X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=121dfbcdc0e41d0478d37500f906f4235902d6f2;hb=a3ba4dc677ad7c92eeb78b20b642241563605c9d;hp=500acea60623b5dd464d99f62ebbdff24848165d;hpb=5ca18f73987fb3935ab34654cbbecf5eca4704cb;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 500acea..121dfbc 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -1,10 +1,3 @@ -/* - * MapState.cpp - * - * Created on: Sep 29, 2012 - * Author: holy - */ - #include "MapState.h" #include "Map.h" @@ -17,6 +10,7 @@ #include "../common/GameConfig.h" #include "../common/GameState.h" #include "../graphics/ColorFade.h" +#include "../menu/PartyMenu.h" #include @@ -24,8 +18,9 @@ using app::Application; using app::Input; using battle::BattleState; using common::GameConfig; -using geometry::Vector; +using math::Vector; using graphics::ColorFade; +using menu::PartyMenu; namespace map { @@ -69,6 +64,11 @@ void MapState::OnResize(int width, int height) { void MapState::HandleEvents(const Input &input) { + if (input.JustPressed(Input::ACTION_X)) { + Ctrl().PushState(new PartyMenu(game)); + return; + } + if (!controlled) return; if (input.IsDown(Input::PAD_UP)) { @@ -296,8 +296,11 @@ bool MapState::CheckMonster() { 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)); @@ -311,9 +314,6 @@ bool MapState::CheckMonster() { // 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) } } } @@ -441,10 +441,10 @@ bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) { void MapState::HandleSyscall(common::ScriptRunner &r) { - switch (r.Integer0()) { + switch (r.IntegerRegister(0)) { case TRANSITION: { Ctrl().PushState(new ColorFade(this, 0, 500, true)); - Ctrl().PushState(new TransitionState(this, reinterpret_cast(r.Address0()), r.Vector0())); + Ctrl().PushState(new TransitionState(this, reinterpret_cast(r.AddressRegister(0)), r.VectorRegister(0))); ColorFade *fadeOut(new ColorFade(this, 0, 500, false)); fadeOut->SetLeadOutTime(500); Ctrl().PushState(fadeOut);