mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Remove global args from Logic.cpp
This commit removes the passing around of global args in the logic functions. Additionally, all 'dwgfx' has been replaced with 'graphics' in Logic.cpp.
This commit is contained in:
parent
9bc45c586e
commit
2c138a4a60
3 changed files with 55 additions and 55 deletions
|
@ -5,7 +5,7 @@
|
|||
extern int temp;
|
||||
extern scriptclass script;
|
||||
|
||||
void titlelogic( Graphics& dwgfx, Game& game, entityclass& obj, UtilityClass& help, musicclass& music, mapclass& map)
|
||||
void titlelogic()
|
||||
{
|
||||
//Misc
|
||||
//map.updatetowerglow();
|
||||
|
@ -38,19 +38,19 @@ void titlelogic( Graphics& dwgfx, Game& game, entityclass& obj, UtilityClass& he
|
|||
}
|
||||
}
|
||||
|
||||
void maplogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
|
||||
void maplogic()
|
||||
{
|
||||
//Misc
|
||||
help.updateglow();
|
||||
}
|
||||
|
||||
|
||||
void gamecompletelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
|
||||
void gamecompletelogic()
|
||||
{
|
||||
//Misc
|
||||
map.updatetowerglow();
|
||||
help.updateglow();
|
||||
dwgfx.crewframe = 0;
|
||||
graphics.crewframe = 0;
|
||||
|
||||
map.tdrawback = true;
|
||||
|
||||
|
@ -66,18 +66,18 @@ void gamecompletelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclas
|
|||
map.bscroll = +1;
|
||||
}
|
||||
|
||||
if (dwgfx.fademode == 1)
|
||||
if (graphics.fademode == 1)
|
||||
{
|
||||
//Fix some graphical things
|
||||
dwgfx.showcutscenebars = false;
|
||||
dwgfx.cutscenebarspos = 0;
|
||||
graphics.showcutscenebars = false;
|
||||
graphics.cutscenebarspos = 0;
|
||||
//Return to game
|
||||
game.gamestate = 7;
|
||||
dwgfx.fademode = 4;
|
||||
graphics.fademode = 4;
|
||||
}
|
||||
}
|
||||
|
||||
void gamecompletelogic2(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
|
||||
void gamecompletelogic2()
|
||||
{
|
||||
//Misc
|
||||
map.updatetowerglow();
|
||||
|
@ -105,11 +105,11 @@ void gamecompletelogic2(Graphics& dwgfx, Game& game, entityclass& obj, musiccla
|
|||
}
|
||||
*/
|
||||
|
||||
if (dwgfx.fademode == 1)
|
||||
if (graphics.fademode == 1)
|
||||
{
|
||||
//Fix some graphical things
|
||||
dwgfx.showcutscenebars = false;
|
||||
dwgfx.cutscenebarspos = 0;
|
||||
graphics.showcutscenebars = false;
|
||||
graphics.cutscenebarspos = 0;
|
||||
//Fix the save thingy
|
||||
game.deletequick();
|
||||
int tmp=music.currentsong;
|
||||
|
@ -120,7 +120,7 @@ void gamecompletelogic2(Graphics& dwgfx, Game& game, entityclass& obj, musiccla
|
|||
//Return to game
|
||||
map.colstate = 10;
|
||||
game.gamestate = 1;
|
||||
dwgfx.fademode = 4;
|
||||
graphics.fademode = 4;
|
||||
music.playef(18, 10);
|
||||
game.createmenu("gamecompletecontinue");
|
||||
map.nexttowercolour();
|
||||
|
@ -128,7 +128,7 @@ void gamecompletelogic2(Graphics& dwgfx, Game& game, entityclass& obj, musiccla
|
|||
}
|
||||
|
||||
|
||||
void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
|
||||
void towerlogic()
|
||||
{
|
||||
//Logic for the tower level
|
||||
map.updatetowerglow();
|
||||
|
@ -277,8 +277,8 @@ void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& musi
|
|||
game.deathseq = 1;
|
||||
game.gethardestroom();
|
||||
//start depressing sequence here...
|
||||
if (game.gameoverdelay <= -10 && dwgfx.fademode==0) dwgfx.fademode = 2;
|
||||
if (dwgfx.fademode == 1) script.resetgametomenu();
|
||||
if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
|
||||
if (graphics.fademode == 1) script.resetgametomenu();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -289,7 +289,7 @@ void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& musi
|
|||
}
|
||||
|
||||
game.gravitycontrol = game.savegc;
|
||||
dwgfx.textboxremove();
|
||||
graphics.textboxremove();
|
||||
map.resetplayer();
|
||||
}
|
||||
}
|
||||
|
@ -376,7 +376,7 @@ void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& musi
|
|||
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
|
||||
//special for tower: is the player touching any spike blocks?
|
||||
int player = obj.getplayer();
|
||||
if(obj.checktowerspikes(player) && dwgfx.fademode==0)
|
||||
if(obj.checktowerspikes(player) && graphics.fademode==0)
|
||||
{
|
||||
game.deathseq = 30;
|
||||
}
|
||||
|
@ -526,7 +526,7 @@ void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& musi
|
|||
if (game.teleport_to_new_area) script.teleport();
|
||||
}
|
||||
|
||||
void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
|
||||
void gamelogic()
|
||||
{
|
||||
//Misc
|
||||
help.updateglow();
|
||||
|
@ -656,8 +656,8 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
|
|||
game.deathseq = 1;
|
||||
game.gethardestroom();
|
||||
//start depressing sequence here...
|
||||
if (game.gameoverdelay <= -10 && dwgfx.fademode==0) dwgfx.fademode = 2;
|
||||
if (dwgfx.fademode == 1) script.resetgametomenu();
|
||||
if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
|
||||
if (graphics.fademode == 1) script.resetgametomenu();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -677,7 +677,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
|
|||
|
||||
|
||||
game.gravitycontrol = game.savegc;
|
||||
dwgfx.textboxremove();
|
||||
graphics.textboxremove();
|
||||
map.resetplayer();
|
||||
}
|
||||
}
|
||||
|
@ -832,7 +832,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
|
|||
{
|
||||
game.swncolstate = (game.swncolstate+1)%6;
|
||||
game.swncoldelay = 30;
|
||||
dwgfx.rcol = game.swncolstate;
|
||||
graphics.rcol = game.swncolstate;
|
||||
obj.swnenemiescol(game.swncolstate);
|
||||
}
|
||||
}
|
||||
|
@ -1422,7 +1422,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
|
|||
{
|
||||
if (obj.flags[59] == 0)
|
||||
{
|
||||
obj.createentity(225.0f, 169.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 10);
|
||||
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
|
||||
j = obj.getcompanion(10);
|
||||
obj.entities[j].vx = obj.entities[i].vx;
|
||||
obj.entities[j].dir = obj.entities[i].dir;
|
||||
|
@ -1432,7 +1432,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
|
|||
{
|
||||
if (obj.flags[59] == 1)
|
||||
{
|
||||
obj.createentity(160.0f, 177.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 18, 1);
|
||||
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
|
||||
j = obj.getcompanion(10);
|
||||
obj.entities[j].vx = obj.entities[i].vx;
|
||||
obj.entities[j].dir = obj.entities[i].dir;
|
||||
|
@ -1440,7 +1440,7 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
|
|||
else
|
||||
{
|
||||
obj.flags[59] = 1;
|
||||
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, dwgfx.crewcolour(game.lastsaved), 0, 10, 0);
|
||||
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
|
||||
j = obj.getcompanion(10);
|
||||
obj.entities[j].vx = obj.entities[i].vx;
|
||||
obj.entities[j].dir = obj.entities[i].dir;
|
||||
|
@ -1449,60 +1449,60 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music
|
|||
break;
|
||||
case 11:
|
||||
//Intermission 1: We're using the SuperCrewMate instead!
|
||||
//obj.createentity(obj.entities[i].xp, obj.entities[i].yp, 24, dwgfx.crewcolour(game.lastsaved));
|
||||
//obj.createentity(obj.entities[i].xp, obj.entities[i].yp, 24, graphics.crewcolour(game.lastsaved));
|
||||
if(game.roomx-41==game.scmprogress)
|
||||
{
|
||||
switch(game.scmprogress)
|
||||
{
|
||||
case 0:
|
||||
obj.createentity(76, 161, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 1:
|
||||
obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 2:
|
||||
obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 3:
|
||||
if (game.scmmoveme)
|
||||
{
|
||||
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
game.scmmoveme = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 5:
|
||||
obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 6:
|
||||
obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 7:
|
||||
obj.createentity(10, 41, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 8:
|
||||
obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 9:
|
||||
obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 10:
|
||||
obj.createentity(10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 11:
|
||||
obj.createentity(10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 12:
|
||||
obj.createentity(10, 65, 24, dwgfx.crewcolour(game.lastsaved), 2);
|
||||
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
|
||||
break;
|
||||
case 13:
|
||||
obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved));
|
||||
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,16 +8,16 @@
|
|||
#include "Music.h"
|
||||
#include "Map.h"
|
||||
|
||||
void titlelogic(Graphics& dwgfx, Game& game, entityclass& obj, UtilityClass& help, musicclass& music, mapclass& map);
|
||||
void titlelogic();
|
||||
|
||||
void maplogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help);
|
||||
void maplogic();
|
||||
|
||||
void gamecompletelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help);
|
||||
void gamecompletelogic();
|
||||
|
||||
void gamecompletelogic2(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help);
|
||||
void gamecompletelogic2();
|
||||
|
||||
void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help);
|
||||
void towerlogic();
|
||||
|
||||
void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help);
|
||||
void gamelogic();
|
||||
|
||||
#endif /* LOGIC_H */
|
||||
|
|
|
@ -376,7 +376,7 @@ int main(int argc, char *argv[])
|
|||
//Render
|
||||
titlerender(graphics, map, game, obj, help, music);
|
||||
////Logic
|
||||
titlelogic(graphics, game, obj, help, music, map);
|
||||
titlelogic();
|
||||
break;
|
||||
case GAMEMODE:
|
||||
if (map.towermode)
|
||||
|
@ -391,7 +391,7 @@ int main(int argc, char *argv[])
|
|||
//{
|
||||
//}
|
||||
towerrender(graphics, game, map, obj, help);
|
||||
towerlogic(graphics, game, obj, music, map, help);
|
||||
towerlogic();
|
||||
|
||||
}
|
||||
else
|
||||
|
@ -411,7 +411,7 @@ int main(int argc, char *argv[])
|
|||
gameinput(key, graphics, game, map, obj, help, music);
|
||||
//}
|
||||
gamerender(graphics,map, game, obj, help);
|
||||
gamelogic(graphics, game,obj, music, map, help);
|
||||
gamelogic();
|
||||
|
||||
|
||||
}
|
||||
|
@ -426,7 +426,7 @@ int main(int argc, char *argv[])
|
|||
{
|
||||
mapinput(key, graphics, game, map, obj, help, music);
|
||||
}
|
||||
maplogic(graphics, game, obj ,music , map, help );
|
||||
maplogic();
|
||||
break;
|
||||
case TELEPORTERMODE:
|
||||
teleporterrender(graphics, game, map, obj, help);
|
||||
|
@ -449,21 +449,21 @@ int main(int argc, char *argv[])
|
|||
gameinput(key, graphics, game, map, obj, help, music);
|
||||
}
|
||||
}
|
||||
maplogic(graphics, game, obj, music, map, help);
|
||||
maplogic();
|
||||
break;
|
||||
case GAMECOMPLETE:
|
||||
gamecompleterender(graphics, game, obj, help, map);
|
||||
//Input
|
||||
gamecompleteinput(key, graphics, game, map, obj, help, music);
|
||||
//Logic
|
||||
gamecompletelogic(graphics, game, obj, music, map, help);
|
||||
gamecompletelogic();
|
||||
break;
|
||||
case GAMECOMPLETE2:
|
||||
gamecompleterender2(graphics, game, obj, help);
|
||||
//Input
|
||||
gamecompleteinput2(key, graphics, game, map, obj, help, music);
|
||||
//Logic
|
||||
gamecompletelogic2(graphics, game, obj, music, map, help);
|
||||
gamecompletelogic2();
|
||||
break;
|
||||
case CLICKTOSTART:
|
||||
|
||||
|
|
Loading…
Reference in a new issue