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game_vehicle.cpp
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
// Headers
#include <cassert>
#include <lcf/data.h>
#include "main_data.h"
#include "game_system.h"
#include "game_map.h"
#include "game_player.h"
#include "game_vehicle.h"
#include "output.h"
const char Game_Vehicle::TypeNames[4][8] {
"Party", // RPG_RT special case, see CommandSetVehicleLocation
"Boat",
"Ship",
"Airship"
};
Game_Vehicle::Game_Vehicle(Type type)
: Game_VehicleBase(Vehicle)
{
data()->vehicle = static_cast<int>(type);
SetDirection(Left);
SetFacing(Left);
SetAnimationType(AnimType::AnimType_non_continuous);
SetLayer(lcf::rpg::EventPage::Layers_same);
switch (GetVehicleType()) {
case None:
break;
case Boat:
SetSpriteGraphic(ToString(lcf::Data::system.boat_name), lcf::Data::system.boat_index);
SetMapId(lcf::Data::treemap.start.boat_map_id);
SetX(lcf::Data::treemap.start.boat_x);
SetY(lcf::Data::treemap.start.boat_y);
SetMoveSpeed(lcf::rpg::EventPage::MoveSpeed_normal);
break;
case Ship:
SetSpriteGraphic(ToString(lcf::Data::system.ship_name), lcf::Data::system.ship_index);
SetMapId(lcf::Data::treemap.start.ship_map_id);
SetX(lcf::Data::treemap.start.ship_x);
SetY(lcf::Data::treemap.start.ship_y);
SetMoveSpeed(lcf::rpg::EventPage::MoveSpeed_normal);
break;
case Airship:
SetSpriteGraphic(ToString(lcf::Data::system.airship_name), lcf::Data::system.airship_index);
SetMapId(lcf::Data::treemap.start.airship_map_id);
SetX(lcf::Data::treemap.start.airship_x);
SetY(lcf::Data::treemap.start.airship_y);
SetMoveSpeed(lcf::rpg::EventPage::MoveSpeed_double);
break;
}
}
void Game_Vehicle::SetSaveData(lcf::rpg::SaveVehicleLocation save) {
auto type = data()->vehicle;
*data() = std::move(save);
// Old EasyRPG savegames pre 6.0 didn't write the vehicle chunk.
data()->vehicle = type;
SanitizeData(TypeNames[type]);
}
bool Game_Vehicle::IsInCurrentMap() const {
return GetMapId() == Game_Map::GetMapId();
}
const lcf::rpg::Music& Game_Vehicle::GetBGM() {
switch (GetVehicleType()) {
case None:
assert(false);
break;
case Boat:
return Main_Data::game_system->GetSystemBGM(Main_Data::game_system->BGM_Boat);
case Ship:
return Main_Data::game_system->GetSystemBGM(Main_Data::game_system->BGM_Ship);
case Airship:
return Main_Data::game_system->GetSystemBGM(Main_Data::game_system->BGM_Airship);
}
static lcf::rpg::Music empty;
return empty;
}
void Game_Vehicle::StartDescent() {
if (IsFlying()) {
SetFacing(Left);
data()->remaining_descent = SCREEN_TILE_SIZE;
}
}
void Game_Vehicle::StartAscent() {
if (!IsFlying()) {
data()->remaining_ascent = SCREEN_TILE_SIZE;
SetFlying(true);
}
}
bool Game_Vehicle::IsInUse() const {
return Main_Data::game_player->GetVehicle() == this;
}
bool Game_Vehicle::IsAboard() const {
return IsInUse() && Main_Data::game_player->IsAboard();
}
void Game_Vehicle::SyncWithRider(const Game_Character* rider) {
SetProcessed(true);
SetMapId(rider->GetMapId());
SetX(rider->GetX());
SetY(rider->GetY());
SetDirection(rider->GetDirection());
SetFacing(rider->GetFacing());
SetRemainingStep(rider->GetRemainingStep());
// RPG_RT doesn't copy jumping chunks
UpdateAnimation();
CancelMoveRoute();
}
int Game_Vehicle::GetAltitude() const {
if (!IsFlying())
return 0;
else if (IsAscending())
return (SCREEN_TILE_SIZE - data()->remaining_ascent) / (SCREEN_TILE_SIZE / TILE_SIZE);
else if (IsDescending())
return data()->remaining_descent / (SCREEN_TILE_SIZE / TILE_SIZE);
else
return SCREEN_TILE_SIZE / (SCREEN_TILE_SIZE / TILE_SIZE);
}
int Game_Vehicle::GetScreenY(bool apply_shift, bool apply_jump) const {
return Game_Character::GetScreenY(apply_shift, apply_jump) - GetAltitude();
}
bool Game_Vehicle::CanLand() const {
return Game_Map::CanLandAirship(GetX(), GetY());
}
void Game_Vehicle::UpdateNextMovementAction() {
UpdateMoveRoute(data()->move_route_index, data()->move_route, true);
}
void Game_Vehicle::UpdateAnimation() {
if (!IsJumping() && (GetVehicleType() != Airship || IsFlying())) {
// RPG_RT Animates vehicles slower when moving
const auto limit = GetStopCount() ? 16 : 12;
IncAnimCount();
if (GetAnimCount() >= limit) {
IncAnimFrame();
}
} else {
ResetAnimation();
}
}
bool Game_Vehicle::AnimateAscentDescent() {
if (IsAscending()) {
data()->remaining_ascent = data()->remaining_ascent - 8;
return true;
} else if (IsDescending()) {
data()->remaining_descent = data()->remaining_descent - 8;
if (!IsDescending()) {
SetFlying(false);
if (CanLand()) {
SetDefaultDirection();
} else {
StartAscent();
}
}
return true;
}
return false;
}
void Game_Vehicle::ForceLand() {
data()->remaining_descent = 0;
data()->remaining_ascent = 0;
data()->flying = 0;
}
void Game_Vehicle::Update() {
Game_Character::Update();
}
StringView Game_Vehicle::GetOrigSpriteName() const {
if (!data()->orig_sprite_name.empty()) {
return data()->orig_sprite_name;
}
switch (GetVehicleType()) {
case Boat:
return lcf::Data::system.boat_name;
case Ship:
return lcf::Data::system.ship_name;
case Airship:
return lcf::Data::system.airship_name;
default:
break;
}
return {};
}
int Game_Vehicle::GetOrigSpriteIndex() const {
if (!data()->orig_sprite_name.empty()) {
return data()->orig_sprite_id;
}
switch (GetVehicleType()) {
case Boat:
return lcf::Data::system.boat_index;
case Ship:
return lcf::Data::system.ship_index;
case Airship:
return lcf::Data::system.airship_index;
default:
break;
}
return 0;
}