void Game_Character::ForceMoveRoute(RPG::MoveRoute* new_route, int frequency, Game_Interpreter* owner) { EndMoveRoute(); original_move_frequency = GetMoveFrequency(); SetMoveRoute(*new_route); SetMoveRouteIndex(0); SetMoveRouteOverwritten(true); SetMoveRouteRepeated(false); SetMoveFrequency(frequency); move_route_owner = owner; wait_count = 0; stop_count = 256; }
void Game_Character::ForceMoveRoute(const RPG::MoveRoute& new_route, int frequency) { Game_Map::RemovePendingMove(this); Game_Map::AddPendingMove(this); original_move_frequency = GetMoveFrequency(); SetMoveRoute(new_route); SetMoveRouteIndex(0); SetMoveRouteOverwritten(true); SetMoveRouteRepeated(false); SetMoveFrequency(frequency); wait_count = 0; max_stop_count = 0; last_move_failed = false; }
void Game_Character::CancelMoveRoute() { SetMoveRouteOverwritten(false); SetMoveFrequency(original_move_frequency); }
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); } } }
void Game_Character::CancelMoveRoute(Game_Interpreter* owner) { SetMoveRouteOverwritten(false); move_route_owner = NULL; }