static bool WouldCollide(const Game_Character& self, const Game_Character& other, bool self_conflict) { if (self.GetThrough() || other.GetThrough()) { return false; } if (self.IsFlying() || other.IsFlying()) { return false; } if (!self.IsActive() || !other.IsActive()) { return false; } if (self.GetType() == Game_Character::Event && other.GetType() == Game_Character::Event && (self.IsOverlapForbidden() || other.IsOverlapForbidden())) { return true; } if (other.GetLayer() == RPG::EventPage::Layers_same && self_conflict) { return true; } if (self.GetLayer() == other.GetLayer()) { return true; } return false; }
bool Game_Map::MakeWay(int x, int y, int d, const Game_Character& self, bool force_through) { int new_x = RoundX(x + (d == Game_Character::Right ? 1 : d == Game_Character::Left ? -1 : 0)); int new_y = RoundY(y + (d == Game_Character::Down ? 1 : d == Game_Character::Up ? -1 : 0)); if (!Game_Map::IsValid(new_x, new_y)) return false; if (self.GetThrough() || force_through) return true; // A character can move to a position with an impassable tile by // standing on top of an event below it. These flags track whether // we stepped off an event and therefore don't need to check the // passability of the tile layer below. bool stepped_off_event = false; bool stepped_onto_event = false; for (Game_Event& other : GetEvents()) { CollisionResult result = TestCollisionDuringMove(x, y, new_x, new_y, d, self, other); if (result == Collision) { // Try updating the offending event to give it a chance to move out of the // way and recheck. other.UpdateParallel(); if (TestCollisionDuringMove(x, y, new_x, new_y, d, self, other) == Collision) { return false; } } else if (result == CanStepOffCurrentTile) { stepped_off_event = true; } else if (result == CanStepOntoNewTile) { stepped_onto_event = true; } } if (vehicles[0]->IsInPosition(new_x, new_y) || vehicles[1]->IsInPosition(new_x, new_y)) { return false; } if (Main_Data::game_player->IsInPosition(new_x, new_y) && !Main_Data::game_player->GetThrough() && self.GetLayer() == RPG::EventPage::Layers_same) { // Update the Player to see if they'll move and recheck. Main_Data::game_player->Update(!first_frame); if (Main_Data::game_player->IsInPosition(new_x, new_y)) { return false; } } return (stepped_off_event || IsPassableTile(DirToMask(d), x + y * GetWidth())) && (stepped_onto_event || IsPassableTile(DirToMask(Game_Character::ReverseDir(d)), new_x + new_y * GetWidth())); }
bool Game_Map::MakeWay(const Game_Character& self, int x, int y) { // Moving to same tile (used for jumps) always succeeds if (x == self.GetX() && y == self.GetY()) { return true; } if (!self.IsJumping() && x != self.GetX() && y != self.GetY()) { // Handle diagonal stepping. // Must be able to step on at least one of the 2 adjacent tiles and also the target tile. // Verified behavior: Always checks vertical first, only checks horizontal if vertical fails. bool vertical_ok = MakeWay(self, self.GetX(), y); if (!vertical_ok) { bool horizontal_ok = MakeWay(self, x, self.GetY()); if (!horizontal_ok) { return false; } } } // Infer directions before we do any rounding. const auto bit_from = GetPassableMask(self.GetX(), self.GetY(), x, y); const auto bit_to = GetPassableMask(x, y, self.GetX(), self.GetY()); // Now round for looping maps. x = Game_Map::RoundX(x); y = Game_Map::RoundY(y); // Note, even for diagonal, if the tile is invalid we still check vertical/horizontal first! if (!Game_Map::IsValid(x, y)) { return false; } if (self.GetThrough()) { return true; } const auto vehicle_type = static_cast<Game_Vehicle::Type>(self.GetVehicleType()); bool self_conflict = false; if (!self.IsJumping()) { // Check for self conflict. // If this event has a tile graphic and the tile itself has passage blocked in the direction // we want to move, flag it as "self conflicting" for use later. if (self.GetLayer() == RPG::EventPage::Layers_below && self.GetTileId() != 0) { int tile_id = self.GetTileId(); if ((passages_up[tile_id] & bit_from) == 0) { self_conflict = true; } } if (vehicle_type == Game_Vehicle::None) { // Check that we are allowed to step off of the current tile. // Note: Vehicles can always step off a tile. if (!IsPassableTile(&self, bit_from, self.GetX(), self.GetY())) { return false; } } } if (vehicle_type != Game_Vehicle::Airship) { // Check for collision with events on the target tile. for (auto& other: GetEvents()) { if (MakeWayCollideEvent(x, y, self, other, self_conflict)) { return false; } } auto& player = Main_Data::game_player; if (player->GetVehicleType() == Game_Vehicle::None) { if (MakeWayCollideEvent(x, y, self, *Main_Data::game_player, self_conflict)) { return false; } } for (auto vid: { Game_Vehicle::Boat, Game_Vehicle::Ship}) { auto& other = vehicles[vid - 1]; if (other->IsInCurrentMap()) { if (MakeWayCollideEvent(x, y, self, *other, self_conflict)) { return false; } } } auto& airship = vehicles[Game_Vehicle::Airship - 1]; if (airship->IsInCurrentMap() && self.GetType() != Game_Character::Player) { if (MakeWayCollideEvent(x, y, self, *airship, self_conflict)) { return false; } } } int bit = bit_to; if (self.IsJumping()) { bit = Passable::Down | Passable::Up | Passable::Left | Passable::Right; } return IsPassableTile(&self, bit, x, y); }