mirror of
https://github.com/libretro/easyrpg-libretro.git
synced 2026-11-10 02:41:35 -10:00
- Overrides of interpreter features are now stored inside a new lcf field "easyrpg_runtime_flags", so the settings can be retrieved from save files. - These overrides are only valid for the current interpreter & the runtime flags will be cleared, once the last frame has been popped - A new global field "active_interpreter_flags" has been introduced, so the Player functions responsible for restricting use to these custom features can access & consider the state of the active interpreter flags for its check. - Implemented a very rudimentary display for active engine flag overrides in window_interpreter
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
/*
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* This file is part of EasyRPG Player.
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*
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* EasyRPG Player is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* EasyRPG Player is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Headers
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#include "feature.h"
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#include "player.h"
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#include "game_interpreter_shared.h"
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#include <lcf/data.h>
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bool Feature::HasRpg2kBattleSystem() {
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if (Player::IsRPG2k()) {
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return true;
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}
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#ifdef ENABLE_DYNAMIC_INTERPRETER_CONFIG
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using Flags = lcf::rpg::SaveEventExecState::EasyRpgStateRuntime_Flags;
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if (auto f = Player::GetRuntimeFlag(&Flags::use_rpg2k_battle_system_on, &Flags::use_rpg2k_battle_system_off)) {
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return *f;
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}
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#endif
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return lcf::Data::system.easyrpg_use_rpg2k_battle_system;
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}
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bool Feature::HasRpg2k3BattleSystem() {
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return !HasRpg2kBattleSystem();
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}
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bool Feature::HasRow() {
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if (HasRpg2k3BattleSystem() && !lcf::Data::battlecommands.easyrpg_disable_row_feature) {
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return true;
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}
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return false;
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}
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bool Feature::HasPlaceholders() {
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if (Player::IsRPG2kE()) {
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return true;
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}
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return Player::IsRPG2k3() && HasRpg2kBattleSystem() && lcf::Data::system.easyrpg_battle_use_rpg2ke_strings;
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}
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bool Feature::HasFixedActorFacingDirection() {
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return HasRpg2k3BattleSystem() && lcf::Data::battlecommands.easyrpg_fixed_actor_facing_direction > 0;
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}
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bool Feature::HasFixedEnemyFacingDirection() {
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return HasRpg2k3BattleSystem() && lcf::Data::battlecommands.easyrpg_fixed_enemy_facing_direction > 0;
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}
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