1
0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 15:38:30 +02:00

Fix nested if-statement chains relating to entities in Entity.cpp

These would be of the form
if (cond1) { if (cond2) { if (cond3) { thing; } } }
which is really annoying to read and could've been written as
if (cond1 && cond2 && cond3) { thing; }
so that's what I'm fixing here.

There will be another commit later that fixes this but in places related
to blocks.
This commit is contained in:
Misa 2020-04-03 14:48:27 -07:00 committed by Ethan Lee
parent e40a4c3948
commit 2f3eeccdf0

View File

@ -4106,25 +4106,20 @@ float entityclass::hplatformat()
//Returns first entity of horizontal platform at (px, py), -1000 otherwise. //Returns first entity of horizontal platform at (px, py), -1000 otherwise.
for (size_t i = 0; i < entities.size(); i++) for (size_t i = 0; i < entities.size(); i++)
{ {
if (entities[i].rule == 2) if (entities[i].rule == 2 && entities[i].behave >= 2
&& entities[i].xp == px && entities[i].yp == py)
{ {
if (entities[i].behave >= 2) if (entities[i].behave == 8) //threadmill!
{ {
if (entities[i].xp == px && entities[i].yp == py) return entities[i].para;
{ }
if (entities[i].behave == 8) //threadmill! else if(entities[i].behave == 9) //threadmill!
{ {
return entities[i].para; return -entities[i].para;
} }
else if(entities[i].behave == 9) //threadmill! else
{ {
return -entities[i].para; return entities[i].vx;
}
else
{
return entities[i].vx;
}
}
} }
} }
} }
@ -4161,52 +4156,49 @@ bool entityclass::entityhlinecollide( int t, int l )
bool entityclass::entityvlinecollide( int t, int l ) bool entityclass::entityvlinecollide( int t, int l )
{ {
//Returns true is entity t collided with the vertical line l. //Returns true is entity t collided with the vertical line l.
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp) 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)
{ {
if(entities[t].yp + entities[t].cy<=entities[l].yp+entities[l].h) linetemp = 0;
{
linetemp = 0;
linetemp += yline(entities[t].xp + entities[t].cx+1, entities[l].xp); 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].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[l].xp);
linetemp += yline(entities[t].oldxp + entities[t].cx+1 + entities[t].w, entities[l].xp); linetemp += yline(entities[t].oldxp + entities[t].cx+1 + entities[t].w, entities[l].xp);
if (linetemp > -4 && linetemp < 4) return true; if (linetemp > -4 && linetemp < 4) return true;
return false; return false;
}
} }
return false; return false;
} }
bool entityclass::entitywarphlinecollide(int t, int l) { bool entityclass::entitywarphlinecollide(int t, int l) {
//Returns true is entity t collided with the horizontal line l. //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[t].w>=entities[l].xp
if(entities[t].xp + entities[t].cx<=entities[l].xp+entities[l].w){ &&entities[t].xp + entities[t].cx<=entities[l].xp+entities[l].w){
linetemp = 0; linetemp = 0;
if (entities[l].yp < 120) { if (entities[l].yp < 120) {
//Top line //Top line
if (entities[t].vy < 0) { if (entities[t].vy < 0) {
if (entities[t].yp < entities[l].yp + 10) linetemp++; if (entities[t].yp < entities[l].yp + 10) linetemp++;
if (entities[t].yp + entities[t].h < 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[l].yp + 10) linetemp++;
if (entities[t].oldyp + entities[t].h < 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;
} }
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; return false;
@ -4214,28 +4206,27 @@ bool entityclass::entitywarphlinecollide(int t, int l) {
bool entityclass::entitywarpvlinecollide(int t, int l) { bool entityclass::entitywarpvlinecollide(int t, int l) {
//Returns true is entity t collided with the vertical warp line l. //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){ if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp
if (entities[t].yp + entities[t].cy <= entities[l].yp + entities[l].h) { && entities[t].yp + entities[t].cy <= entities[l].yp + entities[l].h) {
linetemp = 0; linetemp = 0;
if (entities[l].xp < 160) { if (entities[l].xp < 160) {
//Left hand line //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[l].xp + 10) linetemp++;
if (entities[t].xp + entities[t].cx+1 + entities[t].w < 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[l].xp + 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w < 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; if (linetemp > 0) return true;
return false; return false;
}else { }else {
//Right hand line //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[l].xp - 10) linetemp++;
if (entities[t].xp + entities[t].cx+1 + entities[t].w > 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[l].xp - 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w > 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; if (linetemp > 0) return true;
return false; return false;
}
} }
} }
return false; return false;
@ -4566,20 +4557,16 @@ void entityclass::customwarplinecheck(int i) {
//We test entity to entity //We test entity to entity
for (int j = 0; j < (int) entities.size(); j++) { for (int j = 0; j < (int) entities.size(); j++) {
if (i != j) {//Active if (i != j) {//Active
if (entities[i].rule == 0 && entities[j].rule == 5) { //Player vs vertical line! if (entities[i].rule == 0 && entities[j].rule == 5 //Player vs vertical line!
if (entities[j].type == 51 || entities[j].type == 52) { && (entities[j].type == 51 || entities[j].type == 52)
if (entitywarpvlinecollide(i, j)) { && entitywarpvlinecollide(i, j)) {
customwarpmodevon = true; customwarpmodevon = true;
}
}
} }
if (entities[i].rule == 0 && entities[j].rule == 7){ //Player vs horizontal WARP line if (entities[i].rule == 0 && entities[j].rule == 7 //Player vs horizontal WARP line
if (entities[j].type == 53 || entities[j].type == 54) { && (entities[j].type == 53 || entities[j].type == 54)
if (entitywarphlinecollide(i, j)) { && entitywarphlinecollide(i, j)) {
customwarpmodehon = true; customwarpmodehon = true;
}
}
} }
} }
} }