Exemple #1
0
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);
}
Exemple #2
0
bool Game_Player::CheckTouchEvent() {
	if (InAirship())
		return false;

	if (IsMoveRouteOverwritten())
		return false;

	return CheckEventTriggerHere({RPG::EventPage::Trigger_touched});
}
Exemple #3
0
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);
}
Exemple #4
0
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);
}
Exemple #6
0
bool Game_Player::CheckCollisionEvent() {
	if (InAirship())
		return false;
	return CheckEventTriggerHere({RPG::EventPage::Trigger_collision});
}