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VVVVVV/desktop_version/src/Entity.cpp

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#include "Entity.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;
}
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tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
tempx = getgridpoint(temprect.x);
tempy = getgridpoint(temprect.y);
tempw = getgridpoint(temprect.x + temprect.w - 1);
temph = getgridpoint(temprect.y + temprect.h - 1);
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)
{
tpy1 = getgridpoint(temprect.y + 6);
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()
{
skipblocks = false;
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skipdirblocks = false;
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));
colpoint1 = point();
colpoint2 = point();
tempx = 0;
tempy = 0;
tempw = 0;
temph = 0;
temp = 0;
temp2 = 0;
tpx1 = 0;
tpy1 = 0;
tpx2 = 0;
tpy2 = 0;
x = 0;
k = 0;
dx = 0.0f;
dy = 0.0f;
dr = 0.0f;
px = 0;
py = 0;
linetemp = 0;
activetrigger = 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");
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trig=1;
break;
case 1:
block.prompt = "Press ENTER to talk to Violet";
block.script = "talkpurple";
block.setblockcolour("purple");
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trig=0;
break;
case 2:
block.prompt = "Press ENTER to talk to Vitellary";
block.script = "talkyellow";
block.setblockcolour("yellow");
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trig=0;
break;
case 3:
block.prompt = "Press ENTER to talk to Vermilion";
block.script = "talkred";
block.setblockcolour("red");
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trig=0;
break;
case 4:
block.prompt = "Press ENTER to talk to Verdigris";
block.script = "talkgreen";
block.setblockcolour("green");
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trig=0;
break;
case 5:
block.prompt = "Press ENTER to talk to Victoria";
block.script = "talkblue";
block.setblockcolour("blue");
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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");
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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");
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trig=0;
break;
case 11:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_5";
block.setblockcolour("orange");
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trig=0;
break;
case 12:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_outside_6";
block.setblockcolour("orange");
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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");
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trig=0;
break;
case 15:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_station_3";
block.setblockcolour("orange");
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trig=0;
break;
case 16:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_station_4";
block.setblockcolour("orange");
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trig=0;
break;
case 17:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_warp_1";
block.setblockcolour("orange");
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trig=0;
break;
case 18:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_warp_2";
block.setblockcolour("orange");
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trig=0;
break;
case 19:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_lab_1";
block.setblockcolour("orange");
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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");
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trig=0;
break;
case 22:
block.prompt = "Press ENTER to activate terminal";
block.script = "terminal_shipcomputer";
block.setblockcolour("orange");
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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);'.
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// 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);'.
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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::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]);
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}
void entityclass::revertlinecross( int t, int s )
{
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(s, linecrosskludge))
{
puts("revertlinecross() out-of-bounds!");
return;
}
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//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 */ )
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{
k = entities.size();
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//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;
entity.oldxp = xp;
entity.oldyp = 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;
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if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117))
{
entity.setenemy(0);
entity.setenemyroom(game.roomx, game.roomy); //For colour
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}
else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108))
{
entity.setenemy(1);
entity.setenemyroom(game.roomx, game.roomy); //For colour
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}
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;
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}
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;
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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;
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}
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;
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if (int(vx) >= 10 && int(vx) <= 11)
{
//Double sized threadmills
entity.w = 64;
entity.h = 8;
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vx -= 2;
entity.size = 8;
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}
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;
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}else{
entity.settreadmillcolour(game.roomx, game.roomy);
if (int(vx) == 8) entity.tile += 40;
if (int(vx) == 9) entity.animate = 11;
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}
}
else
{
entity.animate = 100;
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}
entity.x1 = p1;
entity.y1 = p2;
entity.x2 = p3;
entity.y2 = p4;
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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;
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//appearance again depends on location
if(customplatformtile>0)
{
entity.tile=customplatformtile;
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}
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;
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}
entity.cy = -1;
entity.w = 32;
entity.h = 10;
entity.behave = vx;
entity.para = vy;
entity.onentity = 1;
entity.animate = 100;
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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;
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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;
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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;
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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;
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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;
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//Check if it's already been collected
entity.para = vx;
if (!INBOUNDS_ARR(vx, collect) || collect[(int) vx]) return;
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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;
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//Check if it's already been collected
entity.para = vx;
if (!INBOUNDS_ARR(vx, collect) || collect[(int) vx]) return;
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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;
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if (game.savepoint == (vy))
{
entity.colour = 5;
entity.onentity = 0;
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}
if (game.nodeathmode)
{
return;
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}
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;
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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;
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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;
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}
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;
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}
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;
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//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;
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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 = 35;
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}
break;
case 3:
if(game.bestrank[2]>=3)
{
entity.tile = 184 + vx;
entity.colour = 33;
2020-01-01 21:29:24 +01:00
}
break;
case 4:
if(game.bestrank[3]>=3)
{
entity.tile = 184 + vx;
entity.colour = 32;
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}
break;
case 5:
if(game.bestrank[4]>=3)
{
entity.tile = 184 + vx;
entity.colour = 34;
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}
break;
case 6:
if(game.bestrank[5]>=3)
{
entity.tile = 184 + vx;
entity.colour = 30;
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}
break;
case 7:
if(game.unlock[5])
{
entity.tile = 188 + vx;
entity.colour = 37;
entity.h += 3;
entity.oldyp -= 3;
entity.yp -= 3;
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}
break;
case 8:
if(game.unlock[19])
{
entity.tile = 188 + vx;
entity.colour = 37;
entity.h += 3;
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}
break;
case 9:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 50)
{
entity.tile = 182 + vx;
entity.colour = 40;
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}
}
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;
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}
}
break;
case 13:
if(game.swnbestrank>=1)
{
entity.tile = 182 + vx;
entity.colour = 39;
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}
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;
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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;
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entity.state = 0;
entity.onentity = 1;
//entity.state = vx;
2020-01-01 21:29:24 +01:00
entity.gravity = true;
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//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;
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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;
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//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;
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default:
entity.colour = 6;
2020-01-01 21:29:24 +01:00
break;
}
}
if(custom_gray){
entity.colour = 18;
}
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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)
2020-01-01 21:29:24 +01:00
{
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
2020-01-01 21:29:24 +01:00
{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
2020-01-01 21:29:24 +01:00
}
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].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;
2020-01-01 21:29:24 +01:00
}
break;
case 1: //Bounce, Start moving up
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
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;
2020-01-01 21:29:24 +01:00
}
else if (entities[i].state == 2)
{
entities[i].vy = -entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
2020-01-01 21:29:24 +01:00
}
else if (entities[i].state == 3)
{
entities[i].vy = entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
2020-01-01 21:29:24 +01:00
}
break;
case 2: //Bounce, Start moving left
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
2020-01-01 21:29:24 +01:00
}
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 = 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;
2020-01-01 21:29:24 +01:00
}
break;
case 3: //Bounce, Start moving right
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
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;
2020-01-01 21:29:24 +01:00
}
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;
2020-01-01 21:29:24 +01:00
}
break;
case 4: //Always move left
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
entities[i].vx = entities[i].para;
2020-01-01 21:29:24 +01:00
}
break;
case 5: //Always move right
2020-01-01 21:29:24 +01:00
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;
2020-01-01 21:29:24 +01:00
}
break;
case 6: //Always move up
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
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;
2020-01-01 21:29:24 +01:00
}
break;
case 7: //Always move down
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
entities[i].vx = static_cast<int>(entities[i].para);
2020-01-01 21:29:24 +01:00
}
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)
2020-01-01 21:29:24 +01:00
{
entities[i].state = 0;
}
break;
case 11: //Always move right, destroy when outside screen
if (entities[i].state == 0) //Init
2020-01-01 21:29:24 +01:00
{
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);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
if (game.roomx == 117)
2020-01-01 21:29:24 +01:00
{
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);'.
2020-06-13 21:00:04 +02:00
return removeentity(i);
}
//collector for LIES
2020-01-01 21:29:24 +01:00
}
}
break;
case 12:
//Emitter: shoot an enemy every so often (up)
if (entities[i].state == 0)
2020-01-01 21:29:24 +01:00
{
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.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
2020-01-01 21:29:24 +01:00
}
}
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++)
2020-01-01 21:29:24 +01:00
{
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;
}
2020-01-01 21:29:24 +01:00
}
}
else if (entities[i].state == 1)
2020-01-01 21:29:24 +01:00
{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
2020-01-01 21:29:24 +01:00
}
else if (entities[i].state == 2)
2020-01-01 21:29:24 +01:00
{
entities[i].vx = entities[i].para;
entities[i].onwall = 3;
entities[i].state = 1;
2020-01-01 21:29:24 +01:00
}
else if (entities[i].state == 3)
2020-01-01 21:29:24 +01:00
{
entities[i].vx = -entities[i].para;
entities[i].onwall = 2;
entities[i].state = 1;
2020-01-01 21:29:24 +01:00
}
break;
case 15: //As above, but for 3!
if (entities[i].state == 0) //Init
{
for (size_t j = 0; j < entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (entities[j].type == 2 && entities[j].state==3 && entities[j].xp==entities[i].xp+32)
2020-01-01 21:29:24 +01:00
{
entities[i].state = 3;
bool entitygone = updateentities(i);
if (entitygone) return true;
2020-01-01 21:29:24 +01:00
}
}
}
else if (entities[i].state == 1)
{
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}
2020-01-01 21:29:24 +01:00
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)
2020-01-01 21:29:24 +01:00
{
entities[i].tile = 120;
entities[i].yp = (28*8)-62;
entities[i].oldyp = (28*8)-62;
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
entities[i].tile = 96;
entities[i].yp = 24;
entities[i].oldyp = 24;
2020-01-01 21:29:24 +01:00
}
//now, x position
if (INBOUNDS_VEC(player, entities) && entities[player].xp > 20 * 8)
2020-01-01 21:29:24 +01:00
{
//approach from the left
entities[i].xp = -64;
entities[i].oldxp = -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;
entities[i].oldxp = 320;
entities[i].state = 3;
bool entitygone = updateentities(i); //left
if (entitygone) return true;
2020-01-01 21:29:24 +01:00
}
2020-01-01 21:29:24 +01:00
}
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);
entities[i].oldxp -= 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);
entities[i].oldxp += 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 - 1;
game.savegc = 1;
}
else if (entities[i].tile == 21)
{
game.savey = entities[i].yp-8;
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++;
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 (entities[k].rule == 6) entities[k].tile = 0;
if (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)
{
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;
}
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}
entities[i].onentity = 0;
entities[i].state = 0;
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}
else if (entities[i].state == 2)
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{
//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;
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}
break;
}
}
else
{
entities[i].statedelay--;
if (entities[i].statedelay < 0)
{
entities[i].statedelay = 0;
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}
}
return false;
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}
void entityclass::animateentities( int _i )
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{
if (!INBOUNDS_VEC(_i, entities))
{
puts("animateentities() out-of-bounds!");
return;
}
if(entities[_i].statedelay < 1)
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{
switch(entities[_i].type)
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{
case 0:
entities[_i].framedelay--;
if(entities[_i].dir==1)
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{
entities[_i].drawframe=entities[_i].tile;
}
else
{
entities[_i].drawframe=entities[_i].tile+3;
}
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if(entities[_i].onground>0 || entities[_i].onroof>0)
{
if(entities[_i].vx > 0.00f || entities[_i].vx < -0.00f)
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{
//Walking
if(entities[_i].framedelay<=1)
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{
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;
// 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)
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{
entities[_i].drawframe += 6;
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}
}
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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)
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{
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 4)
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{
entities[_i].walkingframe = 2;
entities[_i].actionframe = 1;
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}
}
else
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{
entities[_i].walkingframe--;
if (entities[_i].walkingframe == -1)
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{
entities[_i].walkingframe = 1;
entities[_i].actionframe = 0;
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}
}
}
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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)
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{
entities[_i].walkingframe = 0;
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}
}
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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)
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{
entities[_i].walkingframe = 0;
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}
}
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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)
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{
entities[_i].walkingframe = 0;
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}
}
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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)
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{
entities[_i].walkingframe = 0;
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}
}
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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)
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{
entities[_i].framedelay = 6;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
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{
entities[_i].walkingframe = 0;
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}
}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
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break;
case 6:
//Normal Loop (four frames, double sized)
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entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
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{
entities[_i].framedelay = 4;
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*2);
break;
case 7:
//Simpler Loop (just two frames) (slower) (with directions!)
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
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{
entities[_i].framedelay = 6;
entities[_i].walkingframe++;
if (entities[_i].walkingframe == 2)
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{
entities[_i].walkingframe = 0;
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}
}
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;
}
void entityclass::rectset( int xi, int yi, int wi, int hi )
{
temprect.x = xi;
temprect.y = yi;
temprect.w = wi;
temprect.h = hi;
}
void entityclass::rect2set( int xi, int yi, int wi, int hi )
{
temprect2.x = xi;
temprect2.y = yi;
temprect2.w = wi;
temprect2.h = hi;
}
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?
tempx = entities[a].xp + entities[a].cx;
tempy = entities[a].yp + entities[a].cy;
tempw = entities[a].w;
temph = entities[a].h;
rectset(tempx, tempy, tempw, temph);
tempx = entities[b].xp + entities[b].cx;
tempy = entities[b].yp + entities[b].cy;
tempw = entities[b].w;
temph = entities[b].h;
rect2set(tempx, tempy, tempw, temph);
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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{
tempx = entities[i].xp + entities[i].cx;
tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w;
temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
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;
}
void entityclass::settemprect( int t )
{
if (!INBOUNDS_VEC(t, entities))
{
return;
}
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//setup entity t in temprect
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
}
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)
{
tempx = entities[i].xp + entities[i].cx;
tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w;
temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
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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{
activetrigger = blocks[j].trigger;
*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)
{
tempx = entities[i].xp + entities[i].cx;
tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w;
temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
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()
{
//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()
{
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()
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{
//Returns true if entity setup in temprect collides with a wall
//used for proper collision functions; you can't just, like, call it
//whenever you feel like it and expect a response
//
//that won't work at all
if(skipblocks)
{
if (checkblocks()) return true;
}
tempx = getgridpoint(temprect.x);
tempy = getgridpoint(temprect.y);
tempw = getgridpoint(temprect.x + temprect.w - 1);
temph = getgridpoint(temprect.y + temprect.h - 1);
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)
{
tpy1 = getgridpoint(temprect.y + 6);
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)
{
tpx1 = getgridpoint(temprect.x + 6);
if (map.collide(tpx1, tempy)) return true;
if (map.collide(tpx1, temph)) return true;
}
return false;
}
float entityclass::hplatformat()
{
//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)
{
linetemp = 0;
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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{
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){
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) {
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;
}
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tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy -1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkplatform())
{
//px and py now contain an x y coordinate for a platform, find it
return hplatformat();
}
return -1000;
}
float entityclass::entitycollideplatformfloor( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("entitycollideplatformfloor() out-of-bounds!");
return -1000;
}
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tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy + 1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkplatform())
{
//px and py now contain an x y coordinate for a platform, find it
return hplatformat();
}
return -1000;
}
bool entityclass::entitycollidefloor( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("entitycollidefloor() out-of-bounds!");
return false;
}
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//see? like here, for example!
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy + 1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall()) 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;
}
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//and here!
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy - 1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall()) return true;
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return false;
}
bool entityclass::testwallsx( int t, int tx, int ty )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("testwallsx() out-of-bounds!");
return false;
}
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tempx = tx + entities[t].cx;
tempy = ty + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (entities[t].rule < 2)
{
skipblocks = true;
}
else
{
skipblocks = false;
}
if (entities[t].type == 14) skipblocks = true;
dx = 0;
dy = 0;
if (entities[t].rule == 0) dx = entities[t].vx;
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall())
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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);
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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);
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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;
}
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tempx = static_cast<int>(tx) + entities[t].cx;
tempy = static_cast<int>(ty) + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (entities[t].rule < 2)
{
skipblocks = true;
}
else
{
skipblocks = false;
}
if (entities[t].type == 14) skipblocks = true;
dx = 0;
dy = 0;
if (entities[t].rule == 0) dy = entities[t].vy;
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall())
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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::fixfriction( int t, float xfix, float xrate, float yrate )
{
if (!INBOUNDS_VEC(t, entities))
{
puts("fixfriction() out-of-bounds!");
return;
}
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if (entities[t].vx > xfix) entities[t].vx -= xrate;
if (entities[t].vx < xfix) entities[t].vx += xrate;
if (entities[t].vy > 0) entities[t].vy -= yrate;
if (entities[t].vy < 0) entities[t].vy += yrate;
if (entities[t].vy > 10) entities[t].vy = 10;
if (entities[t].vy < -10) entities[t].vy = -10;
if (entities[t].vx > 6) entities[t].vx = 6.0f;
if (entities[t].vx < -6) entities[t].vx = -6.0f;
if (std::abs(entities[t].vx-xfix) <= xrate) entities[t].vx = xfix;
if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0;
}
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 (std::abs(entities[t].vx) < xrate) entities[t].vx = 0.0f;
if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0.0f;
}
void entityclass::updateentitylogic( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("updateentitylogic() out-of-bounds!");
return;
}
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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))
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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;
entities[t].jumpframe = 0;
}
}
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 = true;
}
else
{
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
entities[j].vy = 0;
entities[j].onground = true;
}
}
else
{
entities[t].state = entities[t].onwall;
}
}
}
}
void entityclass::hormovingplatformfix( int t )
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{
if (!INBOUNDS_VEC(t, entities))
{
puts("hormovingplatformfix() out-of-bounds!");
return;
}
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//If this intersects the player, then we move the player along it
//for horizontal platforms, this is simplier
createblock(0, entities[t].xp, entities[t].yp, entities[t].w, entities[t].h);
}
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()
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activetrigger = -1;
int block_idx = -1;
if (INBOUNDS_VEC(checktrigger(&block_idx), entities) && 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
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
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 (entitycollide(i, j)) removeblockat(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
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;
}
skipdirblocks = true;
// Can't have this entity (player or supercrewmate) being stuck...
if (!testwallsx(t, entities[t].xp, entities[t].yp))
{
// Let's try to get out...
if (game.gravitycontrol == 0)
{
entities[t].yp -= 3;
}
else
{
entities[t].yp += 3;
}
}
skipdirblocks = false;
}