-/*
- * MapState.cpp
- *
- * Created on: Sep 29, 2012
- * Author: holy
- */
-
#include "MapState.h"
#include "Map.h"
using app::Input;
using battle::BattleState;
using common::GameConfig;
-using geometry::Vector;
+using math::Vector;
using graphics::ColorFade;
using menu::PartyMenu;
battleState->AddHero(*game->state->party[i]);
}
}
- for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
- battleState->AddMonster(*monster);
+ if (game->state->capsule) {
+ battleState->SetCapsule(&game->state->GetCapsule());
+ }
+ for (battle::Monster **monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
+ battleState->AddMonster(**monster);
}
ColorFade *fadeIn(new ColorFade(this, 0, 500, true));
// TODO: move entity erase to happen after the transition or battle
entities.erase(e);
return true;
- // needed information here:
- // - battle background (from tile/area/map)
- // - monsters + layout (from entity)
}
}
}