_window->GetSkill();
64 		int skill_id = skill ? skill->ID : 0;
65 
66 		Game_Actor* actor = Main_Data::game_party->GetActors()[actor_index];
67 
68 		if (skill && skill_window->CheckEnable(skill_id)) {
69 			if (skill->type == lcf::rpg::Skill::Type_switch) {
70 				Main_Data::game_system->SePlay(skill->sound_effect);
71 				Main_Data::game_party->UseSkill(skill_id, actor, actor);
72 				Scene::PopUntil(Scene::Map);
73 				Game_Map::SetNeedRefresh(true);
74 			} else if (Algo::IsNormalOrSubskill(*skill)) {
75 				Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision));
76 				Scene::Push(std::make_shared<Scene_ActorTarget>(skill_id, actor_index));
77 				skill_index = skill_window->GetIndex();
78 			} else if (skill->type == lcf::rpg::Skill::Type_teleport) {
79 				Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision));
80 				Scene::Push(std::make_shared<Scene_Teleport>(*actor, *skill));
81 			} else if (skill->type == lcf::rpg::Skill::Type_escape) {
82 				Main_Data::game_system->SePlay(skill->sound_effect);
83 				Main_Data::game_party->UseSkill(skill_id, actor, actor);
84 				Main_Data::game_player->ForceGetOffVehicle();
85 				Main_Data::game_player->ReserveTeleport(Main_Data::game_targets->GetEscapeTarget());
86 
87 				Scene::PopUntil(Scene::Map);
88 			}
89 		} else {
90 			Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Buzzer));
91 		}
92 	}
93 }
94 
TransitionOut(SceneType next_scene)95 void Scene_Skill::TransitionOut(SceneType next_scene) {
96 	const auto* skill = skill_window->GetSkill();
97 	if (next_scene == Map && skill && skill->type == lcf::rpg::Skill::Type_escape) {
98 		Transition::instance().InitErase(Transition::TransitionFadeOut, this);
99 	} else {
100 		Scene::TransitionOut(next_scene);
101 	}
102 }
103