| 258 | } |
| 259 | |
| 260 | void Scene_Menu::UpdateActorSelection() { |
| 261 | if (Input::IsTriggered(Input::CANCEL)) { |
| 262 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel)); |
| 263 | command_window->SetActive(true); |
| 264 | menustatus_window->SetActive(false); |
| 265 | menustatus_window->SetIndex(-1); |
| 266 | } else if (Input::IsTriggered(Input::DECISION)) { |
| 267 | switch (command_options[command_window->GetIndex()]) { |
| 268 | case Skill: |
| 269 | if (!menustatus_window->GetActor()->CanAct()) { |
| 270 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Buzzer)); |
| 271 | return; |
| 272 | } |
| 273 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 274 | Scene::Push(std::make_shared<Scene_Skill>(Main_Data::game_party->GetActors(), menustatus_window->GetIndex())); |
| 275 | break; |
| 276 | case Equipment: |
| 277 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 278 | Scene::Push(std::make_shared<Scene_Equip>(Main_Data::game_party->GetActors(), menustatus_window->GetIndex())); |
| 279 | break; |
| 280 | case Status: |
| 281 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 282 | Scene::Push(std::make_shared<Scene_Status>(Main_Data::game_party->GetActors(), menustatus_window->GetIndex())); |
| 283 | break; |
| 284 | case Row: |
| 285 | { |
| 286 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 287 | // Don't allow entire party in the back row. |
| 288 | const auto& actors = Main_Data::game_party->GetActors(); |
| 289 | int num_in_back = 0; |
| 290 | for (auto* actor: actors) { |
| 291 | if (actor->GetBattleRow() == Game_Actor::RowType::RowType_back) { |
| 292 | ++num_in_back; |
| 293 | } |
| 294 | } |
| 295 | Game_Actor* actor = actors[menustatus_window->GetIndex()]; |
| 296 | if (actor->GetBattleRow() == Game_Actor::RowType::RowType_front) { |
| 297 | if (num_in_back < int(actors.size() - 1)) { |
| 298 | actor->SetBattleRow(Game_Actor::RowType::RowType_back); |
| 299 | } |
| 300 | } else { |
| 301 | actor->SetBattleRow(Game_Actor::RowType::RowType_front); |
| 302 | } |
| 303 | menustatus_window->Refresh(); |
| 304 | break; |
| 305 | } |
| 306 | default: |
| 307 | assert(false); |
| 308 | break; |
| 309 | } |
| 310 | |
| 311 | command_window->SetActive(true); |
| 312 | menustatus_window->SetActive(false); |
| 313 | menustatus_window->SetIndex(-1); |
| 314 | } |
| 315 | } |
nothing calls this directly
no test coverage detected