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VVVVVV/desktop_version/src/Map.cpp

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#include "Map.h"
#include "MakeAndPlay.h"
#if !defined(NO_CUSTOM_LEVELS)
extern editorclass ed;
#endif
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mapclass::mapclass()
{
//Start here!
r = 196;
g = 196;
b = 196;
colstate = 0;
colstatedelay = 0;
colsuperstate = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
warpx = false;
warpy = false;
extrarow = 0;
showteleporters = false;
showtargets = false;
showtrinkets = false;
finalmode = false;
finalstretch = false;
finalx = 50;
finaly = 50;
cursorstate = 0;
cursordelay = 0;
final_colormode = false;
final_colorframe = 0;
final_colorframedelay = 0;
final_mapcol = 0;
final_aniframe = 0;
final_aniframedelay = 0;
custommode=false;
custommodeforreal=false;
customx=0; customy=0;
customwidth=20; customheight=20;
custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
customzoom=0;
customshowmm=true;
rcol = 0;
//This needs to be in map instead!
invincibility = false;
//We init the lookup table:
for (int i = 0; i < 30; i++)
{
vmult.push_back(int(i * 40));
}
//We create a blank map
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
contents.push_back(0);
}
}
for (int j = 0; j < 20; j++)
{
for (int i = 0; i < 20; i++)
{
areamap.push_back(0);
roomdeaths.push_back(0);
roomdeathsfinal.push_back(0);
explored.push_back(0);
}
}
tileset = 0;
initmapdata();
for (int i = 0; i < 8; i++)
{
specialnames.push_back(std::string());
}
resetnames();
//Areamap starts at 100,100 and extends 20x20
std::vector<std::string> tmap;
tmap.push_back("1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4");
tmap.push_back("1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4");
tmap.push_back("0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4");
tmap.push_back("0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4");
tmap.push_back("0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0");
tmap.push_back("0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0");
tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0");
tmap.push_back("0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
tmap.push_back("0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0");
tmap.push_back("0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0");
tmap.push_back("2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
tmap.push_back("2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
fillareamap(tmap);
}
int mapclass::RGB(int red,int green,int blue)
{
return (blue | (green << 8) | (red << 16));
}
int mapclass::intpol(int a, int b, float c)
{
return static_cast<int>(a + ((b - a) * c));
}
void mapclass::setteleporter(int x, int y)
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{
point temp;
temp.x = x;
temp.y = y;
teleporters.push_back(temp);
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}
void mapclass::settrinket(int x, int y)
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{
point temp;
temp.x = x;
temp.y = y;
shinytrinkets.push_back(temp);
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}
void mapclass::resetmap()
{
//clear the explored area of the map
for (int j = 0; j < 20; j++)
{
for (int i = 0; i < 20; i++)
{
explored[i + (j * 20)] = 0;
}
}
}
void mapclass::resetnames()
{
//Reset all the special names
specialnames[0] = "Rear Window";
specialnames[1] = "On the Waterfront";
specialnames[2] = "The Untouchables";
specialnames[3] = "Television Newsveel";
specialnames[4] = "Vwitched";
specialnames[5] = "Gvnsmoke";
specialnames[6] = "Please enjoy these repeats";
specialnames[7] = "Try Jiggling the Antenna";
glitchmode = 0;
glitchdelay = 0;
}
void mapclass::transformname(int t)
{
//transform special names into new ones, one step at a time
glitchdelay--;
if(glitchdelay<=0)
{
switch(t)
{
case 3:
//Television Newsveel -> The 9 O'Clock News
if (specialnames[3] == "Television Newsveel")
{
specialnames[3] = "Television Newsvel";
}
else if (specialnames[3] == "Television Newsvel")
{
specialnames[3] = "TelevisvonvNewsvel";
}
else if (specialnames[3] == "TelevisvonvNewsvel")
{
specialnames[3] = "TvlvvvsvonvNevsvel";
}
else if (specialnames[3] == "TvlvvvsvonvNevsvel")
{
specialnames[3] = "vvvvvvsvovvNe svel";
}
else if (specialnames[3] == "vvvvvvsvovvNe svel")
{
specialnames[3] = "vhv vvv'vvovv vevl";
}
else if (specialnames[3] == "vhv vvv'vvovv vevl")
{
specialnames[3] = "vhv V v'Cvovv vewv";
}
else if (specialnames[3] == "vhv V v'Cvovv vewv")
{
specialnames[3] = "vhe 9 v'Cvovv vewv";
}
else if (specialnames[3] == "vhe 9 v'Cvovv vewv")
{
specialnames[3] = "vhe 9 v'Cvovv Newv";
}
else if (specialnames[3] == "vhe 9 v'Cvovv Newv")
{
specialnames[3] = "The 9 O'Cvovk Newv";
}
else if (specialnames[3] == "The 9 O'Cvovk Newv")
{
specialnames[3] = "The 9 O'Clock News";
}
break;
case 4:
//Vwitched -> Dial M for Murder
if (specialnames[4] == "Vwitched")
{
specialnames[4] = "Vwitvhed";
}
else if (specialnames[4] == "Vwitvhed")
{
specialnames[4] = "vVwivcvedv";
}
else if (specialnames[4] == "vVwivcvedv")
{
specialnames[4] = "vvvwMvcvMdvv";
}
else if (specialnames[4] == "vvvwMvcvMdvv")
{
specialnames[4] = "DvvvwMvfvvMdvvv";
}
else if (specialnames[4] == "DvvvwMvfvvMdvvv")
{
specialnames[4] = "Dvav Mvfvr Mdvvvv";
}
else if (specialnames[4] == "Dvav Mvfvr Mdvvvv")
{
specialnames[4] = "Diav M for Mdrver";
}
else if (specialnames[4] == "Diav M for Mdrver")
{
specialnames[4] = "Dial M for Murder";
}
break;
case 5:
//Gvnsmoke -> Gunsmoke 1966
if (specialnames[5] == "Gvnsmoke")
{
specialnames[5] = "Gvnsmove";
}
else if (specialnames[5] == "Gvnsmove")
{
specialnames[5] = "Gvnvmovevv";
}
else if (specialnames[5] == "Gvnvmovevv")
{
specialnames[5] = "Gunvmove1vv6";
}
else if (specialnames[5] == "Gunvmove1vv6")
{
specialnames[5] = "Vunsmoke 19v6";
}
else if (specialnames[5] == "Vunsmoke 19v6")
{
specialnames[5] = "Gunsmoke 1966";
}
break;
case 6:
//Please enjoy these repeats -> In the Margins
if (specialnames[6] == "Please enjoy these repeats")
{
specialnames[6] = "Please envoy theve repeats";
}
else if (specialnames[6] == "Please envoy theve repeats")
{
specialnames[6] = "Plse envoy tse rvpvas";
}
else if (specialnames[6] == "Plase envoy these rvpeas")
{
specialnames[6] = "Plse envoy tse rvpvas";
}
else if (specialnames[6] == "Plse envoy tse rvpvas")
{
specialnames[6] = "Vl envoy te rvevs";
}
else if (specialnames[6] == "Vl envoy te rvevs")
{
specialnames[6] = "Vv evo tv vevs";
}
else if (specialnames[6] == "Vv evo tv vevs")
{
specialnames[6] = "Iv vhv Mvrvivs";
}
else if (specialnames[6] == "Iv vhv Mvrvivs")
{
specialnames[6] = "In the Margins";
}
break;
case 7:
//Try Jiggling the Antenna -> Heaven's Gate
if (specialnames[7] == "Try Jiggling the Antenna")
{
specialnames[7] = "Try Viggling the Antenna";
}
else if (specialnames[7] == "Try Viggling the Antenna")
{
specialnames[7] = "TryJivglvng theAvtevna";
}
else if (specialnames[7] == "TryJivglvng theAvtevna")
{
specialnames[7] = "Tvvivglvng thAvtvvv";
}
else if (specialnames[7] == "Tvvivglvng thAvtvvv")
{
specialnames[7] = "Vvvgglvnv tvnvva";
}
else if (specialnames[7] == "Vvvgglvnv tvnvva")
{
specialnames[7] = "Vvavvnvs vvtv";
}
else if (specialnames[7] == "Vvavvnvs vvtv")
{
specialnames[7] = "Veavvn's Gvte";
}
else if (specialnames[7] == "Veavvn's Gvte")
{
specialnames[7] = "Heaven's Gate";
}
break;
}
glitchdelay = 5;
}
else
{
glitchdelay--;
}
}
std::string mapclass::getglitchname(int x, int y)
{
//Returns the name in the final area.
if (roomname == "glitch")
{
//8 Cases!
//First, the three "glitches"
glitchdelay--;
if (glitchdelay <= -5)
{
glitchmode = (glitchmode + 1) % 2;
glitchdelay = 0;
if (glitchmode == 0) glitchdelay = 20 +int(fRandom() * 10);
}
if (x == 42 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[0];
}
else return "Rear Vindow";
}
else if (x == 48 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[1];
}
else return "On the Vaterfront";
}
else if (x == 49 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[2];
}
else return "The Untouchavles";
}
}
else if (roomname == "change")
{
if (finalstretch)
{
if (x == 45 && y == 51) transformname(3);
if (x == 46 && y == 51) transformname(4);
if (x == 47 && y == 51) transformname(5);
if (x == 50 && y == 53) transformname(6);
if (x == 50 && y == 54) transformname(7);
}
if (x == 45 && y == 51) return specialnames[3];
if (x == 46 && y == 51) return specialnames[4];
if (x == 47 && y == 51) return specialnames[5];
if (x == 50 && y == 53) return specialnames[6];
if (x == 50 && y == 54) return specialnames[7];
return roomname;
}
else
{
return roomname;
}
return roomname;
}
void mapclass::initmapdata()
{
//Set up static map information like teleporters and shiny trinkets.
setteleporter(0, 0);
setteleporter(0, 16);
setteleporter(2, 4);
setteleporter(2, 11);
setteleporter(7, 9);
setteleporter(7, 15);
setteleporter(8, 11);
setteleporter(10, 5);
setteleporter(11, 4);
setteleporter(13, 2);
setteleporter(13, 8);
setteleporter(14, 19);
setteleporter(15, 0);
setteleporter(17, 12);
setteleporter(17, 17);
setteleporter(18, 1);
setteleporter(18, 7);
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settrinket(14, 4);
settrinket(13, 6);
settrinket(11, 12);
settrinket(15, 12);
settrinket(14, 11);
settrinket(18, 14);
settrinket(11, 7);
settrinket(9, 2);
settrinket(9, 16);
settrinket(2, 18);
settrinket(7, 18);
settrinket(6, 1);
settrinket(17, 3);
settrinket(10, 19);
settrinket(5, 15);
settrinket(1, 10);
settrinket(3, 2);
settrinket(10, 8);
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}
int mapclass::finalat(int x, int y)
{
//return the tile index of the final stretch tiles offset by the colour difference
if (contents[x + vmult[y]] == 740)
{
//Special case: animated tiles
if (final_mapcol == 1)
{
// Windows hits fRandom() == 1 frequently! For fuck sake! -flibit
return 737 + (std::min(int(fRandom() * 12), 11) * 40);
}
else
{
return contents[x + vmult[y]] - (final_mapcol * 3) + (final_aniframe * 40);
}
}
else if (contents[x + vmult[y]] >= 80)
{
return contents[x + vmult[y]] - (final_mapcol * 3);
}
else
{
return contents[x + vmult[y]];
}
return 0;
}
int mapclass::maptiletoenemycol(int t)
{
//returns the colour index for enemies that matches the map colour t
switch(t)
{
case 0:
return 11;
break;
case 1:
return 6;
break;
case 2:
return 8;
break;
case 3:
return 12;
break;
case 4:
return 9;
break;
case 5:
return 7;
break;
case 6:
return 18;
break;
}
return 11;
}
void mapclass::changefinalcol(int t)
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{
//change the map to colour t - for the game's final stretch.
//First up, the tiles. This is just a setting:
final_mapcol = t;
temp = 6 - t;
//Next, entities
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if (obj.entities[i].type == 1) //something with a movement behavior
{
if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) //treadmill
{
if(temp<3)
{
obj.entities[i].tile = 907 + (temp * 80);
}
else
{
obj.entities[i].tile = 911 + ((temp-3) * 80);
}
if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
}
else if (obj.entities[i].isplatform)
{
obj.entities[i].tile = 915+(temp*40);
}
else //just an enemy
{
obj.entities[i].colour = maptiletoenemycol(temp);
}
}
else if (obj.entities[i].type == 2) //disappearing platforms
{
obj.entities[i].tile = 915+(temp*40);
}
}
}
void mapclass::setcol(const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
{
r = intpol(r1, r2, c / 5);
g = intpol(g1, g2, c / 5);
b = intpol(b1, b2, c / 5);
}
void mapclass::updatetowerglow()
{
if (colstatedelay <= 0 || colsuperstate > 0)
{
if (colsuperstate > 0) colstate--;
colstate++;
if (colstate >= 30) colstate = 0;
check = colstate % 5; //current state of phase
cmode = (colstate - check) / 5; // current colour transition
switch(cmode)
{
case 0:
setcol(255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(255, 93, 255, 255, 93, 107, check);
break;
}
if (check == 0)
{
colstatedelay = 45;
}
else
{
colstatedelay = 0;
}
if (colsuperstate > 0) colstatedelay = 0;
tdrawback = true;
towercol = RGB(r*0.04f, g*0.04f, b*0.04f);
}
else
{
colstatedelay--;
}
}
void mapclass::nexttowercolour()
{
colstate+=5;
if (colstate >= 30) colstate = 0;
check = colstate % 5; //current state of phase
cmode = (colstate - check) / 5; // current colour transition
switch(cmode)
{
case 0:
setcol(255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(255, 93, 255, 255, 93, 107, check);
break;
}
tdrawback = true;
towercol = RGB(r*0.04, g*0.04, b*0.04);
}
void mapclass::settowercolour(int t)
{
colstate=t*5;
if (colstate >= 30) colstate = 0;
check = colstate % 5; //current state of phase
cmode = (colstate - check) / 5; // current colour transition
switch(cmode)
{
case 0:
setcol(255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(255, 93, 255, 255, 93, 107, check);
break;
}
tdrawback = true;
towercol = RGB(r*0.04, g*0.04, b*0.04);
}
bool mapclass::spikecollide(int x, int y)
{
if (invincibility) return false;
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
return false;
}
bool mapclass::collide(int x, int y)
{
if (towermode)
{
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
if (invincibility)
{
if (tower.at(x, y, 0) >= 6 && tower.at(x, y, 0) <= 11) return true;
}
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}
else if (tileset == 2)
{
if (y == -1) return collide(x, y + 1);
if (y == 29+extrarow) return collide(x, y - 1);
if (x == -1) return collide(x + 1, y);
if (x == 40) return collide(x - 1, y);
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
if (contents[x + vmult[y]] >= 12 && contents[x + vmult[y]] <= 27) return true;
if (invincibility)
{
if (contents[x + vmult[y]] >= 6 && contents[x + vmult[y]] <= 11) return true;
}
}
else
{
if (y == -1) return collide(x, y + 1);
if (y == 29+extrarow) return collide(x, y - 1);
if (x == -1) return collide(x + 1, y);
if (x == 40) return collide(x - 1, y);
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
if (contents[x + vmult[y]] == 1) return true;
if (tileset==0 && contents[x + vmult[y]] == 59) return true;
if (contents[x + vmult[y]]>= 80 && contents[x + vmult[y]] < 680) return true;
if (contents[x + vmult[y]] == 740 && tileset==1) return true;
if (invincibility)
{
if (contents[x + vmult[y]]>= 6 && contents[x + vmult[y]] <= 9) return true;
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] <= 50) return true;
if (tileset == 1)
{
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] < 80) return true;
}
}
}
return false;
}
void mapclass::fillareamap(std::vector<std::string>& tmap)
{
for (j = 0; j < 20; j++)
{
std::vector<std::string> maprow = split(tmap[j], ',');
for (int i = 0; i < 20; i++)
{
areamap[i + (j * 20)] = atoi(maprow[i].c_str());
}
}
}
void mapclass::settile(int xp, int yp, int t)
{
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow)
{
contents[xp + vmult[yp]] = t;
}
}
void mapclass::fillcontent(std::vector<std::string>& tmap)
{
for (j = 0; j < 29+extrarow; j++)
{
std::vector<std::string> maprow = split(tmap[j], ',');
for(int i = 0; i < 40; i++)
{
contents[i + vmult[j]] = atoi(maprow[i].c_str());
}
}
}
int mapclass::area(int _rx, int _ry)
{
//THIS IS THE BUG
if (finalmode)
{
return 6;
}
else
{
int lookup = (_rx - 100) + ((_ry - 100) * 20);
//lookup = std::max(0,lookup);
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
return areamap[lookup];
}
else
{
return 6;
}
}
}
void mapclass::exploretower()
{
for (int i = 0; i < 20; i++)
{
explored[9 + (i * 20)] = 1;
}
}
void mapclass::hideship()
{
//remove the ship from the explored areas
explored[2 + (10 * 20)] = 0;
explored[3 + (10 * 20)] = 0;
explored[4 + (10 * 20)] = 0;
explored[2 + (11 * 20)] = 0;
explored[3 + (11 * 20)] = 0;
explored[4 + (11 * 20)] = 0;
}
void mapclass::showship()
{
//remove the ship from the explored areas
explored[2 + (10 * 20)] = 1;
explored[3 + (10 * 20)] = 1;
explored[4 + (10 * 20)] = 1;
explored[2 + (11 * 20)] = 1;
explored[3 + (11 * 20)] = 1;
explored[4 + (11 * 20)] = 1;
}
void mapclass::resetplayer()
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{
bool was_in_tower = towermode;
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if (game.roomx != game.saverx || game.roomy != game.savery)
{
gotoroom(game.saverx, game.savery);
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}
game.deathseq = -1;
int i = obj.getplayer();
if(i>-1)
{
obj.entities[i].vx = 0;
obj.entities[i].vy = 0;
obj.entities[i].ax = 0;
obj.entities[i].ay = 0;
obj.entities[i].xp = game.savex;
obj.entities[i].yp = game.savey;
obj.entities[i].dir = game.savedir;
obj.entities[i].colour = 0;
game.lifeseq = 10;
obj.entities[i].invis = true;
obj.entities[i].size = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].h = 21;
// If we entered a tower as part of respawn, reposition camera
if (!was_in_tower && towermode)
{
ypos = obj.entities[i].yp - 120;
if (ypos < 0)
{
ypos = 0;
}
bypos = ypos / 2;
}
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}
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
if (game.supercrewmate)
{
if (game.roomx == game.scmprogress + 41)
{
game.scmprogress = game.roomx - 41;
}
else
{
game.scmprogress = game.roomx - 40;
}
if (game.scmprogress != 0)
{
game.scmmoveme = true;
}
else
{
game.scmmoveme = false;
}
}
}
void mapclass::warpto(int rx, int ry , int t, int tx, int ty)
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{
gotoroom(rx, ry);
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game.teleport = false;
obj.entities[t].xp = tx * 8;
obj.entities[t].yp = (ty * 8) - obj.entities[t].h;
game.gravitycontrol = 0;
}
void mapclass::gotoroom(int rx, int ry)
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{
//First, destroy the current room
obj.removeallblocks();
game.activetele = false;
game.readytotele = 0;
//Ok, let's save the position of all lines on the screen
obj.linecrosskludge.clear();
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if (obj.entities[i].type == 9)
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{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
{
//it's on a screen edge
obj.copylinecross(i);
}
}
}
int theplayer = obj.getplayer();
for (int i = 0; i < (int) obj.entities.size(); i++)
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{
if (i != theplayer)
{
removeentity_iter(i);
theplayer--; //just in case indice of player is not 0
}
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}
game.door_up = rx + ((ry - 1) * 100);
game.door_down = rx + ((ry + 1) * 100);
game.door_right = rx + 1 + (ry * 100);
game.door_left = rx -1 + (ry * 100);
if (rx < game.roomx)
{
game.roomchangedir = 0;
}
else
{
game.roomchangedir = 1;
}
if (finalmode)
{
//Ok, what way are we moving?
finalx = rx;
finaly = ry;
game.roomx = finalx;
game.roomy = finaly;
game.roomchange = true;
rx = finalx;
ry = finaly;
if (game.roomy < 10)
{
game.roomy = 11;
finaly = 11;
}
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 )
{
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
}
else
{
game.currentroomdeaths = 0;
}
//Final level for time trial
if (game.intimetrial)
{
if (game.roomx == 46 && game.roomy == 54) music.niceplay(15); //Final level remix
}
}
#if !defined(NO_CUSTOM_LEVELS)
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else if (custommode)
{
game.roomx = rx;
game.roomy = ry;
game.roomchange = true;
if (game.roomx < 100) game.roomx = 100 + ed.mapwidth-1;
if (game.roomy < 100) game.roomy = 100 + ed.mapheight-1;
if (game.roomx > 100 + ed.mapwidth-1) game.roomx = 100;
if (game.roomy > 100 + ed.mapheight-1) game.roomy = 100;
}
#endif
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else
{
game.roomx = rx;
game.roomy = ry;
game.roomchange = true;
if (game.roomx < 100) game.roomx = 119;
if (game.roomy < 100) game.roomy = 119;
if (game.roomx > 119) game.roomx = 100;
if (game.roomy > 119) game.roomy = 100;
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
//Alright, change music depending on where we are:
//Tower
if (game.roomx == 107 && game.roomy == 106) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 107) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 108) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 109) music.niceplay(4);
if (game.roomx == 108 && game.roomy == 109)
{
if (graphics.setflipmode)
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{
music.niceplay(9);
}
else
{
music.niceplay(2);
}
}
if (game.roomx == 109)
{
if (graphics.setflipmode)
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{
music.niceplay(9);
}
else
{
music.niceplay(2);
}
}
//Warp Zone
if (game.roomx == 112 && game.roomy == 101) music.niceplay(4);
if (game.roomx == 113 && game.roomy == 101) music.niceplay(4);
if (game.roomx == 113 && game.roomy == 102) music.niceplay(4);
if (game.roomx == 114 && game.roomy == 101) music.niceplay(12);
if (game.roomx == 115 && game.roomy == 101) music.niceplay(12);
if (game.roomx == 115 && game.roomy == 102) music.niceplay(12);
//Lab
if (game.roomx == 101 && game.roomy == 115) music.niceplay(4);
if (game.roomx == 100 && game.roomy == 115) music.niceplay(4);
if (game.roomx == 101 && game.roomy == 116) music.niceplay(4);
if (game.roomx == 100 && game.roomy == 116) music.niceplay(4);
if (game.roomx == 102 && game.roomy == 116) music.niceplay(3);
if (game.roomx == 102 && game.roomy == 117) music.niceplay(3);
if (game.roomx == 101 && game.roomy == 117) music.niceplay(3);
//Space Station
if (game.intimetrial)
{
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 114) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 115) music.niceplay(1);
}
else
{
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 114) music.niceplay(4);
if (game.roomx == 112 && game.roomy == 115) music.niceplay(4);
}
//Leaving the Ship
if (game.roomx == 104 && game.roomy == 112) music.niceplay(4);
}
temp = rx + (ry * 100);
loadlevel(game.roomx, game.roomy);
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//Do we need to reload the background?
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if(redrawbg)
{
graphics.backgrounddrawn = false; //Used for background caching speedup
}
graphics.foregrounddrawn = false; //Used for background caching speedup
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game.prevroomx = game.roomx;
game.prevroomy = game.roomy;
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//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
if(!game.intimetrial && !custommode)
{
if (!obj.flags[5] && !finalmode)
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{
game.state = 0;
if (game.roomx == 113 && game.roomy == 104)
{
game.state = 50;
}
}
}
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
//set it to an inactive state.
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
//continuations!
temp = obj.getplayer();
if(temp>-1)
{
obj.entities[temp].oldxp = obj.entities[temp].xp;
obj.entities[temp].oldyp = obj.entities[temp].yp;
}
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if (obj.entities[i].type == 9)
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{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
{
//it's on a screen edge
for (j = 0; j < (int) obj.linecrosskludge.size(); j++)
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{
if (obj.entities[i].yp == obj.linecrosskludge[j].yp)
{
//y's match, how about x's?
//we're moving left:
if (game.roomchangedir == 0)
{
if (obj.entities[i].xp + obj.entities[i].w >= 312 && obj.linecrosskludge[j].xp <= 0)
{
obj.revertlinecross(i, j);
}
}
else
{
if (obj.entities[i].xp <= 0 && obj.linecrosskludge[j].xp + obj.linecrosskludge[j].w >= 312)
{
obj.revertlinecross(i, j);
}
}
}
}
}
}
}
}
std::string mapclass::currentarea(int t)
{
switch(t)
{
case 0:
return "Dimension VVVVVV";
break;
case 1:
return "Dimension VVVVVV";
break;
case 2:
return "Laboratory";
break;
case 3:
return "The Tower";
break;
case 4:
return "Warp Zone";
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break;
case 5:
return "Space Station";
break;
case 6:
return "Outside Dimension VVVVVV";
break;
case 7:
return "Outside Dimension VVVVVV";
break;
case 8:
return "Outside Dimension VVVVVV";
break;
case 9:
return "Outside Dimension VVVVVV";
break;
case 10:
return "Outside Dimension VVVVVV";
break;
case 11:
return "The Tower";
break;
}
return "???";
}
void mapclass::loadlevel(int rx, int ry)
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{
int t;
if (!finalmode)
{
explored[rx - 100 + ((ry - 100) * 20)] = 1;
if (rx == 109 && !custommode)
{
exploretower();
}
}
roomtexton = false;
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
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roomtext.clear();
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obj.platformtile = 0;
obj.customplatformtile=0;
obj.vertplatforms = false;
obj.horplatforms = false;
roomname = "";
background = 1;
warpx = false;
warpy = false;
towermode = false;
ypos = 0;
extrarow = 0;
//Custom stuff for warplines
obj.customwarpmode=false;
obj.customwarpmodevon=false;
obj.customwarpmodehon=false;
std::vector<std::string> tmap;
if (finalmode)
{
t = 6;
//check if we're in the towers
if (rx == 49 && ry == 52)
{
//entered tower 1
t = 7;
}
else if (rx == 49 && ry == 53)
{
//re entered tower 1
t = 8;
}
else if (rx == 51 && ry == 54)
{
//entered tower 2
t = 9;
}
else if (rx == 51 && ry == 53)
{
//re entered tower 2
t = 10;
}
}
else if (custommode)
{
t= 12;
}
else
{
t = area(rx, ry);
if (t == 3)
{
//correct position for tower
if (ry == 109)
{
//entered from ground floor
int player = obj.getplayer();
obj.entities[player].yp += (671 * 8);
ypos = (700-29) * 8;
bypos = ypos / 2;
cameramode = 0;
colstate = 0;
colsuperstate = 0;
}
else if (ry == 104)
{
//you've entered from the top floor
ypos = 0;
bypos = 0;
cameramode = 0;
colstate = 0;
colsuperstate = 0;
}
}
if (t < 2) //on the world map, want to test if we're in the secret lab
{
if (rx >= 116)
{
if (ry >= 105)
{
if (ry <= 107)
{
if (rx == 119 && ry == 105)
{
//Ah, this is just a normal area
}
else
{
//in the secret lab! Crazy background!
background = 2;
if (rx == 116 && ry == 105) graphics.rcol = 1;
if (rx == 117 && ry == 105) graphics.rcol = 5;
if (rx == 118 && ry == 105) graphics.rcol = 4;
if (rx == 117 && ry == 106) graphics.rcol = 2;
if (rx == 118 && ry == 106) graphics.rcol = 0;
if (rx == 119 && ry == 106) graphics.rcol = 3;
if (rx == 119 && ry == 107) graphics.rcol = 1;
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}
}
}
}
}
}
if (rx == 119 && ry == 108 && !custommode)
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{
background = 5;
graphics.rcol = 3;
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warpx = true;
warpy = true;
}
switch(t)
{
#if !defined(MAKEANDPLAY)
case 0:
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case 1: //World Map
tileset = 1;
extrarow = 1;
tmap = otherlevel.loadlevel(rx, ry);
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fillcontent(tmap);
roomname = otherlevel.roomname;
tileset = otherlevel.roomtileset;
//do the appear/remove roomname here
if (otherlevel.roomtexton)
{
roomtexton = true;
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
roomtext = std::vector<Roomtext>(otherlevel.roomtext);
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}
break;
case 2: //The Lab
contents = lablevel.loadlevel(rx, ry);
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roomname = lablevel.roomname;
tileset = 1;
background = 2;
graphics.rcol = lablevel.rcol;
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break;
case 3: //The Tower
tdrawback = true;
minitowermode = false;
tower.minitowermode = false;
bscroll = 0;
scrolldir = 0;
roomname = "The Tower";
tileset = 1;
background = 3;
towermode = true;
//bypos = 0; ypos = 0; cameramode = 0;
//All the entities for here are just loaded here; it's essentially one room after all
obj.createentity(48, 5456, 10, 1, 505007); // (savepoint)
obj.createentity(224, 4528, 10, 1, 505017); // (savepoint)
obj.createentity(232, 4168, 10, 0, 505027); // (savepoint)
obj.createentity(280, 3816, 10, 1, 505037); // (savepoint)
obj.createentity(152, 3552, 10, 1, 505047); // (savepoint)
obj.createentity(216, 3280, 10, 0, 505057); // (savepoint)
obj.createentity(216, 4808, 10, 1, 505067); // (savepoint)
obj.createentity(72, 3096, 10, 0, 505077); // (savepoint)
obj.createentity(176, 2600, 10, 0, 505087); // (savepoint)
obj.createentity(216, 2392, 10, 0, 505097); // (savepoint)
obj.createentity(152, 1184, 10, 1, 505107); // (savepoint)
obj.createentity(152, 912, 10, 1, 505117); // (savepoint)
obj.createentity(152, 536, 10, 1, 505127); // (savepoint)
obj.createentity(120, 5136, 10, 0, 505137); // (savepoint)
obj.createentity(144, 1824, 10, 0, 505147); // (savepoint)
obj.createentity(72, 2904, 10, 0, 505157); // (savepoint)
obj.createentity(224, 1648, 10, 1, 505167); // (savepoint)
obj.createentity(112, 5280, 10, 1, 50517); // (savepoint)
obj.createentity(24, 4216, 9, 7); // (shiny trinket)
obj.createentity(280, 3216, 9, 8); // (shiny trinket)
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break;
case 4: //The Warpzone
contents = warplevel.loadlevel(rx, ry);
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roomname = warplevel.roomname;
tileset = 1;
background = 3;
graphics.rcol = warplevel.rcol;
graphics.backgrounddrawn = false;
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warpx = warplevel.warpx;
warpy = warplevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
break;
case 5: //Space station
tmap = spacestation2.loadlevel(rx, ry);
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fillcontent(tmap);
roomname = spacestation2.roomname;
tileset = 0;
break;
case 6: //final level
tmap = finallevel.loadlevel(finalx, finaly);
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fillcontent(tmap);
roomname = finallevel.roomname;
tileset = 1;
background = 3;
graphics.rcol = finallevel.rcol;
graphics.backgrounddrawn = false;
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if (finalstretch)
{
background = 6;
}
else
{
warpx = finallevel.warpx;
warpy = finallevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
}
graphics.rcol = 6;
changefinalcol(final_mapcol);
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break;
case 7: //Final Level, Tower 1
tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
bscroll = 0;
scrolldir = 1;
roomname = "Panic Room";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
ypos = 0;
bypos = 0;
cameramode = 0;
colstate = 0;
colsuperstate = 0;
break;
case 8: //Final Level, Tower 1 (reentered from below)
{
tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
bscroll = 0;
scrolldir = 1;
roomname = "Panic Room";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
int i = obj.getplayer();
obj.entities[i].yp += (71 * 8);
game.roomy--;
finaly--;
ypos = (100-29) * 8;
bypos = ypos/2;
cameramode = 0;
colstate = 0;
colsuperstate = 0;}
break;
case 9: //Final Level, Tower 2
{
tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
bscroll = 0;
scrolldir = 0;
final_colorframe = 2;
roomname = "The Final Challenge";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
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int i = obj.getplayer();
obj.entities[i].yp += (71 * 8);
game.roomy--;
finaly--;
ypos = (100-29) * 8;
bypos = ypos/2;
cameramode = 0;
colstate = 0;
colsuperstate = 0;
}
break;
case 10: //Final Level, Tower 2
{
tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
bscroll = 0;
scrolldir = 0;
final_colorframe = 2;
roomname = "The Final Challenge";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
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ypos = 0;
bypos = 0;
cameramode = 0;
colstate = 0;
colsuperstate = 0;
}
break;
case 11: //Tower Hallways //Content is held in final level routine
{
tmap = finallevel.loadlevel(rx, ry);
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fillcontent(tmap);
roomname = finallevel.roomname;
tileset = 2;
if (rx == 108)
{
background = 7;
rcol = 15;
}
if (rx == 110)
{
background = 8;
rcol = 10;
}
if (rx == 111)
{
background = 9;
rcol = 0;
}
}
break;
#endif
#if !defined(NO_CUSTOM_LEVELS)
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case 12: //Custom level
int curlevel=(rx-100)+((ry-100)*ed.maxwidth);
game.customcol=ed.getlevelcol(curlevel)+1;
obj.customplatformtile=game.customcol*12;
switch(ed.level[curlevel].tileset){
case 0: //Space Station
tileset = 0;
background = 1;
break;
case 1: //Outside
tileset = 1;
background = 1;
break;
case 2: //Lab
tileset = 1;
background = 2;
graphics.rcol = ed.level[curlevel].tilecol;
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break;
case 3: //Warp Zone/intermission
tileset = 1;
background = 6;
break;
case 4://Ship
tileset = 1;
background = 1;
break;
default:
tileset = 1;
background = 1;
break;
}
//If screen warping, then override all that:
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if(redrawbg){
graphics.backgrounddrawn = false;
}
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if(ed.level[curlevel].warpdir>0){
if(ed.level[curlevel].warpdir==1){
warpx=true;
background=3;
graphics.rcol = ed.getwarpbackground(rx-100,ry-100);
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}else if(ed.level[curlevel].warpdir==2){
warpy=true;
background=4;
graphics.rcol = ed.getwarpbackground(rx-100,ry-100);
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}else if(ed.level[curlevel].warpdir==3){
warpx=true; warpy=true;
background = 5;
graphics.rcol = ed.getwarpbackground(rx-100,ry-100);
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}
}
roomname="";
if(ed.level[curlevel].roomname!=""){
roomname=ed.level[curlevel].roomname;
}
extrarow = 1;
ed.loadlevel(rx, ry);
roomtexton = false;
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
roomtext.clear();
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for (int edj = 0; edj < 30; edj++){
for(int edi = 0; edi < 40; edi++){
contents[edi + vmult[edj]] = ed.swapmap[edi + vmult[edj]];
}
}
//Entities have to be created HERE, akwardly
int tempcheckpoints=0;
int tempscriptbox=0;
for(size_t edi=0; edi<edentity.size(); edi++){
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//If entity is in this room, create it
int tsx=(edentity[edi].x-(edentity[edi].x%40))/40;
int tsy=(edentity[edi].y-(edentity[edi].y%30))/30;
if(tsx==rx-100 && tsy==ry-100){
switch(edentity[edi].t){
case 1: //Enemies
int bx1, by1, bx2, by2;
bx1=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyx1;
by1=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyy1;
bx2=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyx2;
by2=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyy2;
if(warpx){ if(bx1==0 && bx2==320){ bx1=-100; bx2=420; } }
if(warpy){ if(by1==0 && by2==240){ by1=-100; by2=340; } }
obj.customenemy=ed.level[tsx+((ed.maxwidth)*tsy)].enemytype;
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 56,
edentity[edi].p1, 4, bx1, by1, bx2, by2);
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break;
case 2: //Platforms and Threadmills
if(edentity[edi].p1<=4){
int bx1, by1, bx2, by2;
bx1=ed.level[rx-100+((ry-100)*ed.maxwidth)].platx1;
by1=ed.level[rx-100+((ry-100)*ed.maxwidth)].platy1;
bx2=ed.level[rx-100+((ry-100)*ed.maxwidth)].platx2;
by2=ed.level[rx-100+((ry-100)*ed.maxwidth)].platy2;
if(warpx){ if(bx1==0 && bx2==320){ bx1=-100; bx2=420; } }
if(warpy){ if(by1==0 && by2==240){ by1=-100; by2=340; } }
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 2,
edentity[edi].p1, ed.level[rx-100+((ry-100)*ed.mapwidth)].platv, bx1, by1, bx2, by2);
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}else if(edentity[edi].p1>=5 && edentity[edi].p1<=8){ //Threadmill
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 2,
edentity[edi].p1+3, 4);
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}
break;
case 3: //Disappearing platforms
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 3);
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break;
case 9:
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 9, ed.findtrinket(edi));
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break;
case 10: //Checkpoints
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 10,
edentity[edi].p1,((rx+(ry*100))*20)+tempcheckpoints);
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tempcheckpoints++;
break;
case 11: //Gravity Lines
if(edentity[edi].p1==0){ //Horizontal
obj.createentity((edentity[edi].p2*8),(edentity[edi].y*8)- ((ry-100)*30*8)+4, 11, edentity[edi].p3);
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}else{ //Vertical
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8)+3,(edentity[edi].p2*8), 12, edentity[edi].p3);
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}
break;
case 13: //Warp Tokens
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 13, edentity[edi].p1, edentity[edi].p2);
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break;
case 15: //Collectable crewmate
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8)-4,(edentity[edi].y*8)- ((ry-100)*30*8)+1, 55, ed.findcrewmate(edi), edentity[edi].p1, edentity[edi].p2);
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break;
case 17: //Roomtext!
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
{
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roomtexton = true;
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
Roomtext text;
text.x = edentity[edi].x - ((rx-100)*40);
text.y = edentity[edi].y - ((ry-100)*30);
text.text = edentity[edi].scriptname;
roomtext.push_back(text);
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break;
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
}
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case 18: //Terminals
obj.customscript=edentity[edi].scriptname;
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8)+8, 20, 1);
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obj.createblock(5, (edentity[edi].x*8)- ((rx-100)*40*8)-8, (edentity[edi].y*8)- ((ry-100)*30*8)+8, 20, 16, 35);
break;
case 19: //Script Box
game.customscript[tempscriptbox]=edentity[edi].scriptname;
obj.createblock(1, (edentity[edi].x*8)- ((rx-100)*40*8), (edentity[edi].y*8)- ((ry-100)*30*8),
edentity[edi].p1*8, edentity[edi].p2*8, 300+tempscriptbox);
tempscriptbox++;
break;
case 50: //Warp Lines
obj.customwarpmode=true;
if(edentity[edi].p1==0){ //
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8)+4,(edentity[edi].p2*8), 51, edentity[edi].p3);
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}else if(edentity[edi].p1==1){ //Horizontal, right
obj.createentity((edentity[edi].x*8)- ((rx-100)*40*8)+4,(edentity[edi].p2*8), 52, edentity[edi].p3);
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}else if(edentity[edi].p1==2){ //Vertical, top
obj.createentity((edentity[edi].p2*8),(edentity[edi].y*8)- ((ry-100)*30*8)+7, 53, edentity[edi].p3);
2020-01-01 21:29:24 +01:00
}else if(edentity[edi].p1==3){
obj.createentity((edentity[edi].p2*8),(edentity[edi].y*8)- ((ry-100)*30*8), 54, edentity[edi].p3);
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}
break;
}
}
}
//do the appear/remove roomname here
break;
#endif
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}
//The room's loaded: now we fill out damage blocks based on the tiles.
if (towermode)
{
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}
else
{
for (int j = 0; j < 29 + extrarow; j++)
{
for (int i = 0; i < 40; i++)
{
//Damage blocks
if(tileset==0)
{
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
if (contents[i + vmult[j]] == 49 || contents[i + vmult[j]] == 50)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==1)
{
//if (contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9) obj.createblock(2, (i * 8), (j * 8)+1, 8, 6);
//if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 79) obj.createblock(2, (i * 8) + 1, (j * 8) + 1, 6, 6);
if ((contents[i + vmult[j]] >= 63 && contents[i + vmult[j]] <= 74) ||
(contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9))
{
//sticking up) {
if (contents[i + vmult[j]] < 10) contents[i + vmult[j]]++;
//sticking up
if(contents[i + vmult[j]]%2==0)
{
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
else
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8) + 4, 8, 4);
}
if (contents[i + vmult[j]] < 11) contents[i + vmult[j]]--;
}
if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 62)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==2)
{
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
}
//Breakable blocks
if (contents[i + vmult[j]] == 10)
{
contents[i + vmult[j]] = 0;
obj.createentity(i * 8, j * 8, 4);
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}
//Directional blocks
if (contents[i + vmult[j]] >= 14 && contents[i + vmult[j]] <= 17)
{
obj.createblock(3, i * 8, j * 8, 8, 8, contents[i + vmult[j]]-14);
}
}
}
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
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{
//put a block underneath
temp = obj.entities[i].xp / 8.0f;
temp2 = obj.entities[i].yp / 8.0f;
settile(temp, temp2, 1);
settile(temp+1, temp2, 1);
settile(temp+2, temp2, 1);
settile(temp+3, temp2, 1);
if (obj.entities[i].w == 64)
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{
settile(temp+4, temp2, 1);
settile(temp+5, temp2, 1);
settile(temp+6, temp2, 1);
settile(temp+7, temp2, 1);
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}
}
}
}
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
if (!finalmode && !custommode)
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{
//First up: the extra bits:
//Vermilion's quest:
if (rx == 100 && ry == 105) //On path to verdigris
{
if (game.crewstats[3] && !game.crewstats[4])
{
obj.createentity(87, 105, 18, 15, 0, 18);
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obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 107 && ry == 100) //victoria
{
if (game.crewstats[3] && !game.crewstats[5])
{
obj.createentity(140, 137, 18, 15, 0, 18);
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obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 114 && ry == 109)
{
if (game.crewstats[3] && !game.crewstats[2])
{
obj.createentity(235, 81, 18, 15, 0, 18);
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obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
}
}
//Verdigris fixing the ship
if (rx == 101 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()>4 && game.crewrescued()!=6)
{
obj.createentity(175, 121, 18, 13, 0, 18);
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obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
}
}
}
else if (rx == 103 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()<=4 && game.crewrescued()!=6)
{
obj.createentity(53, 161, 18, 13, 1, 18);
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obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
}
}
}
if (rx == 104 && ry == 111)
{
//Red
//First: is he rescued?
if (game.crewstats[3])
{
//If so, red will always be at his post
obj.createentity(107, 121, 18, 15, 0, 18);
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//What script do we use?
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 103 && ry == 111)
{
//Yellow
//First: is he rescued?
if (game.crewstats[2])
{
obj.createentity(198, 105, 18, 14, 0, 18);
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//What script do we use?
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
}
}
else if (rx == 103 && ry == 110)
{
//Green
//First: is he rescued?
if (game.crewstats[4])
{
obj.createentity(242, 177, 18, 13, 0, 18);
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//What script do we use?
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
}
}
else if (rx == 104 && ry == 110)
{
//Purple
//First: is she rescued?
if (game.crewstats[1])
{
obj.createentity(140, 177, 18, 20, 0, 18);
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//What script do we use?
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
}
}
else if (rx == 102 && ry == 110)
{
//Blue
//First: is she rescued?
if (game.crewstats[5])
{
//A slight varation - she's upside down
obj.createentity(249, 62, 18, 16, 0, 18);
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j = obj.getcrewman(5);
obj.entities[j].rule = 7;
obj.entities[j].tile +=6;
//What script do we use?
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
}
}
}
//Make sure our crewmates are facing the player if appliciable
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 7)
{
if (obj.entities[i].state == 18)
{
//face the player
j = obj.getplayer();
if (obj.entities[j].xp > obj.entities[i].xp + 5)
{
obj.entities[i].dir = 1;
}
else if (obj.entities[j].xp < obj.entities[i].xp - 5)
{
obj.entities[i].dir = 0;
}
}
}
}
}