bool Game_Player::GetOffVehicle() { if (!InAirship()) { int front_x = Game_Map::XwithDirection(GetX(), GetDirection()); int front_y = Game_Map::YwithDirection(GetY(), GetDirection()); if (!CanWalk(front_x, front_y)) return false; } GetVehicle()->GetOff(); if (!InAirship()) { location.unboarding = true; Unboard(); through = true; MoveForward(); through = false; } return true; }
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(); }
void Game_Player::Update() { int cur_frame_count = Player::GetFrames(); // Only update the event once per frame if (cur_frame_count == frame_count_at_last_update_parallel) { return; } frame_count_at_last_update_parallel = cur_frame_count; bool last_moving = IsMoving() || IsJumping(); // Workaround: If a blocking move route ends in this frame, Game_Player::CancelMoveRoute decides // which events to start. was_blocked is used to avoid triggering events the usual way. bool was_blocked = IsBlockedByMoveRoute(); Game_Character::Update(); if (!Game_Map::GetInterpreter().IsRunning() && !Game_Map::IsAnyEventStarting()) { if (IsMovable()) { switch (Input::dir4) { case 2: Move(Down); break; case 4: Move(Left); break; case 6: Move(Right); break; case 8: Move(Up); } } // ESC-Menu calling if (Game_System::GetAllowMenu() && !Game_Message::message_waiting && Input::IsTriggered(Input::CANCEL)) { Game_Temp::menu_calling = true; } } Game_Character::UpdateSprite(); UpdateScroll(); if (location.aboard) GetVehicle()->SyncWithPlayer(); if (IsMoving() || was_blocked) 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_Map::GetInterpreter().IsRunning() && !Game_Map::IsAnyEventStarting()) { if (!Game_Message::visible && Input::IsTriggered(Input::DECISION)) { if ( GetOnOffVehicle() ) return; if ( CheckActionEvent() ) return; } } if (last_moving) Game_Map::UpdateEncounterSteps(); }