Ejemplo n.º 1
0
void Game_Player::Update() {
	bool last_moving = IsMoving();

	if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning() 
		&& !IsMoveRouteOverwritten() && !Game_Message::message_waiting) {
		switch (Input::dir4) {
			case 2:
				MoveDown();
				break;
			case 4:
				MoveLeft();
				break;
			case 6:
				MoveRight();
				break;
			case 8:
				MoveUp();
		}
	}

	int last_real_x = real_x;
	int last_real_y = real_y;

	Game_Character::Update();

	UpdateScroll(last_real_x, last_real_y);

	UpdateNonMoving(last_moving);
}
Ejemplo n.º 2
0
void Game_Player::CancelMoveRoute() {
	if (!IsMoveRouteOverwritten())
		return;

	// Bugfix: Moved up from end of function. The fix for #1051 in CheckTouchEvent made the Touch check always returning
	// false because the MoveRoute was still marked as overwritten
	Game_Character::CancelMoveRoute();

	// If the last executed command of the move route was a Move command, check touch and collision triggers
	const RPG::MoveRoute& active_route = GetMoveRoute();

	int index = GetMoveRouteIndex();
	if (!active_route.move_commands.empty()) {
		int move_size = static_cast<int>(active_route.move_commands.size());
		if (index >= move_size) {
			index = move_size - 1;
		}

		// Touch/Collision events are only triggered after the end of a move route when the last command of the move
		// route was any movement command.
		// "any_move_successful" handles the corner case that the last command was a movement but the Player never
		// changed the tile (because the way was blocked), then no event handling occurs.
		if (active_route.move_commands[index].command_id <= RPG::MoveCommand::Code::move_forward && any_move_successful) {
			CheckTouchEvent();
			CheckCollisionEvent();
		}
	}
}
Ejemplo n.º 3
0
bool Game_Player::CheckTouchEvent() {
	if (InAirship())
		return false;

	if (IsMoveRouteOverwritten())
		return false;

	return CheckEventTriggerHere({RPG::EventPage::Trigger_touched});
}
Ejemplo n.º 4
0
void Game_Character::Update() {
	if (IsJumping()) {
		UpdateJump();
		if (IsSpinning())
			anime_count++;
	} else if (IsMoving()) {
		remaining_step -= 1 << (1 + GetMoveSpeed());
		if (IsSpinning() || (animation_type != RPG::EventPage::AnimType_fixed_graphic && walk_animation))
			anime_count++;
	} else {
		stop_count++;
		if (IsSpinning() || IsContinuous() || pattern != original_pattern)
			anime_count++;
	}

	if (anime_count >= GetSteppingSpeed()) {
		if (IsSpinning()) {
			SetSpriteDirection((GetSpriteDirection() + 1) % 4);
		} else if (!IsContinuous() && IsStopping()) {
			pattern = original_pattern;
			last_pattern = last_pattern == RPG::EventPage::Frame_left ? RPG::EventPage::Frame_right : RPG::EventPage::Frame_left;
		} else {
			if (last_pattern == RPG::EventPage::Frame_left) {
				if (pattern == RPG::EventPage::Frame_right) {
					pattern = RPG::EventPage::Frame_middle;
					last_pattern = RPG::EventPage::Frame_right;
				} else {
					pattern = RPG::EventPage::Frame_right;
				}
			} else {
				if (pattern == RPG::EventPage::Frame_left) {
					pattern = RPG::EventPage::Frame_middle;
					last_pattern = RPG::EventPage::Frame_left;
				} else {
					pattern = RPG::EventPage::Frame_left;
				}
			}
		}

		anime_count = 0;
	}

	if (wait_count > 0) {
		wait_count -= 1;
		return;
	}

	if (stop_count >= max_stop_count) {
		if (IsMoveRouteOverwritten()) {
			MoveTypeCustom();
		} else {
			// Only events
			UpdateSelfMovement();
		}
	}
}
Ejemplo n.º 5
0
void Game_Character::Update() {
	if (IsJumping()) {
		UpdateJump();
		anime_count += (IsSpinning() ? 1.0 : 0);
	} else if (IsContinuous() || IsSpinning()) {
		UpdateMove();
		UpdateStop();
	} else {
		if (IsMoving()) {
			UpdateMove();
		} else {
			UpdateStop();
		}
	}

	if (anime_count > 36.0/(GetMoveSpeed()+1)) {
		if (IsSpinning()) {
			SetPrelockDirection((GetPrelockDirection() + 1) % 4);
		} else if (!IsContinuous() && IsStopping()) {
			pattern = original_pattern;
			last_pattern = last_pattern == RPG::EventPage::Frame_left ? RPG::EventPage::Frame_right : RPG::EventPage::Frame_left;
		} else {
			if (last_pattern == RPG::EventPage::Frame_left) {
				if (pattern == RPG::EventPage::Frame_right) {
					pattern = RPG::EventPage::Frame_middle;
					last_pattern = RPG::EventPage::Frame_right;
				} else {
					pattern = RPG::EventPage::Frame_right;
				}
			} else {
				if (pattern == RPG::EventPage::Frame_left) {
					pattern = RPG::EventPage::Frame_middle;
					last_pattern = RPG::EventPage::Frame_left;
				} else {
					pattern = RPG::EventPage::Frame_left;
				}
			}
		}

		anime_count = 0;
	}

	if (wait_count > 0) {
		wait_count -= 1;
		return;
	}

	if (stop_count >= ((GetMoveFrequency() > 7) ? 0 : pow(2.0, 9 - GetMoveFrequency()))) {
		if (IsMoveRouteOverwritten()) {
			MoveTypeCustom();
		} else if (Game_Message::GetContinueEvents() || !Game_Message::message_waiting) {
			UpdateSelfMovement();
		}
	}
}
Ejemplo n.º 6
0
bool Game_Player::IsMovable() const {
	if (IsMoving() || IsJumping())
		return false;
	if (IsMoveRouteOverwritten())
		return false;
	if (location.boarding || location.unboarding)
		return false;
	if (Game_Message::message_waiting)
		return false;
	if (InAirship() && !GetVehicle()->IsMovable())
		return false;
    return true;
}
Ejemplo n.º 7
0
void Game_Character::Update() {
	if (wait_count == 0 && stop_count >= max_stop_count) {
		if (IsMoveRouteOverwritten()) {
			MoveTypeCustom();
		} else {
			// Only events
			UpdateSelfMovement();
		}
	}

	if (wait_count > 0) {
		--wait_count;
	}
}
Ejemplo n.º 8
0
bool Game_Player::IsMovable() const {
	if (IsMoving())
		return false;
	if (IsMoveRouteOverwritten())
		return false;
	if (vehicle_getting_on)
		return false;
	if (vehicle_getting_off)
		return false;
	if (Game_Message::visible)
		return false;
	if (InAirship() && !Game_Map::GetVehicle(Game_Vehicle::Airship)->IsMovable())
		return false;
    return true;
}
Ejemplo n.º 9
0
bool Game_Player::IsBlockedByMoveRoute() const {
	if (!IsMoveRouteOverwritten())
		return false;

	// Check if it includes a blocking move command
	for (const auto& move_command : GetMoveRoute().move_commands) {
		int code = move_command.command_id;
		if ((code <= RPG::MoveCommand::Code::move_forward) || // Move
			(code <= RPG::MoveCommand::Code::face_away_from_hero && GetMoveFrequency() < 8) || // Turn
			(code == RPG::MoveCommand::Code::wait || code == RPG::MoveCommand::Code::begin_jump)) // Wait or jump
				return true;
	}

	return false;
}
Ejemplo n.º 10
0
void Game_Player::CancelMoveRoute() {
	if (!IsMoveRouteOverwritten())
		return;

	// If the last executed command of the move route was a Move command, check touch and collision triggers
	const RPG::MoveRoute& active_route = GetMoveRoute();

	int index = GetMoveRouteIndex();
	if (!active_route.move_commands.empty()) {
		int move_size = (int)active_route.move_commands.size();
		if (index >= active_route.move_commands.size()) {
			index = move_size - 1;
		}

		if (active_route.move_commands[index].command_id <= RPG::MoveCommand::Code::move_forward) {
			CheckTouchEvent();
			CheckCollisionEvent();
		}
	}

	Game_Character::CancelMoveRoute();
}
Ejemplo n.º 11
0
void Game_Player::UpdateNonMoving(bool last_moving) {
	if (IsMoving() || IsMoveRouteOverwritten()) return;

	if (last_moving && location.boarding) {
		// Boarding completed
		location.aboard = true;
		location.boarding = false;
		SetMoveSpeed(GetVehicle()->GetMoveSpeed());
		SetDirection(GetVehicle()->GetDirection());
		return;
	}

	if (last_moving && location.unboarding) {
		// Unboarding completed
		location.unboarding = false;
		location.vehicle = Game_Vehicle::None;
		CheckTouchEvent();
		return;
	}

	if (InAirship() && !GetVehicle()->IsInUse()) {
		// Airship has landed
		Unboard();
		location.vehicle = Game_Vehicle::None;
		SetDirection(RPG::EventPage::Direction_down);

	}

	if (last_moving && CheckTouchEvent()) return;

	if (!Game_Message::visible && Input::IsTriggered(Input::DECISION)) {
		if ( GetOnOffVehicle() ) return;
		if ( CheckActionEvent() ) return;
	}

	if (last_moving)
		Game_Map::UpdateEncounterSteps();
}
Ejemplo n.º 12
0
void Game_Character::MoveTypeCustom() {
	// Detect if custom movement or event overwrite
	const RPG::MoveRoute* active_route;
	int active_route_index;
	bool overwrite_changed = IsMoveRouteOverwritten();
	if (IsMoveRouteOverwritten()) {
		active_route = &GetMoveRoute();
		active_route_index = GetMoveRouteIndex();
	}
	else {
		active_route = &original_move_route;
		active_route_index = GetOriginalMoveRouteIndex();
	}

	if (IsStopping()) {
		move_failed = false;

		for (; (size_t)active_route_index < active_route->move_commands.size(); ++active_route_index) {
			if (!IsStopping() || wait_count > 0 || stop_count < max_stop_count)
				break;

			const RPG::MoveCommand& move_command = active_route->move_commands[active_route_index];

			switch (move_command.command_id) {
			case RPG::MoveCommand::Code::move_up:
			case RPG::MoveCommand::Code::move_right:
			case RPG::MoveCommand::Code::move_down:
			case RPG::MoveCommand::Code::move_left:
			case RPG::MoveCommand::Code::move_upright:
			case RPG::MoveCommand::Code::move_downright:
			case RPG::MoveCommand::Code::move_downleft:
			case RPG::MoveCommand::Code::move_upleft:
				Move(move_command.command_id);
				break;
			case RPG::MoveCommand::Code::move_random:
				MoveRandom();
				break;
			case RPG::MoveCommand::Code::move_towards_hero:
				MoveTowardsPlayer();
				break;
			case RPG::MoveCommand::Code::move_away_from_hero:
				MoveAwayFromPlayer();
				break;
			case RPG::MoveCommand::Code::move_forward:
				MoveForward();
				break;
			case RPG::MoveCommand::Code::face_up:
				Turn(Up);
				break;
			case RPG::MoveCommand::Code::face_right:
				Turn(Right);
				break;
			case RPG::MoveCommand::Code::face_down:
				Turn(Down);
				break;
			case RPG::MoveCommand::Code::face_left:
				Turn(Left);
				break;
			case RPG::MoveCommand::Code::turn_90_degree_right:
				Turn90DegreeRight();
				break;
			case RPG::MoveCommand::Code::turn_90_degree_left:
				Turn90DegreeLeft();
				break;
			case RPG::MoveCommand::Code::turn_180_degree:
				Turn180Degree();
				break;
			case RPG::MoveCommand::Code::turn_90_degree_random:
				Turn90DegreeLeftOrRight();
				break;
			case RPG::MoveCommand::Code::face_random_direction:
				FaceRandomDirection();
				break;
			case RPG::MoveCommand::Code::face_hero:
				TurnTowardHero();
				break;
			case RPG::MoveCommand::Code::face_away_from_hero:
				TurnAwayFromHero();
				break;
			case RPG::MoveCommand::Code::wait:
				Wait();
				break;
			case RPG::MoveCommand::Code::begin_jump:
				BeginJump(active_route, &active_route_index);
				break;
			case RPG::MoveCommand::Code::end_jump:
				// EndJump();
				break;
			case RPG::MoveCommand::Code::lock_facing:
				SetFacingLocked(true);
				break;
			case RPG::MoveCommand::Code::unlock_facing:
				SetFacingLocked(false);
				break;
			case RPG::MoveCommand::Code::increase_movement_speed:
				SetMoveSpeed(min(GetMoveSpeed() + 1, 6));
				break;
			case RPG::MoveCommand::Code::decrease_movement_speed:
				SetMoveSpeed(max(GetMoveSpeed() - 1, 1));
				break;
			case RPG::MoveCommand::Code::increase_movement_frequence:
				SetMoveFrequency(min(GetMoveFrequency() + 1, 8));
				break;
			case RPG::MoveCommand::Code::decrease_movement_frequence:
				SetMoveFrequency(max(GetMoveFrequency() - 1, 1));
				break;
			case RPG::MoveCommand::Code::switch_on: // Parameter A: Switch to turn on
				Game_Switches[move_command.parameter_a] = true;
				Game_Map::SetNeedRefresh(Game_Map::Refresh_All);
				break;
			case RPG::MoveCommand::Code::switch_off: // Parameter A: Switch to turn off
				Game_Switches[move_command.parameter_a] = false;
				Game_Map::SetNeedRefresh(Game_Map::Refresh_All);
				break;
			case RPG::MoveCommand::Code::change_graphic: // String: File, Parameter A: index
				SetGraphic(move_command.parameter_string, move_command.parameter_a);
				break;
			case RPG::MoveCommand::Code::play_sound_effect: // String: File, Parameters: Volume, Tempo, Balance
				if (move_command.parameter_string != "(OFF)" && move_command.parameter_string != "(Brak)") {
					RPG::Sound sound;
					sound.name = move_command.parameter_string;
					sound.volume = move_command.parameter_a;
					sound.tempo = move_command.parameter_b;
					sound.balance = move_command.parameter_c;

					Game_System::SePlay(sound);
				}
				break;
			case RPG::MoveCommand::Code::walk_everywhere_on:
				through = true;
				break;
			case RPG::MoveCommand::Code::walk_everywhere_off:
				through = false;
					break;
			case RPG::MoveCommand::Code::stop_animation:
				walk_animation = false;
				break;
			case RPG::MoveCommand::Code::start_animation:
				walk_animation = true;
				break;
			case RPG::MoveCommand::Code::increase_transp:
				SetOpacity(max(40, GetOpacity() - 45));
				break;
			case RPG::MoveCommand::Code::decrease_transp:
				SetOpacity(GetOpacity() + 45);
				break;
			}

			last_move_failed = move_failed;
			if (move_failed) {
				if (active_route->skippable) {
					last_move_failed = false;
					continue;
				}

				break;
			}
		}

		if ((size_t)active_route_index >= active_route->move_commands.size() && IsStopping()) {
			// End of Move list
			if (active_route->repeat) {
				active_route_index = 0;
				SetMoveRouteRepeated(true);
			} else if (IsMoveRouteOverwritten()) {
				CancelMoveRoute();
				Game_Map::RemovePendingMove(this);
				stop_count = 0;
			}
		}
	}

	// When the overwrite status changed the active_index belongs to the
	// current non-active move route
	if (overwrite_changed != IsMoveRouteOverwritten()) {
		if (IsMoveRouteOverwritten()) {
			SetOriginalMoveRouteIndex(active_route_index);
		}
		else {
			SetMoveRouteIndex(active_route_index);
		}
	}
	else {
		if (IsMoveRouteOverwritten()) {
			SetMoveRouteIndex(active_route_index);
		}
		else {
			SetOriginalMoveRouteIndex(active_route_index);
		}
	}
}
Ejemplo n.º 13
0
void Game_Event::Setup(const RPG::EventPage* new_page) {
	bool from_null = page == nullptr;

	const RPG::EventPage* old_page = page;
	page = new_page;

	// Free resources if needed
	if (interpreter) {
		// If the new page is null and the interpreter is running, it should
		// carry on executing its command list during this frame
		if (page)
			interpreter->Clear();
		Game_Map::ReserveInterpreterDeletion(interpreter);
		interpreter.reset();
	}

	if (page == nullptr) {
		tile_id = 0;
		SetSpriteName("");
		SetSpriteIndex(0);
		SetDirection(RPG::EventPage::Direction_down);
		//move_type = 0;
		trigger = -1;
		list.clear();
		return;
	}
	SetSpriteName(page->character_name);
	SetSpriteIndex(page->character_index);

	tile_id = page->character_name.empty() ? page->character_index : 0;

	pattern = page->character_pattern;

	move_type = page->move_type;
	SetMoveSpeed(page->move_speed);
	SetMoveFrequency(page->move_frequency);
	if (!IsMoveRouteOverwritten()) {
		max_stop_count = (GetMoveFrequency() > 7) ? 0 : (int) pow(2.0, 8 - GetMoveFrequency());
	}
	original_move_frequency = page->move_frequency;
	original_move_route = page->move_route;
	SetOriginalMoveRouteIndex(0);

	bool same_direction_as_on_old_page = old_page && old_page->character_direction == new_page->character_direction;
	animation_type = page->animation_type;

	if (from_null || !(same_direction_as_on_old_page || IsMoving()) || IsDirectionFixed()) {
		SetSpriteDirection(page->character_direction);
		SetDirection(page->character_direction);
	}

	SetOpacity(page->translucent ? 160 : 255);
	SetLayer(page->layer);
	data.overlap_forbidden = page->overlap_forbidden;
	trigger = page->trigger;
	list = page->event_commands;

	if (trigger == RPG::EventPage::Trigger_parallel) {
		interpreter.reset(new Game_Interpreter_Map());
	}
}
Ejemplo n.º 14
0
void Game_Character::MoveTypeCustom() {
	// Detect if custom movement or event overwrite
	const RPG::MoveRoute* active_route;
	int active_route_index;
	bool overwrite_changed = IsMoveRouteOverwritten();
	if (IsMoveRouteOverwritten()) {
		active_route = &GetMoveRoute();
		active_route_index = GetMoveRouteIndex();
	}
	else {
		active_route = &original_move_route;
		active_route_index = GetOriginalMoveRouteIndex();
	}

	if (IsStopping()) {
		move_failed = false;
		if ((size_t)active_route_index >= active_route->move_commands.size()) {
			// End of Move list
			if (active_route->repeat) {
				active_route_index = 0;
				SetMoveRouteRepeated(true);
			} else if (IsMoveRouteOverwritten()) {
				SetMoveRouteOverwritten(false);
				EndMoveRoute();
				stop_count = 0;
			}
		} else {
			do {
				const RPG::MoveCommand& move_command = active_route->move_commands[active_route_index];

				int command_id = move_command.command_id;
				if (!jumping && command_id == RPG::MoveCommand::Code::begin_jump) {
					active_route_index = BeginJump(active_route, active_route_index);
				}

				switch (move_command.command_id) {
				case RPG::MoveCommand::Code::move_up:
					MoveUp();
					break;
				case RPG::MoveCommand::Code::move_right:
					MoveRight();
					break;
				case RPG::MoveCommand::Code::move_down:
					MoveDown();
					break;
				case RPG::MoveCommand::Code::move_left:
					MoveLeft();
					break;
				case RPG::MoveCommand::Code::move_upright:
					MoveUpRight();
					break;
				case RPG::MoveCommand::Code::move_downright:
					MoveDownRight();
					break;
				case RPG::MoveCommand::Code::move_downleft:
					MoveDownLeft();
					break;
				case RPG::MoveCommand::Code::move_upleft:
					MoveUpLeft();
					break;
				case RPG::MoveCommand::Code::move_random:
					MoveRandom();
					break;
				case RPG::MoveCommand::Code::move_towards_hero:
					MoveTowardsPlayer();
					break;
				case RPG::MoveCommand::Code::move_away_from_hero:
					MoveAwayFromPlayer();
					break;
				case RPG::MoveCommand::Code::move_forward:
					MoveForward();
					break;
				case RPG::MoveCommand::Code::face_up:
					TurnUp();
					break;
				case RPG::MoveCommand::Code::face_right:
					TurnRight();
					break;
				case RPG::MoveCommand::Code::face_down:
					TurnDown();
					break;
				case RPG::MoveCommand::Code::face_left:
					TurnLeft();
					break;
				case RPG::MoveCommand::Code::turn_90_degree_right:
					Turn90DegreeRight();
					break;
				case RPG::MoveCommand::Code::turn_90_degree_left:
					Turn90DegreeLeft();
					break;
				case RPG::MoveCommand::Code::turn_180_degree:
					Turn180Degree();
					break;
				case RPG::MoveCommand::Code::turn_90_degree_random:
					Turn90DegreeLeftOrRight();
					break;
				case RPG::MoveCommand::Code::face_random_direction:
					FaceRandomDirection();
					break;
				case RPG::MoveCommand::Code::face_hero:
					TurnTowardHero();
					break;
				case RPG::MoveCommand::Code::face_away_from_hero:
					TurnAwayFromHero();
					break;
				case RPG::MoveCommand::Code::wait:
					Wait();
					break;
				case RPG::MoveCommand::Code::begin_jump:
					// Multiple BeginJumps are ignored
					break;
				case RPG::MoveCommand::Code::end_jump:
					active_route_index = EndJump(active_route, active_route_index);
					break;
				case RPG::MoveCommand::Code::lock_facing:
					SetFacingLocked(true);
					break;
				case RPG::MoveCommand::Code::unlock_facing:
					SetFacingLocked(false);
					break;
				case RPG::MoveCommand::Code::increase_movement_speed:
					SetMoveSpeed(min(GetMoveSpeed() + 1, 6));
					break;
				case RPG::MoveCommand::Code::decrease_movement_speed:
					SetMoveSpeed(max(GetMoveSpeed() - 1, 1));
					break;
				case RPG::MoveCommand::Code::increase_movement_frequence:
					SetMoveFrequency(min(GetMoveFrequency() + 1, 8));
					break;
				case RPG::MoveCommand::Code::decrease_movement_frequence:
					SetMoveFrequency(max(GetMoveFrequency() - 1, 1));
					break;
				case RPG::MoveCommand::Code::switch_on: // Parameter A: Switch to turn on
					Game_Switches[move_command.parameter_a] = true;
					Game_Map::SetNeedRefresh(true);
					break;
				case RPG::MoveCommand::Code::switch_off: // Parameter A: Switch to turn off
					Game_Switches[move_command.parameter_a] = false;
					Game_Map::SetNeedRefresh(true);
					break;
				case RPG::MoveCommand::Code::change_graphic: // String: File, Parameter A: index
					SetGraphic(move_command.parameter_string, move_command.parameter_a);
					break;
				case RPG::MoveCommand::Code::play_sound_effect: // String: File, Parameters: Volume, Tempo, Balance
					if (move_command.parameter_string != "(OFF)") {
						Audio().SE_Play(move_command.parameter_string,
							move_command.parameter_a, move_command.parameter_b);
					}
					break;
				case RPG::MoveCommand::Code::walk_everywhere_on:
					through = true;
					break;
				case RPG::MoveCommand::Code::walk_everywhere_off:
					through = false;
					break;
				case RPG::MoveCommand::Code::stop_animation:
					walk_animation = false;
					break;
				case RPG::MoveCommand::Code::start_animation:
					walk_animation = true;
					break;
				case RPG::MoveCommand::Code::increase_transp:
					SetOpacity(max(40, GetOpacity() - 45));
					break;
				case RPG::MoveCommand::Code::decrease_transp:
					SetOpacity(GetOpacity() + 45);
					break;
				}

				if (active_route->skippable || !move_failed) {
					++active_route_index;
				}
			} while (jumping);

			if ((size_t)active_route_index >= active_route->move_commands.size()) {
				stop_count = (active_route->repeat ? 0 : 256);
			}
		}
	}

	// When the overwrite status changed the active_index belongs to the
	// current non-active move route
	if (overwrite_changed != IsMoveRouteOverwritten()) {
		if (IsMoveRouteOverwritten()) {
			SetOriginalMoveRouteIndex(active_route_index);
		}
		else {
			SetMoveRouteIndex(active_route_index);
		}
	}
	else {
		if (IsMoveRouteOverwritten()) {
			SetMoveRouteIndex(active_route_index);
		}
		else {
			SetOriginalMoveRouteIndex(active_route_index);
		}
	}
}