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https://github.com/TerryCavanagh/VVVVVV.git
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Move entityclass::setenemyroom() to entclass::setenemyroom()
This moves the setenemyroom() function onto the entity object itself, so I can more easily change all 'entities[k].' to 'entity.' in entityclass::createentity() later. Additionally, I've had to move the rn() macro from Entity.h to Ent.h, or else entclass::setenemyroom() won't know what it is.
This commit is contained in:
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d4cffed176
commit
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4 changed files with 352 additions and 352 deletions
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@ -171,3 +171,337 @@ void entclass::setenemy( int t )
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break;
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}
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}
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void entclass::setenemyroom( int rx, int ry )
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{
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//Simple function to initilise simple enemies
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rx -= 100;
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ry -= 100;
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switch(rn(rx, ry))
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{
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//Space Station 1
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case rn(12, 3): //Security Drone
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tile = 36;
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colour = 8;
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animate = 1;
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break;
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case rn(13, 3): //Wavelengths
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tile = 32;
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colour = 7;
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animate = 1;
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w = 32;
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break;
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case rn(15, 3): //Traffic
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tile = 28;
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colour = 6;
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animate = 1;
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w = 22;
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h = 32;
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break;
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case rn(12, 5): //The Yes Men
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tile = 40;
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colour = 9;
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animate = 1;
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w = 20;
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h = 20;
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break;
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case rn(13, 6): //Hunchbacked Guards
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tile = 44;
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colour = 8;
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animate = 1;
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w = 16;
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h = 20;
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break;
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case rn(13, 4): //Communication Station
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harmful = false;
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if (xp == 256)
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{
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//transmittor
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tile = 104;
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colour = 4;
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animate = 7;
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w = 16;
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h = 16;
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xp -= 24;
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yp -= 16;
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}
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else
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{
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//radar dish
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tile =124;
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colour = 4;
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animate = 6;
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w = 32;
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h = 32;
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cx = 4;
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size = 9;
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xp -= 4;
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yp -= 32;
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}
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break;
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//The Lab
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case rn(4, 0):
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tile = 78;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(2, 0):
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tile = 88;
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colour = 11;
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animate = 1;
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w = 16;
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h = 16;
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break;
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//Space Station 2
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case rn(14, 11):
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colour = 17;
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break; //Lies
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case rn(16, 11):
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colour = 8;
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break; //Lies
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case rn(13, 10):
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colour = 11;
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break; //Factory
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case rn(13, 9):
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colour = 9;
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break; //Factory
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case rn(13, 8):
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colour = 8;
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break; //Factory
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case rn(11, 13): //Truth
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tile = 64;
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colour = 7;
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animate = 100;
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w = 44;
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h = 10;
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size = 10;
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break;
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case rn(17, 7): //Brass sent us under the top
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tile =82;
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colour = 8;
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animate = 5;
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w = 28;
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h = 32;
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cx = 4;
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break;
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case rn(10, 7): // (deception)
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tile = 92;
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colour = 6;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(14, 13): // (chose poorly)
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tile = 56;
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colour = 6;
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animate = 1;
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w = 15;
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h = 24;
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break;
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case rn(13, 12): // (backsliders)
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tile = 164;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(14, 8): // (wheel of fortune room)
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tile = 116;
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colour = 12;
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animate = 1;
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w = 32;
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h = 32;
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break;
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case rn(16, 9): // (seeing dollar signs)
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tile = 68;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(16, 7): // (tomb of mad carew)
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tile = 106;
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colour = 7;
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animate = 2;
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w = 24;
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h = 25;
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break;
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//Warp Zone
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case rn(15, 2): // (numbers)
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tile = 100;
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colour = 6;
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animate = 1;
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w = 32;
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h = 14;
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yp += 1;
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break;
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case rn(16, 2): // (Manequins)
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tile = 52;
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colour = 7;
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animate = 5;
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w = 16;
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h = 25;
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yp -= 4;
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break;
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case rn(18, 0): // (Obey)
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tile = 51;
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colour = 11;
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animate = 100;
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w = 30;
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h = 14;
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break;
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case rn(19, 1): // Ascending and Descending
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tile = 48;
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colour = 9;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(19, 2): // Shockwave Rider
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tile = 176;
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colour = 6;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(18, 3): // Mind the gap
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tile = 168;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(17, 3): // Edge Games
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if (yp ==96)
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{
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tile = 160;
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colour = 8;
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animate = 1;
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w = 16;
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h = 16;
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}
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else
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{
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tile = 156;
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colour = 8;
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animate = 1;
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w = 16;
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h = 16;
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}
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break;
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case rn(16, 0): // I love you
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tile = 112;
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colour = 8;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(14, 2): // That's why I have to kill you
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tile = 114;
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colour = 6;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(18, 2): // Thinking with Portals
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//depends on direction
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if (xp ==88)
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{
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tile = 54+12;
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colour = 12;
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animate = 100;
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w = 60;
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h = 16;
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size = 10;
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}
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else
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{
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tile = 54;
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colour = 12;
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animate = 100;
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w = 60;
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h = 16;
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size = 10;
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}
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break;
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//Final level
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case rn(50-100, 53-100): //The Yes Men
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tile = 40;
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colour = 9;
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animate = 1;
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w = 20;
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h = 20;
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break;
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case rn(48-100, 51-100): //Wavelengths
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tile = 32;
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colour = 7;
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animate = 1;
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w = 32;
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break;
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case rn(43-100,52-100): // Ascending and Descending
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tile = 48;
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colour = 9;
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animate = 5;
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w = 16;
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h = 16;
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break;
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case rn(46-100,51-100): //kids his age
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tile = 88;
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colour = 11;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(43-100,51-100): // Mind the gap
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tile = 168;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(44-100,51-100): // vertigo?
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tile = 172;
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colour = 7;
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animate = 100;
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w = 32;
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h = 32;
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break;
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case rn(44-100,52-100): // (backsliders)
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tile = 164;
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colour = 7;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(43-100, 56-100): //Intermission 1
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tile = 88;
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colour = 21;
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animate = 1;
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w = 16;
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h = 16;
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break;
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case rn(45-100, 56-100): //Intermission 1
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tile = 88;
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colour = 21;
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animate = 1;
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w = 16;
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h = 16;
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break;
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//The elephant
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case rn(11, 9):
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case rn(12, 9):
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case rn(11, 8):
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case rn(12, 8):
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tile = 0;
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colour = 102;
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animate = 0;
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w = 464;
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h = 320;
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size = 11;
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harmful = false;
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break;
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}
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}
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@ -1,6 +1,8 @@
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#ifndef ENT_H
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#define ENT_H
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#define rn( rx, ry) ((rx) + ((ry) * 100))
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class entclass
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{
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public:
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@ -12,6 +14,8 @@ public:
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void setenemy(int t);
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void setenemyroom(int rx, int ry);
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public:
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//Fundamentals
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bool active, invis;
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@ -1267,340 +1267,6 @@ int entityclass::crewcolour( int t )
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return 0;
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}
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void entityclass::setenemyroom( int t, int rx, int ry )
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{
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//Simple function to initilise simple enemies
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rx -= 100;
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ry -= 100;
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switch(rn(rx, ry))
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{
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//Space Station 1
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case rn(12, 3): //Security Drone
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entities[t].tile = 36;
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entities[t].colour = 8;
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entities[t].animate = 1;
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break;
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case rn(13, 3): //Wavelengths
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entities[t].tile = 32;
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entities[t].colour = 7;
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entities[t].animate = 1;
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entities[t].w = 32;
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break;
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case rn(15, 3): //Traffic
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entities[t].tile = 28;
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entities[t].colour = 6;
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entities[t].animate = 1;
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entities[t].w = 22;
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entities[t].h = 32;
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break;
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case rn(12, 5): //The Yes Men
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entities[t].tile = 40;
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entities[t].colour = 9;
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entities[t].animate = 1;
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entities[t].w = 20;
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entities[t].h = 20;
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break;
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case rn(13, 6): //Hunchbacked Guards
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entities[t].tile = 44;
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entities[t].colour = 8;
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entities[t].animate = 1;
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entities[t].w = 16;
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entities[t].h = 20;
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break;
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case rn(13, 4): //Communication Station
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entities[t].harmful = false;
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if (entities[t].xp == 256)
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{
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//transmittor
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entities[t].tile = 104;
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entities[t].colour = 4;
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entities[t].animate = 7;
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entities[t].w = 16;
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entities[t].h = 16;
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entities[t].xp -= 24;
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entities[t].yp -= 16;
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}
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else
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{
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//radar dish
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entities[t].tile =124;
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entities[t].colour = 4;
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entities[t].animate = 6;
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entities[t].w = 32;
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entities[t].h = 32;
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entities[t].cx = 4;
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entities[t].size = 9;
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entities[t].xp -= 4;
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entities[t].yp -= 32;
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}
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break;
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//The Lab
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case rn(4, 0):
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entities[t].tile = 78;
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entities[t].colour = 7;
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entities[t].animate = 1;
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entities[t].w = 16;
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entities[t].h = 16;
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break;
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case rn(2, 0):
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entities[t].tile = 88;
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entities[t].colour = 11;
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entities[t].animate = 1;
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entities[t].w = 16;
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entities[t].h = 16;
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break;
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//Space Station 2
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case rn(14, 11):
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entities[t].colour = 17;
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break; //Lies
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case rn(16, 11):
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entities[t].colour = 8;
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break; //Lies
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case rn(13, 10):
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entities[t].colour = 11;
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break; //Factory
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case rn(13, 9):
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entities[t].colour = 9;
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break; //Factory
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case rn(13, 8):
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entities[t].colour = 8;
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break; //Factory
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case rn(11, 13): //Truth
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entities[t].tile = 64;
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entities[t].colour = 7;
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entities[t].animate = 100;
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entities[t].w = 44;
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entities[t].h = 10;
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entities[t].size = 10;
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break;
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case rn(17, 7): //Brass sent us under the top
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entities[t].tile =82;
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entities[t].colour = 8;
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entities[t].animate = 5;
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entities[t].w = 28;
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entities[t].h = 32;
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entities[t].cx = 4;
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break;
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case rn(10, 7): // (deception)
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entities[t].tile = 92;
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entities[t].colour = 6;
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entities[t].animate = 1;
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entities[t].w = 16;
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entities[t].h = 16;
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break;
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case rn(14, 13): // (chose poorly)
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entities[t].tile = 56;
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entities[t].colour = 6;
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entities[t].animate = 1;
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entities[t].w = 15;
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entities[t].h = 24;
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break;
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case rn(13, 12): // (backsliders)
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entities[t].tile = 164;
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entities[t].colour = 7;
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entities[t].animate = 1;
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entities[t].w = 16;
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entities[t].h = 16;
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break;
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case rn(14, 8): // (wheel of fortune room)
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entities[t].tile = 116;
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entities[t].colour = 12;
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entities[t].animate = 1;
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entities[t].w = 32;
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entities[t].h = 32;
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break;
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case rn(16, 9): // (seeing dollar signs)
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entities[t].tile = 68;
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entities[t].colour = 7;
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entities[t].animate = 1;
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entities[t].w = 16;
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entities[t].h = 16;
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break;
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case rn(16, 7): // (tomb of mad carew)
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entities[t].tile = 106;
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entities[t].colour = 7;
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entities[t].animate = 2;
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entities[t].w = 24;
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entities[t].h = 25;
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break;
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//Warp Zone
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case rn(15, 2): // (numbers)
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entities[t].tile = 100;
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entities[t].colour = 6;
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entities[t].animate = 1;
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entities[t].w = 32;
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entities[t].h = 14;
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entities[t].yp += 1;
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break;
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case rn(16, 2): // (Manequins)
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entities[t].tile = 52;
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entities[t].colour = 7;
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entities[t].animate = 5;
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entities[t].w = 16;
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entities[t].h = 25;
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entities[t].yp -= 4;
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break;
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case rn(18, 0): // (Obey)
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entities[t].tile = 51;
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entities[t].colour = 11;
|
||||
entities[t].animate = 100;
|
||||
entities[t].w = 30;
|
||||
entities[t].h = 14;
|
||||
break;
|
||||
case rn(19, 1): // Ascending and Descending
|
||||
entities[t].tile = 48;
|
||||
entities[t].colour = 9;
|
||||
entities[t].animate = 5;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(19, 2): // Shockwave Rider
|
||||
entities[t].tile = 176;
|
||||
entities[t].colour = 6;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(18, 3): // Mind the gap
|
||||
entities[t].tile = 168;
|
||||
entities[t].colour = 7;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(17, 3): // Edge Games
|
||||
if (entities[t].yp ==96)
|
||||
{
|
||||
entities[t].tile = 160;
|
||||
entities[t].colour = 8;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
}
|
||||
else
|
||||
{
|
||||
entities[t].tile = 156;
|
||||
entities[t].colour = 8;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
}
|
||||
break;
|
||||
case rn(16, 0): // I love you
|
||||
entities[t].tile = 112;
|
||||
entities[t].colour = 8;
|
||||
entities[t].animate = 5;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(14, 2): // That's why I have to kill you
|
||||
entities[t].tile = 114;
|
||||
entities[t].colour = 6;
|
||||
entities[t].animate = 5;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(18, 2): // Thinking with Portals
|
||||
//depends on direction
|
||||
if (entities[t].xp ==88)
|
||||
{
|
||||
entities[t].tile = 54+12;
|
||||
entities[t].colour = 12;
|
||||
entities[t].animate = 100;
|
||||
entities[t].w = 60;
|
||||
entities[t].h = 16;
|
||||
entities[t].size = 10;
|
||||
}
|
||||
else
|
||||
{
|
||||
entities[t].tile = 54;
|
||||
entities[t].colour = 12;
|
||||
entities[t].animate = 100;
|
||||
entities[t].w = 60;
|
||||
entities[t].h = 16;
|
||||
entities[t].size = 10;
|
||||
}
|
||||
break;
|
||||
//Final level
|
||||
case rn(50-100, 53-100): //The Yes Men
|
||||
entities[t].tile = 40;
|
||||
entities[t].colour = 9;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 20;
|
||||
entities[t].h = 20;
|
||||
break;
|
||||
case rn(48-100, 51-100): //Wavelengths
|
||||
entities[t].tile = 32;
|
||||
entities[t].colour = 7;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 32;
|
||||
break;
|
||||
case rn(43-100,52-100): // Ascending and Descending
|
||||
entities[t].tile = 48;
|
||||
entities[t].colour = 9;
|
||||
entities[t].animate = 5;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(46-100,51-100): //kids his age
|
||||
entities[t].tile = 88;
|
||||
entities[t].colour = 11;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(43-100,51-100): // Mind the gap
|
||||
entities[t].tile = 168;
|
||||
entities[t].colour = 7;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(44-100,51-100): // vertigo?
|
||||
entities[t].tile = 172;
|
||||
entities[t].colour = 7;
|
||||
entities[t].animate = 100;
|
||||
entities[t].w = 32;
|
||||
entities[t].h = 32;
|
||||
break;
|
||||
case rn(44-100,52-100): // (backsliders)
|
||||
entities[t].tile = 164;
|
||||
entities[t].colour = 7;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(43-100, 56-100): //Intermission 1
|
||||
entities[t].tile = 88;
|
||||
entities[t].colour = 21;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
case rn(45-100, 56-100): //Intermission 1
|
||||
entities[t].tile = 88;
|
||||
entities[t].colour = 21;
|
||||
entities[t].animate = 1;
|
||||
entities[t].w = 16;
|
||||
entities[t].h = 16;
|
||||
break;
|
||||
//The elephant
|
||||
case rn(11, 9):
|
||||
case rn(12, 9):
|
||||
case rn(11, 8):
|
||||
case rn(12, 8):
|
||||
entities[t].tile = 0;
|
||||
entities[t].colour = 102;
|
||||
entities[t].animate = 0;
|
||||
entities[t].w = 464;
|
||||
entities[t].h = 320;
|
||||
entities[t].size = 11;
|
||||
entities[t].harmful = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void entityclass::settreadmillcolour( int t, int rx, int ry )
|
||||
{
|
||||
rx -= 100;
|
||||
|
@ -1781,12 +1447,12 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
|
|||
if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117))
|
||||
{
|
||||
entities[k].setenemy(0);
|
||||
setenemyroom(k, game.roomx, game.roomy); //For colour
|
||||
entities[k].setenemyroom(game.roomx, game.roomy); //For colour
|
||||
}
|
||||
else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108))
|
||||
{
|
||||
entities[k].setenemy(1);
|
||||
setenemyroom(k, game.roomx, game.roomy); //For colour
|
||||
entities[k].setenemyroom(game.roomx, game.roomy); //For colour
|
||||
}
|
||||
else if (game.roomx == 113 && game.roomy == 107)
|
||||
{
|
||||
|
@ -1800,7 +1466,7 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
|
|||
}
|
||||
else
|
||||
{
|
||||
setenemyroom(k, game.roomx, game.roomy);
|
||||
entities[k].setenemyroom(game.roomx, game.roomy);
|
||||
}
|
||||
|
||||
//}else{*/
|
||||
|
@ -2621,17 +2287,17 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
|
|||
entities[k].harmful = true;
|
||||
|
||||
switch(customenemy){
|
||||
case 0: setenemyroom(k, 4+100, 0+100); break;
|
||||
case 1: setenemyroom(k, 2+100, 0+100); break;
|
||||
case 2: setenemyroom(k, 12+100, 3+100); break;
|
||||
case 3: setenemyroom(k, 13+100, 12+100); break;
|
||||
case 4: setenemyroom(k, 16+100, 9+100); break;
|
||||
case 5: setenemyroom(k, 19+100, 1+100); break;
|
||||
case 6: setenemyroom(k, 19+100, 2+100); break;
|
||||
case 7: setenemyroom(k, 18+100, 3+100); break;
|
||||
case 8: setenemyroom(k, 16+100, 0+100); break;
|
||||
case 9: setenemyroom(k, 14+100, 2+100); break;
|
||||
default: setenemyroom(k, 4+100, 0+100); break;
|
||||
case 0: entities[k].setenemyroom(4+100, 0+100); break;
|
||||
case 1: entities[k].setenemyroom(2+100, 0+100); break;
|
||||
case 2: entities[k].setenemyroom(12+100, 3+100); break;
|
||||
case 3: entities[k].setenemyroom(13+100, 12+100); break;
|
||||
case 4: entities[k].setenemyroom(16+100, 9+100); break;
|
||||
case 5: entities[k].setenemyroom(19+100, 1+100); break;
|
||||
case 6: entities[k].setenemyroom(19+100, 2+100); break;
|
||||
case 7: entities[k].setenemyroom(18+100, 3+100); break;
|
||||
case 8: entities[k].setenemyroom(16+100, 0+100); break;
|
||||
case 9: entities[k].setenemyroom(14+100, 2+100); break;
|
||||
default: entities[k].setenemyroom(4+100, 0+100); break;
|
||||
}
|
||||
|
||||
//Set colour based on room tile
|
||||
|
|
|
@ -8,8 +8,6 @@
|
|||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#define rn( rx, ry) ((rx) + ((ry) * 100))
|
||||
|
||||
enum
|
||||
{
|
||||
BLOCK = 0,
|
||||
|
@ -82,8 +80,6 @@ public:
|
|||
|
||||
int crewcolour(int t);
|
||||
|
||||
void setenemyroom(int t, int rx, int ry);
|
||||
|
||||
void settreadmillcolour(int t, int rx, int ry);
|
||||
|
||||
void createentity(float xp, float yp, int t, float vx = 0, float vy = 0,
|
||||
|
|
Loading…
Reference in a new issue