mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-01-03 15:39:46 +01:00
Remove entityclonefix
in favor of improving emitters
Emitters are odd. They rely on `setenemy` to set the right type of the entities they emit. However, `setenemy` only gets called in specific rooms, so if you use these enemy types outside of those rooms, they'd just infinitely spawn themselves and, well, that's a memory leak. The prior fix for this was simply not allowing emitter types outside of those rooms. This, however, feels very hacky and is a little disappointing as well. This commit improves emitters by no longer relying on `setenemy`, and instead setting the emitted enemy type ourselves. However, `setenemy` still happens, and to make sure we don't set the enemy type *twice*, we set the `para` attribute of the spawned enemies to `-1`, so that `setenemy` will not do anything at all to the spawned enemy. The reason I don't remove the code in `setenemy` outright is a couple things: - The main game code still relies on it for spawning the initial enemies in the room - Custom levels may rely on the prior behavior (sadly)
This commit is contained in:
parent
baf76cb78e
commit
3aca47e890
2 changed files with 107 additions and 122 deletions
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@ -239,6 +239,11 @@ void entityclass::add_default_types(void)
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void entityclass::set_enemy_type(entclass* entity, const char* type)
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{
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if (entity == NULL)
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{
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return;
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}
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if (enemy_types.count(type) > 0)
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{
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EnemyType* enemyType = &enemy_types[type];
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@ -1446,33 +1451,7 @@ static bool gridmatch( int p1, int p2, int p3, int p4, int p11, int p21, int p31
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return false;
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}
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static void entityclonefix(entclass* entity)
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{
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const bool is_lies_emitter = entity->behave == 10;
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const bool is_factory_emitter = entity->behave == 12;
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const bool is_emitter = is_lies_emitter || is_factory_emitter;
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if (!is_emitter)
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{
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return;
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}
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const bool in_lies_emitter_room =
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game.roomx >= 113 && game.roomx <= 117 && game.roomy == 111;
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const bool in_factory_emitter_room =
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game.roomx == 113 && game.roomy >= 108 && game.roomy <= 110;
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const bool valid = (is_lies_emitter && in_lies_emitter_room)
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|| (is_factory_emitter && in_factory_emitter_room);
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if (!valid)
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{
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/* Fix memory leak */
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entity->behave = -1;
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}
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}
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void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1, int p2, int p3, int p4)
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entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1, int p2, int p3, int p4)
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{
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k = entities.size();
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@ -1590,7 +1569,6 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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else
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{
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entity.setenemyroom(game.roomx, game.roomy);
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entityclonefix(&entity);
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}
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break;
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case 2: //A moving platform
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@ -1750,7 +1728,7 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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//Check if it's already been collected
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entity.para = meta1;
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if (!INBOUNDS_ARR(meta1, collect) || collect[meta1]) return;
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if (!INBOUNDS_ARR(meta1, collect) || collect[meta1]) return NULL;
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break;
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case 9: //Something Shiny
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entity.rule = 3;
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@ -1765,7 +1743,7 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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//Check if it's already been collected
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entity.para = meta1;
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if (!INBOUNDS_ARR(meta1, collect) || collect[meta1]) return;
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if (!INBOUNDS_ARR(meta1, collect) || collect[meta1]) return NULL;
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break;
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case 10: //Savepoint
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entity.rule = 3;
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@ -1787,7 +1765,7 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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if (game.nodeathmode)
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{
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return;
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return NULL;
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}
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break;
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case 11: //Horizontal Gravity Line
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@ -1961,7 +1939,7 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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//Check if it's already been collected
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entity.para = meta1;
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if (INBOUNDS_ARR(meta1, collect) && !collect[meta1]) return;
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if (INBOUNDS_ARR(meta1, collect) && !collect[meta1]) return NULL;
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break;
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case 23: //SWN Enemies
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//Given a different behavior, these enemies are especially for SWN mode and disappear outside the screen.
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@ -2299,9 +2277,10 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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//Check if it's already been collected
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entity.para = meta1;
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if (!INBOUNDS_ARR(meta1, customcollect) || customcollect[meta1]) return;
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if (!INBOUNDS_ARR(meta1, customcollect) || customcollect[meta1]) return NULL;
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break;
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case 56: //Custom enemy
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{
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entity.rule = 1;
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entity.type = EntityType_MOVING;
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entity.behave = meta1;
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@ -2365,9 +2344,8 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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if (custom_gray) {
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entity.colour = 18;
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}
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entityclonefix(&entity);
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break;
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}
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case 100: // Invalid enemy, but gets treated as a teleporter
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entity.type = EntityType_TELEPORTER;
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break;
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@ -2382,12 +2360,6 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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entities.push_back(entity);
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}
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/* Fix crewmate facing directions
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* This is a bit kludge-y but it's better than copy-pasting
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* and is okay to do because entity 12 does not change state on its own
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*/
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if (entity.type == EntityType_CREWMATE)
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{
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size_t indice;
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if (reuse)
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{
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@ -2397,33 +2369,42 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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{
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indice = entities.size() - 1;
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}
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/* Fix crewmate facing directions
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* This is a bit kludge-y but it's better than copy-pasting
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* and is okay to do because entity 12 does not change state on its own
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*/
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if (entity.type == EntityType_CREWMATE)
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{
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updateentities(indice);
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}
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return &entities[indice];
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}
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void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1, int p2)
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entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1, int p2)
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{
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createentity(xp, yp, t, meta1, meta2, p1, p2, 320, 240);
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return createentity(xp, yp, t, meta1, meta2, p1, p2, 320, 240);
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}
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void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1)
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entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1)
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{
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createentity(xp, yp, t, meta1, meta2, p1, 0);
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return createentity(xp, yp, t, meta1, meta2, p1, 0);
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}
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void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2)
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entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2)
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{
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createentity(xp, yp, t, meta1, meta2, 0);
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return createentity(xp, yp, t, meta1, meta2, 0);
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}
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void entityclass::createentity(int xp, int yp, int t, int meta1)
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entclass* entityclass::createentity(int xp, int yp, int t, int meta1)
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{
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createentity(xp, yp, t, meta1, 0);
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return createentity(xp, yp, t, meta1, 0);
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}
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void entityclass::createentity(int xp, int yp, int t)
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entclass* entityclass::createentity(int xp, int yp, int t)
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{
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createentity(xp, yp, t, 0);
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return createentity(xp, yp, t, 0);
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}
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//Returns true if entity is removed
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@ -2600,7 +2581,9 @@ bool entityclass::updateentities( int i )
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//Emitter: shoot an enemy every so often
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if (entities[i].state == 0)
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{
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createentity(entities[i].xp+28, entities[i].yp, 1, 10, 1);
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entclass* entity = createentity(entities[i].xp+28, entities[i].yp, 1, 10, -1);
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set_enemy_type(entity, "lies");
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entity->setenemyroom(game.roomx, game.roomy); // For the color
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entities[i].state = 1;
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entities[i].statedelay = 12;
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}
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@ -2635,7 +2618,9 @@ bool entityclass::updateentities( int i )
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//Emitter: shoot an enemy every so often (up)
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if (entities[i].state == 0)
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{
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createentity(entities[i].xp, entities[i].yp, 1, 12, 1);
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entclass* entity = createentity(entities[i].xp, entities[i].yp, 1, 12, -1);
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set_enemy_type(entity, "factory_clouds");
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entity->setenemyroom(game.roomx, game.roomy); // For the color
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entities[i].state = 1;
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entities[i].statedelay = 16;
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}
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@ -115,15 +115,15 @@ public:
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void revertlinecross(std::vector<entclass>& linecrosskludge, int t, int s);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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entclass* createentity(int xp, int yp, int t, int meta1, int meta2,
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int p1, int p2, int p3, int p4);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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entclass* createentity(int xp, int yp, int t, int meta1, int meta2,
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int p1, int p2);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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entclass* createentity(int xp, int yp, int t, int meta1, int meta2,
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int p1);
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void createentity(int xp, int yp, int t, int meta1, int meta2);
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void createentity(int xp, int yp, int t, int meta1);
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void createentity(int xp, int yp, int t);
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entclass* createentity(int xp, int yp, int t, int meta1, int meta2);
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entclass* createentity(int xp, int yp, int t, int meta1);
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entclass* createentity(int xp, int yp, int t);
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bool updateentities(int i);
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