Example #1
0
void Scene_Skill::Update() {
	help_window->Update();
	skillstatus_window->Update();
	skill_window->Update();

	if (Input::IsTriggered(Input::CANCEL)) {
		Game_System::SePlay(Data::system.cancel_se);
		Scene::Pop();
	} else if (Input::IsTriggered(Input::DECISION)) {
		int skill_id = skill_window->GetSkillId();

		Game_Actor* actor = Game_Party::GetActors()[actor_index];

		if (actor->IsSkillUsable(skill_id)) {
			Game_System::SePlay(Data::system.decision_se);

			if (Data::skills[skill_id - 1].type == RPG::Skill::Type_switch) {
				actor->SetSp(actor->GetSp() - actor->CalculateSkillCost(skill_id));
				Game_Switches[Data::skills[skill_id - 1].switch_id] = true;
				Scene::PopUntil(Scene::Map);
				Game_Map::SetNeedRefresh(true);
			} else if (Data::skills[skill_id - 1].type == RPG::Skill::Type_normal) {
				Scene::Push(EASYRPG_MAKE_SHARED<Scene_ActorTarget>(skill_id, actor_index, skill_window->GetIndex()));
				skill_index = skill_window->GetIndex();
			} else if (Data::skills[skill_id - 1].type == RPG::Skill::Type_teleport) {
				// ToDo: Displays the teleport target scene/window
			} else if (Data::skills[skill_id - 1].type == RPG::Skill::Type_escape) {
				// ToDo: Displays the escape target scene/window
			}
		} else {
			Game_System::SePlay(Data::system.buzzer_se);
		}
	}
}
void Scene_ActorTarget::UpdateSkill() {
	if (Input::IsTriggered(Input::DECISION)) {
		Game_Actor* actor = static_cast<Game_Actor*>(&(*Main_Data::game_party)[actor_index]);

		if (actor->GetSp() < actor->CalculateSkillCost(id)) {
			Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Buzzer));
			return;
		}
		if (Main_Data::game_party->UseSkill(id, actor, target_window->GetActor())) {
			Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_UseItem));
		}
		else {
			Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Buzzer));
		}

		status_window->Refresh();
		target_window->Refresh();
	}
}
bool Game_Interpreter::CommandChangeSP(RPG::EventCommand const& com) { // Code 10470
	std::vector<Game_Actor*> actors = GetActors(com.parameters[0],
												com.parameters[1]);
	bool remove = com.parameters[2] != 0;
	int amount = ValueOrVariable(com.parameters[3],
								 com.parameters[4]);

	if (remove)
		amount = -amount;

	for (std::vector<Game_Actor*>::iterator i = actors.begin();
		 i != actors.end();
		 i++) {
		Game_Actor* actor = *i;
		int sp = actor->GetSp() + amount;
		if (sp < 0)
			sp = 0;
		actor->SetSp(sp);
	}

	return true;
}
// Command control vars
bool Game_Interpreter::CommandControlVariables(RPG::EventCommand const& com) { // Code ControlVars
	int i, value = 0;
	Game_Actor* actor;
	Game_Character* character;

	switch (com.parameters[4]) {
		case 0:
			// Constant
			value = com.parameters[5];
			break;
		case 1:
			// Var A ops B
			value = Game_Variables[com.parameters[5]];
			break;
		case 2:
			// Number of var A ops B
			value = Game_Variables[Game_Variables[com.parameters[5]]];
			break;
		case 3:
			// Random between range
			int a, b;
			a = max(com.parameters[5], com.parameters[6]);
			b = min(com.parameters[5], com.parameters[6]);
			value = rand() % (a-b+1)+b;
			break;
		case 4:
			// Items
			switch (com.parameters[6]) {
				case 0:
					// Number of items posessed
					value = Game_Party::ItemNumber(com.parameters[5]);
					break;
				case 1:
					// How often the item is equipped
					value = Game_Party::ItemNumber(com.parameters[5], true);
					break;
			}
			break;
		case 5:
			// Hero
			actor = Game_Actors::GetActor(com.parameters[5]);
			if (actor != NULL) {
				switch (com.parameters[6]) {
					case 0:
						// Level
						value = actor->GetLevel();
						break;
					case 1:
						// Experience
						value = actor->GetExp();
						break;
					case 2:
						// Current HP
						value = actor->GetHp();
						break;
					case 3:
						// Current MP
						value = actor->GetSp();
						break;
					case 4:
						// Max HP
						value = actor->GetMaxHp();
						break;
					case 5:
						// Max MP
						value = actor->GetMaxSp();
						break;
					case 6:
						// Attack
						value = actor->GetAtk();
						break;
					case 7:
						// Defense
						value = actor->GetDef();
						break;
					case 8:
						// Intelligence
						value = actor->GetSpi();
						break;
					case 9:
						// Agility
						value = actor->GetAgi();
						break;
					case 10:
						// Weapon ID
						value = actor->GetWeaponId();
						break;
					case 11:
						// Shield ID
						value = actor->GetShieldId();
						break;
					case 12:
						// Armor ID
						value = actor->GetArmorId();
						break;
					case 13:
						// Helmet ID
						value = actor->GetHelmetId();
						break;
					case 14:
						// Accesory ID
						value = actor->GetAccessoryId();
						break;
				}
			}
			break;
		case 6:
			// Characters
			if (com.parameters[6] != 0){
				character = GetCharacter(com.parameters[5]);
			} else {
				// Special case for Player Map ID
				character = NULL;
				value = Game_Map::GetMapId();
			}
			// Other cases
			if (character != NULL) {
				switch (com.parameters[6]) {
					case 1:
						// X Coordinate
						value = character->GetX();
						break;
					case 2:
						// Y Coordinate
						value = character->GetY();
						break;
					case 3:
						// TODO Orientation
						// Needs testing
						value = character->GetDirection();
						break;
					case 4:
						// Screen X
						value = character->GetScreenX();
						break;
					case 5:
						// Screen Y
						value = character->GetScreenY();
				}
			}
			break;
		case 7:
			// More
			switch (com.parameters[5]) {
				case 0:
					// Gold
					value = Game_Party::GetGold();
					break;
				case 1:
					value = Game_Party::ReadTimer(Game_Party::Timer1);
					break;
				case 2:
					// Number of heroes in party
					value = Game_Party::GetActors().size();
					break;
				case 3:
					// Number of saves
					value = Game_System::GetSaveCount();
					break;
				case 4:
					// Number of battles
					value = Game_Party::GetBattleCount();
					break;
				case 5:
					// Number of wins
					value = Game_Party::GetWinCount();
					break;
				case 6:
					// Number of defeats
					value = Game_Party::GetDefeatCount();
					break;
				case 7:
					// Number of escapes (aka run away)
					value = Game_Party::GetRunCount();
					break;
				case 8:
					// TODO: MIDI play position
					break;
				case 9:
					value = Game_Party::ReadTimer(Game_Party::Timer2);
					break;
			}
			break;
		default:
			;
	}

	switch (com.parameters[0]) {
		case 0:
		case 1:
			// Single and Var range
			for (i = com.parameters[1]; i <= com.parameters[2]; i++) {
				switch (com.parameters[3]) {
					case 0:
						// Assignement
						Game_Variables[i] = value;
						break;
					case 1:
						// Addition
						Game_Variables[i] += value;
						break;
					case 2:
						// Subtraction
						Game_Variables[i] -= value;
						break;
					case 3:
						// Multiplication
						Game_Variables[i] *= value;
						break;
					case 4:
						// Division
						if (value != 0) {
							Game_Variables[i] /= value;
						}
						break;
					case 5:
						// Module
						if (value != 0) {
							Game_Variables[i] %= value;
						} else {
							Game_Variables[i] = 0;
						}
				}
				if (Game_Variables[i] > MaxSize) {
					Game_Variables[i] = MaxSize;
				}
				if (Game_Variables[i] < MinSize) {
					Game_Variables[i] = MinSize;
				}
			}
			break;

		case 2:
			switch (com.parameters[3]) {
				case 0:
					// Assignement
					Game_Variables[com.parameters[1]] = value;
					break;
				case 1:
					// Addition
					Game_Variables[com.parameters[1]] += value;
					break;
				case 2:
					// Subtraction
					Game_Variables[com.parameters[1]] -= value;
					break;
				case 3:
					// Multiplication
					Game_Variables[com.parameters[1]] *= value;
					break;
				case 4:
					// Division
					if (value != 0) {
						Game_Variables[com.parameters[1]] /= value;
					}
					break;
				case 5:
					// Module
					if (value != 0) {
						Game_Variables[com.parameters[1]] %= value;
					}
			}
			if (Game_Variables[com.parameters[1]] > MaxSize) {
				Game_Variables[com.parameters[1]] = MaxSize;
			}
			if (Game_Variables[com.parameters[1]] < MinSize) {
				Game_Variables[com.parameters[1]] = MinSize;
			}
	}

	Game_Map::SetNeedRefresh(true);
	return true;
}