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Add edentity blocks & createblock()

This adds editor entity blocks (boxes which do different things on
collision) like activity zones, hurt boxes, etc.

This also adds a command to go along with it, to both match
`createentity` and so block spawning can be behind conditions.
This commit is contained in:
AllyTally 2022-11-21 13:55:32 -04:00 committed by NyakoFox
parent 16d75d2da8
commit bb0bd53604
6 changed files with 138 additions and 1 deletions

View file

@ -1214,6 +1214,15 @@ bool customlevelclass::load(std::string _path)
edEntityEl->QueryIntAttribute("p5", &entity.p5);
edEntityEl->QueryIntAttribute("p6", &entity.p6);
const char* activitytext = "";
const char* activitycolour = "";
edEntityEl->QueryStringAttribute("activitytext", &activitytext);
edEntityEl->QueryStringAttribute("activitycolour", &activitycolour);
entity.activitytext = activitytext;
entity.activitycolour = activitycolour;
customentities.push_back(entity);
}
}
@ -1568,7 +1577,16 @@ bool customlevelclass::save(const std::string& _path)
edentityElement->SetAttribute( "p3", customentities[i].p3);
edentityElement->SetAttribute( "p4", customentities[i].p4);
edentityElement->SetAttribute( "p5", customentities[i].p5);
edentityElement->SetAttribute( "p6", customentities[i].p6);
edentityElement->SetAttribute( "p6", customentities[i].p6);
if (!customentities[i].activitytext.empty())
{
edentityElement->SetAttribute("activitytext", customentities[i].activitytext.c_str());
}
if (!customentities[i].activitycolour.empty())
{
edentityElement->SetAttribute("activitycolour", customentities[i].activitycolour.c_str());
}
edentityElement->LinkEndChild( doc.NewText( customentities[i].scriptname.c_str() )) ;
msg->LinkEndChild( edentityElement );
}

View file

@ -13,6 +13,8 @@ public:
//parameters
int p1, p2, p3, p4, p5, p6;
std::string scriptname;
std::string activitycolour;
std::string activitytext;
};

View file

@ -1112,6 +1112,67 @@ static void draw_entities(void)
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, x, y - 8, entity->scriptname, 210, 210, 255);
}
break;
case 20: // Activity Zones
graphics.draw_rect(x, y, entity->p1 * 8, entity->p2 * 8, graphics.getRGB(164, 255, 255));
graphics.draw_rect(x, y, 8, 8, graphics.getRGB(255, 255, 255));
if (i == edent_under_cursor)
{
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, x, y - 8, entity->scriptname, 210, 210, 255);
}
break;
case 21: // Collision Boxes
graphics.draw_rect(x, y, entity->p1 * 8, entity->p2 * 8, graphics.getRGB(164, 255, 164));
graphics.draw_rect(x, y, 8, 8, graphics.getRGB(255, 255, 255));
break;
case 22: // Damage Boxes
graphics.draw_rect(x, y, entity->p1 * 8, entity->p2 * 8, graphics.getRGB(255, 164, 164));
graphics.draw_rect(x, y, 8, 8, graphics.getRGB(255, 255, 255));
break;
case 23: // Directional Boxes
{
// Move x and y to the center of the box
int arrow_x = x + (entity->p1 - 1) * 4;
int arrow_y = y + (entity->p2 - 1) * 4;
if (customentities[i].p3 == 0)
{
// UP ARROW
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, arrow_x, arrow_y, "\xE2\x86\x91", 255, 255, 255);
}
else if (customentities[i].p3 == 1)
{
// DOWN ARROW
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, arrow_x, arrow_y, "\xE2\x86\x93", 255, 255, 255);
}
else if (customentities[i].p3 == 2)
{
// LEFT ARROW
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, arrow_x, arrow_y, "\xE2\x86\x90", 255, 255, 255);
}
else if (customentities[i].p3 == 3)
{
// RIGHT ARROW
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, arrow_x, arrow_y, "\xE2\x86\x92", 255, 255, 255);
}
graphics.draw_rect(x, y, entity->p1 * 8, entity->p2 * 8, graphics.getRGB(255, 255, 164));
break;
}
case 24: // Safe Boxes
graphics.draw_rect(x, y, entity->p1 * 8, entity->p2 * 8, graphics.getRGB(164, 164, 255));
graphics.draw_rect(x, y, 8, 8, graphics.getRGB(255, 255, 255));
break;
case 25: // Gamestate Triggers
{
graphics.draw_rect(x, y, entity->p1 * 8, entity->p2 * 8, graphics.getRGB(255, 164, 255));
graphics.draw_rect(x, y, 8, 8, graphics.getRGB(255, 255, 255));
int arrow_x = x + (entity->p1 - 1) * 4;
int arrow_y = y + (entity->p2 - 1) * 4;
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, arrow_x, arrow_y, help.String(entity->p3), 255, 255, 255);
break;
}
case 50: // Warp Lines
if (entity->p1 >= 2) // Horizontal
{

View file

@ -851,6 +851,7 @@ void entityclass::createblock( int t, int xp, int yp, int w, int h, int trig /*=
block.type = ACTIVITY;
block.wp = w;
block.hp = h;
block.script = script;
block.rectset(xp, yp, w, h);
//Ok, each and every activity zone in the game is initilised here. "Trig" in this case is a variable that

View file

@ -1937,6 +1937,27 @@ void mapclass::loadlevel(int rx, int ry)
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
tempscriptbox++;
break;
case 20: // Activity Zone
obj.customactivitytext = ent.activitytext;
obj.customactivitycolour = ent.activitycolour;
obj.customscript = ent.scriptname;
obj.createblock(ACTIVITY, ex, ey, ent.p1 * 8, ent.p2 * 8, 35, "custom_" + ent.scriptname, true);
break;
case 21: // Collision Box
obj.createblock(BLOCK, ex, ey, ent.p1 * 8, ent.p2 * 8);
break;
case 22: // Damage Box
obj.createblock(DAMAGE, ex, ey, ent.p1 * 8, ent.p2 * 8);
break;
case 23: // Directional Box
obj.createblock(DIRECTIONAL, ex, ey, ent.p1 * 8, ent.p2 * 8, ent.p3);
break;
case 24: // Safe Box
obj.createblock(SAFE, ex, ey, ent.p1 * 8, ent.p2 * 8);
break;
case 25: // Trigger
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, ent.p3);
break;
case 50: // Warp Lines
obj.customwarpmode=true;
switch (ent.p1)

View file

@ -899,6 +899,40 @@ void scriptclass::run(void)
words[8] = word8;
words[9] = word9;
}
else if (words[0] == "createblock")
{
int i = BLOCK;
if (words[1] == "block")
{
i = BLOCK;
}
else if (words[1] == "trigger" || words[1] == "script")
{
i = TRIGGER;
}
else if (words[1] == "damage")
{
i = DAMAGE;
}
else if (words[1] == "directional")
{
i = DIRECTIONAL;
}
else if (words[1] == "safe")
{
i = SAFE;
}
else if (words[1] == "activity")
{
i = ACTIVITY;
}
else
{
i = ss_toi(words[1]);
}
obj.createblock(i, ss_toi(words[2]), ss_toi(words[3]), ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]), words[7], true);
}
else if (words[0] == "createcrewman")
{
// Note: Do not change the "r" variable, it's used in custom levels