void Game_Event::Setup(RPG::EventPage* new_page) { bool from_null = page == NULL; 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 == NULL) { 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; if (original_pattern != page->character_pattern) { pattern = page->character_pattern; original_pattern = pattern; } move_type = page->move_type; SetMoveSpeed(page->move_speed); SetMoveFrequency(page->move_frequency); 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 last_direction_fixed = IsDirectionFixed() || IsFacingLocked(); animation_type = page->animation_type; if (from_null || !(last_direction_fixed || IsMoving()) || IsDirectionFixed()) SetSpriteDirection(page->character_direction); if (!IsMoving()) 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()); } }
void Game_Event::Setup(RPG::EventPage* new_page) { page = new_page; // Free resources if needed if (interpreter) { interpreter->Clear(); Game_Map::ReserveInterpreterDeletion(interpreter); interpreter.reset(); } if (page == NULL) { 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; if (GetDirection() != page->character_direction) { SetDirection(page->character_direction); SetSpriteDirection(page->character_direction); } if (original_pattern != page->character_pattern) { pattern = page->character_pattern; original_pattern = pattern; } move_type = page->move_type; SetMoveSpeed(page->move_speed); SetMoveFrequency(page->move_frequency); max_stop_count = (GetMoveFrequency() > 7) ? 0 : pow(2.0, 8 - GetMoveFrequency()); original_move_frequency = page->move_frequency; original_move_route = page->move_route; SetOriginalMoveRouteIndex(0); animation_type = page->animation_type; SetOpacity(page->translucent ? 160 : 255); SetLayer(page->layer); trigger = page->trigger; list = page->event_commands; if (trigger == RPG::EventPage::Trigger_parallel) { interpreter.reset(new Game_Interpreter_Map()); } CheckEventTriggerAuto(); }
void Game_Event::Setup(RPG::EventPage* new_page) { page = new_page; if (page == NULL) { tile_id = 0; SetSpriteName(""); SetSpriteIndex(0); SetDirection(RPG::EventPage::Direction_down); //move_type = 0; through = true; trigger = -1; list.clear(); interpreter.reset(); return; } SetSpriteName(page->character_name); SetSpriteIndex(page->character_index); tile_id = page->character_name.empty() ? page->character_index : 0; if (GetDirection() != page->character_direction) { SetDirection(page->character_direction); SetPrelockDirection(page->character_direction); } if (original_pattern != page->character_pattern) { pattern = page->character_pattern; original_pattern = pattern; } //opacity = page.opacity; //opacity = page.translucent ? 192 : 255; //blend_type = page.blend_type; move_type = page->move_type; SetMoveSpeed(page->move_speed); SetMoveFrequency(page->move_frequency); original_move_route = page->move_route; SetOriginalMoveRouteIndex(0); animation_type = page->animation_type; SetLayer(page->layer); trigger = page->trigger; list = page->event_commands; through = false; // Free resources if needed interpreter.reset(); if (trigger == RPG::EventPage::Trigger_parallel) { interpreter.reset(new Game_Interpreter_Map()); } CheckEventTriggerAuto(); }
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); } } }
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); } } }