| 60 | } |
| 61 | |
| 62 | void Scene_Skill::vUpdate() { |
| 63 | help_window->Update(); |
| 64 | skillstatus_window->Update(); |
| 65 | skill_window->Update(); |
| 66 | |
| 67 | if (Input::IsTriggered(Input::CANCEL)) { |
| 68 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel)); |
| 69 | Scene::Pop(); |
| 70 | } else if (Input::IsTriggered(Input::DECISION)) { |
| 71 | const lcf::rpg::Skill* skill = skill_window->GetSkill(); |
| 72 | int skill_id = skill ? skill->ID : 0; |
| 73 | |
| 74 | auto& actor = *actors[actor_index]; |
| 75 | |
| 76 | if (skill && skill_window->CheckEnable(skill_id)) { |
| 77 | if (skill->type == lcf::rpg::Skill::Type_switch) { |
| 78 | Main_Data::game_system->SePlay(skill->sound_effect); |
| 79 | Main_Data::game_party->UseSkill(skill_id, &actor, &actor); |
| 80 | Scene::PopUntil(Scene::Map); |
| 81 | Game_Map::SetNeedRefresh(true); |
| 82 | } else if (Algo::IsNormalOrSubskill(*skill)) { |
| 83 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 84 | Scene::Push(std::make_shared<Scene_ActorTarget>(skill_id, actor_index)); |
| 85 | skill_index = skill_window->GetIndex(); |
| 86 | } else if (skill->type == lcf::rpg::Skill::Type_teleport) { |
| 87 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 88 | Scene::Push(std::make_shared<Scene_Teleport>(actor, *skill)); |
| 89 | } else if (skill->type == lcf::rpg::Skill::Type_escape) { |
| 90 | Main_Data::game_system->SePlay(skill->sound_effect); |
| 91 | Main_Data::game_party->UseSkill(skill_id, &actor, &actor); |
| 92 | Main_Data::game_player->ForceGetOffVehicle(); |
| 93 | Main_Data::game_player->ReserveTeleport(Main_Data::game_targets->GetEscapeTarget()); |
| 94 | |
| 95 | Scene::PopUntil(Scene::Map); |
| 96 | } |
| 97 | } else { |
| 98 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Buzzer)); |
| 99 | } |
| 100 | } |
| 101 | } |
| 102 | |
| 103 | void Scene_Skill::TransitionOut(SceneType next_scene) { |
| 104 | const auto* skill = skill_window->GetSkill(); |
nothing calls this directly
no test coverage detected