VVVVVV/desktop_version/src/Entity.cpp

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#define OBJ_DEFINITION
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#include "Entity.h"
#include <SDL.h>
#include "editor.h"
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#include "Game.h"
#include "Graphics.h"
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#include "Map.h"
#include "Music.h"
#include "Script.h"
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#include "UtilityClass.h"
bool entityclass::checktowerspikes(int t)
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("checktowerspikes() out-of-bounds!");
return false;
}
SDL_Rect temprect;
temprect.x = entities[t].xp + entities[t].cx;
temprect.y = entities[t].yp + entities[t].cy;
temprect.w = entities[t].w;
temprect.h = entities[t].h;
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int tempx = getgridpoint(temprect.x);
int tempy = getgridpoint(temprect.y);
int tempw = getgridpoint(temprect.x + temprect.w - 1);
int temph = getgridpoint(temprect.y + temprect.h - 1);
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if (map.spikecollide(tempx, tempy)) return true;
if (map.spikecollide(tempw, tempy)) return true;
if (map.spikecollide(tempx, temph)) return true;
if (map.spikecollide(tempw, temph)) return true;
if (temprect.h >= 12)
{
int tpy1 = getgridpoint(temprect.y + 6);
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if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
if (temprect.h >= 18)
{
tpy1 = getgridpoint(temprect.y + 12);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
if (temprect.h >= 24)
{
tpy1 = getgridpoint(temprect.y + 18);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
}
}
}
return false;
}
void entityclass::init()
{
platformtile = 0;
customplatformtile=0;
vertplatforms = false;
horplatforms = false;
nearelephant = false;
upsetmode = false;
upset = 0;
customenemy=0;
customwarpmode=false; customwarpmodevon=false; customwarpmodehon=false;
trophytext = 0 ;
oldtrophytext = 0;
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trophytype = 0;
altstates = 0;
SDL_memset(customcrewmoods, true, sizeof(customcrewmoods));
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resetallflags();
SDL_memset(collect, false, sizeof(collect));
SDL_memset(customcollect, false, sizeof(customcollect));
k = 0;
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}
void entityclass::resetallflags()
{
SDL_memset(flags, false, sizeof(flags));
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}
int entityclass::swncolour( int t )
{
//given colour t, return colour in setcol
if (t == 0) return 11;
if (t == 1) return 6;
if (t == 2) return 8;
if (t == 3) return 12;
if (t == 4) return 9;
if (t == 5) return 7;
return 0;
}
void entityclass::swnenemiescol( int t )
{
//change the colour of all SWN enemies to the current one
for (size_t i = 0; i < entities.size(); i++)
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{
if (entities[i].type == 23)
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{
entities[i].colour = swncolour(t);
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}
}
}
void entityclass::gravcreate( int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ )
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{
if (dir == 0)
{
createentity(-150 - xoff, 58 + (ypos * 20)+yoff, 23, 0, 0);
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}
else
{
createentity(320+150 + xoff, 58 + (ypos * 20)+yoff, 23, 1, 0);
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}
}
void entityclass::generateswnwave( int t )
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{
//generate a wave for the SWN game
if(game.swndelay<=0)
{
if (t == 0) //game 0, survive for 30 seconds
{
switch(game.swnstate)
{
case 0:
//Decide on a wave here
//default case
game.swnstate = 1;
game.swndelay = 5;
if (game.swntimer <= 150) //less than 5 seconds
{
game.swnstate = 9;
game.swndelay = 8;
}
else if (game.swntimer <= 300) //less than 10 seconds
{
game.swnstate = 6;
game.swndelay = 12;
}
else if (game.swntimer <= 360) //less than 12 seconds
{
game.swnstate = 5+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 420) //less than 14 seconds
{
game.swnstate = 7+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 480) //less than 16 seconds
{
game.swnstate = 5+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 540) //less than 18 seconds
{
game.swnstate = 7+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 600) //less than 20 seconds
{
game.swnstate = 5+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 900) //less than 30 seconds
{
game.swnstate = 4;
game.swndelay = 20;
}
else if (game.swntimer <= 1050) //less than 35 seconds
{
game.swnstate = 3;
game.swndelay = 10;
}
else if (game.swntimer <= 1200) //less than 40 seconds
{
game.swnstate = 3;
game.swndelay = 20;
}
else if (game.swntimer <= 1500) //less than 50 seconds
{
game.swnstate = 2;
game.swndelay = 10;
}
else if (game.swntimer <= 1650) //less than 55 seconds
{
game.swnstate = 1;
game.swndelay = 15;
}
else if (game.swntimer <= 1800) //less than 60 seconds
{
game.swnstate = 1;
game.swndelay = 25;
}
if (game.deathcounts - game.swndeaths > 7) game.swndelay += 2;
if (game.deathcounts - game.swndeaths > 15) game.swndelay += 2;
if (game.deathcounts - game.swndeaths > 25) game.swndelay += 4;
break;
case 1:
createentity(-150, 58 + (int(fRandom() * 6) * 20), 23, 0, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
case 2:
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
case 3:
createentity(320+150, 58 + (int(fRandom() * 6) * 20), 23, 1, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
case 4:
//left and right compliments
game.swnstate2 = int(fRandom() * 6);
createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(320+150, 58 + ((5-game.swnstate2) * 20), 23, 1, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 5:
//Top and bottom
createentity(-150, 58, 23, 0, 0);
createentity(-150, 58 + (5 * 20), 23, 0, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 1;
break;
case 6:
//Middle
createentity(-150, 58 + (2 * 20), 23, 0, 0);
createentity(-150, 58 + (3 * 20), 23, 0, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 7:
//Top and bottom
createentity(320+150, 58, 23, 1, 0);
createentity(320+150, 58 + (5 * 20), 23, 1, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 1;
break;
case 8:
//Middle
createentity(320+150, 58 + (2 * 20), 23, 1, 0);
createentity(320+150, 58 + (3 * 20), 23, 1, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 9:
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(320 + 150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
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game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
}
}
else if (t == 1)
{
//Game 2, super gravitron
switch(game.swnstate)
{
case 0:
//Choose either simple or filler
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swnstate2 = int(fRandom() * 100);
if (game.swnstate2 < 25)
{
//simple
game.swnstate = 2;
game.swndelay = 0;
}
else
{
//filler
game.swnstate = 4;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 1:
//complex chain
game.swnstate2 = int(fRandom() * 8);
if (game.swnstate2 == 0)
{
game.swnstate = 10;
game.swndelay = 0;
}
else if (game.swnstate2 == 1)
{
game.swnstate = 12;
game.swndelay = 0;
}
else if (game.swnstate2 == 2)
{
game.swnstate = 14;
game.swndelay = 0;
}
else if (game.swnstate2 == 3)
{
game.swnstate = 20;
game.swndelay = 0;
}
else if (game.swnstate2 == 4)
{
game.swnstate = 21;
game.swndelay = 0;
}
else if (game.swnstate2 == 5)
{
game.swnstate = 22;
game.swndelay = 0;
}
else if (game.swnstate2 == 6)
{
game.swnstate = 22;
game.swndelay = 0;
}
else if (game.swnstate2 == 7)
{
game.swnstate = 14;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 2:
//simple chain
game.swnstate2 = int(fRandom() * 6);
if (game.swnstate2 == 0)
{
game.swnstate = 23;
game.swndelay = 0;
}
else if (game.swnstate2 == 1)
{
game.swnstate = 24;
game.swndelay = 0;
}
else if (game.swnstate2 == 2)
{
game.swnstate = 25;
game.swndelay = 0;
}
else if (game.swnstate2 == 3)
{
game.swnstate = 26;
game.swndelay = 0;
}
else if (game.swnstate2 == 4)
{
game.swnstate = 27;
game.swndelay = 0;
}
else if (game.swnstate2 == 5)
{
game.swnstate = 14;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 3:
//Choose a major action
game.swnstate2 = int(fRandom() * 100);
if (game.swnstate2 < 25)
{
//complex
game.swnstate = 1;
game.swndelay = 0;
}
else
{
//simple
game.swnstate = 2;
game.swndelay = 0;
}
break;
case 4:
//filler chain
game.swnstate2 = int(fRandom() * 6);
if (game.swnstate2 == 0)
{
game.swnstate = 28;
game.swndelay = 0;
}
else if (game.swnstate2 == 1)
{
game.swnstate = 29;
game.swndelay = 0;
}
else if (game.swnstate2 == 2)
{
game.swnstate = 28;
game.swndelay = 0;
}
else if (game.swnstate2 == 3)
{
game.swnstate = 29;
game.swndelay = 0;
}
else if (game.swnstate2 == 4)
{
game.swnstate = 30;
game.swndelay = 0;
}
else if (game.swnstate2 == 5)
{
game.swnstate = 31;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 10:
gravcreate(0, 0);
gravcreate(1, 0);
gravcreate(2, 0);
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game.swnstate++;
game.swndelay = 10; //return to decision state
break;
case 11:
gravcreate(3, 0);
gravcreate(4, 0);
gravcreate(5, 0);
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game.swnstate2++;
if(game.swnstate2==3)
{
game.swnstate = 0;
game.swndelay = 30; //return to decision state
}
else
{
game.swnstate--;
game.swndelay = 10; //return to decision state
}
break;
case 12:
gravcreate(0, 1);
gravcreate(1, 1);
gravcreate(2, 1);
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game.swnstate++;
game.swndelay = 10; //return to decision state
break;
case 13:
gravcreate(3, 1);
gravcreate(4, 1);
gravcreate(5, 1);
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game.swnstate2++;
if(game.swnstate2==3)
{
game.swnstate = 0;
game.swndelay = 30; //return to decision state
}
else
{
game.swnstate--;
game.swndelay = 10; //return to decision state
}
break;
case 14:
gravcreate(0, 0, 0);
gravcreate(5, 1, 0);
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game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 15:
gravcreate(1, 0);
gravcreate(4, 1);
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game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 16:
gravcreate(2, 0);
gravcreate(3, 1);
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game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 17:
gravcreate(3, 0);
gravcreate(2, 1);
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game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 18:
gravcreate(4, 0);
gravcreate(1, 1);
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game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 19:
gravcreate(5, 0);
gravcreate(0, 1);
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game.swnstate=0;
game.swndelay = 20; //return to decision state
break;
case 20:
game.swnstate4++;
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
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if(game.swnstate4<=6)
{
game.swnstate = 20;
game.swndelay = 10; //return to decision state
}
else
{
game.swnstate = 0;
game.swndelay = 10; //return to decision state
}
break;
case 21:
game.swnstate4++;
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(320+150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
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if(game.swnstate4<=6)
{
game.swnstate = 21;
game.swndelay = 10; //return to decision state
}
else
{
game.swnstate = 0;
game.swndelay = 10; //return to decision state
}
break;
case 22:
game.swnstate4++;
//left and right compliments
game.swnstate2 = int(fRandom() * 6);
createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(320 + 150, 58 + ((5 - game.swnstate2) * 20), 23, 1, 0);
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if(game.swnstate4<=12)
{
game.swnstate = 22;
game.swndelay = 18; //return to decision state
}
else
{
game.swnstate = 0;
game.swndelay = 18; //return to decision state
}
game.swnstate2 = 0;
break;
case 23:
gravcreate(1, 0);
gravcreate(2, 0, 15);
gravcreate(2, 0, -15);
gravcreate(3, 0, 15);
gravcreate(3, 0, -15);
gravcreate(4, 0);
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game.swnstate = 0;
game.swndelay = 15; //return to decision state
break;
case 24:
gravcreate(1, 1);
gravcreate(2, 1, 15);
gravcreate(2, 1, -15);
gravcreate(3, 1, 15);
gravcreate(3, 1, -15);
gravcreate(4, 1);
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game.swnstate = 0;
game.swndelay = 15; //return to decision state
break;
case 25:
gravcreate(0, 0);
gravcreate(1, 1,0,10);
gravcreate(4, 1,0,-10);
gravcreate(5, 0);
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game.swnstate = 0;
game.swndelay = 20; //return to decision state
break;
case 26:
gravcreate(0, 1, 0);
gravcreate(1, 1, 10);
gravcreate(4, 1, 40);
gravcreate(5, 1, 50);
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game.swnstate = 0;
game.swndelay = 20; //return to decision state
break;
case 27:
gravcreate(0, 0, 0);
gravcreate(1, 0, 10);
gravcreate(4, 0, 40);
gravcreate(5, 0, 50);
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game.swnstate = 0;
game.swndelay = 20; //return to decision state
break;
case 28:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 6);
createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
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if(game.swnstate4<=6)
{
game.swnstate = 28;
game.swndelay = 8; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 29:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 6);
gravcreate(game.swnstate2, 1);
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if(game.swnstate4<=6)
{
game.swnstate = 29;
game.swndelay = 8; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 30:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 3);
gravcreate(game.swnstate2, 0);
gravcreate(5-game.swnstate2, 0);
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if(game.swnstate4<=2)
{
game.swnstate = 30;
game.swndelay = 14; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 31:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 3);
gravcreate(game.swnstate2, 1);
gravcreate(5-game.swnstate2, 1);
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if(game.swnstate4<=2)
{
game.swnstate = 31;
game.swndelay = 14; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
}
}
}
else
{
game.swndelay--;
}
}
void entityclass::createblock( int t, int xp, int yp, int w, int h, int trig /*= 0*/, const std::string& script /*= ""*/ )
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{
k = blocks.size();
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blockclass block;
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switch(t)
{
case BLOCK: //Block
block.type = BLOCK;
block.xp = xp;
block.yp = yp;
block.wp = w;
block.hp = h;
block.rectset(xp, yp, w, h);
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break;
case TRIGGER: //Trigger
block.type = TRIGGER;
block.x = xp;
block.y = yp;
block.wp = w;
block.hp = h;
block.rectset(xp, yp, w, h);
block.trigger = trig;
block.script = script;
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break;
case DAMAGE: //Damage
block.type = DAMAGE;
block.x = xp;
block.y = yp;
block.wp = w;
block.hp = h;
block.rectset(xp, yp, w, h);
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break;
case DIRECTIONAL: //Directional
block.type = DIRECTIONAL;
block.x = xp;
block.y = yp;
block.wp = w;
block.hp = h;
block.rectset(xp, yp, w, h);
block.trigger = trig;
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break;
case SAFE: //Safe block
block.type = SAFE;
block.xp = xp;
block.yp = yp;
block.wp = w;
block.hp = h;
block.rectset(xp, yp, w, h);
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break;
case ACTIVITY: //Activity Zone
block.type = ACTIVITY;
block.x = xp;
block.y = yp;
block.wp = w;
block.hp = h;
block.rectset(xp, yp, w, h);
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//Ok, each and every activity zone in the game is initilised here. "Trig" in this case is a variable that
//assigns all the details.
switch(trig)
{
case 0: //testing zone
block.prompt = "Press ENTER to explode";
block.script = "intro";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=1;
break;
case 1:
block.prompt = "Press ENTER to talk to Violet";
block.script = "talkpurple";
block.setblockcolour("purple");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 2:
block.prompt = "Press ENTER to talk to Vitellary";
block.script = "talkyellow";
block.setblockcolour("yellow");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 3:
block.prompt = "Press ENTER to talk to Vermilion";
block.script = "talkred";
block.setblockcolour("red");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 4:
block.prompt = "Press ENTER to talk to Verdigris";
block.script = "talkgreen";
block.setblockcolour("green");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 5:
block.prompt = "Press ENTER to talk to Victoria";
block.script = "talkblue";
block.setblockcolour("blue");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 6:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_station_1";
block.setblockcolour("orange");
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trig=0;
break;
case 7:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_1";
block.setblockcolour("orange");
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trig=0;
break;
case 8:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_2";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 9:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_3";
block.setblockcolour("orange");
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trig=0;
break;
case 10:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_4";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 11:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_5";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 12:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_6";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 13:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_finallevel";
block.setblockcolour("orange");
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trig=0;
break;
case 14:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_station_2";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 15:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_station_3";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 16:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_station_4";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 17:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_warp_1";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 18:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_warp_2";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 19:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_lab_1";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 20:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_lab_2";
block.setblockcolour("orange");
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trig=0;
break;
case 21:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_secretlab";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 22:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_shipcomputer";
block.setblockcolour("orange");
2020-01-01 21:29:24 +01:00
trig=0;
break;
case 23:
block.prompt = "Press ENTER to activate terminals";
block.script = "terminal_radio";
block.setblockcolour("orange");
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trig=0;
break;
case 24:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_jukebox";
block.setblockcolour("orange");
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trig=0;
break;
case 25:
block.prompt = "Passion for Exploring";
block.script = "terminal_juke1";
block.setblockcolour("orange");
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trig=0;
break;
case 26:
block.prompt = "Pushing Onwards";
block.script = "terminal_juke2";
block.setblockcolour("orange");
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trig=0;
break;
case 27:
block.prompt = "Positive Force";
block.script = "terminal_juke3";
block.setblockcolour("orange");
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trig=0;
break;
case 28:
block.prompt = "Presenting VVVVVV";
block.script = "terminal_juke4";
block.setblockcolour("orange");
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trig=0;
break;
case 29:
block.prompt = "Potential for Anything";
block.script = "terminal_juke5";
block.setblockcolour("orange");
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trig=0;
break;
case 30:
block.prompt = "Predestined Fate";
block.script = "terminal_juke6";
block.setblockcolour("orange");
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trig=0;
break;
case 31:
block.prompt = "Pipe Dream";
block.script = "terminal_juke7";
block.setblockcolour("orange");
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trig=0;
break;
case 32:
block.prompt = "Popular Potpourri";
block.script = "terminal_juke8";
block.setblockcolour("orange");
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trig=0;
break;
case 33:
block.prompt = "Pressure Cooker";
block.script = "terminal_juke9";
block.setblockcolour("orange");
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trig=0;
break;
case 34:
block.prompt = "ecroF evitisoP";
block.script = "terminal_juke10";
block.setblockcolour("orange");
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trig=0;
break;
case 35:
block.prompt = "Press ENTER to activate terminal";
block.script = "custom_"+customscript;
block.setblockcolour("orange");
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trig=0;
break;
}
break;
}
blocks.push_back(block);
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}
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
// Remove entity, and return true if entity was successfully removed
bool entityclass::removeentity(int t)
{
if (!INBOUNDS_VEC(t, entities))
{
puts("removeentity() out-of-bounds!");
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return true;
}
if (entities[t].rule == 0 && t == getplayer())
{
// Don't remove the player entity!
return false;
}
entities.erase(entities.begin() + t);
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return true;
}
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void entityclass::removeallblocks()
{
blocks.clear();
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}
void entityclass::removeblock( int t )
{
if (!INBOUNDS_VEC(t, blocks))
{
puts("removeblock() out-of-bounds!");
return;
}
blocks.erase(blocks.begin() + t);
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}
void entityclass::removeblockat( int x, int y )
{
for (size_t i = 0; i < blocks.size(); i++)
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{
if(blocks[i].xp == int(x) && blocks[i].yp == int(y)) removeblock_iter(i);
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}
}
void entityclass::moveblockto(int x1, int y1, int x2, int y2, int w, int h)
{
for (size_t i = 0; i < blocks.size(); i++)
{
if (blocks[i].xp == x1 && blocks[i].yp == y1)
{
blocks[i].xp = x2;
blocks[i].yp = y2;
blocks[i].wp = w;
blocks[i].hp = h;
blocks[i].rectset(blocks[i].xp, blocks[i].yp, blocks[i].wp, blocks[i].hp);
break;
}
}
}
void entityclass::nocollisionat(int x, int y)
{
for (size_t i = 0; i < blocks.size(); i++)
{
if (blocks[i].xp == x && blocks[i].yp == y)
{
blocks[i].wp = 0;
blocks[i].hp = 0;
blocks[i].rect.w = blocks[i].wp;
blocks[i].rect.h = blocks[i].hp;
}
}
}
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void entityclass::removetrigger( int t )
{
for(size_t i=0; i<blocks.size(); i++)
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{
if(blocks[i].type == TRIGGER && blocks[i].trigger == t)
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{
removeblock_iter(i);
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}
}
}
void entityclass::copylinecross( int t )
{
if (!INBOUNDS_VEC(t, entities))
{
puts("copylinecross() out-of-bounds!");
return;
}
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//Copy entity t into the first free linecrosskludge entity
linecrosskludge.push_back(entities[t]);
2020-01-01 21:29:24 +01:00
}
void entityclass::revertlinecross( int t, int s )
{
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(s, linecrosskludge))
{
puts("revertlinecross() out-of-bounds!");
return;
}
2020-01-01 21:29:24 +01:00
//Restore entity t info from linecrossing s
entities[t].onentity = linecrosskludge[s].onentity;
entities[t].state = linecrosskludge[s].state;
entities[t].life = linecrosskludge[s].life;
}
bool entityclass::gridmatch( int p1, int p2, int p3, int p4, int p11, int p21, int p31, int p41 )
{
if (p1 == p11 && p2 == p21 && p3 == p31 && p4 == p41) return true;
return false;
}
int entityclass::crewcolour( int t )
{
//Return the colour of the indexed crewmate
switch(t)
{
case 0:
return 0;
break;
case 1:
return 20;
break;
case 2:
return 14;
break;
case 3:
return 15;
break;
case 4:
return 13;
break;
case 5:
return 16;
break;
}
return 0;
}
void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, float vy /*= 0*/, int p1 /*= 0*/, int p2 /*= 0*/, int p3 /*= 320*/, int p4 /*= 240 */ )
2020-01-01 21:29:24 +01:00
{
k = entities.size();
2020-01-01 21:29:24 +01:00
//Size 0 is a sprite
//Size 1 is a tile
//Beyond that are special cases (to do)
//Size 2 is a moving platform of width 4 (32)
//Size 3 is apparently a "bug chunky pixel"
//Size 4 is a coin/small pickup
//Size 5 is a horizontal line, 6 is vertical
//Rule 0 is the playable character
//Rule 1 is anything harmful
//Rule 2 is anything decorative (no collisions)
//Rule 3 is anything that results in an entity to entity collision and state change
//Rule 4 is a horizontal line, 5 is vertical
//Rule 6 is a crew member
#if !defined(NO_CUSTOM_LEVELS)
// Special case for gray Warp Zone tileset!
int room = game.roomx-100 + (game.roomy-100) * ed.maxwidth;
bool custom_gray = INBOUNDS_ARR(room, ed.level)
&& ed.level[room].tileset == 3 && ed.level[room].tilecol == 6;
#else
bool custom_gray = false;
#endif
entclass entity;
entity.xp = xp;
entity.yp = yp;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entity.lerpoldxp = xp;
entity.lerpoldyp = yp;
entity.type = t;
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switch(t)
{
case 0: //Player
entity.rule = 0; //Playable character
entity.tile = 0;
entity.colour = 0;
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
if( (vx)==1) entity.invis = true;
entity.gravity = true;
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break;
case 1: //Simple enemy, bouncing off the walls
entity.rule = 1;
entity.behave = vx;
entity.para = vy;
entity.w = 16;
entity.h = 16;
entity.cx = 0;
entity.cy = 0;
entity.x1 = p1;
entity.y1 = p2;
entity.x2 = p3;
entity.y2 = p4;
entity.harmful = true;
entity.tile = 24;
entity.animate = 0;
entity.colour = 8;
2020-01-01 21:29:24 +01:00
if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117))
{
entity.setenemy(0);
entity.setenemyroom(game.roomx, game.roomy); //For colour
2020-01-01 21:29:24 +01:00
}
else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108))
{
entity.setenemy(1);
entity.setenemyroom(game.roomx, game.roomy); //For colour
2020-01-01 21:29:24 +01:00
}
else if (game.roomx == 113 && game.roomy == 107)
{
//MAVVERRRICK
entity.tile = 96;
entity.colour = 6;
entity.size = 9;
entity.w = 64;
entity.h = 44;
entity.animate = 4;
2020-01-01 21:29:24 +01:00
}
else
{
entity.setenemyroom(game.roomx, game.roomy);
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}
break;
case 2: //A moving platform
entity.rule = 2;
entity.type = 1;
entity.size = 2;
entity.tile = 1;
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if (customplatformtile > 0){
entity.tile = customplatformtile;
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}else if (platformtile > 0) {
entity.tile = platformtile;
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}else{
//appearance again depends on location
if (gridmatch(p1, p2, p3, p4, 100, 70, 320, 160)) entity.tile = 616;
if (gridmatch(p1, p2, p3, p4, 72, 0, 248, 240)) entity.tile = 610;
if (gridmatch(p1, p2, p3, p4, -20, 0, 320, 240)) entity.tile = 413;
2020-01-01 21:29:24 +01:00
if (gridmatch(p1, p2, p3, p4, -96, -72, 400, 312)) entity.tile = 26;
if (gridmatch(p1, p2, p3, p4, -32, -40, 352, 264)) entity.tile = 27;
2020-01-01 21:29:24 +01:00
}
entity.w = 32;
entity.h = 8;
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if (int(vx) <= 1) vertplatforms = true;
if (int(vx) >= 2 && int(vx) <= 5) horplatforms = true;
if (int(vx) == 14 || int(vx) == 15) horplatforms = true; //special case for last part of Space Station
if (int(vx) >= 6 && int(vx) <= 7) vertplatforms = true;
2020-01-01 21:29:24 +01:00
if (int(vx) >= 10 && int(vx) <= 11)
{
//Double sized threadmills
entity.w = 64;
entity.h = 8;
2020-01-01 21:29:24 +01:00
vx -= 2;
entity.size = 8;
2020-01-01 21:29:24 +01:00
}
entity.behave = vx;
entity.para = vy;
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if (int(vx) >= 8 && int(vx) <= 9)
{
horplatforms = true; //threadmill!
entity.animate = 10;
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if(customplatformtile>0){
entity.tile = customplatformtile+4;
if (int(vx) == 8) entity.tile += 4;
if (int(vx) == 9) entity.animate = 11;
2020-01-01 21:29:24 +01:00
}else{
entity.settreadmillcolour(game.roomx, game.roomy);
if (int(vx) == 8) entity.tile += 40;
if (int(vx) == 9) entity.animate = 11;
2020-01-01 21:29:24 +01:00
}
}
else
{
entity.animate = 100;
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}
entity.x1 = p1;
entity.y1 = p2;
entity.x2 = p3;
entity.y2 = p4;
2020-01-01 21:29:24 +01:00
entity.isplatform = true;
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createblock(0, xp, yp, 32, 8);
break;
case 3: //Disappearing platforms
entity.rule = 3;
entity.type = 2;
entity.size = 2;
entity.tile = 2;
2020-01-01 21:29:24 +01:00
//appearance again depends on location
if(customplatformtile>0)
{
entity.tile=customplatformtile;
2020-01-01 21:29:24 +01:00
}
else if (vx > 0)
{
entity.tile = int(vx);
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}
else
{
if(game.roomx==49 && game.roomy==52) entity.tile = 18;
if (game.roomx == 50 && game.roomy == 52) entity.tile = 22;
2020-01-01 21:29:24 +01:00
}
entity.cy = -1;
entity.w = 32;
entity.h = 10;
entity.behave = vx;
entity.para = vy;
entity.onentity = 1;
entity.animate = 100;
2020-01-01 21:29:24 +01:00
createblock(0, xp, yp, 32, 8);
break;
case 4: //Breakable blocks
entity.rule = 6;
entity.type = 3;
entity.size = 1;
entity.tile = 10;
entity.cy = -1;
entity.w = 8;
entity.h = 10;
entity.behave = vx;
entity.para = vy;
entity.onentity = 1;
entity.animate = 100;
2020-01-01 21:29:24 +01:00
createblock(0, xp, yp, 8, 8);
break;
case 5: //Gravity Tokens
entity.rule = 3;
entity.type = 4;
entity.size = 0;
entity.tile = 11;
entity.w = 16;
entity.h = 16;
entity.behave = vx;
entity.para = vy;
entity.onentity = 1;
entity.animate = 100;
2020-01-01 21:29:24 +01:00
break;
case 6: //Decorative particles
entity.rule = 2;
entity.type = 5; //Particles
entity.colour = 1;
entity.size = 3;
entity.vx = vx;
entity.vy = vy;
entity.life = 12;
2020-01-01 21:29:24 +01:00
break;
case 7: //Decorative particles
entity.rule = 2;
entity.type = 5; //Particles
entity.colour = 2;
entity.size = 3;
entity.vx = vx;
entity.vy = vy;
entity.life = 12;
2020-01-01 21:29:24 +01:00
break;
case 8: //Small collectibles
entity.rule = 3;
entity.type = 6;
entity.size = 4;
entity.tile = 48;
entity.w = 8;
entity.h = 8;
entity.onentity = 1;
entity.animate = 100;
2020-01-01 21:29:24 +01:00
//Check if it's already been collected
entity.para = vx;
if (!INBOUNDS_ARR(vx, collect) || collect[(int) vx]) return;
2020-01-01 21:29:24 +01:00
break;
case 9: //Something Shiny
entity.rule = 3;
entity.type = 7;
entity.size = 0;
entity.tile = 22;
entity.w = 16;
entity.h = 16;
entity.colour = 3;
entity.onentity = 1;
entity.animate = 100;
2020-01-01 21:29:24 +01:00
//Check if it's already been collected
entity.para = vx;
if (!INBOUNDS_ARR(vx, collect) || collect[(int) vx]) return;
2020-01-01 21:29:24 +01:00
break;
case 10: //Savepoint
entity.rule = 3;
entity.type = 8;
entity.size = 0;
entity.tile = 20 + vx;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
2020-01-01 21:29:24 +01:00
if (game.savepoint == (vy))
{
entity.colour = 5;
entity.onentity = 0;
2020-01-01 21:29:24 +01:00
}
if (game.nodeathmode)
{
return;
2020-01-01 21:29:24 +01:00
}
break;
case 11: //Horizontal Gravity Line
entity.rule = 4;
entity.type = 9;
entity.size = 5;
entity.life = 0;
entity.w = vx;
entity.h = 1;
entity.onentity = 1;
2020-01-01 21:29:24 +01:00
break;
case 12: //Vertical Gravity Line
entity.rule = 5;
entity.type = 10;
entity.size = 6;
entity.life = 0;
entity.w = 1;
entity.h = vx;
//entity.colour = 0;
entity.onentity = 1;
2020-01-01 21:29:24 +01:00
break;
case 13: //Warp token
entity.rule = 3;
entity.type = 11;
entity.size = 0;
entity.tile = 18;
entity.w = 16;
entity.h = 16;
entity.colour = 10;
entity.onentity = 1;
entity.animate = 2;
2020-01-01 21:29:24 +01:00
//Added in port, hope it doesn't break anything
entity.behave = vx;
entity.para = vy;
2020-01-01 21:29:24 +01:00
break;
case 14: // Teleporter
entity.rule = 3;
entity.type = 100;
entity.size = 7;
entity.tile = 1; //inactive
entity.w = 96;
entity.h = 96;
entity.colour = 100;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
2020-01-01 21:29:24 +01:00
break;
case 15: // Crew Member (warp zone)
entity.rule = 6;
entity.type = 12; //A special case!
entity.tile = 144;
entity.colour = 13; //144 for sad :(
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 0;
entity.state = vx;
entity.gravity = true;
2020-01-01 21:29:24 +01:00
break;
case 16: // Crew Member, upside down (space station)
entity.rule = 7;
entity.type = 12; //A special case!
entity.tile = 144+6;
entity.colour = 14; //144 for sad (upside down+12):(
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
entity.state = vx;
entity.gravity = true;
2020-01-01 21:29:24 +01:00
break;
case 17: // Crew Member (Lab)
entity.rule = 6;
entity.type = 12; //A special case!
entity.tile = 144;
entity.colour = 16; //144 for sad :(
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
entity.state = vx;
entity.gravity = true;
2020-01-01 21:29:24 +01:00
break;
case 18: // Crew Member (Ship)
//This is the scriping crewmember
entity.rule = 6;
entity.type = 12; //A special case!
entity.colour = vx;
2020-01-01 21:29:24 +01:00
if (int(vy) == 0)
{
entity.tile = 0;
2020-01-01 21:29:24 +01:00
}
else
{
entity.tile = 144;
2020-01-01 21:29:24 +01:00
}
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 0;
2020-01-01 21:29:24 +01:00
entity.state = p1;
entity.para = p2;
2020-01-01 21:29:24 +01:00
if (p1 == 17)
{
entity.dir = p2;
2020-01-01 21:29:24 +01:00
}
entity.gravity = true;
2020-01-01 21:29:24 +01:00
break;
case 19: // Crew Member (Ship) More tests!
entity.rule = 6;
entity.type = 12; //A special case!
entity.tile = 0;
entity.colour = 6; //54 for sad :(
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
entity.state = vx;
entity.gravity = true;
2020-01-01 21:29:24 +01:00
break;
case 20: //Terminal
entity.rule = 3;
entity.type = 13;
entity.size = 0;
entity.tile = 16 + vx;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
2020-01-01 21:29:24 +01:00
break;
case 21: //as above, except doesn't highlight
entity.rule = 3;
entity.type = 13;
entity.size = 0;
entity.tile = 16 + vx;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 0;
entity.animate = 100;
entity.para = vy;
2020-01-01 21:29:24 +01:00
break;
case 22: //Fake trinkets, only appear if you've collected them
entity.rule = 3;
entity.type = 7;
entity.size = 0;
entity.tile = 22;
entity.w = 16;
entity.h = 16;
entity.colour = 3;
entity.onentity = 0;
entity.animate = 100;
2020-01-01 21:29:24 +01:00
//Check if it's already been collected
entity.para = vx;
if (INBOUNDS_ARR(vx, collect) && !collect[(int) vx]) return;
2020-01-01 21:29:24 +01:00
break;
case 23: //SWN Enemies
//Given a different behavior, these enemies are especially for SWN mode and disappear outside the screen.
entity.rule = 1;
entity.type = 23;
entity.behave = vx;
entity.para = vy;
entity.w = 16;
entity.h = 16;
entity.cx = 0;
entity.cy = 0;
entity.x1 = -2000;
entity.y1 = -100;
entity.x2 = 5200;
entity.y2 = 340;
entity.harmful = true;
2020-01-01 21:29:24 +01:00
//initilise tiles here based on behavior
entity.size = 12; //don't wrap around
entity.colour = 21;
entity.tile = 78; //default case
entity.animate = 1;
2020-01-01 21:29:24 +01:00
if (game.swngame == 1)
{
//set colour based on current state
entity.colour = swncolour(game.swncolstate);
2020-01-01 21:29:24 +01:00
}
break;
case 24: // Super Crew Member
//This special crewmember is way more advanced than the usual kind, and can interact with game objects
entity.rule = 6;
entity.type = 14; //A special case!
entity.colour = vx;
2020-01-01 21:29:24 +01:00
if( (vx)==16)
{
//victoria is sad!
if (int(vy) == 2) vy = 1;
}
else
{
if (int(vy) == 2) vy = 0;
}
if (int(vy) == 0)
{
entity.tile = 0;
2020-01-01 21:29:24 +01:00
}
else
{
entity.tile = 144;
2020-01-01 21:29:24 +01:00
}
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
entity.x1 = -2000;
entity.y1 = -100;
entity.x2 = 5200;
entity.y2 = 340;
entity.state = p1;
entity.para = p2;
2020-01-01 21:29:24 +01:00
if (p1 == 17)
{
entity.dir = p2;
2020-01-01 21:29:24 +01:00
}
entity.gravity = true;
2020-01-01 21:29:24 +01:00
break;
case 25: //Trophies
entity.rule = 3;
entity.type = 15;
entity.size = 0;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
2020-01-01 21:29:24 +01:00
//Decide tile here based on given achievement: both whether you have them and what they are
//default is just a trophy base:
entity.tile = 180 + vx;
2020-01-01 21:29:24 +01:00
switch(int(vy))
{
case 1:
if(game.bestrank[0]>=3)
{
entity.tile = 184 + vx;
entity.colour = 31;
2020-01-01 21:29:24 +01:00
}
break;
case 2:
if(game.bestrank[1]>=3)
{
entity.tile = 186 + vx;
entity.colour = 33;
2020-01-01 21:29:24 +01:00
}
break;
case 3:
if(game.bestrank[2]>=3)
{
entity.tile = 184 + vx;
entity.colour = 35;
2020-01-01 21:29:24 +01:00
}
break;
case 4:
if(game.bestrank[3]>=3)
{
entity.tile = 184 + vx;
entity.colour = 30;
2020-01-01 21:29:24 +01:00
}
break;
case 5:
if(game.bestrank[4]>=3)
{
entity.tile = 184 + vx;
entity.colour = 34;
2020-01-01 21:29:24 +01:00
}
break;
case 6:
if(game.bestrank[5]>=3)
{
entity.tile = 184 + vx;
entity.colour = 32;
2020-01-01 21:29:24 +01:00
}
break;
case 7:
if(game.unlock[5])
{
entity.tile = 188 + vx;
entity.colour = 37;
entity.h += 3;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entity.lerpoldyp -= 3;
entity.yp -= 3;
2020-01-01 21:29:24 +01:00
}
break;
case 8:
if(game.unlock[19])
{
entity.tile = 188 + vx;
entity.colour = 37;
entity.h += 3;
2020-01-01 21:29:24 +01:00
}
break;
case 9:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 50)
{
entity.tile = 182 + vx;
entity.colour = 40;
2020-01-01 21:29:24 +01:00
}
}
break;
case 10:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 100)
{
entity.tile = 182 + vx;
entity.colour = 36;
2020-01-01 21:29:24 +01:00
}
}
break;
case 11:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 250)
{
entity.tile = 182 + vx;
entity.colour = 38;
2020-01-01 21:29:24 +01:00
}
}
break;
case 12:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 500)
{
entity.tile = 182 + vx;
entity.colour = 39;
2020-01-01 21:29:24 +01:00
}
}
break;
case 13:
if(game.swnbestrank>=1)
{
entity.tile = 182 + vx;
entity.colour = 39;
2020-01-01 21:29:24 +01:00
}
break;
case 14:
if(game.swnbestrank>=2)
{
entity.tile = (182 + vx);
entity.colour = 39;
2020-01-01 21:29:24 +01:00
}
break;
case 15:
if(game.swnbestrank>=3)
{
entity.tile = (182 + vx);
entity.colour = 39;
2020-01-01 21:29:24 +01:00
}
break;
case 16:
if(game.swnbestrank>=4)
{
entity.tile = (182 + vx);
entity.colour = 38;
2020-01-01 21:29:24 +01:00
}
break;
case 17:
if(game.swnbestrank>=5)
{
entity.tile = (182 + vx);
entity.colour = 36;
2020-01-01 21:29:24 +01:00
}
break;
case 18:
if(game.swnbestrank>=6)
{
entity.tile = (182 + vx);
entity.colour = 40;
2020-01-01 21:29:24 +01:00
}
break;
case 19:
if(game.unlock[20])
{
entity.tile = 3;
entity.colour = 102;
entity.size = 13;
entity.xp -= 64;
entity.yp -= 128;
2020-01-01 21:29:24 +01:00
}
break;
}
break;
case 26: //Epilogue super warp token
entity.rule = 3;
entity.type = 11;
entity.size = 0;
entity.tile = 18;
entity.w = 16;
entity.h = 16;
entity.colour = 3;
entity.onentity = 0;
entity.animate = 100;
entity.para = vy;
entity.size = 13;
2020-01-01 21:29:24 +01:00
break;
case 51: //Vertical Warp Line
entity.rule = 5;
entity.type = 51;
entity.size = 6;
entity.life = 0;
entity.w = 1;
entity.h = vx;
//entity.colour = 0;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
2020-01-01 21:29:24 +01:00
break;
case 52: //Vertical Warp Line
entity.rule = 5;
entity.type = 52;
entity.size = 6;
entity.life = 0;
entity.w = 1;
entity.h = vx;
//entity.colour = 0;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
2020-01-01 21:29:24 +01:00
break;
case 53: //Horizontal Warp Line
entity.rule = 7;
entity.type = 53;
entity.size = 5;
entity.life = 0;
entity.w = vx;
entity.h = 1;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
2020-01-01 21:29:24 +01:00
break;
case 54: //Horizontal Warp Line
entity.rule = 7;
entity.type = 54;
entity.size = 5;
entity.life = 0;
entity.w = vx;
entity.h = 1;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
2020-01-01 21:29:24 +01:00
break;
case 55: // Crew Member (custom, collectable)
//1 - position in array
//2 - colour
entity.rule = 3;
entity.type = 55;
2020-01-01 21:29:24 +01:00
if(customcrewmoods[int(vy)]==1){
entity.tile = 144;
2020-01-01 21:29:24 +01:00
}else{
entity.tile = 0;
2020-01-01 21:29:24 +01:00
}
entity.colour = crewcolour(int(vy));
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 0;
2020-01-01 21:29:24 +01:00
entity.state = 0;
entity.onentity = 1;
//entity.state = vx;
2020-01-01 21:29:24 +01:00
entity.gravity = true;
2020-01-01 21:29:24 +01:00
//Check if it's already been collected
entity.para = vx;
if (!INBOUNDS_ARR(vx, customcollect) || customcollect[(int) vx]) return;
2020-01-01 21:29:24 +01:00
break;
case 56: //Custom enemy
entity.rule = 1;
entity.type = 1;
entity.behave = vx;
entity.para = vy;
entity.w = 16;
entity.h = 16;
entity.cx = 0;
entity.cy = 0;
entity.x1 = p1;
entity.y1 = p2;
entity.x2 = p3;
entity.y2 = p4;
entity.harmful = true;
2020-01-01 21:29:24 +01:00
switch(customenemy){
case 0: entity.setenemyroom(4+100, 0+100); break;
case 1: entity.setenemyroom(2+100, 0+100); break;
case 2: entity.setenemyroom(12+100, 3+100); break;
case 3: entity.setenemyroom(13+100, 12+100); break;
case 4: entity.setenemyroom(16+100, 9+100); break;
case 5: entity.setenemyroom(19+100, 1+100); break;
case 6: entity.setenemyroom(19+100, 2+100); break;
case 7: entity.setenemyroom(18+100, 3+100); break;
case 8: entity.setenemyroom(16+100, 0+100); break;
case 9: entity.setenemyroom(14+100, 2+100); break;
default: entity.setenemyroom(4+100, 0+100); break;
2020-01-01 21:29:24 +01:00
}
//Set colour based on room tile
//Set custom colours
if(customplatformtile>0){
int entcol=(customplatformtile/12);
switch(entcol){
//RED
case 3: case 7: case 12: case 23: case 28:
case 34: case 42: case 48: case 58:
entity.colour = 6; break;
2020-01-01 21:29:24 +01:00
//GREEN
case 5: case 9: case 22: case 25: case 29:
case 31: case 38: case 46: case 52: case 53:
entity.colour = 7; break;
2020-01-01 21:29:24 +01:00
//BLUE
case 1: case 6: case 14: case 27: case 33:
case 44: case 50: case 57:
entity.colour = 12; break;
2020-01-01 21:29:24 +01:00
//YELLOW
case 4: case 17: case 24: case 30: case 37:
case 45: case 51: case 55:
entity.colour = 9; break;
2020-01-01 21:29:24 +01:00
//PURPLE
case 2: case 11: case 15: case 19: case 32:
case 36: case 49:
entity.colour = 20; break;
2020-01-01 21:29:24 +01:00
//CYAN
case 8: case 10: case 13: case 18: case 26:
case 35: case 41: case 47: case 54:
entity.colour = 11; break;
2020-01-01 21:29:24 +01:00
//PINK
case 16: case 20: case 39: case 43: case 56:
entity.colour = 8; break;
2020-01-01 21:29:24 +01:00
//ORANGE
case 21: case 40:
entity.colour = 17; break;
2020-01-01 21:29:24 +01:00
default:
entity.colour = 6;
2020-01-01 21:29:24 +01:00
break;
}
}
if(custom_gray){
entity.colour = 18;
}
2020-01-01 21:29:24 +01:00
break;
}
entity.drawframe = entity.tile;
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
2020-05-01 02:34:37 +02:00
if (!entity.invis)
{
entity.updatecolour();
}
if (entity.type == 1)
{
switch (entity.animate)
{
case 0: // Simple Loop
case 1: // Simple Loop
case 2: // Simpler Loop (just two frames)
case 5: // Simpler Loop (just two frames) (slower)
case 7: // Simpler Loop (just two frames) (slower) (with directions!)
case 11: // Conveyor right
entity.drawframe++;
break;
case 3: // Simpler Loop (just two frames, but double sized)
case 4: // Simpler Loop (just two frames, but double sized) (as above, but slower)
case 6: // Normal Loop (four frames, double sized)
entity.drawframe += 2;
break;
case 10: // Conveyor left
entity.drawframe += 3;
break;
default:
break;
}
}
else if (entity.type == 2 && entity.animate == 2)
{
entity.drawframe++;
}
// Make sure our crewmates are facing the player if applicable
// Also make sure they're flipped if they're flipped
// FIXME: Duplicated from updateentities!
if (entity.rule == 6 || entity.rule == 7)
{
if (entity.tile == 144 || entity.tile == 144+6)
{
entity.drawframe = 144;
}
if (entity.state == 18)
{
// Face the player
// FIXME: Duplicated from updateentities!
int j = getplayer();
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entity.xp + 5)
{
entity.dir = 1;
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entity.xp - 5)
{
entity.dir = 0;
}
}
// Fix drawframe
// FIXME: Duplicated from animateentities!
if (entity.rule == 7)
{
entity.drawframe += 6;
}
if (entity.dir == 0)
{
entity.drawframe += 3;
}
}
entities.push_back(entity);
2020-01-01 21:29:24 +01:00
}
//Returns true if entity is removed
bool entityclass::updateentities( int i )
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{
if (!INBOUNDS_VEC(i, entities))
{
puts("updateentities() out-of-bounds!");
return true;
}
if(entities[i].statedelay<=0)
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{
switch(entities[i].type)
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{
case 0: //Player
break;
case 1: //Movement behaviors
//Enemies can have a number of different behaviors:
switch(entities[i].behave)
{
case 0: //Bounce, Start moving down
if (entities[i].state == 0) //Init
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{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
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}
else if (entities[i].state == 1)
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{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}
else if (entities[i].state == 2)
{
entities[i].vy = -entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
}
else if (entities[i].state == 3)
{
entities[i].vy = entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
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}
break;
case 1: //Bounce, Start moving up
if (entities[i].state == 0) //Init
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{
entities[i].state = 2;
bool entitygone = updateentities(i);
if (entitygone) return true;
}
else if (entities[i].state == 1)
{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
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}
else if (entities[i].state == 2)
{
entities[i].vy = -entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
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}
else if (entities[i].state == 3)
{
entities[i].vy = entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
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}
break;
case 2: //Bounce, Start moving left
if (entities[i].state == 0) //Init
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{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
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}
else if (entities[i].state == 1)
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{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}
else if (entities[i].state == 2)
{
entities[i].vx = entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
}
else if (entities[i].state == 3)
{
entities[i].vx = -entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
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}
break;
case 3: //Bounce, Start moving right
if (entities[i].state == 0) //Init
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{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
}
else if (entities[i].state == 1)
{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
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}
else if (entities[i].state == 2)
{
entities[i].vx = -entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
}
else if (entities[i].state == 3)
{
entities[i].vx = entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
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}
break;
case 4: //Always move left
if (entities[i].state == 0) //Init
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{
entities[i].vx = entities[i].para;
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}
break;
case 5: //Always move right
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if (entities[i].state == 0)
{
//Init
entities[i].vx = static_cast<int>(entities[i].para);
entities[i].state = 1;
entities[i].onwall = 2;
}
else if (entities[i].state == 2)
{
entities[i].vx = 0;
entities[i].onwall = 0;
entities[i].xp -= static_cast<int>(entities[i].para);
entities[i].statedelay=8;
entities[i].state=0;
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}
break;
case 6: //Always move up
if (entities[i].state == 0) //Init
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{
entities[i].vy = static_cast<int>(entities[i].para);
entities[i].state = 1;
entities[i].onwall = 2;
}
else if (entities[i].state == 2)
{
entities[i].vy = static_cast<int>(-entities[i].para);
entities[i].onwall = 0;
entities[i].yp -= (entities[i].para);
entities[i].statedelay=8;
entities[i].state=0;
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}
break;
case 7: //Always move down
if (entities[i].state == 0) //Init
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{
entities[i].vx = static_cast<int>(entities[i].para);
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}
break;
case 8:
case 9:
//Threadmill: don't move, just impart velocity
if (entities[i].state == 0) //Init
{
entities[i].vx = 0;
entities[i].state = 1;
entities[i].onwall = 0;
}
break;
case 10:
//Emitter: shoot an enemy every so often
if (entities[i].state == 0)
{
createentity(entities[i].xp+28, entities[i].yp, 1, 10, 1);
entities[i].state = 1;
entities[i].statedelay = 12;
}
else if (entities[i].state == 1)
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{
entities[i].state = 0;
}
break;
case 11: //Always move right, destroy when outside screen
if (entities[i].state == 0) //Init
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{
entities[i].vx = entities[i].para;
entities[i].state = 1;
}
else if (entities[i].state == 1)
{
if (entities[i].xp >= 335)
{
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
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return removeentity(i);
}
if (game.roomx == 117)
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{
if (entities[i].xp >= (33*8)-32)
{
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
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return removeentity(i);
}
//collector for LIES
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}
}
break;
case 12:
//Emitter: shoot an enemy every so often (up)
if (entities[i].state == 0)
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{
createentity(entities[i].xp, entities[i].yp, 1, 12, 1);
entities[i].state = 1;
entities[i].statedelay = 16;
}
else if (entities[i].state == 1)
{
entities[i].state = 0;
}
break;
case 13: //Always move up, destroy when outside screen
if (entities[i].state == 0) //Init
{
entities[i].vy = entities[i].para;
entities[i].state = 1;
}
else if (entities[i].state == 1)
{
if (entities[i].yp <= -60)
{
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
if (game.roomx == 113 && game.roomy == 108)
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{
if (entities[i].yp <= 60)
{
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
//collector for factory
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}
}
break;
case 14: //Very special hack: as two, but doesn't move in specific circumstances
if (entities[i].state == 0) //Init
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{
for (size_t j = 0; j < entities.size(); j++)
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{
if (entities[j].type == 2 && entities[j].state== 3 && entities[j].xp == (entities[i].xp-32) )
{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
}
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}
}
else if (entities[i].state == 1)
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{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
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}
else if (entities[i].state == 2)
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{
entities[i].vx = entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
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}
else if (entities[i].state == 3)
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{
entities[i].vx = -entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
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}
break;
case 15: //As above, but for 3!
if (entities[i].state == 0) //Init
{
for (size_t j = 0; j < entities.size(); j++)
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{
if (entities[j].type == 2 && entities[j].state==3 && entities[j].xp==entities[i].xp+32)
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{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
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}
}
}
else if (entities[i].state == 1)
{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}
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else if (entities[i].state == 2)
{
entities[i].vx = -entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
}
else if (entities[i].state == 3)
{
entities[i].vx = entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
}
break;
case 16: //MAVERICK BUS FOLLOWS HIS OWN RULES
if (entities[i].state == 0) //Init
{
int player = getplayer();
//first, y position
if (INBOUNDS_VEC(player, entities) && entities[player].yp > 14 * 8)
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{
entities[i].tile = 120;
entities[i].yp = (28*8)-62;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entities[i].lerpoldyp = (28*8)-62;
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}
else
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{
entities[i].tile = 96;
entities[i].yp = 24;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entities[i].lerpoldyp = 24;
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}
//now, x position
if (INBOUNDS_VEC(player, entities) && entities[player].xp > 20 * 8)
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{
//approach from the left
entities[i].xp = -64;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entities[i].lerpoldxp = -64;
entities[i].state = 2;
bool entitygone = updateentities(i); //right
if (entitygone) return true;
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
//approach from the left
entities[i].xp = 320;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entities[i].lerpoldxp = 320;
entities[i].state = 3;
bool entitygone = updateentities(i); //left
if (entitygone) return true;
2020-01-01 21:29:24 +01:00
}
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}
else if (entities[i].state == 1)
2020-01-01 21:29:24 +01:00
{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}
else if (entities[i].state == 2)
{
entities[i].vx = int(entities[i].para);
entities[i].onwall = 3;
entities[i].state = 1;
}
else if (entities[i].state == 3)
{
entities[i].vx = int(-entities[i].para);
entities[i].onwall = 2;
entities[i].state = 1;
}
break;
case 17: //Special for ASCII Snake (left)
if (entities[i].state == 0) //Init
{
entities[i].statedelay = 6;
entities[i].xp -= int(entities[i].para);
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entities[i].lerpoldxp -= int(entities[i].para);
}
break;
case 18: //Special for ASCII Snake (right)
if (entities[i].state == 0) //Init
{
entities[i].statedelay = 6;
entities[i].xp += int(entities[i].para);
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entities[i].lerpoldxp += int(entities[i].para);
}
break;
}
break;
case 2: //Disappearing platforms
//wait for collision
if (entities[i].state == 1)
{
entities[i].life = 12;
entities[i].state = 2;
entities[i].onentity = 0;
2020-01-01 21:29:24 +01:00
music.playef(7);
}
else if (entities[i].state == 2)
{
entities[i].life--;
if (entities[i].life % 3 == 0) entities[i].tile++;
if (entities[i].life <= 0)
{
removeblockat(entities[i].xp, entities[i].yp);
entities[i].state = 3;// = false;
entities[i].invis = true;
2020-01-01 21:29:24 +01:00
}
}
else if (entities[i].state == 3)
{
//wait until recharged!
}
else if (entities[i].state == 4)
{
//restart!
createblock(0, entities[i].xp, entities[i].yp, 32, 8);
entities[i].state = 4;
entities[i].invis = false;
entities[i].tile--;
entities[i].state++;
entities[i].onentity = 1;
}
else if (entities[i].state == 5)
{
entities[i].life+=3;
if (entities[i].life % 3 == 0) entities[i].tile--;
if (entities[i].life >= 12)
2020-01-01 21:29:24 +01:00
{
entities[i].life = 12;
entities[i].state = 0;
entities[i].tile++;
}
}
break;
case 3: //Breakable blocks
//Only counts if vy of player entity is non zero
if (entities[i].state == 1)
{
entities[i].life = 4;
entities[i].state = 2;
entities[i].onentity = 0;
music.playef(6);
}
else if (entities[i].state == 2)
{
entities[i].life--;
entities[i].tile++;
if (entities[i].life <= 0)
{
removeblockat(entities[i].xp, entities[i].yp);
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
}
break;
case 4: //Gravity token
//wait for collision
if (entities[i].state == 1)
{
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
2020-01-01 21:29:24 +01:00
}
break;
case 5: //Particle sprays
if (entities[i].state == 0)
{
entities[i].life--;
if (entities[i].life < 0)
{
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
}
break;
case 6: //Small pickup
//wait for collision
if (entities[i].state == 1)
{
music.playef(4);
if (INBOUNDS_ARR(entities[i].para, customcollect))
{
collect[(int) entities[i].para] = true;
}
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
break;
case 7: //Found a trinket
//wait for collision
if (entities[i].state == 1)
{
if (INBOUNDS_ARR(entities[i].para, collect))
{
collect[(int) entities[i].para] = true;
}
if (game.intimetrial)
{
music.playef(25);
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
game.state = 1000;
if(music.currentsong!=-1) music.silencedasmusik();
music.playef(3);
if (game.trinkets() > game.stat_trinkets && !map.custommode)
2020-01-01 21:29:24 +01:00
{
game.stat_trinkets = game.trinkets();
2020-01-01 21:29:24 +01:00
}
}
2020-01-01 21:29:24 +01:00
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
break;
case 8: //Savepoints
//wait for collision
if (entities[i].state == 1)
{
//First, deactivate all other savepoints
for (size_t j = 0; j < entities.size(); j++)
{
if (entities[j].type == 8)
2020-01-01 21:29:24 +01:00
{
entities[j].colour = 4;
entities[j].onentity = 1;
2020-01-01 21:29:24 +01:00
}
}
entities[i].colour = 5;
entities[i].onentity = 0;
game.savepoint = entities[i].para;
music.playef(5);
game.savex = entities[i].xp - 4;
if (entities[i].tile == 20)
2020-01-01 21:29:24 +01:00
{
game.savey = entities[i].yp - 2;
game.savegc = 1;
}
else if (entities[i].tile == 21)
{
game.savey = entities[i].yp - 7;
game.savegc = 0;
}
2020-01-01 21:29:24 +01:00
game.saverx = game.roomx;
game.savery = game.roomy;
int player = getplayer();
if (INBOUNDS_VEC(player, entities))
{
game.savedir = entities[player].dir;
}
entities[i].state = 0;
}
break;
case 9: //Gravity Lines
if (entities[i].state == 1)
{
entities[i].life--;
entities[i].onentity = 0;
if (entities[i].life <= 0)
{
entities[i].state = 0;
entities[i].onentity = 1;
2020-01-01 21:29:24 +01:00
}
}
break;
case 10: //Vertical gravity Lines
if (entities[i].state == 1)
{
entities[i].onentity = 3;
entities[i].state = 2;
music.playef(8);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
int temp = getplayer();
if (game.gravitycontrol == 0)
2020-01-01 21:29:24 +01:00
{
if (INBOUNDS_VEC(temp, entities) && entities[temp].vy < 3) entities[temp].vy = 3;
}
else
{
if (INBOUNDS_VEC(temp, entities) && entities[temp].vy > -3) entities[temp].vy = -3;
}
}
else if (entities[i].state == 2)
{
entities[i].life--;
if (entities[i].life <= 0)
{
entities[i].state = 0;
entities[i].onentity = 1;
}
}
else if (entities[i].state == 3)
{
entities[i].state = 2;
entities[i].life = 4;
entities[i].onentity = 3;
}
else if (entities[i].state == 4)
{
//Special case for room initilisations: As state one, except without the reversal
entities[i].onentity = 3;
entities[i].state = 2;
}
break;
case 11: //Warp point
//wait for collision
if (entities[i].state == 1)
{
//Depending on the room the warp point is in, teleport to a new location!
entities[i].onentity = 0;
//play a sound or somefink
music.playef(10);
game.teleport = true;
game.edteleportent = i;
//for the multiple room:
if (int(entities[i].xp) == 12*8) game.teleportxpos = 1;
if (int(entities[i].xp) == 5*8) game.teleportxpos = 2;
if (int(entities[i].xp) == 28*8) game.teleportxpos = 3;
if (int(entities[i].xp) == 21*8) game.teleportxpos = 4;
}
break;
case 12: //Crew member
//Somewhat complex AI: exactly what they do depends on room, location, state etc
//At state 0, do nothing at all.
if (entities[i].state == 1)
{
//happy!
if (INBOUNDS_VEC(k, entities) && entities[k].rule == 6) entities[k].tile = 0;
if (INBOUNDS_VEC(k, entities) && entities[k].rule == 7) entities[k].tile = 6;
//Stay close to the hero!
int j = getplayer();
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
2020-01-01 21:29:24 +01:00
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
2020-01-01 21:29:24 +01:00
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 45)
2020-01-01 21:29:24 +01:00
{
entities[i].ax = -3;
}
2020-01-01 21:29:24 +01:00
//Special rules:
if (game.roomx == 110 && game.roomy == 105 && !map.custommode)
{
if (entities[i].xp < 155)
2020-01-01 21:29:24 +01:00
{
if (entities[i].ax < 0) entities[i].ax = 0;
2020-01-01 21:29:24 +01:00
}
}
}
else if (entities[i].state == 2)
{
//Basic rules, don't change expression
int j = getplayer();
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 1;
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
2020-01-01 21:29:24 +01:00
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
2020-01-01 21:29:24 +01:00
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 45)
2020-01-01 21:29:24 +01:00
{
entities[i].ax = -3;
2020-01-01 21:29:24 +01:00
}
}
else if (entities[i].state == 10)
{
//Everything from 10 on is for cutscenes
//Basic rules, don't change expression
int j = getplayer();
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 1;
2020-01-01 21:29:24 +01:00
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 0;
2020-01-01 21:29:24 +01:00
}
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 45)
2020-01-01 21:29:24 +01:00
{
entities[i].ax = 3;
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
else if (entities[i].state == 11)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(1); //purple
if (INBOUNDS_VEC(j, entities))
{
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
2020-01-01 21:29:24 +01:00
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 12)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(2); //yellow
if (INBOUNDS_VEC(j, entities))
{
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
2020-01-01 21:29:24 +01:00
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 13)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(3); //red
if (INBOUNDS_VEC(j, entities))
{
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 14)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(4); //green
if (INBOUNDS_VEC(j, entities))
{
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 15)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(5); //blue
if (INBOUNDS_VEC(j, entities))
{
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 16)
{
//Follow a position: given an x coordinate, seek it out.
if (entities[i].para > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[i].para < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[i].para > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[i].para < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
else if (entities[i].state == 17)
{
//stand still
}
else if (entities[i].state == 18)
{
//Stand still and face the player
//FIXME: Duplicated in createentity!
int j = getplayer();
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
}
else if (entities[i].state == 19)
{
//Walk right off the screen after time t
if (entities[i].para <= 0)
{
entities[i].dir = 1;
entities[i].ax = 3;
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
entities[i].para--;
2020-01-01 21:29:24 +01:00
}
}
else if (entities[i].state == 20)
{
//Panic! For briefing script
if (entities[i].life == 0)
2020-01-01 21:29:24 +01:00
{
//walk left for a bit
entities[i].ax = 0;
if (40 > entities[i].xp + 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 1;
2020-01-01 21:29:24 +01:00
}
else if (40 < entities[i].xp - 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 0;
2020-01-01 21:29:24 +01:00
}
if (40 > entities[i].xp + 45)
2020-01-01 21:29:24 +01:00
{
entities[i].ax = 3;
}
else if (40 < entities[i].xp - 45)
{
entities[i].ax = -3;
}
if ( (entities[i].ax) == 0)
2020-01-01 21:29:24 +01:00
{
entities[i].life = 1;
entities[i].para = 30;
2020-01-01 21:29:24 +01:00
}
}
else if (entities[i].life == 1)
2020-01-01 21:29:24 +01:00
{
//Stand around for a bit
entities[i].para--;
if (entities[i].para <= 0)
{
entities[i].life++;
}
2020-01-01 21:29:24 +01:00
}
else if (entities[i].life == 2)
2020-01-01 21:29:24 +01:00
{
//walk right for a bit
entities[i].ax = 0;
if (280 > entities[i].xp + 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 1;
2020-01-01 21:29:24 +01:00
}
else if (280 < entities[i].xp - 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 0;
2020-01-01 21:29:24 +01:00
}
if (280 > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (280 < entities[i].xp - 45)
{
entities[i].ax = -3;
}
if ( (entities[i].ax) == 0)
{
entities[i].life = 3;
entities[i].para = 30;
}
2020-01-01 21:29:24 +01:00
}
else if (entities[i].life == 3)
2020-01-01 21:29:24 +01:00
{
//Stand around for a bit
entities[i].para--;
if (entities[i].para <= 0)
{
entities[i].life=0;
}
2020-01-01 21:29:24 +01:00
}
}
break;
case 13: //Terminals (very similar to savepoints)
//wait for collision
if (entities[i].state == 1)
{
entities[i].colour = 5;
entities[i].onentity = 0;
music.playef(17);
entities[i].state = 0;
}
break;
case 14: //Super Crew member
//Actually needs less complex AI than the scripting crewmember
if (entities[i].state == 0)
{
//follow player, but only if he's on the floor!
int j = getplayer();
if(INBOUNDS_VEC(j, entities) && entities[j].onground>0)
2020-01-01 21:29:24 +01:00
{
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp>15 && entities[j].xp < entities[i].xp - 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
if (entities[i].ax < 0 && entities[i].xp < 60)
{
entities[i].ax = 0;
}
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 1;
2020-01-01 21:29:24 +01:00
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5)
2020-01-01 21:29:24 +01:00
{
entities[i].dir = 0;
2020-01-01 21:29:24 +01:00
}
entities[i].ax = 0;
}
if (entities[i].xp > 240)
{
entities[i].ax = 3;
entities[i].dir = 1;
}
if (entities[i].xp >= 310)
{
game.scmprogress++;
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
2020-01-01 21:29:24 +01:00
}
}
break;
case 15: //Trophy
//wait for collision
if (entities[i].state == 1)
{
if (!script.running) trophytext+=2;
if (trophytext > 30) trophytext = 30;
trophytype = entities[i].para;
entities[i].state = 0;
}
break;
case 23:
//swn game!
switch(entities[i].behave)
{
case 0:
if (entities[i].state == 0) //Init
{
entities[i].vx = 7;
if (entities[i].xp > 320)
{
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
}
2020-01-01 21:29:24 +01:00
break;
case 1:
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
entities[i].vx = -7;
if (entities[i].xp <-20)
{
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
}
break;
}
break;
2020-01-01 21:29:24 +01:00
case 51: //Vertical warp line
if (entities[i].state == 2){
int j=getplayer();
if(INBOUNDS_VEC(j, entities) && entities[j].xp<=307){
customwarpmodevon=false;
entities[i].state = 0;
}
}else if (entities[i].state == 1)
{
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodevon=true;
}
break;
case 52: //Vertical warp line
if (entities[i].state == 2){
int j=getplayer();
if(INBOUNDS_VEC(j, entities) && entities[j].xp<=307){
customwarpmodevon=false;
entities[i].state = 0;
}
}else if (entities[i].state == 1)
{
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodevon=true;
}
break;
case 53: //Warp lines Horizonal
if (entities[i].state == 2){
customwarpmodehon=false;
entities[i].state = 0;
}else if (entities[i].state == 1)
{
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodehon=true;
}
break;
case 54: //Warp lines Horizonal
if (entities[i].state == 2){
customwarpmodehon=false;
entities[i].state = 0;
}else if (entities[i].state == 1)
{
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodehon=true;
}
break;
case 55: //Collectable crewmate
//wait for collision
if (entities[i].state == 0)
{
//Basic rules, don't change expression
int j = getplayer();
if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
2020-01-01 21:29:24 +01:00
}
else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
}
else if (entities[i].state == 1)
{
if (INBOUNDS_ARR(entities[i].para, customcollect))
{
customcollect[(int) entities[i].para] = true;
}
if (game.intimetrial)
{
music.playef(27);
}
else
{
game.state = 1010;
//music.haltdasmusik();
if(music.currentsong!=-1) music.silencedasmusik();
music.playef(27);
}
Prevent removing the player entity Removing the player entity has all sorts of nasty effects, such as softlocking the game because many inputs require there to be a player present, such as opening the quit menu. The most infamous glitch to remove the player entity is the Gravitron Fling, where the game doesn't see a gravity line at a specific y-position in the current room, and when it moves the bottom gravity line it moves the player instead. When the gravity line gets outside the room, it gets destroyed, so if the player gets dragged outside the room, they get destroyed, too. (Don't misinterpret this as saying anytime the player gets dragged outside the room, they get destroyed - it's only the Gravitron logic that destroys them.) Also, there are many places in the code that use entity-getting functions that have a fallback value of 0. If it was possible to remove the player, then it's possible for this fallback value of 0 to index obj.entities out-of-bounds, which is not good. To fix this, entityclass::removeentity() is now a bool that signifies if the entity was successfully removed or not. If the entity given is the player (meaning it first checks if it's rule 0, just so in 99% of cases it'll short-circuit and won't do the next check, which is if entityclass::getplayer() says the indice to be removed is the player), then it'll refuse to remove the entity, and return false. This is a change in behavior where callers might expect entityclass::removeentity() to always succeed, so I changed the removeentity_iter() macro to only decrement if removing the entity succeeded. I also changed entityclass::updateentities() from 'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
break;
case 100: //The teleporter
if (entities[i].state == 1)
{
//if inactive, activate!
if (entities[i].tile == 1)
2020-01-01 21:29:24 +01:00
{
music.playef(18);
entities[i].tile = 2;
entities[i].colour = 101;
if(!game.intimetrial && !game.nodeathmode)
{
game.state = 2000;
game.statedelay = 0;
}
2020-01-01 21:29:24 +01:00
game.activetele = true;
game.teleblock.x = entities[i].xp - 32;
game.teleblock.y = entities[i].yp - 32;
game.teleblock.w = 160;
game.teleblock.h = 160;
//Alright, let's set this as our savepoint too
//First, deactivate all other savepoints
for (size_t j = 0; j < entities.size(); j++)
{
if (entities[j].type == 8)
{
entities[j].colour = 4;
entities[j].onentity = 1;
}
}
game.savepoint = static_cast<int>(entities[i].para);
game.savex = entities[i].xp + 44;
game.savey = entities[i].yp + 44;
game.savegc = 0;
game.saverx = game.roomx;
game.savery = game.roomy;
int player = getplayer();
if (INBOUNDS_VEC(player, entities))
{
game.savedir = entities[player].dir;
}
2020-01-01 21:29:24 +01:00
}
entities[i].onentity = 0;
entities[i].state = 0;
2020-01-01 21:29:24 +01:00
}
else if (entities[i].state == 2)
2020-01-01 21:29:24 +01:00
{
//Initilise the teleporter without changing the game state or playing sound
entities[i].onentity = 0;
entities[i].tile = 6;
entities[i].colour = 102;
game.activetele = true;
game.teleblock.x = entities[i].xp - 32;
game.teleblock.y = entities[i].yp - 32;
game.teleblock.w = 160;
game.teleblock.h = 160;
entities[i].state = 0;
2020-01-01 21:29:24 +01:00
}
break;
}
}
else
{
entities[i].statedelay--;
if (entities[i].statedelay < 0)
{
entities[i].statedelay = 0;
2020-01-01 21:29:24 +01:00
}
}
return false;
2020-01-01 21:29:24 +01:00
}
void entityclass::animateentities( int _i )
2020-01-01 21:29:24 +01:00
{
if (!INBOUNDS_VEC(_i, entities))
{
puts("animateentities() out-of-bounds!");
return;
}
if(entities[_i].statedelay < 1)
2020-01-01 21:29:24 +01:00
{
switch(entities[_i].type)
2020-01-01 21:29:24 +01:00
{
case 0:
entities[_i].framedelay--;
if(entities[_i].dir==1)
2020-01-01 21:29:24 +01:00
{
entities[_i].drawframe=entities[_i].tile;
}
else
{
entities[_i].drawframe=entities[_i].tile+3;
}
2020-01-01 21:29:24 +01:00
if(entities[_i].onground>0 || entities[_i].onroof>0)
{
if(entities[_i].vx > 0.00f || entities[_i].vx < -0.00f)
2020-01-01 21:29:24 +01:00
{
//Walking
if(entities[_i].framedelay<=1)
2020-01-01 21:29:24 +01:00
{
entities[_i].framedelay=4;
entities[_i].walkingframe++;
2020-01-01 21:29:24 +01:00
}
if (entities[_i].walkingframe >=2) entities[_i].walkingframe=0;
entities[_i].drawframe += entities[_i].walkingframe + 1;
2020-01-01 21:29:24 +01:00
}
if (entities[_i].onroof > 0) entities[_i].drawframe += 6;
// Stuck in a wall? Then default to gravitycontrol
if (entities[_i].onground > 0 && entities[_i].onroof > 0
&& game.gravitycontrol == 0)
{
entities[_i].drawframe -= 6;
}
}
else
{
entities[_i].drawframe ++;
if (game.gravitycontrol == 1)
2020-01-01 21:29:24 +01:00
{
entities[_i].drawframe += 6;
2020-01-01 21:29:24 +01:00
}
}
2020-01-01 21:29:24 +01:00
if (game.deathseq > -1)
{
entities[_i].drawframe=13;
if (entities[_i].dir == 1) entities[_i].drawframe = 12;
if (game.gravitycontrol == 1) entities[_i].drawframe += 2;
}
break;
case 1:
case 23:
//Variable animation
switch(entities[_i].animate)
{
case 0:
//Simple oscilation
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 8;
if(entities[_i].actionframe==0)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 4)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 2;
entities[_i].actionframe = 1;
2020-01-01 21:29:24 +01:00
}
}
else
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe--;
if (entities[_i].walkingframe == -1)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 1;
entities[_i].actionframe = 0;
2020-01-01 21:29:24 +01:00
}
}
}
2020-01-01 21:29:24 +01:00
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
break;
case 1:
//Simple Loop
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 8;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 4)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 0;
2020-01-01 21:29:24 +01:00
}
}
2020-01-01 21:29:24 +01:00
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
break;
case 2:
//Simpler Loop (just two frames)
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 2;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 0;
2020-01-01 21:29:24 +01:00
}
}
2020-01-01 21:29:24 +01:00
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
break;
case 3:
//Simpler Loop (just two frames, but double sized)
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 2;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 0;
2020-01-01 21:29:24 +01:00
}
}
2020-01-01 21:29:24 +01:00
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += (entities[_i].walkingframe*2);
break;
case 4:
//Simpler Loop (just two frames, but double sized) (as above but slower)
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 6;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 0;
2020-01-01 21:29:24 +01:00
}
}
2020-01-01 21:29:24 +01:00
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += (entities[_i].walkingframe*2);
break;
case 5:
//Simpler Loop (just two frames) (slower)
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
2020-01-01 21:29:24 +01:00
{
entities[_i].framedelay = 6;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 0;
2020-01-01 21:29:24 +01:00
}
}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
2020-01-01 21:29:24 +01:00
break;
case 6:
//Normal Loop (four frames, double sized)
2020-01-01 21:29:24 +01:00
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
2020-01-01 21:29:24 +01:00
{
entities[_i].framedelay = 4;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 4)
{
entities[_i].walkingframe = 0;
}
2020-01-01 21:29:24 +01:00
}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += (entities[_i].walkingframe*2);
break;
case 7:
//Simpler Loop (just two frames) (slower) (with directions!)
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
2020-01-01 21:29:24 +01:00
{
entities[_i].framedelay = 6;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
2020-01-01 21:29:24 +01:00
{
entities[_i].walkingframe = 0;
2020-01-01 21:29:24 +01:00
}
}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
if (entities[_i].vx > 0.000f ) entities[_i].drawframe += 2;
break;
case 10:
//Threadmill left
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
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{
entities[_i].framedelay = 3;//(6-entities[_i].para);
entities[_i].walkingframe--;
if (entities[_i].walkingframe == -1)
{
entities[_i].walkingframe = 3;
}
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}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
break;
case 11:
//Threadmill right
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
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{
entities[_i].framedelay = 3;//(6-entities[_i].para);
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 4)
{
entities[_i].walkingframe = 0;
}
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}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
break;
case 100:
//Simple case for no animation (platforms, etc)
entities[_i].drawframe = entities[_i].tile;
break;
default:
entities[_i].drawframe = entities[_i].tile;
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break;
}
break;
case 11:
entities[_i].drawframe = entities[_i].tile;
if(entities[_i].animate==2)
{
//Simpler Loop (just two frames)
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
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{
entities[_i].framedelay = 10;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
{
entities[_i].walkingframe = 0;
}
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}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
}
break;
case 12:
case 55:
case 14: //Crew member! Very similar to hero
//FIXME: Duplicated in createentity!
entities[_i].framedelay--;
if(entities[_i].dir==1)
{
entities[_i].drawframe=entities[_i].tile;
}
else
{
entities[_i].drawframe=entities[_i].tile+3;
}
if(entities[_i].onground>0 || entities[_i].onroof>0)
{
if(entities[_i].vx > 0.0000f || entities[_i].vx < -0.000f)
{
//Walking
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if(entities[_i].framedelay<=0)
{
entities[_i].framedelay=4;
entities[_i].walkingframe++;
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}
if (entities[_i].walkingframe >=2) entities[_i].walkingframe=0;
entities[_i].drawframe += entities[_i].walkingframe + 1;
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}
//if (entities[_i].onroof > 0) entities[_i].drawframe += 6;
}
else
{
entities[_i].drawframe ++;
//if (game.gravitycontrol == 1) {
// entities[_i].drawframe += 6;
//}
}
if (game.deathseq > -1)
{
entities[_i].drawframe=13;
if (entities[_i].dir == 1) entities[_i].drawframe = 12;
if (entities[_i].rule == 7) entities[_i].drawframe += 2;
//if (game.gravitycontrol == 1) entities[_i].drawframe += 2;
}
break;
case 100: //the teleporter!
if (entities[_i].tile == 1)
{
//it's inactive
entities[_i].drawframe = entities[_i].tile;
}
else if (entities[_i].tile == 2)
{
entities[_i].drawframe = entities[_i].tile;
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 1;
entities[_i].walkingframe = int(fRandom() * 6);
if (entities[_i].walkingframe >= 4)
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{
entities[_i].walkingframe = -1;
entities[_i].framedelay = 4;
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}
}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
}
else if (entities[_i].tile == 6)
{
//faster!
entities[_i].drawframe = entities[_i].tile;
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entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 2;
entities[_i].walkingframe = int(fRandom() * 6);
if (entities[_i].walkingframe >= 4)
{
entities[_i].walkingframe = -5;
entities[_i].framedelay = 4;
}
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}
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entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
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}
break;
default:
entities[_i].drawframe = entities[_i].tile;
break;
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}
}
else
{
//entities[_i].statedelay--;
if (entities[_i].statedelay < 0) entities[_i].statedelay = 0;
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}
}
int entityclass::getcompanion()
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{
//Returns the index of the companion with rule t
for (size_t i = 0; i < entities.size(); i++)
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{
if(entities[i].rule==6 || entities[i].rule==7)
{
return i;
}
}
return -1;
}
int entityclass::getplayer()
{
//Returns the index of the first player entity
for (size_t i = 0; i < entities.size(); i++)
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{
if(entities[i].type==0)
{
return i;
}
}
return -1;
}
int entityclass::getscm()
{
//Returns the supercrewmate
for (size_t i = 0; i < entities.size(); i++)
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{
if(entities[i].type==14)
{
return i;
}
}
return 0;
}
int entityclass::getlineat( int t )
{
//Get the entity which is a horizontal line at height t (for SWN game)
for (size_t i = 0; i < entities.size(); i++)
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{
if (entities[i].size == 5)
{
if (entities[i].yp == t)
{
return i;
}
}
}
return 0;
}
int entityclass::getcrewman( int t )
{
//Returns the index of the crewman with colour index given by t
if (t == 0) t = 0;
if (t == 1) t = 20;
if (t == 2) t = 14;
if (t == 3) t = 15;
if (t == 4) t = 13;
if (t == 5) t = 16;
for (size_t i = 0; i < entities.size(); i++)
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{
if ((entities[i].type == 12 || entities[i].type == 14)
&& (entities[i].rule == 6 || entities[i].rule == 7))
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{
if(entities[i].colour==t)
{
return i;
}
}
}
return 0;
}
int entityclass::getcustomcrewman( int t )
{
//Returns the index of the crewman with colour index given by t
if (t == 0) t = 0;
if (t == 1) t = 20;
if (t == 2) t = 14;
if (t == 3) t = 15;
if (t == 4) t = 13;
if (t == 5) t = 16;
for (size_t i = 0; i < entities.size(); i++)
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{
if (entities[i].type == 55)
{
if(entities[i].colour==t)
{
return i;
}
}
}
return 0;
}
int entityclass::getteleporter()
{
for (size_t i = 0; i < entities.size(); i++)
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{
if(entities[i].type==100)
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{
return i;
}
}
return -1;
}
bool entityclass::entitycollide( int a, int b )
{
if (!INBOUNDS_VEC(a, entities) || !INBOUNDS_VEC(b, entities))
{
puts("entitycollide() out-of-bounds!");
return false;
}
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//Do entities a and b collide?
SDL_Rect temprect;
temprect.x = entities[a].xp + entities[a].cx;
temprect.y = entities[a].yp + entities[a].cy;
temprect.w = entities[a].w;
temprect.h = entities[a].h;
SDL_Rect temprect2;
temprect2.x = entities[b].xp + entities[b].cx;
temprect2.y = entities[b].yp + entities[b].cy;
temprect2.w = entities[b].w;
temprect2.h = entities[b].h;
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if (help.intersects(temprect, temprect2)) return true;
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return false;
}
bool entityclass::checkdamage(bool scm /*= false*/)
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{
//Returns true if player (or supercrewmate) collides with a damagepoint
for(size_t i=0; i < entities.size(); i++)
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{
if((scm && entities[i].type == 14) || (!scm && entities[i].rule == 0))
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{
SDL_Rect temprect;
temprect.x = entities[i].xp + entities[i].cx;
temprect.y = entities[i].yp + entities[i].cy;
temprect.w = entities[i].w;
temprect.h = entities[i].h;
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for (size_t j=0; j<blocks.size(); j++)
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{
if (blocks[j].type == DAMAGE && help.intersects(blocks[j].rect, temprect))
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{
return true;
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}
}
}
}
return false;
}
int entityclass::checktrigger(int* block_idx)
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{
//Returns an int player entity (rule 0) collides with a trigger
//Also returns the index of the block
*block_idx = -1;
for(size_t i=0; i < entities.size(); i++)
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{
if(entities[i].rule==0)
{
SDL_Rect temprect;
temprect.x = entities[i].xp + entities[i].cx;
temprect.y = entities[i].yp + entities[i].cy;
temprect.w = entities[i].w;
temprect.h = entities[i].h;
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for (size_t j=0; j<blocks.size(); j++)
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{
if (blocks[j].type == TRIGGER && help.intersects(blocks[j].rect, temprect))
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{
*block_idx = j;
return blocks[j].trigger;
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}
}
}
}
return -1;
}
int entityclass::checkactivity()
{
//Returns an int player entity (rule 0) collides with an activity
for(size_t i=0; i < entities.size(); i++)
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{
if(entities[i].rule==0)
{
SDL_Rect temprect;
temprect.x = entities[i].xp + entities[i].cx;
temprect.y = entities[i].yp + entities[i].cy;
temprect.w = entities[i].w;
temprect.h = entities[i].h;
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for (size_t j=0; j<blocks.size(); j++)
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{
if (blocks[j].type == ACTIVITY && help.intersects(blocks[j].rect, temprect))
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{
return j;
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}
}
}
}
return -1;
}
int entityclass::getgridpoint( int t )
{
t = (t - (t % 8)) / 8;
return t;
}
bool entityclass::checkplatform(const SDL_Rect& temprect, int* px, int* py)
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{
//Return true if rectset intersects a moving platform, setups px & py to the platform x & y
for (size_t i = 0; i < blocks.size(); i++)
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{
if (blocks[i].type == BLOCK && help.intersects(blocks[i].rect, temprect))
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{
*px = blocks[i].xp;
*py = blocks[i].yp;
return true;
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}
}
return false;
}
bool entityclass::checkblocks(const SDL_Rect& temprect, const float dx, const float dy, const float dr, const bool skipdirblocks)
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{
for (size_t i = 0; i < blocks.size(); i++)
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{
if(!skipdirblocks && blocks[i].type == DIRECTIONAL)
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{
if (dy > 0 && blocks[i].trigger == 0) if (help.intersects(blocks[i].rect, temprect)) return true;
if (dy <= 0 && blocks[i].trigger == 1) if (help.intersects(blocks[i].rect, temprect)) return true;
if (dx > 0 && blocks[i].trigger == 2) if (help.intersects(blocks[i].rect, temprect)) return true;
if (dx <= 0 && blocks[i].trigger == 3) if (help.intersects(blocks[i].rect, temprect)) return true;
}
if (blocks[i].type == BLOCK && help.intersects(blocks[i].rect, temprect))
{
return true;
}
if (blocks[i].type == SAFE && (dr)==1 && help.intersects(blocks[i].rect, temprect))
{
return true;
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}
}
return false;
}
bool entityclass::checkwall(const SDL_Rect& temprect, const float dx, const float dy, const float dr, const bool skipblocks, const bool skipdirblocks)
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{
//Returns true if entity setup in temprect collides with a wall
if(skipblocks)
{
if (checkblocks(temprect, dx, dy, dr, skipdirblocks)) return true;
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}
int tempx = getgridpoint(temprect.x);
int tempy = getgridpoint(temprect.y);
int tempw = getgridpoint(temprect.x + temprect.w - 1);
int temph = getgridpoint(temprect.y + temprect.h - 1);
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if (map.collide(tempx, tempy)) return true;
if (map.collide(tempw, tempy)) return true;
if (map.collide(tempx, temph)) return true;
if (map.collide(tempw, temph)) return true;
if (temprect.h >= 12)
{
int tpy1 = getgridpoint(temprect.y + 6);
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if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
if (temprect.h >= 18)
{
tpy1 = getgridpoint(temprect.y + 12);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
if (temprect.h >= 24)
{
tpy1 = getgridpoint(temprect.y + 18);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
}
}
}
if (temprect.w >= 12)
{
int tpx1 = getgridpoint(temprect.x + 6);
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if (map.collide(tpx1, tempy)) return true;
if (map.collide(tpx1, temph)) return true;
}
return false;
}
bool entityclass::checkwall(const SDL_Rect& temprect)
{
// Same as above but use default arguments for blocks
return checkwall(temprect, 0, 0, 0, true, false);
}
float entityclass::hplatformat(const int px, const int py)
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{
//Returns first entity of horizontal platform at (px, py), -1000 otherwise.
for (size_t i = 0; i < entities.size(); i++)
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{
if (entities[i].rule == 2 && entities[i].behave >= 2
&& entities[i].xp == px && entities[i].yp == py)
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{
if (entities[i].behave == 8) //threadmill!
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{
return entities[i].para;
}
else if(entities[i].behave == 9) //threadmill!
{
return -entities[i].para;
}
else
{
return entities[i].vx;
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}
}
}
return -1000;
}
int entityclass::yline( int a, int b )
{
if (a < b) return -1;
return 1;
}
bool entityclass::entityhlinecollide( int t, int l )
{
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities))
{
puts("entityhlinecollide() out-of-bounds!");
return false;
}
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//Returns true is entity t collided with the horizontal line l.
if(entities[t].xp + entities[t].cx+entities[t].w>=entities[l].xp)
{
if(entities[t].xp + entities[t].cx<=entities[l].xp+entities[l].w)
{
int linetemp = 0;
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linetemp += yline(entities[t].yp, entities[l].yp);
linetemp += yline(entities[t].yp + entities[t].h, entities[l].yp);
linetemp += yline(entities[t].oldyp, entities[l].yp);
linetemp += yline(entities[t].oldyp + entities[t].h, entities[l].yp);
if (linetemp > -4 && linetemp < 4) return true;
return false;
}
}
return false;
}
bool entityclass::entityvlinecollide( int t, int l )
{
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities))
{
puts("entityvlinecollide() out-of-bounds!");
return false;
}
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//Returns true is entity t collided with the vertical line l.
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp
&& entities[t].yp + entities[t].cy<=entities[l].yp+entities[l].h)
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{
int linetemp = 0;
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linetemp += yline(entities[t].xp + entities[t].cx+1, entities[l].xp);
linetemp += yline(entities[t].xp + entities[t].cx+1 + entities[t].w, entities[l].xp);
linetemp += yline(entities[t].oldxp + entities[t].cx+1, entities[l].xp);
linetemp += yline(entities[t].oldxp + entities[t].cx+1 + entities[t].w, entities[l].xp);
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if (linetemp > -4 && linetemp < 4) return true;
return false;
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}
return false;
}
bool entityclass::entitywarphlinecollide(int t, int l) {
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities))
{
puts("entitywarphlinecollide() out-of-bounds!");
return false;
}
//Returns true is entity t collided with the horizontal line l.
if(entities[t].xp + entities[t].cx+entities[t].w>=entities[l].xp
&&entities[t].xp + entities[t].cx<=entities[l].xp+entities[l].w){
int linetemp = 0;
if (entities[l].yp < 120) {
//Top line
if (entities[t].vy < 0) {
if (entities[t].yp < entities[l].yp + 10) linetemp++;
if (entities[t].yp + entities[t].h < entities[l].yp + 10) linetemp++;
if (entities[t].oldyp < entities[l].yp + 10) linetemp++;
if (entities[t].oldyp + entities[t].h < entities[l].yp + 10) linetemp++;
}
if (linetemp > 0) return true;
return false;
}else {
//Bottom line
if (entities[t].vy > 0) {
if (entities[t].yp > entities[l].yp - 10) linetemp++;
if (entities[t].yp + entities[t].h > entities[l].yp - 10) linetemp++;
if (entities[t].oldyp > entities[l].yp - 10) linetemp++;
if (entities[t].oldyp + entities[t].h > entities[l].yp - 10) linetemp++;
}
if (linetemp > 0) return true;
return false;
}
}
return false;
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}
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bool entityclass::entitywarpvlinecollide(int t, int l) {
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities))
{
puts("entitywarpvlinecollide() out-of-bounds!");
return false;
}
//Returns true is entity t collided with the vertical warp line l.
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp
&& entities[t].yp + entities[t].cy <= entities[l].yp + entities[l].h) {
int linetemp = 0;
if (entities[l].xp < 160) {
//Left hand line
if (entities[t].xp + entities[t].cx + 1 < entities[l].xp + 10) linetemp++;
if (entities[t].xp + entities[t].cx+1 + entities[t].w < entities[l].xp + 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 < entities[l].xp + 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w < entities[l].xp + 10) linetemp++;
if (linetemp > 0) return true;
return false;
}else {
//Right hand line
if (entities[t].xp + entities[t].cx + 1 > entities[l].xp - 10) linetemp++;
if (entities[t].xp + entities[t].cx+1 + entities[t].w > entities[l].xp - 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 > entities[l].xp - 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w > entities[l].xp - 10) linetemp++;
if (linetemp > 0) return true;
return false;
}
}
return false;
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}
float entityclass::entitycollideplatformroof( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("entitycollideplatformroof() out-of-bounds!");
return -1000;
}
SDL_Rect temprect;
temprect.x = entities[t].xp + entities[t].cx;
temprect.y = entities[t].yp + entities[t].cy -1;
temprect.w = entities[t].w;
temprect.h = entities[t].h;
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int px = 0, py = 0;
if (checkplatform(temprect, &px, &py))
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{
//px and py now contain an x y coordinate for a platform, find it
return hplatformat(px, py);
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}
return -1000;
}
float entityclass::entitycollideplatformfloor( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("entitycollideplatformfloor() out-of-bounds!");
return -1000;
}
SDL_Rect temprect;
temprect.x = entities[t].xp + entities[t].cx;
temprect.y = entities[t].yp + entities[t].cy + 1;
temprect.w = entities[t].w;
temprect.h = entities[t].h;
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int px = 0, py = 0;
if (checkplatform(temprect, &px, &py))
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{
//px and py now contain an x y coordinate for a platform, find it
return hplatformat(px, py);
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}
return -1000;
}
bool entityclass::entitycollidefloor( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("entitycollidefloor() out-of-bounds!");
return false;
}
SDL_Rect temprect;
temprect.x = entities[t].xp + entities[t].cx;
temprect.y = entities[t].yp + entities[t].cy + 1;
temprect.w = entities[t].w;
temprect.h = entities[t].h;
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if (checkwall(temprect)) return true;
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return false;
}
bool entityclass::entitycollideroof( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("entitycollideroof() out-of-bounds!");
return false;
}
SDL_Rect temprect;
temprect.x = entities[t].xp + entities[t].cx;
temprect.y = entities[t].yp + entities[t].cy - 1;
temprect.w = entities[t].w;
temprect.h = entities[t].h;
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if (checkwall(temprect)) return true;
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return false;
}
bool entityclass::testwallsx( int t, int tx, int ty, const bool skipdirblocks )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("testwallsx() out-of-bounds!");
return false;
}
SDL_Rect temprect;
temprect.x = tx + entities[t].cx;
temprect.y = ty + entities[t].cy;
temprect.w = entities[t].w;
temprect.h = entities[t].h;
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bool skipblocks = entities[t].rule < 2 || entities[t].type == 14;
float dx = 0;
float dy = 0;
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if (entities[t].rule == 0) dx = entities[t].vx;
float dr = entities[t].rule;
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//Ok, now we check walls
if (checkwall(temprect, dx, dy, dr, skipblocks, skipdirblocks))
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{
if (entities[t].vx > 1.0f)
{
entities[t].vx--;
entities[t].newxp = entities[t].xp + entities[t].vx;
return testwallsx(t, entities[t].newxp, entities[t].yp, skipdirblocks);
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}
else if (entities[t].vx < -1.0f)
{
entities[t].vx++;
entities[t].newxp = entities[t].xp + entities[t].vx;
return testwallsx(t, entities[t].newxp, entities[t].yp, skipdirblocks);
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}
else
{
entities[t].vx=0;
return false;
}
}
return true;
}
bool entityclass::testwallsy( int t, float tx, float ty )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("testwallsy() out-of-bounds!");
return false;
}
SDL_Rect temprect;
temprect.x = static_cast<int>(tx) + entities[t].cx;
temprect.y = static_cast<int>(ty) + entities[t].cy;
temprect.w = entities[t].w;
temprect.h = entities[t].h;
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bool skipblocks = entities[t].rule < 2 || entities[t].type == 14;
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float dx = 0;
float dy = 0;
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if (entities[t].rule == 0) dy = entities[t].vy;
float dr = entities[t].rule;
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//Ok, now we check walls
if (checkwall(temprect, dx, dy, dr, skipblocks, false))
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{
if (entities[t].vy > 1)
{
entities[t].vy--;
entities[t].newyp = int(entities[t].yp + entities[t].vy);
return testwallsy(t, entities[t].xp, entities[t].newyp);
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}
else if (entities[t].vy < -1)
{
entities[t].vy++;
entities[t].newyp = int(entities[t].yp + entities[t].vy);
return testwallsy(t, entities[t].xp, entities[t].newyp);
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}
else
{
entities[t].vy=0;
return false;
}
}
return true;
}
void entityclass::applyfriction( int t, float xrate, float yrate )
{
if (!INBOUNDS_VEC(t, entities))
{
puts("applyfriction() out-of-bounds!");
return;
}
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if (entities[t].vx > 0.00f) entities[t].vx -= xrate;
if (entities[t].vx < 0.00f) entities[t].vx += xrate;
if (entities[t].vy > 0.00f) entities[t].vy -= yrate;
if (entities[t].vy < 0.00f) entities[t].vy += yrate;
if (entities[t].vy > 10.00f) entities[t].vy = 10.0f;
if (entities[t].vy < -10.00f) entities[t].vy = -10.0f;
if (entities[t].vx > 6.00f) entities[t].vx = 6.0f;
if (entities[t].vx < -6.00f) entities[t].vx = -6.0f;
if (SDL_fabsf(entities[t].vx) < xrate) entities[t].vx = 0.0f;
if (SDL_fabsf(entities[t].vy) < yrate) entities[t].vy = 0.0f;
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}
void entityclass::updateentitylogic( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("updateentitylogic() out-of-bounds!");
return;
}
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
entities[t].oldxp = entities[t].xp;
entities[t].oldyp = entities[t].yp;
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entities[t].vx = entities[t].vx + entities[t].ax;
entities[t].vy = entities[t].vy + entities[t].ay;
entities[t].ax = 0;
if (entities[t].gravity)
{
if (entities[t].rule == 0)
{
if(game.gravitycontrol==0)
{
entities[t].ay = 3;
}
else
{
entities[t].ay = -3;
}
}
else if (entities[t].rule == 7)
{
entities[t].ay = -3;
}
else
{
entities[t].ay = 3;
}
applyfriction(t, game.inertia, 0.25f);
}
entities[t].newxp = entities[t].xp + entities[t].vx;
entities[t].newyp = entities[t].yp + entities[t].vy;
}
void entityclass::entitymapcollision( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("entitymapcollision() out-of-bounds!");
return;
}
if (testwallsx(t, entities[t].newxp, entities[t].yp, false))
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{
entities[t].xp = entities[t].newxp;
}
else
{
if (entities[t].onwall > 0) entities[t].state = entities[t].onwall;
if (entities[t].onxwall > 0) entities[t].state = entities[t].onxwall;
}
if (testwallsy(t, entities[t].xp, entities[t].newyp))
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{
entities[t].yp = entities[t].newyp;
}
else
{
if (entities[t].onwall > 0) entities[t].state = entities[t].onwall;
if (entities[t].onywall > 0) entities[t].state = entities[t].onywall;
}
}
void entityclass::movingplatformfix( int t, int j )
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{
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(j, entities))
{
puts("movingplatformfix() out-of-bounds!");
return;
}
//If this intersects the entity, then we move them along it
if (entitycollide(t, j))
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{
//ok, bollox, let's make sure
entities[j].yp = entities[j].yp + int(entities[j].vy);
if (entitycollide(t, j))
{
entities[j].yp = entities[j].yp - int(entities[j].vy);
entities[j].vy = entities[t].vy;
entities[j].newyp = entities[j].yp + int(entities[j].vy);
if (testwallsy(j, entities[j].xp, entities[j].newyp))
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{
if (entities[t].vy > 0)
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{
entities[j].yp = entities[t].yp + entities[t].h;
entities[j].vy = 0;
entities[j].onroof = 2;
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}
else
{
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
entities[j].vy = 0;
entities[j].onground = 2;
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}
}
else
{
entities[t].state = entities[t].onwall;
}
}
}
}
void entityclass::customwarplinecheck(int i) {
if (!INBOUNDS_VEC(i, entities))
{
puts("customwarplinecheck() out-of-bounds!");
return;
}
//Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides
//with warp lines
//We test entity to entity
for (int j = 0; j < (int) entities.size(); j++) {
if (i != j) {
if (entities[i].rule == 0 && entities[j].rule == 5 //Player vs vertical line!
&& (entities[j].type == 51 || entities[j].type == 52)
&& entitywarpvlinecollide(i, j)) {
customwarpmodevon = true;
}
if (entities[i].rule == 0 && entities[j].rule == 7 //Player vs horizontal WARP line
&& (entities[j].type == 53 || entities[j].type == 54)
&& entitywarphlinecollide(i, j)) {
customwarpmodehon = true;
}
}
}
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}
void entityclass::entitycollisioncheck()
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{
for (size_t i = 0; i < entities.size(); i++)
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{
bool player = entities[i].rule == 0;
bool scm = game.supercrewmate && entities[i].type == 14;
if (!player && !scm)
{
continue;
}
//We test entity to entity
for (size_t j = 0; j < entities.size(); j++)
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{
if (i == j)
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{
continue;
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}
collisioncheck(i, j, scm);
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}
}
//can't have the player being stuck...
stuckprevention(getplayer());
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//Can't have the supercrewmate getting stuck either!
if (game.supercrewmate)
{
stuckprevention(getscm());
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}
//Is the player colliding with any damageblocks?
if (checkdamage() && !map.invincibility)
{
//usual player dead stuff
game.deathseq = 30;
}
//how about the supercrewmate?
if (game.supercrewmate)
{
if (checkdamage(true) && !map.invincibility)
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{
//usual player dead stuff
game.scmhurt = true;
game.deathseq = 30;
}
}
// WARNING: If updating this code, don't forget to update Map.cpp mapclass::twoframedelayfix()
int block_idx = -1;
int activetrigger = checktrigger(&block_idx);
if (activetrigger > -1 && INBOUNDS_VEC(block_idx, blocks))
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{
// Load the block's script if its gamestate is out of range
if (blocks[block_idx].script != "" && (activetrigger < 300 || activetrigger > 336))
{
game.startscript = true;
game.newscript = blocks[block_idx].script;
removetrigger(activetrigger);
game.state = 0;
}
else
{
game.state = activetrigger;
}
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game.statedelay = 0;
}
}
void entityclass::collisioncheck(int i, int j, bool scm /*= false*/)
{
if (!INBOUNDS_VEC(i, entities) || !INBOUNDS_VEC(j, entities))
{
puts("collisioncheck() out-of-bounds!");
return;
}
switch (entities[j].rule)
{
case 1:
if (!entities[j].harmful)
{
break;
}
//person i hits enemy or enemy bullet j
if (entitycollide(i, j) && !map.invincibility)
{
if (entities[i].size == 0 && (entities[j].size == 0 || entities[j].size == 12))
{
//They're both sprites, so do a per pixel collision
point colpoint1;
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
point colpoint2;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
int drawframe1 = entities[i].drawframe;
int drawframe2 = entities[j].drawframe;
std::vector<SDL_Surface*>& spritesvec = graphics.flipmode ? graphics.flipsprites : graphics.sprites;
if (INBOUNDS_VEC(drawframe1, spritesvec) && INBOUNDS_VEC(drawframe2, spritesvec)
&& graphics.Hitest(spritesvec[drawframe1],
colpoint1, spritesvec[drawframe2], colpoint2))
{
//Do the collision stuff
game.deathseq = 30;
game.scmhurt = scm;
}
}
else
{
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30;
game.scmhurt = scm;
}
}
break;
case 2: //Moving platforms
if (entities[j].behave >= 8 && entities[j].behave < 10)
{
//We don't want conveyors, moving platforms only
break;
}
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (entitycollide(i, j))
{
//Disable collision temporarily so we don't push the person out!
//Collision will be restored at end of platform update loop in gamelogic
nocollisionat(entities[j].xp, entities[j].yp);
}
break;
case 3: //Entity to entity
if(entities[j].onentity>0)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
break;
case 4: //Person vs horizontal line!
if(game.deathseq==-1)
{
//Here we compare the person's old position versus his new one versus the line.
//All points either be above or below it. Otherwise, there was a collision this frame.
if (entities[j].onentity > 0)
{
if (entityhlinecollide(i, j))
{
music.playef(8);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
if (game.gravitycontrol == 0)
{
if (entities[i].vy < 1) entities[i].vy = 1;
}
else
{
if (entities[i].vy > -1) entities[i].vy = -1;
}
entities[j].state = entities[j].onentity;
entities[j].life = 6;
}
}
}
break;
case 5: //Person vs vertical gravity/warp line!
if(game.deathseq==-1)
{
if(entities[j].onentity>0)
{
if (entityvlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
break;
case 6: //Person versus crumbly blocks! Special case
if (entities[j].onentity > 0)
{
//ok; only check the actual collision if they're in a close proximity
int temp = entities[i].yp - entities[j].yp;
if (temp > -30 && temp < 30)
{
temp = entities[i].xp - entities[j].xp;
if (temp > -30 && temp < 30)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
}
break;
case 7: // Person versus horizontal warp line, pre-2.1
if (game.glitchrunnermode
&& game.deathseq == -1
&& entities[j].onentity > 0
&& entityhlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
}
break;
}
}
void entityclass::stuckprevention(int t)
{
if (!INBOUNDS_VEC(t, entities))
{
puts("stuckprevention() out-of-bounds!");
return;
}
// Can't have this entity (player or supercrewmate) being stuck...
if (!testwallsx(t, entities[t].xp, entities[t].yp, true))
{
// Let's try to get out...
if (game.gravitycontrol == 0)
{
entities[t].yp -= 3;
}
else
{
entities[t].yp += 3;
}
}
}