gameState.party[3] = &gameState.heroes[3];
gameState.partySize = 4;
+ gameState.capsules[0] = *caster.GetCapsule("flash");
+ gameState.capsule = gameState.capsules;
+
GameConfig gameConfig;
gameConfig.state = &gameState;
gameConfig.heroesLayout = caster.GetPartyLayout("heroesLayout");
battleState->AddHero(*game->state->party[i]);
}
}
+ if (game->state->capsule) {
+ battleState->SetCapsule(game->state->capsule);
+ }
for (battle::Monster **monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
battleState->AddMonster(**monster);
}
// 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)
}
}
}