Ejemplo n.º 1
0
void Game_Vehicle::Refresh() {
	if (IsInUse()) {
		SetMapId(Game_Map::GetMapId());
	} else if (IsInCurrentMap()) {
		SetProcessed(true); // RPG_RT compatibility
		MoveTo(GetX(), GetY());
	}

	switch (type) {
		case None:
			break;
		case Boat:
		case Ship:
			SetMoveSpeed(RPG::EventPage::MoveSpeed_normal);
			break;
		case Airship:
			SetMoveSpeed(RPG::EventPage::MoveSpeed_double);
			break;
	}
}
Ejemplo n.º 2
0
void Game_Vehicle::Refresh() {
	if (!driving && Main_Data::game_player->GetVehicle() == this)
		driving = true;

	if (driving)
		SetMapId(Game_Map::GetMapId());
	else if (IsInCurrentMap())
		MoveTo(GetX(), GetY());

	switch (type) {
		case None:
			break;
		case Boat:
		case Ship:
			SetLayer(RPG::EventPage::Layers_same);
			SetMoveSpeed(RPG::EventPage::MoveSpeed_normal);
			break;
		case Airship:
			SetLayer(driving ? RPG::EventPage::Layers_above : RPG::EventPage::Layers_below);
			SetMoveSpeed(RPG::EventPage::MoveSpeed_double);
			break;
	}
	walk_animation = (type != Airship) || driving;
}
Ejemplo n.º 3
0
bool Game_Vehicle::GetVisible() const {
	return IsInCurrentMap() && Game_Character::GetVisible();
}
Ejemplo n.º 4
0
bool Game_Vehicle::IsInPosition(int x, int y) const {
	return IsInCurrentMap() && Game_Character::IsInPosition(x, y);
}