Files
florianessl 9c3079ee0a Refactor & Extend EasyRPG feature "SetInterpreterFlag" (#3123), according to Ghabry's suggestions:
- 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
2025-05-24 15:39:03 +02:00

65 lines
1.9 KiB
C++

/*
* 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 "feature.h"
#include "player.h"
#include "game_interpreter_shared.h"
#include <lcf/data.h>
bool Feature::HasRpg2kBattleSystem() {
if (Player::IsRPG2k()) {
return true;
}
#ifdef ENABLE_DYNAMIC_INTERPRETER_CONFIG
using Flags = lcf::rpg::SaveEventExecState::EasyRpgStateRuntime_Flags;
if (auto f = Player::GetRuntimeFlag(&Flags::use_rpg2k_battle_system_on, &Flags::use_rpg2k_battle_system_off)) {
return *f;
}
#endif
return lcf::Data::system.easyrpg_use_rpg2k_battle_system;
}
bool Feature::HasRpg2k3BattleSystem() {
return !HasRpg2kBattleSystem();
}
bool Feature::HasRow() {
if (HasRpg2k3BattleSystem() && !lcf::Data::battlecommands.easyrpg_disable_row_feature) {
return true;
}
return false;
}
bool Feature::HasPlaceholders() {
if (Player::IsRPG2kE()) {
return true;
}
return Player::IsRPG2k3() && HasRpg2kBattleSystem() && lcf::Data::system.easyrpg_battle_use_rpg2ke_strings;
}
bool Feature::HasFixedActorFacingDirection() {
return HasRpg2k3BattleSystem() && lcf::Data::battlecommands.easyrpg_fixed_actor_facing_direction > 0;
}
bool Feature::HasFixedEnemyFacingDirection() {
return HasRpg2k3BattleSystem() && lcf::Data::battlecommands.easyrpg_fixed_enemy_facing_direction > 0;
}