bool Game_Player::CheckTouchEvent() { if (InAirship()) return false; int triggers[] = { RPG::EventPage::Trigger_touched, RPG::EventPage::Trigger_collision }; std::vector<int> v_triggers( triggers, triggers + sizeof(triggers) / sizeof(int) ); return CheckEventTriggerHere(v_triggers); }
bool Game_Player::CheckTouchEvent() { if (InAirship()) return false; if (IsMoveRouteOverwritten()) return false; return CheckEventTriggerHere({RPG::EventPage::Trigger_touched}); }
bool Game_Player::CheckActionEvent() { if (InAirship()) return false; // Use | instead of || to avoid short-circuit evaluation return CheckEventTriggerHere({RPG::EventPage::Trigger_action}, true) | CheckEventTriggerThere({RPG::EventPage::Trigger_action, RPG::EventPage::Trigger_touched, RPG::EventPage::Trigger_collision}, true); }
bool Game_Player::CheckActionEvent() { if (InAirship()) return false; int triggers_here[] = { 0 }; std::vector<int> triggers(triggers_here, triggers_here + sizeof triggers_here / sizeof(int)); if ( CheckEventTriggerHere(triggers) ) { return true; } int triggers_there[] = { 0, 1, 2 }; triggers.assign(triggers_there, triggers_there + sizeof triggers_there / sizeof(int)); return CheckEventTriggerThere(triggers); }
bool Game_Player::CheckTouchEvent() { int triggers[] = { 1, 2 }; std::vector<int> v_triggers( triggers, triggers + sizeof triggers / sizeof(int) ); return CheckEventTriggerHere(v_triggers); }
bool Game_Player::CheckCollisionEvent() { if (InAirship()) return false; return CheckEventTriggerHere({RPG::EventPage::Trigger_collision}); }