diff options
| author | KonAki <konaki@anokonaki.org> | 2026-10-15 14:57:24 +0800 |
|---|---|---|
| committer | KonAki <konaki@anokonaki.org> | 2026-10-15 14:57:24 +0800 |
| commit | eef87380a41357bc3bb52149ec33f1787ebd2b40 (patch) | |
| tree | 17a9eac41d940c2733a24a60644eee0cd9798973 /kon/konrmmap.h | |
| parent | dcdff7cbf60eb04546c9174ae12c067bc6b4a405 (diff) | |
add walking and terrain checks to rmmap
Diffstat (limited to 'kon/konrmmap.h')
| -rw-r--r-- | kon/konrmmap.h | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/kon/konrmmap.h b/kon/konrmmap.h index 6274822..27bbe40 100644 --- a/kon/konrmmap.h +++ b/kon/konrmmap.h @@ -144,6 +144,47 @@ int kon_rmEventPage(const kon_rmEvent_t *event, int mapId, const kon_rmState_t * /* layer is 0 to 5, the four tile layers, the shadows and the regions. 0 outside of the map or for a layer that is not there */ int kon_rmTile(const kon_rmMap_t *map, int layer, int x, int y); +/*** walking ***/ + +/* the directions RPG Maker uses, the numbers on a keypad */ +#define KON_RM_DOWN 2 +#define KON_RM_LEFT 4 +#define KON_RM_RIGHT 6 +#define KON_RM_UP 8 + +/* the flags of a tile in a tileset, the tile layers of the map read from the top one down. a tile past the end of the flags + has none. these are RPG Maker's own bits, in kon_rmFlags and below */ +#define KON_RM_FLAG_NO_EFFECT 0x10 /* a star in the editor: this tile does not decide whether you can walk */ +#define KON_RM_FLAG_LADDER 0x20 +#define KON_RM_FLAG_BUSH 0x40 +#define KON_RM_FLAG_COUNTER 0x80 +#define KON_RM_FLAG_DAMAGE 0x100 + +int kon_rmFlags(const kon_rmTileset_t *tileset, int tile); + +/* is x, y inside the map, once a map that loops has wrapped it. loops are the map's scroll type */ +int kon_rmValid(const kon_rmMap_t *map, int x, int y); + +/* wraps x or y for a map that loops that way, other positions stay as they are */ +int kon_rmRoundX(const kon_rmMap_t *map, int x); +int kon_rmRoundY(const kon_rmMap_t *map, int y); + +/* can something on x, y leave this tile going dir, as far as the tiles say. no events and no outside of the map here */ +int kon_rmPassable(const kon_rmMap_t *map, const kon_rmTileset_t *tileset, int x, int y, int dir); + +/* can it step from x, y to the next tile in dir: the next tile is on the map, and both tiles let it through, the one it is + on on the way out and the next on the way in. what an event on the tile would say about it is for the game to ask */ +int kon_rmCanWalk(const kon_rmMap_t *map, const kon_rmTileset_t *tileset, int x, int y, int dir); + +/* the terrain tag a tile is marked with in the editor, 0 for none, 0 outside of the map. the top layer that has one wins */ +int kon_rmTerrainTag(const kon_rmMap_t *map, const kon_rmTileset_t *tileset, int x, int y); + +/* the region painted on x, y, 0 for none */ +int kon_rmRegion(const kon_rmMap_t *map, int x, int y); + +/* 1 when any of the layers of that tile has the flag, 0 outside of the map */ +int kon_rmHasFlag(const kon_rmMap_t *map, const kon_rmTileset_t *tileset, int x, int y, int flag); + #ifdef __cplusplus } #endif |
