| 52 | } |
| 53 | |
| 54 | void Scene_Item::vUpdate() { |
| 55 | help_window->Update(); |
| 56 | item_window->Update(); |
| 57 | |
| 58 | if (Input::IsTriggered(Input::CANCEL)) { |
| 59 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel)); |
| 60 | Scene::Pop(); |
| 61 | } else if (Input::IsTriggered(Input::DECISION)) { |
| 62 | int item_id = item_window->GetItem() == NULL ? 0 : item_window->GetItem()->ID; |
| 63 | |
| 64 | if (item_id > 0 && item_window->CheckEnable(item_id)) { |
| 65 | // The party only has valid items |
| 66 | const lcf::rpg::Item& item = *item_window->GetItem(); |
| 67 | |
| 68 | if (item.type == lcf::rpg::Item::Type_switch) { |
| 69 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 70 | Main_Data::game_party->ConsumeItemUse(item_id); |
| 71 | Main_Data::game_switches->Set(item.switch_id, true); |
| 72 | Scene::PopUntil(Scene::Map); |
| 73 | Game_Map::SetNeedRefresh(true); |
| 74 | } else if (item.type == lcf::rpg::Item::Type_special && item.skill_id > 0) { |
| 75 | const lcf::rpg::Skill* skill = lcf::ReaderUtil::GetElement(lcf::Data::skills, item.skill_id); |
| 76 | if (!skill) { |
| 77 | Output::Warning("Scene Item: Item references invalid skill ID {}", item.skill_id); |
| 78 | return; |
| 79 | } |
| 80 | |
| 81 | if (skill->type == lcf::rpg::Skill::Type_teleport) { |
| 82 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 83 | Scene::Push(std::make_shared<Scene_Teleport>(item, *skill)); |
| 84 | } else if (skill->type == lcf::rpg::Skill::Type_escape) { |
| 85 | Main_Data::game_party->ConsumeItemUse(item_id); |
| 86 | Main_Data::game_system->SePlay(skill->sound_effect); |
| 87 | |
| 88 | Main_Data::game_player->ForceGetOffVehicle(); |
| 89 | Main_Data::game_player->ReserveTeleport(Main_Data::game_targets->GetEscapeTarget()); |
| 90 | |
| 91 | Scene::PopUntil(Scene::Map); |
| 92 | } else if (skill->type == lcf::rpg::Skill::Type_switch) { |
| 93 | Main_Data::game_party->ConsumeItemUse(item_id); |
| 94 | Main_Data::game_system->SePlay(skill->sound_effect); |
| 95 | Main_Data::game_switches->Set(skill->switch_id, true); |
| 96 | Scene::PopUntil(Scene::Map); |
| 97 | Game_Map::SetNeedRefresh(true); |
| 98 | } else { |
| 99 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 100 | Scene::Push(std::make_shared<Scene_ActorTarget>(item_id)); |
| 101 | item_index = item_window->GetIndex(); |
| 102 | } |
| 103 | } else { |
| 104 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 105 | Scene::Push(std::make_shared<Scene_ActorTarget>(item_id)); |
| 106 | item_index = item_window->GetIndex(); |
| 107 | } |
| 108 | } else { |
| 109 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Buzzer)); |
| 110 | } |
| 111 | } |
nothing calls this directly
no test coverage detected