X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=35c0c5c76f9a09a53b38e68ac5f8228d524c8449;hb=d71217e2be1466726581146000a0f61620423e9b;hp=8e70acd19dbbccf0adf08601790a693162962db9;hpb=3f8fac16c7ae2cbe7da47b98aba9b558825723e7;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 8e70acd..35c0c5c 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 @@ -26,6 +20,7 @@ using battle::BattleState; using common::GameConfig; using geometry::Vector; using graphics::ColorFade; +using menu::PartyMenu; namespace map { @@ -46,20 +41,20 @@ MapState::MapState(GameConfig *g, Map *map) } -void MapState::OnEnterState(Application &c, SDL_Surface *screen) { +void MapState::OnEnterState(SDL_Surface *screen) { camera.Resize(screen->w, screen->h); LoadMap(map); } -void MapState::OnExitState(Application &ctrl, SDL_Surface *screen) { +void MapState::OnExitState(SDL_Surface *screen) { } -void MapState::OnResumeState(Application &ctrl, SDL_Surface *screen) { +void MapState::OnResumeState(SDL_Surface *screen) { camera.Resize(screen->w, screen->h); } -void MapState::OnPauseState(Application &ctrl, SDL_Surface *screen) { +void MapState::OnPauseState(SDL_Surface *screen) { } @@ -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->capsule); + } + 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);