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Fix Beloved Rapture Menu issues #3293

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4 changes: 4 additions & 0 deletions src/game_commonevent.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -63,6 +63,10 @@ AsyncOp Game_CommonEvent::Update(bool resume_async) {
return {};
}

int Game_CommonEvent::GetId() const {
return common_event_id;
}

int Game_CommonEvent::GetIndex() const {
return common_event_id;
}
Expand Down
7 changes: 7 additions & 0 deletions src/game_commonevent.h
Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,13 @@ class Game_CommonEvent {
*/
AsyncOp Update(bool resume_async);

/**
* Gets common event ID.
*
* @return ID of the common event
*/
int GetId() const;

/**
* Gets common event index.
*
Expand Down
38 changes: 28 additions & 10 deletions src/game_interpreter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3407,21 +3407,33 @@ bool Game_Interpreter::CommandConditionalBranch(lcf::rpg::EventCommand const& co
result = (Main_Data::game_party->GetGold() <= com.parameters[1]);
}
break;
case 4:
case 4: {
// Item
int item_id = com.parameters[1];

if (Player::IsPatchManiac()) {
item_id = ValueOrVariable(com.parameters[3], item_id);
}

if (com.parameters[2] == 0) {
// Having
result = Main_Data::game_party->GetItemCount(com.parameters[1])
+ Main_Data::game_party->GetEquippedItemCount(com.parameters[1]) > 0;
result = Main_Data::game_party->GetItemCount(item_id)
+ Main_Data::game_party->GetEquippedItemCount(item_id) > 0;
} else {
// Not having
result = Main_Data::game_party->GetItemCount(com.parameters[1])
+ Main_Data::game_party->GetEquippedItemCount(com.parameters[1]) == 0;
result = Main_Data::game_party->GetItemCount(item_id)
+ Main_Data::game_party->GetEquippedItemCount(item_id) == 0;
}
break;
}
case 5:
// Hero
actor_id = com.parameters[1];

if (Player::IsPatchManiac()) {
actor_id = ValueOrVariable(com.parameters[4], actor_id);
}

actor = Main_Data::game_actors->GetActor(actor_id);

if (!actor) {
Expand Down Expand Up @@ -3471,13 +3483,20 @@ bool Game_Interpreter::CommandConditionalBranch(lcf::rpg::EventCommand const& co
;
}
break;
case 6:
case 6: {
// Orientation of char
character = GetCharacter(com.parameters[1]);
int chara_id = com.parameters[1];

if (Player::IsPatchManiac()) {
chara_id = ValueOrVariable(com.parameters[3], chara_id);
}

character = GetCharacter(chara_id);
if (character != NULL) {
result = character->GetFacing() == com.parameters[2];
}
break;
}
case 7: {
// Vehicle in use
Game_Vehicle::Type vehicle_id = (Game_Vehicle::Type) (com.parameters[1] + 1);
Expand Down Expand Up @@ -3574,7 +3593,7 @@ bool Game_Interpreter::CommandConditionalBranch(lcf::rpg::EventCommand const& co
}
break;
case 15:
// Maniac: string comparison
// Maniac: String comparison
if (Player::IsPatchManiac()) {
int modes[] = {
(com.parameters[1] ) & 15, //str_l mode: 0 = direct, 1 = indirect
Expand Down Expand Up @@ -4271,9 +4290,8 @@ bool Game_Interpreter::CommandManiacShowStringPicture(lcf::rpg::EventCommand con
// x03 -> indirect reference
// for the displayed string, the id argument is in com.parameters[22]
// here we are capturing all the delimiters, but currently only need to support reading the first one
int i = 0;
std::vector<int> delims;
auto components = Utils::Tokenize(com.string, [p = &delims, &i](char32_t ch) {
auto components = Utils::Tokenize(com.string, [p = &delims](char32_t ch) {
if (ch == '\x01' || ch == '\x02' || ch == '\x03') {
p->push_back(static_cast<int>(ch));
return true;
Expand Down
37 changes: 17 additions & 20 deletions src/game_map.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -104,9 +104,6 @@ void Game_Map::OnContinueFromBattle() {
static Game_Map::Parallax::Params GetParallaxParams();

void Game_Map::Init() {
screen_width = (Player::screen_width / 16) * SCREEN_TILE_SIZE;
screen_height = (Player::screen_height / 16) * SCREEN_TILE_SIZE;

Dispose();

map_info = {};
Expand Down Expand Up @@ -156,8 +153,8 @@ int Game_Map::GetMapSaveCount() {
void Game_Map::Setup(std::unique_ptr<lcf::rpg::Map> map_in) {
Dispose();

screen_width = (Player::screen_width / 16) * SCREEN_TILE_SIZE;
screen_height = (Player::screen_height / 16) * SCREEN_TILE_SIZE;
screen_width = (Player::screen_width / 16.0) * SCREEN_TILE_SIZE;
screen_height = (Player::screen_height / 16.0) * SCREEN_TILE_SIZE;

map = std::move(map_in);

Expand Down Expand Up @@ -637,7 +634,7 @@ void Game_Map::Scroll(int dx, int dy) {
// that acc changed by.
static void ClampingAdd(int low, int high, int& acc, int& inc) {
int original_acc = acc;
acc = std::max(low, std::min(high, acc + inc));
acc = std::clamp(acc + inc, low, high);
inc = acc - original_acc;
}

Expand Down Expand Up @@ -1651,7 +1648,7 @@ void Game_Map::SetPositionX(int x, bool reset_panorama) {
if (LoopHorizontal()) {
x = Utils::PositiveModulo(x, map_width);
} else {
x = std::max(0, std::min(map_width - screen_width, x));
x = std::clamp(x, 0, map_width - screen_width);
}
map_info.position_x = x;
if (reset_panorama) {
Expand All @@ -1673,7 +1670,7 @@ void Game_Map::SetPositionY(int y, bool reset_panorama) {
if (LoopVertical()) {
y = Utils::PositiveModulo(y, map_height);
} else {
y = std::max(0, std::min(map_height - screen_height, y));
y = std::clamp(y, 0, map_height - screen_height);
}
map_info.position_y = y;
if (reset_panorama) {
Expand Down Expand Up @@ -2037,19 +2034,19 @@ void Game_Map::Parallax::ResetPositionX() {
parallax_fake_x = false;

if (!params.scroll_horz && !LoopHorizontal()) {
int screen_width = Player::screen_width;
int pan_screen_width = Player::screen_width;
if (Player::game_config.fake_resolution.Get()) {
screen_width = SCREEN_TARGET_WIDTH;
pan_screen_width = SCREEN_TARGET_WIDTH;
}

int tiles_per_screen = screen_width / TILE_SIZE;
if (screen_width % TILE_SIZE != 0) {
int tiles_per_screen = pan_screen_width / TILE_SIZE;
if (pan_screen_width % TILE_SIZE != 0) {
++tiles_per_screen;
}

if (GetTilesX() > tiles_per_screen && parallax_width > screen_width) {
if (GetTilesX() > tiles_per_screen && parallax_width > pan_screen_width) {
const int w = (GetTilesX() - tiles_per_screen) * TILE_SIZE;
const int ph = 2 * std::min(w, parallax_width - screen_width) * map_info.position_x / w;
const int ph = 2 * std::min(w, parallax_width - pan_screen_width) * map_info.position_x / w;
if (Player::IsRPG2k()) {
SetPositionX(ph);
} else {
Expand All @@ -2075,19 +2072,19 @@ void Game_Map::Parallax::ResetPositionY() {
parallax_fake_y = false;

if (!params.scroll_vert && !Game_Map::LoopVertical()) {
int screen_height = Player::screen_height;
int pan_screen_height = Player::screen_height;
if (Player::game_config.fake_resolution.Get()) {
screen_height = SCREEN_TARGET_HEIGHT;
pan_screen_height = SCREEN_TARGET_HEIGHT;
}

int tiles_per_screen = screen_height / TILE_SIZE;
if (screen_height % TILE_SIZE != 0) {
int tiles_per_screen = pan_screen_height / TILE_SIZE;
if (pan_screen_height % TILE_SIZE != 0) {
++tiles_per_screen;
}

if (GetTilesY() > tiles_per_screen && parallax_height > screen_height) {
if (GetTilesY() > tiles_per_screen && parallax_height > pan_screen_height) {
const int h = (GetTilesY() - tiles_per_screen) * TILE_SIZE;
const int pv = 2 * std::min(h, parallax_height - screen_height) * map_info.position_y / h;
const int pv = 2 * std::min(h, parallax_height - pan_screen_height) * map_info.position_y / h;
SetPositionY(pv);
} else {
panorama.pan_y = 0;
Expand Down
5 changes: 4 additions & 1 deletion src/game_pictures.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -498,7 +498,10 @@ void Game_Pictures::Picture::AttachWindow(const Window_Base& window) {

CreateSprite();

sprite->SetBitmap(std::make_shared<Bitmap>(window.GetWidth(), window.GetHeight(), data.use_transparent_color));
auto bmp = std::make_shared<Bitmap>(window.GetWidth(), window.GetHeight(), data.use_transparent_color);
bmp->SetId(fmt::format("W:{}{}{}", (void*)&window, window.GetWidth(), window.GetHeight()));

sprite->SetBitmap(bmp);
sprite->OnPictureShow();
sprite->SetVisible(true);

Expand Down
23 changes: 16 additions & 7 deletions src/game_strings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -106,12 +106,15 @@ int Game_Strings::Split(Str_Params params, const std::string& delimiter, int str
return -1;
}

int splits = 0;
std::string str = ToString(Get(params.string_id));

params.string_id = string_out_id;

int components = 0;

if (delimiter.empty()) {
// Count the characters (or the codepoints in our case)
components = 0;
const char* iter = str.data();
const auto end = str.data() + str.size();

Expand All @@ -127,28 +130,29 @@ int Game_Strings::Split(Str_Params params, const std::string& delimiter, int str
Set(params, std::string(start_copy, iter - start_copy));

params.string_id++;
splits++;
components++;
}
} else {
components = 1;

if (str.find(delimiter) == std::string::npos) {
// token not found -> 1 split
splits = 1;
// token not found
} else {
std::string token;
for (auto index = str.find(delimiter); index != std::string::npos; index = str.find(delimiter)) {
token = str.substr(0, index);
Set(params, token);
params.string_id++;
splits++;
components++;
str.erase(0, index + delimiter.length());
}
}
}

// set the remaining string
Set(params, str);
variables.Set(var_id, splits);
return splits;
variables.Set(var_id, components);
return components;
}

std::string Game_Strings::FromFile(StringView filename, int encoding, bool& do_yield) {
Expand All @@ -171,6 +175,11 @@ std::string Game_Strings::FromFile(StringView filename, int encoding, bool& do_y
if (encoding == 0) {
lcf::Encoder enc(Player::encoding);
enc.Encode(file_content);
} else {
// UTF-8: Remove Byte Order Mask
if (file_content.size() >= 3 && file_content[0] == '\xEF' && file_content[1] == '\xBB' && file_content[2] == '\xBF') {
file_content.erase(0, 3);
}
}

return file_content;
Expand Down
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