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_teleport.h"
20 #include "game_party.h"
21 #include "game_player.h"
22 #include "game_system.h"
23 #include "input.h"
24 #include "transition.h"
25
Scene_Teleport(Game_Actor & actor,const lcf::rpg::Skill & skill)26 Scene_Teleport::Scene_Teleport(Game_Actor& actor, const lcf::rpg::Skill& skill)
27 : actor(&actor), skill(&skill) {
28 type = Scene::Teleport;
29 }
30
Scene_Teleport(const lcf::rpg::Item & item,const lcf::rpg::Skill & skill)31 Scene_Teleport::Scene_Teleport(const lcf::rpg::Item& item, const lcf::rpg::Skill& skill)
32 : skill(&skill), item(&item) {
33 type = Scene::Teleport;
34 assert(item.skill_id == skill.ID && "Item doesn't invoke the skill");
35 }
36
Start()37 void Scene_Teleport::Start() {
38 teleport_window.reset(new Window_Teleport(0, SCREEN_TARGET_HEIGHT - 80, SCREEN_TARGET_WIDTH, 80));
39 teleport_window->SetActive(true);
40 teleport_window->SetIndex(0);
41 }
42
Update()43 void Scene_Teleport::Update() {
44 teleport_window->Update();
45
46 if (Input::IsTriggered(Input::DECISION)) {
47 if (item) {
48 Main_Data::game_party->ConsumeItemUse(item->ID);
49 } else {
50 Main_Data::game_party->UseSkill(skill->ID, actor, actor);
51 }
52
53 Main_Data::game_system->SePlay(skill->sound_effect);
54
55 const lcf::rpg::SaveTarget& target = teleport_window->GetTarget();
56
57 Main_Data::game_player->ForceGetOffVehicle();
58 Main_Data::game_player->ReserveTeleport(target);
59
60 Scene::PopUntil(Scene::Map);
61 } else if (Input::IsTriggered(Input::CANCEL)) {
62 Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel));
63
64 Scene::Pop();
65 }
66 }
67
TransitionOut(SceneType next_scene)68 void Scene_Teleport::TransitionOut(SceneType next_scene) {
69 if (next_scene == Map) {
70 Transition::instance().InitErase(Transition::TransitionFadeOut, this);
71 } else {
72 Scene::TransitionOut(next_scene);
73 }
74 }
75