#define OBJ_DEFINITION #include "Entity.h" #include #include "editor.h" #include "Game.h" #include "Graphics.h" #include "Map.h" #include "Music.h" #include "Script.h" #include "UtilityClass.h" bool entityclass::checktowerspikes(int t) { if (!INBOUNDS_VEC(t, entities)) { puts("checktowerspikes() out-of-bounds!"); return false; } SDL_Rect temprect; temprect.x = entities[t].xp + entities[t].cx; temprect.y = entities[t].yp + entities[t].cy; temprect.w = entities[t].w; temprect.h = entities[t].h; int tempx = getgridpoint(temprect.x); int tempy = getgridpoint(temprect.y); int tempw = getgridpoint(temprect.x + temprect.w - 1); int temph = getgridpoint(temprect.y + temprect.h - 1); if (map.spikecollide(tempx, tempy)) return true; if (map.spikecollide(tempw, tempy)) return true; if (map.spikecollide(tempx, temph)) return true; if (map.spikecollide(tempw, temph)) return true; if (temprect.h >= 12) { int tpy1 = getgridpoint(temprect.y + 6); if (map.spikecollide(tempx, tpy1)) return true; if (map.spikecollide(tempw, tpy1)) return true; if (temprect.h >= 18) { tpy1 = getgridpoint(temprect.y + 12); if (map.spikecollide(tempx, tpy1)) return true; if (map.spikecollide(tempw, tpy1)) return true; if (temprect.h >= 24) { tpy1 = getgridpoint(temprect.y + 18); if (map.spikecollide(tempx, tpy1)) return true; if (map.spikecollide(tempw, tpy1)) return true; } } } return false; } void entityclass::init(void) { platformtile = 0; customplatformtile=0; vertplatforms = false; horplatforms = false; nearelephant = false; upsetmode = false; upset = 0; customenemy=0; customwarpmode=false; customwarpmodevon=false; customwarpmodehon=false; trophytext = 0 ; oldtrophytext = 0; trophytype = 0; altstates = 0; SDL_memset(customcrewmoods, true, sizeof(customcrewmoods)); resetallflags(); SDL_memset(collect, false, sizeof(collect)); SDL_memset(customcollect, false, sizeof(customcollect)); k = 0; } void entityclass::resetallflags(void) { SDL_memset(flags, false, sizeof(flags)); } int entityclass::swncolour( int t ) { //given colour t, return colour in setcol if (t == 0) return 11; if (t == 1) return 6; if (t == 2) return 8; if (t == 3) return 12; if (t == 4) return 9; if (t == 5) return 7; return 0; } void entityclass::swnenemiescol( int t ) { //change the colour of all SWN enemies to the current one for (size_t i = 0; i < entities.size(); i++) { if (entities[i].type == 23) { entities[i].colour = swncolour(t); } } } void entityclass::gravcreate( int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ ) { if (dir == 0) { createentity(-150 - xoff, 58 + (ypos * 20)+yoff, 23, 0, 0); } else { createentity(320+150 + xoff, 58 + (ypos * 20)+yoff, 23, 1, 0); } } void entityclass::generateswnwave( int t ) { //generate a wave for the SWN game if(game.swndelay<=0) { if (t == 0) //game 0, survive for 30 seconds { switch(game.swnstate) { case 0: //Decide on a wave here //default case game.swnstate = 1; game.swndelay = 5; if (game.swntimer <= 150) //less than 5 seconds { game.swnstate = 9; game.swndelay = 8; } else if (game.swntimer <= 300) //less than 10 seconds { game.swnstate = 6; game.swndelay = 12; } else if (game.swntimer <= 360) //less than 12 seconds { game.swnstate = 5+game.swnstate2; game.swndelay = 15; } else if (game.swntimer <= 420) //less than 14 seconds { game.swnstate = 7+game.swnstate2; game.swndelay = 15; } else if (game.swntimer <= 480) //less than 16 seconds { game.swnstate = 5+game.swnstate2; game.swndelay = 15; } else if (game.swntimer <= 540) //less than 18 seconds { game.swnstate = 7+game.swnstate2; game.swndelay = 15; } else if (game.swntimer <= 600) //less than 20 seconds { game.swnstate = 5+game.swnstate2; game.swndelay = 15; } else if (game.swntimer <= 900) //less than 30 seconds { game.swnstate = 4; game.swndelay = 20; } else if (game.swntimer <= 1050) //less than 35 seconds { game.swnstate = 3; game.swndelay = 10; } else if (game.swntimer <= 1200) //less than 40 seconds { game.swnstate = 3; game.swndelay = 20; } else if (game.swntimer <= 1500) //less than 50 seconds { game.swnstate = 2; game.swndelay = 10; } else if (game.swntimer <= 1650) //less than 55 seconds { game.swnstate = 1; game.swndelay = 15; } else if (game.swntimer <= 1800) //less than 60 seconds { game.swnstate = 1; game.swndelay = 25; } if (game.deathcounts - game.swndeaths > 7) game.swndelay += 2; if (game.deathcounts - game.swndeaths > 15) game.swndelay += 2; if (game.deathcounts - game.swndeaths > 25) game.swndelay += 4; break; case 1: createentity(-150, 58 + (int(fRandom() * 6) * 20), 23, 0, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state break; case 2: if(game.swnstate3==0) { game.swnstate2++; if (game.swnstate2 >= 6) { game.swnstate3 = 1; game.swnstate2--; } } else { game.swnstate2--; if (game.swnstate2 < 0) { game.swnstate3 = 0; game.swnstate2++; } } createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state break; case 3: createentity(320+150, 58 + (int(fRandom() * 6) * 20), 23, 1, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state break; case 4: //left and right compliments game.swnstate2 = int(fRandom() * 6); createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0); createentity(320+150, 58 + ((5-game.swnstate2) * 20), 23, 1, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state game.swnstate2 = 0; break; case 5: //Top and bottom createentity(-150, 58, 23, 0, 0); createentity(-150, 58 + (5 * 20), 23, 0, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state game.swnstate2 = 1; break; case 6: //Middle createentity(-150, 58 + (2 * 20), 23, 0, 0); createentity(-150, 58 + (3 * 20), 23, 0, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state game.swnstate2 = 0; break; case 7: //Top and bottom createentity(320+150, 58, 23, 1, 0); createentity(320+150, 58 + (5 * 20), 23, 1, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state game.swnstate2 = 1; break; case 8: //Middle createentity(320+150, 58 + (2 * 20), 23, 1, 0); createentity(320+150, 58 + (3 * 20), 23, 1, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state game.swnstate2 = 0; break; case 9: if(game.swnstate3==0) { game.swnstate2++; if (game.swnstate2 >= 6) { game.swnstate3 = 1; game.swnstate2--; } } else { game.swnstate2--; if (game.swnstate2 < 0) { game.swnstate3 = 0; game.swnstate2++; } } createentity(320 + 150, 58 + (int(game.swnstate2) * 20), 23, 1, 0); game.swnstate = 0; game.swndelay = 0; //return to decision state break; } } else if (t == 1) { //Game 2, super gravitron switch(game.swnstate) { case 0: //Choose either simple or filler game.swnstate2 = 0; game.swnstate3 = 0; game.swnstate4 = 0; game.swnstate2 = int(fRandom() * 100); if (game.swnstate2 < 25) { //simple game.swnstate = 2; game.swndelay = 0; } else { //filler game.swnstate = 4; game.swndelay = 0; } game.swnstate2 = 0; break; case 1: //complex chain game.swnstate2 = int(fRandom() * 8); if (game.swnstate2 == 0) { game.swnstate = 10; game.swndelay = 0; } else if (game.swnstate2 == 1) { game.swnstate = 12; game.swndelay = 0; } else if (game.swnstate2 == 2) { game.swnstate = 14; game.swndelay = 0; } else if (game.swnstate2 == 3) { game.swnstate = 20; game.swndelay = 0; } else if (game.swnstate2 == 4) { game.swnstate = 21; game.swndelay = 0; } else if (game.swnstate2 == 5) { game.swnstate = 22; game.swndelay = 0; } else if (game.swnstate2 == 6) { game.swnstate = 22; game.swndelay = 0; } else if (game.swnstate2 == 7) { game.swnstate = 14; game.swndelay = 0; } game.swnstate2 = 0; break; case 2: //simple chain game.swnstate2 = int(fRandom() * 6); if (game.swnstate2 == 0) { game.swnstate = 23; game.swndelay = 0; } else if (game.swnstate2 == 1) { game.swnstate = 24; game.swndelay = 0; } else if (game.swnstate2 == 2) { game.swnstate = 25; game.swndelay = 0; } else if (game.swnstate2 == 3) { game.swnstate = 26; game.swndelay = 0; } else if (game.swnstate2 == 4) { game.swnstate = 27; game.swndelay = 0; } else if (game.swnstate2 == 5) { game.swnstate = 14; game.swndelay = 0; } game.swnstate2 = 0; break; case 3: //Choose a major action game.swnstate2 = int(fRandom() * 100); game.swnstate4 = 0; if (game.swnstate2 < 25) { //complex game.swnstate = 1; game.swndelay = 0; } else { //simple game.swnstate = 2; game.swndelay = 0; } break; case 4: //filler chain game.swnstate2 = int(fRandom() * 6); if (game.swnstate2 == 0) { game.swnstate = 28; game.swndelay = 0; } else if (game.swnstate2 == 1) { game.swnstate = 29; game.swndelay = 0; } else if (game.swnstate2 == 2) { game.swnstate = 28; game.swndelay = 0; } else if (game.swnstate2 == 3) { game.swnstate = 29; game.swndelay = 0; } else if (game.swnstate2 == 4) { game.swnstate = 30; game.swndelay = 0; } else if (game.swnstate2 == 5) { game.swnstate = 31; game.swndelay = 0; } game.swnstate2 = 0; break; case 10: gravcreate(0, 0); gravcreate(1, 0); gravcreate(2, 0); game.swnstate++; game.swndelay = 10; //return to decision state break; case 11: gravcreate(3, 0); gravcreate(4, 0); gravcreate(5, 0); game.swnstate2++; if(game.swnstate2==3) { game.swnstate = 0; game.swndelay = 30; //return to decision state } else { game.swnstate--; game.swndelay = 10; //return to decision state } break; case 12: gravcreate(0, 1); gravcreate(1, 1); gravcreate(2, 1); game.swnstate++; game.swndelay = 10; //return to decision state break; case 13: gravcreate(3, 1); gravcreate(4, 1); gravcreate(5, 1); game.swnstate2++; if(game.swnstate2==3) { game.swnstate = 0; game.swndelay = 30; //return to decision state } else { game.swnstate--; game.swndelay = 10; //return to decision state } break; case 14: gravcreate(0, 0, 0); gravcreate(5, 1, 0); game.swnstate++; game.swndelay = 20; //return to decision state break; case 15: gravcreate(1, 0); gravcreate(4, 1); game.swnstate++; game.swndelay = 20; //return to decision state break; case 16: gravcreate(2, 0); gravcreate(3, 1); game.swnstate++; game.swndelay = 20; //return to decision state break; case 17: gravcreate(3, 0); gravcreate(2, 1); game.swnstate++; game.swndelay = 20; //return to decision state break; case 18: gravcreate(4, 0); gravcreate(1, 1); game.swnstate++; game.swndelay = 20; //return to decision state break; case 19: gravcreate(5, 0); gravcreate(0, 1); game.swnstate=0; game.swndelay = 20; //return to decision state break; case 20: game.swnstate4++; if(game.swnstate3==0) { game.swnstate2++; if (game.swnstate2 >= 6) { game.swnstate3 = 1; game.swnstate2--; } } else { game.swnstate2--; if (game.swnstate2 < 0) { game.swnstate3 = 0; game.swnstate2++; } } createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0); if(game.swnstate4<=6) { game.swnstate = 20; game.swndelay = 10; //return to decision state } else { game.swnstate = 0; game.swndelay = 10; //return to decision state } break; case 21: game.swnstate4++; if(game.swnstate3==0) { game.swnstate2++; if (game.swnstate2 >= 6) { game.swnstate3 = 1; game.swnstate2--; } } else { game.swnstate2--; if (game.swnstate2 < 0) { game.swnstate3 = 0; game.swnstate2++; } } createentity(320+150, 58 + (int(game.swnstate2) * 20), 23, 1, 0); if(game.swnstate4<=6) { game.swnstate = 21; game.swndelay = 10; //return to decision state } else { game.swnstate = 0; game.swndelay = 10; //return to decision state } break; case 22: game.swnstate4++; //left and right compliments game.swnstate2 = int(fRandom() * 6); createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0); createentity(320 + 150, 58 + ((5 - game.swnstate2) * 20), 23, 1, 0); if(game.swnstate4<=12) { game.swnstate = 22; game.swndelay = 18; //return to decision state } else { game.swnstate = 0; game.swndelay = 18; //return to decision state } game.swnstate2 = 0; break; case 23: gravcreate(1, 0); gravcreate(2, 0, 15); gravcreate(2, 0, -15); gravcreate(3, 0, 15); gravcreate(3, 0, -15); gravcreate(4, 0); game.swnstate = 0; game.swndelay = 15; //return to decision state break; case 24: gravcreate(1, 1); gravcreate(2, 1, 15); gravcreate(2, 1, -15); gravcreate(3, 1, 15); gravcreate(3, 1, -15); gravcreate(4, 1); game.swnstate = 0; game.swndelay = 15; //return to decision state break; case 25: gravcreate(0, 0); gravcreate(1, 1,0,10); gravcreate(4, 1,0,-10); gravcreate(5, 0); game.swnstate = 0; game.swndelay = 20; //return to decision state break; case 26: gravcreate(0, 1, 0); gravcreate(1, 1, 10); gravcreate(4, 1, 40); gravcreate(5, 1, 50); game.swnstate = 0; game.swndelay = 20; //return to decision state break; case 27: gravcreate(0, 0, 0); gravcreate(1, 0, 10); gravcreate(4, 0, 40); gravcreate(5, 0, 50); game.swnstate = 0; game.swndelay = 20; //return to decision state break; case 28: game.swnstate4++; game.swnstate2 = int(fRandom() * 6); createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0); if(game.swnstate4<=6) { game.swnstate = 28; game.swndelay = 8; //return to decision state } else { game.swnstate = 3; game.swndelay = 15; //return to decision state } game.swnstate2 = 0; break; case 29: game.swnstate4++; game.swnstate2 = int(fRandom() * 6); gravcreate(game.swnstate2, 1); if(game.swnstate4<=6) { game.swnstate = 29; game.swndelay = 8; //return to decision state } else { game.swnstate = 3; game.swndelay = 15; //return to decision state } game.swnstate2 = 0; break; case 30: game.swnstate4++; game.swnstate2 = int(fRandom() * 3); gravcreate(game.swnstate2, 0); gravcreate(5-game.swnstate2, 0); if(game.swnstate4<=2) { game.swnstate = 30; game.swndelay = 14; //return to decision state } else { game.swnstate = 3; game.swndelay = 15; //return to decision state } game.swnstate2 = 0; break; case 31: game.swnstate4++; game.swnstate2 = int(fRandom() * 3); gravcreate(game.swnstate2, 1); gravcreate(5-game.swnstate2, 1); if(game.swnstate4<=2) { game.swnstate = 31; game.swndelay = 14; //return to decision state } else { game.swnstate = 3; game.swndelay = 15; //return to decision state } game.swnstate2 = 0; break; } } } else { game.swndelay--; } } void entityclass::createblock( int t, int xp, int yp, int w, int h, int trig /*= 0*/, const std::string& script /*= ""*/ ) { k = blocks.size(); blockclass newblock; blockclass* blockptr; /* Can we reuse the slot of a disabled block? */ bool reuse = false; for (size_t i = 0; i < blocks.size(); ++i) { if (blocks[i].wp == 0 && blocks[i].hp == 0 && blocks[i].rect.w == 0 && blocks[i].rect.h == 0) { reuse = true; blockptr = &blocks[i]; break; } } if (!reuse) { blockptr = &newblock; } else { blockptr->clear(); } blockclass& block = *blockptr; switch(t) { case BLOCK: //Block block.type = BLOCK; block.xp = xp; block.yp = yp; block.wp = w; block.hp = h; block.rectset(xp, yp, w, h); break; case TRIGGER: //Trigger block.type = TRIGGER; block.wp = w; block.hp = h; block.rectset(xp, yp, w, h); block.trigger = trig; block.script = script; break; case DAMAGE: //Damage block.type = DAMAGE; block.wp = w; block.hp = h; block.rectset(xp, yp, w, h); break; case DIRECTIONAL: //Directional block.type = DIRECTIONAL; block.wp = w; block.hp = h; block.rectset(xp, yp, w, h); block.trigger = trig; break; case SAFE: //Safe block block.type = SAFE; block.xp = xp; block.yp = yp; block.wp = w; block.hp = h; block.rectset(xp, yp, w, h); break; case ACTIVITY: //Activity Zone block.type = ACTIVITY; block.wp = w; block.hp = h; 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 //assigns all the details. switch(trig) { case 0: //testing zone block.prompt = "Press %s to explode"; block.script = "intro"; block.setblockcolour("orange"); trig=1; break; case 1: block.prompt = "Press %s to talk to Violet"; block.script = "talkpurple"; block.setblockcolour("purple"); trig=0; break; case 2: block.prompt = "Press %s to talk to Vitellary"; block.script = "talkyellow"; block.setblockcolour("yellow"); trig=0; break; case 3: block.prompt = "Press %s to talk to Vermilion"; block.script = "talkred"; block.setblockcolour("red"); trig=0; break; case 4: block.prompt = "Press %s to talk to Verdigris"; block.script = "talkgreen"; block.setblockcolour("green"); trig=0; break; case 5: block.prompt = "Press %s to talk to Victoria"; block.script = "talkblue"; block.setblockcolour("blue"); trig=0; break; case 6: block.prompt = "Press %s to activate terminal"; block.script = "terminal_station_1"; block.setblockcolour("orange"); trig=0; break; case 7: block.prompt = "Press %s to activate terminal"; block.script = "terminal_outside_1"; block.setblockcolour("orange"); trig=0; break; case 8: block.prompt = "Press %s to activate terminal"; block.script = "terminal_outside_2"; block.setblockcolour("orange"); trig=0; break; case 9: block.prompt = "Press %s to activate terminal"; block.script = "terminal_outside_3"; block.setblockcolour("orange"); trig=0; break; case 10: block.prompt = "Press %s to activate terminal"; block.script = "terminal_outside_4"; block.setblockcolour("orange"); trig=0; break; case 11: block.prompt = "Press %s to activate terminal"; block.script = "terminal_outside_5"; block.setblockcolour("orange"); trig=0; break; case 12: block.prompt = "Press %s to activate terminal"; block.script = "terminal_outside_6"; block.setblockcolour("orange"); trig=0; break; case 13: block.prompt = "Press %s to activate terminal"; block.script = "terminal_finallevel"; block.setblockcolour("orange"); trig=0; break; case 14: block.prompt = "Press %s to activate terminal"; block.script = "terminal_station_2"; block.setblockcolour("orange"); trig=0; break; case 15: block.prompt = "Press %s to activate terminal"; block.script = "terminal_station_3"; block.setblockcolour("orange"); trig=0; break; case 16: block.prompt = "Press %s to activate terminal"; block.script = "terminal_station_4"; block.setblockcolour("orange"); trig=0; break; case 17: block.prompt = "Press %s to activate terminal"; block.script = "terminal_warp_1"; block.setblockcolour("orange"); trig=0; break; case 18: block.prompt = "Press %s to activate terminal"; block.script = "terminal_warp_2"; block.setblockcolour("orange"); trig=0; break; case 19: block.prompt = "Press %s to activate terminal"; block.script = "terminal_lab_1"; block.setblockcolour("orange"); trig=0; break; case 20: block.prompt = "Press %s to activate terminal"; block.script = "terminal_lab_2"; block.setblockcolour("orange"); trig=0; break; case 21: block.prompt = "Press %s to activate terminal"; block.script = "terminal_secretlab"; block.setblockcolour("orange"); trig=0; break; case 22: block.prompt = "Press %s to activate terminal"; block.script = "terminal_shipcomputer"; block.setblockcolour("orange"); trig=0; break; case 23: block.prompt = "Press %s to activate terminals"; block.script = "terminal_radio"; block.setblockcolour("orange"); trig=0; break; case 24: block.prompt = "Press %s to activate terminal"; block.script = "terminal_jukebox"; block.setblockcolour("orange"); trig=0; break; case 25: block.prompt = "Passion for Exploring"; block.script = "terminal_juke1"; block.setblockcolour("orange"); trig=0; break; case 26: block.prompt = "Pushing Onwards"; block.script = "terminal_juke2"; block.setblockcolour("orange"); trig=0; break; case 27: block.prompt = "Positive Force"; block.script = "terminal_juke3"; block.setblockcolour("orange"); trig=0; break; case 28: block.prompt = "Presenting VVVVVV"; block.script = "terminal_juke4"; block.setblockcolour("orange"); trig=0; break; case 29: block.prompt = "Potential for Anything"; block.script = "terminal_juke5"; block.setblockcolour("orange"); trig=0; break; case 30: block.prompt = "Predestined Fate"; block.script = "terminal_juke6"; block.setblockcolour("orange"); trig=0; break; case 31: block.prompt = "Pipe Dream"; block.script = "terminal_juke7"; block.setblockcolour("orange"); trig=0; break; case 32: block.prompt = "Popular Potpourri"; block.script = "terminal_juke8"; block.setblockcolour("orange"); trig=0; break; case 33: block.prompt = "Pressure Cooker"; block.script = "terminal_juke9"; block.setblockcolour("orange"); trig=0; break; case 34: block.prompt = "ecroF evitisoP"; block.script = "terminal_juke10"; block.setblockcolour("orange"); trig=0; break; case 35: block.prompt = "Press %s to activate terminal"; block.script = "custom_"+customscript; block.setblockcolour("orange"); trig=0; break; } break; } if (!reuse) { blocks.push_back(block); } } /* Disable entity, and return true if entity was successfully disabled */ bool entityclass::disableentity(int t) { if (!INBOUNDS_VEC(t, entities)) { puts("disableentity() out-of-bounds!"); return true; } if (entities[t].rule == 0 && t == getplayer()) { /* Don't disable the player entity! */ return false; } entities[t].invis = true; entities[t].size = -1; entities[t].type = -1; entities[t].rule = -1; return true; } void entityclass::removeallblocks(void) { blocks.clear(); } void entityclass::disableblock( int t ) { if (!INBOUNDS_VEC(t, blocks)) { puts("disableblock() out-of-bounds!"); return; } blocks[t].wp = 0; blocks[t].hp = 0; blocks[t].rect.w = blocks[t].wp; blocks[t].rect.h = blocks[t].hp; } void entityclass::moveblockto(int x1, int y1, int x2, int y2, int w, int h) { for (size_t i = 0; i < blocks.size(); i++) { if (blocks[i].xp == x1 && blocks[i].yp == y1) { blocks[i].xp = x2; blocks[i].yp = y2; blocks[i].wp = w; blocks[i].hp = h; blocks[i].rectset(blocks[i].xp, blocks[i].yp, blocks[i].wp, blocks[i].hp); break; } } } void entityclass::disableblockat(int x, int y) { for (size_t i = 0; i < blocks.size(); i++) { if (blocks[i].xp == x && blocks[i].yp == y) { disableblock(i); } } } void entityclass::removetrigger( int t ) { for(size_t i=0; iclear(); } //Size 0 is a sprite //Size 1 is a tile //Beyond that are special cases (to do) //Size 2 is a moving platform of width 4 (32) //Size 3 is apparently a "bug chunky pixel" //Size 4 is a coin/small pickup //Size 5 is a horizontal line, 6 is vertical //Rule 0 is the playable character //Rule 1 is anything harmful //Rule 2 is anything decorative (no collisions) //Rule 3 is anything that results in an entity to entity collision and state change //Rule 4 is a horizontal line, 5 is vertical //Rule 6 is a crew member #if !defined(NO_CUSTOM_LEVELS) // Special case for gray Warp Zone tileset! const edlevelclass* const room = ed.getroomprop(game.roomx - 100, game.roomy - 100); bool custom_gray = room->tileset == 3 && room->tilecol == 6; #else bool custom_gray = false; #endif entclass& entity = *entptr; entity.xp = xp; entity.yp = yp; entity.type = t; switch(t) { case 0: //Player entity.rule = 0; //Playable character entity.tile = 0; entity.colour = 0; entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 1; /* Fix wrong y-position if spawning in on conveyor */ entity.newxp = xp; entity.newyp = yp; if (meta1 == 1) entity.invis = true; entity.gravity = true; break; case 1: //Simple enemy, bouncing off the walls entity.rule = 1; entity.behave = meta1; entity.para = meta2; entity.w = 16; entity.h = 16; entity.cx = 0; entity.cy = 0; entity.x1 = p1; entity.y1 = p2; entity.x2 = p3; entity.y2 = p4; entity.harmful = true; entity.tile = 24; entity.animate = 0; entity.colour = 8; if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117)) { entity.setenemy(0); entity.setenemyroom(game.roomx, game.roomy); //For colour } else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108)) { entity.setenemy(1); entity.setenemyroom(game.roomx, game.roomy); //For colour } else if (game.roomx == 113 && game.roomy == 107) { //MAVVERRRICK entity.tile = 96; entity.colour = 6; entity.size = 9; entity.w = 64; entity.h = 44; entity.animate = 4; } else { entity.setenemyroom(game.roomx, game.roomy); } break; case 2: //A moving platform entity.rule = 2; entity.type = 1; entity.size = 2; entity.tile = 1; if (customplatformtile > 0){ entity.tile = customplatformtile; }else if (platformtile > 0) { entity.tile = platformtile; }else{ //appearance again depends on location if (gridmatch(p1, p2, p3, p4, 100, 70, 320, 160)) entity.tile = 616; if (gridmatch(p1, p2, p3, p4, 72, 0, 248, 240)) entity.tile = 610; if (gridmatch(p1, p2, p3, p4, -20, 0, 320, 240)) entity.tile = 413; if (gridmatch(p1, p2, p3, p4, -96, -72, 400, 312)) entity.tile = 26; if (gridmatch(p1, p2, p3, p4, -32, -40, 352, 264)) entity.tile = 27; } entity.w = 32; entity.h = 8; if (meta1 <= 1) vertplatforms = true; if (meta1 >= 2 && meta1 <= 5) horplatforms = true; if (meta1 == 14 || meta1 == 15) horplatforms = true; //special case for last part of Space Station if (meta1 >= 6 && meta1 <= 7) vertplatforms = true; if (meta1 >= 10 && meta1 <= 11) { //Double sized threadmills entity.w = 64; entity.h = 8; meta1 -= 2; entity.size = 8; } entity.behave = meta1; entity.para = meta2; if (meta1 >= 8 && meta1 <= 9) { horplatforms = true; //threadmill! entity.animate = 10; if(customplatformtile>0){ entity.tile = customplatformtile+4; if (meta1 == 8) entity.tile += 4; if (meta1 == 9) entity.animate = 11; }else{ entity.settreadmillcolour(game.roomx, game.roomy); if (meta1 == 8) entity.tile += 40; if (meta1 == 9) entity.animate = 11; } } else { entity.animate = 100; } entity.x1 = p1; entity.y1 = p2; entity.x2 = p3; entity.y2 = p4; entity.isplatform = true; createblock(0, xp, yp, 32, 8); break; case 3: //Disappearing platforms entity.rule = 3; entity.type = 2; entity.size = 2; entity.tile = 2; //appearance again depends on location if(customplatformtile>0) { entity.tile=customplatformtile; } else if (meta1 > 0) { entity.tile = meta1; } else { if(game.roomx==49 && game.roomy==52) entity.tile = 18; if (game.roomx == 50 && game.roomy == 52) entity.tile = 22; } entity.cy = -1; entity.w = 32; entity.h = 10; entity.behave = meta1; entity.para = meta2; entity.onentity = 1; entity.animate = 100; createblock(0, xp, yp, 32, 8); break; case 4: //Breakable blocks entity.rule = 6; entity.type = 3; entity.size = 1; entity.tile = 10; entity.cy = -1; entity.w = 8; entity.h = 10; entity.behave = meta1; entity.para = meta2; entity.onentity = 1; entity.animate = 100; createblock(0, xp, yp, 8, 8); break; case 5: //Gravity Tokens entity.rule = 3; entity.type = 4; entity.size = 0; entity.tile = 11; entity.w = 16; entity.h = 16; entity.behave = meta1; entity.para = meta2; entity.onentity = 1; entity.animate = 100; break; case 6: //Decorative particles entity.rule = 2; entity.type = 5; //Particles entity.colour = 1; entity.size = 3; entity.vx = meta1; entity.vy = meta2; entity.life = 12; break; case 7: //Decorative particles entity.rule = 2; entity.type = 5; //Particles entity.colour = 2; entity.size = 3; entity.vx = meta1; entity.vy = meta2; entity.life = 12; break; case 8: //Small collectibles entity.rule = 3; entity.type = 6; entity.size = 4; entity.tile = 48; entity.w = 8; entity.h = 8; entity.onentity = 1; entity.animate = 100; //Check if it's already been collected entity.para = meta1; if (!INBOUNDS_ARR(meta1, collect) || collect[meta1]) return; break; case 9: //Something Shiny entity.rule = 3; entity.type = 7; entity.size = 0; entity.tile = 22; entity.w = 16; entity.h = 16; entity.colour = 3; entity.onentity = 1; entity.animate = 100; //Check if it's already been collected entity.para = meta1; if (!INBOUNDS_ARR(meta1, collect) || collect[meta1]) return; break; case 10: //Savepoint entity.rule = 3; entity.type = 8; entity.size = 0; entity.tile = 20 + meta1; entity.w = 16; entity.h = 16; entity.colour = 4; entity.onentity = 1; entity.animate = 100; entity.para = meta2; if (game.savepoint == meta2) { entity.colour = 5; entity.onentity = 0; } if (game.nodeathmode) { return; } break; case 11: //Horizontal Gravity Line entity.rule = 4; entity.type = 9; entity.size = 5; entity.life = 0; entity.w = meta1; entity.h = 1; entity.onentity = 1; break; case 12: //Vertical Gravity Line entity.rule = 5; entity.type = 10; entity.size = 6; entity.life = 0; entity.w = 1; entity.h = meta1; //entity.colour = 0; entity.onentity = 1; break; case 13: //Warp token entity.rule = 3; entity.type = 11; entity.size = 0; entity.tile = 18; entity.w = 16; entity.h = 16; entity.colour = 10; entity.onentity = 1; entity.animate = 2; //Added in port, hope it doesn't break anything entity.behave = meta1; entity.para = meta2; break; case 14: // Teleporter entity.rule = 3; entity.type = 100; entity.size = 7; entity.tile = 1; //inactive entity.w = 96; entity.h = 96; entity.colour = 100; entity.onentity = 1; entity.animate = 100; entity.para = meta2; break; case 15: // Crew Member (warp zone) entity.rule = 6; entity.type = 12; //A special case! entity.tile = 144; entity.colour = 13; //144 for sad :( entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 0; entity.state = meta1; entity.gravity = true; break; case 16: // Crew Member, upside down (space station) entity.rule = 7; entity.type = 12; //A special case! entity.tile = 144+6; entity.colour = 14; //144 for sad (upside down+12):( entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 1; entity.state = meta1; entity.gravity = true; break; case 17: // Crew Member (Lab) entity.rule = 6; entity.type = 12; //A special case! entity.tile = 144; entity.colour = 16; //144 for sad :( entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 1; entity.state = meta1; entity.gravity = true; break; case 18: // Crew Member (Ship) //This is the scriping crewmember entity.rule = 6; entity.type = 12; //A special case! entity.colour = meta1; if (meta2 == 0) { entity.tile = 0; } else { entity.tile = 144; } entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 0; entity.state = p1; entity.para = p2; if (p1 == 17) { entity.dir = p2; } entity.gravity = true; break; case 19: // Crew Member (Ship) More tests! entity.rule = 6; entity.type = 12; //A special case! entity.tile = 0; entity.colour = 6; //54 for sad :( entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 1; entity.state = meta1; entity.gravity = true; break; case 20: //Terminal entity.rule = 3; entity.type = 13; entity.size = 0; entity.tile = 16 + meta1; entity.w = 16; entity.h = 16; entity.colour = 4; entity.onentity = 1; entity.animate = 100; entity.para = meta2; break; case 21: //as above, except doesn't highlight entity.rule = 3; entity.type = 13; entity.size = 0; entity.tile = 16 + meta1; entity.w = 16; entity.h = 16; entity.colour = 4; entity.onentity = 0; entity.animate = 100; entity.para = meta2; break; case 22: //Fake trinkets, only appear if you've collected them entity.rule = 3; entity.type = 7; entity.size = 0; entity.tile = 22; entity.w = 16; entity.h = 16; entity.colour = 3; entity.onentity = 0; entity.animate = 100; //Check if it's already been collected entity.para = meta1; if (INBOUNDS_ARR(meta1, collect) && !collect[meta1]) return; break; case 23: //SWN Enemies //Given a different behavior, these enemies are especially for SWN mode and disappear outside the screen. entity.rule = 1; entity.type = 23; entity.behave = meta1; entity.para = meta2; entity.w = 16; entity.h = 16; entity.cx = 0; entity.cy = 0; entity.x1 = -2000; entity.y1 = -100; entity.x2 = 5200; entity.y2 = 340; entity.harmful = true; //initilise tiles here based on behavior entity.size = 12; //don't wrap around entity.colour = 21; entity.tile = 78; //default case entity.animate = 1; if (game.swngame == 1) { //set colour based on current state entity.colour = swncolour(game.swncolstate); } break; case 24: // Super Crew Member //This special crewmember is way more advanced than the usual kind, and can interact with game objects entity.rule = 6; entity.type = 14; //A special case! entity.colour = meta1; if (meta1 == 16) { //victoria is sad! if (meta2 == 2) meta2 = 1; } else { if (meta2 == 2) meta2 = 0; } if (meta2 == 0) { entity.tile = 0; } else { entity.tile = 144; } entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 1; entity.x1 = -2000; entity.y1 = -100; entity.x2 = 5200; entity.y2 = 340; entity.state = p1; entity.para = p2; if (p1 == 17) { entity.dir = p2; } entity.gravity = true; break; case 25: //Trophies entity.rule = 3; entity.type = 15; entity.size = 0; entity.w = 16; entity.h = 16; entity.colour = 4; entity.onentity = 1; entity.animate = 100; entity.para = meta2; //Decide tile here based on given achievement: both whether you have them and what they are //default is just a trophy base: entity.tile = 180 + meta1; switch (meta2) { case 1: if(game.bestrank[0]>=3) { entity.tile = 184 + meta1; entity.colour = 31; } break; case 2: if(game.bestrank[1]>=3) { entity.tile = 186 + meta1; entity.colour = 33; } break; case 3: if(game.bestrank[2]>=3) { entity.tile = 184 + meta1; entity.colour = 35; } break; case 4: if(game.bestrank[3]>=3) { entity.tile = 184 + meta1; entity.colour = 30; } break; case 5: if(game.bestrank[4]>=3) { entity.tile = 184 + meta1; entity.colour = 34; } break; case 6: if(game.bestrank[5]>=3) { entity.tile = 184 + meta1; entity.colour = 32; } break; case 7: if(game.unlock[5]) { entity.tile = 188 + meta1; entity.colour = 37; entity.h += 3; entity.yp -= 3; } break; case 8: if(game.unlock[19]) { entity.tile = 188 + meta1; entity.colour = 37; entity.h += 3; } break; case 9: if (game.bestgamedeaths > -1) { if (game.bestgamedeaths <= 50) { entity.tile = 182 + meta1; entity.colour = 40; } } break; case 10: if (game.bestgamedeaths > -1) { if (game.bestgamedeaths <= 100) { entity.tile = 182 + meta1; entity.colour = 36; } } break; case 11: if (game.bestgamedeaths > -1) { if (game.bestgamedeaths <= 250) { entity.tile = 182 + meta1; entity.colour = 38; } } break; case 12: if (game.bestgamedeaths > -1) { if (game.bestgamedeaths <= 500) { entity.tile = 182 + meta1; entity.colour = 39; } } break; case 13: if(game.swnbestrank>=1) { entity.tile = 182 + meta1; entity.colour = 39; } break; case 14: if(game.swnbestrank>=2) { entity.tile = 182 + meta1; entity.colour = 39; } break; case 15: if(game.swnbestrank>=3) { entity.tile = 182 + meta1; entity.colour = 39; } break; case 16: if(game.swnbestrank>=4) { entity.tile = 182 + meta1; entity.colour = 38; } break; case 17: if(game.swnbestrank>=5) { entity.tile = 182 + meta1; entity.colour = 36; } break; case 18: if(game.swnbestrank>=6) { entity.tile = 182 + meta1; entity.colour = 40; } break; case 19: if(game.unlock[20]) { entity.tile = 3; entity.colour = 102; entity.size = 13; entity.xp -= 64; entity.yp -= 128; } break; } break; case 26: //Epilogue super warp token entity.rule = 3; entity.type = 11; entity.size = 0; entity.tile = 18; entity.w = 16; entity.h = 16; entity.colour = 3; entity.onentity = 0; entity.animate = 100; entity.para = meta2; entity.size = 13; break; /* Warp lines */ case 51: /* Vertical */ case 52: /* Vertical */ case 53: /* Horizontal */ case 54: /* Horizontal */ entity.type = t; entity.onentity = 1; entity.invis = true; entity.life = 0; switch (t) { case 51: case 52: entity.rule = 5; entity.size = 6; entity.w = 1; entity.h = meta1; break; case 53: case 54: entity.rule = 7; entity.size = 5; entity.w = meta1; entity.h = 1; break; } if (map.custommode) { customwarpmode = true; map.warpx = false; map.warpy = false; } break; case 55: // Crew Member (custom, collectable) //1 - position in array //2 - colour entity.rule = 3; entity.type = 55; if(INBOUNDS_ARR(meta2, customcrewmoods) && customcrewmoods[meta2]==1){ entity.tile = 144; }else{ entity.tile = 0; } entity.colour = crewcolour(meta2); entity.cx = 6; entity.cy = 2; entity.w = 12; entity.h = 21; entity.dir = 0; entity.state = 0; entity.onentity = 1; //entity.state = meta1; entity.gravity = true; //Check if it's already been collected entity.para = meta1; if (!INBOUNDS_ARR(meta1, customcollect) || customcollect[meta1]) return; break; case 56: //Custom enemy entity.rule = 1; entity.type = 1; entity.behave = meta1; entity.para = meta2; entity.w = 16; entity.h = 16; entity.cx = 0; entity.cy = 0; entity.x1 = p1; entity.y1 = p2; entity.x2 = p3; entity.y2 = p4; entity.harmful = true; switch(customenemy){ case 0: entity.setenemyroom(4+100, 0+100); break; case 1: entity.setenemyroom(2+100, 0+100); break; case 2: entity.setenemyroom(12+100, 3+100); break; case 3: entity.setenemyroom(13+100, 12+100); break; case 4: entity.setenemyroom(16+100, 9+100); break; case 5: entity.setenemyroom(19+100, 1+100); break; case 6: entity.setenemyroom(19+100, 2+100); break; case 7: entity.setenemyroom(18+100, 3+100); break; case 8: entity.setenemyroom(16+100, 0+100); break; case 9: entity.setenemyroom(14+100, 2+100); break; default: entity.setenemyroom(4+100, 0+100); break; } //Set colour based on room tile //Set custom colours if(customplatformtile>0){ int entcol=(customplatformtile/12); switch(entcol){ //RED case 3: case 7: case 12: case 23: case 28: case 34: case 42: case 48: case 58: entity.colour = 6; break; //GREEN case 5: case 9: case 22: case 25: case 29: case 31: case 38: case 46: case 52: case 53: entity.colour = 7; break; //BLUE case 1: case 6: case 14: case 27: case 33: case 44: case 50: case 57: entity.colour = 12; break; //YELLOW case 4: case 17: case 24: case 30: case 37: case 45: case 51: case 55: entity.colour = 9; break; //PURPLE case 2: case 11: case 15: case 19: case 32: case 36: case 49: entity.colour = 20; break; //CYAN case 8: case 10: case 13: case 18: case 26: case 35: case 41: case 47: case 54: entity.colour = 11; break; //PINK case 16: case 20: case 39: case 43: case 56: entity.colour = 8; break; //ORANGE case 21: case 40: entity.colour = 17; break; default: entity.colour = 6; break; } } if(custom_gray){ entity.colour = 18; } break; } entity.lerpoldxp = entity.xp; entity.lerpoldyp = entity.yp; entity.drawframe = entity.tile; if (!reuse) { entities.push_back(entity); } /* Fix crewmate facing directions * This is a bit kludge-y but it's better than copy-pasting * and is okay to do because entity 12 does not change state on its own */ if (entity.type == 12) { size_t indice; if (reuse) { indice = entptr - entities.data(); } else { indice = entities.size() - 1; } updateentities(indice); } } void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1, int p2) { createentity(xp, yp, t, meta1, meta2, p1, p2, 320, 240); } void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1) { createentity(xp, yp, t, meta1, meta2, p1, 0); } void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2) { createentity(xp, yp, t, meta1, meta2, 0); } void entityclass::createentity(int xp, int yp, int t, int meta1) { createentity(xp, yp, t, meta1, 0); } void entityclass::createentity(int xp, int yp, int t) { createentity(xp, yp, t, 0); } //Returns true if entity is removed bool entityclass::updateentities( int i ) { if (!INBOUNDS_VEC(i, entities)) { puts("updateentities() out-of-bounds!"); return true; } if(entities[i].statedelay<=0) { switch(entities[i].type) { case 0: //Player break; case 1: //Movement behaviors //Enemies can have a number of different behaviors: switch(entities[i].behave) { case 0: //Bounce, Start moving down if (entities[i].state == 0) //Init { entities[i].state = 3; bool entitygone = updateentities(i); if (entitygone) return true; } else if (entities[i].state == 1) { if (entities[i].outside()) entities[i].state = entities[i].onwall; } else if (entities[i].state == 2) { entities[i].vy = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1; } else if (entities[i].state == 3) { entities[i].vy = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; } break; case 1: //Bounce, Start moving up if (entities[i].state == 0) //Init { entities[i].state = 2; bool entitygone = updateentities(i); if (entitygone) return true; } else if (entities[i].state == 1) { if (entities[i].outside()) entities[i].state = entities[i].onwall; } else if (entities[i].state == 2) { entities[i].vy = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1; } else if (entities[i].state == 3) { entities[i].vy = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; } break; case 2: //Bounce, Start moving left if (entities[i].state == 0) //Init { entities[i].state = 3; bool entitygone = updateentities(i); if (entitygone) return true; } else if (entities[i].state == 1) { if (entities[i].outside()) entities[i].state = entities[i].onwall; } else if (entities[i].state == 2) { entities[i].vx = entities[i].para; entities[i].onwall = 3; entities[i].state = 1; } else if (entities[i].state == 3) { entities[i].vx = -entities[i].para; entities[i].onwall = 2; entities[i].state = 1; } break; case 3: //Bounce, Start moving right if (entities[i].state == 0) //Init { entities[i].state = 3; bool entitygone = updateentities(i); if (entitygone) return true; } else if (entities[i].state == 1) { if (entities[i].outside()) entities[i].state = entities[i].onwall; } else if (entities[i].state == 2) { entities[i].vx = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1; } else if (entities[i].state == 3) { entities[i].vx = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; } break; case 4: //Always move left if (entities[i].state == 0) //Init { entities[i].vx = entities[i].para; } break; case 5: //Always move right if (entities[i].state == 0) { //Init entities[i].vx = static_cast(entities[i].para); entities[i].state = 1; entities[i].onwall = 2; } else if (entities[i].state == 2) { entities[i].vx = 0; entities[i].onwall = 0; entities[i].xp -= static_cast(entities[i].para); entities[i].statedelay=8; entities[i].state=0; } break; case 6: //Always move up if (entities[i].state == 0) //Init { entities[i].vy = static_cast(entities[i].para); entities[i].state = 1; entities[i].onwall = 2; } else if (entities[i].state == 2) { entities[i].vy = static_cast(-entities[i].para); entities[i].onwall = 0; entities[i].yp -= (entities[i].para); entities[i].statedelay=8; entities[i].state=0; } break; case 7: //Always move down if (entities[i].state == 0) //Init { entities[i].vx = static_cast(entities[i].para); } break; case 8: case 9: //Threadmill: don't move, just impart velocity if (entities[i].state == 0) //Init { entities[i].vx = 0; entities[i].state = 1; entities[i].onwall = 0; } break; case 10: //Emitter: shoot an enemy every so often if (entities[i].state == 0) { createentity(entities[i].xp+28, entities[i].yp, 1, 10, 1); entities[i].state = 1; entities[i].statedelay = 12; } else if (entities[i].state == 1) { entities[i].state = 0; } break; case 11: //Always move right, destroy when outside screen if (entities[i].state == 0) //Init { entities[i].vx = entities[i].para; entities[i].state = 1; } else if (entities[i].state == 1) { if (entities[i].xp >= 335) { return disableentity(i); } if (game.roomx == 117) { if (entities[i].xp >= (33*8)-32) { return disableentity(i); } //collector for LIES } } break; case 12: //Emitter: shoot an enemy every so often (up) if (entities[i].state == 0) { createentity(entities[i].xp, entities[i].yp, 1, 12, 1); entities[i].state = 1; entities[i].statedelay = 16; } else if (entities[i].state == 1) { entities[i].state = 0; } break; case 13: //Always move up, destroy when outside screen if (entities[i].state == 0) //Init { entities[i].vy = entities[i].para; entities[i].state = 1; } else if (entities[i].state == 1) { if (entities[i].yp <= -60) { return disableentity(i); } if (game.roomx == 113 && game.roomy == 108) { if (entities[i].yp <= 60) { return disableentity(i); } //collector for factory } } break; case 14: //Very special hack: as two, but doesn't move in specific circumstances if (entities[i].state == 0) //Init { for (size_t j = 0; j < entities.size(); j++) { if (entities[j].type == 2 && entities[j].state== 3 && entities[j].xp == (entities[i].xp-32) ) { entities[i].state = 3; bool entitygone = updateentities(i); if (entitygone) return true; } } } else if (entities[i].state == 1) { if (entities[i].outside()) entities[i].state = entities[i].onwall; } else if (entities[i].state == 2) { entities[i].vx = entities[i].para; entities[i].onwall = 3; entities[i].state = 1; } else if (entities[i].state == 3) { entities[i].vx = -entities[i].para; entities[i].onwall = 2; entities[i].state = 1; } break; case 15: //As above, but for 3! if (entities[i].state == 0) //Init { for (size_t j = 0; j < entities.size(); j++) { if (entities[j].type == 2 && entities[j].state==3 && entities[j].xp==entities[i].xp+32) { entities[i].state = 3; bool entitygone = updateentities(i); if (entitygone) return true; } } } else if (entities[i].state == 1) { if (entities[i].outside()) entities[i].state = entities[i].onwall; } else if (entities[i].state == 2) { entities[i].vx = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1; } else if (entities[i].state == 3) { entities[i].vx = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; } break; case 16: //MAVERICK BUS FOLLOWS HIS OWN RULES if (entities[i].state == 0) //Init { int player = getplayer(); //first, y position if (INBOUNDS_VEC(player, entities) && entities[player].yp > 14 * 8) { entities[i].tile = 120; entities[i].yp = (28*8)-62; entities[i].lerpoldyp = (28*8)-62; } else { entities[i].tile = 96; entities[i].yp = 24; entities[i].lerpoldyp = 24; } //now, x position if (INBOUNDS_VEC(player, entities) && entities[player].xp > 20 * 8) { //approach from the left entities[i].xp = -64; entities[i].lerpoldxp = -64; entities[i].state = 2; bool entitygone = updateentities(i); //right if (entitygone) return true; } else { //approach from the left entities[i].xp = 320; entities[i].lerpoldxp = 320; entities[i].state = 3; bool entitygone = updateentities(i); //left if (entitygone) return true; } } else if (entities[i].state == 1) { if (entities[i].outside()) entities[i].state = entities[i].onwall; } else if (entities[i].state == 2) { entities[i].vx = int(entities[i].para); entities[i].onwall = 3; entities[i].state = 1; } else if (entities[i].state == 3) { entities[i].vx = int(-entities[i].para); entities[i].onwall = 2; entities[i].state = 1; } break; case 17: //Special for ASCII Snake (left) if (entities[i].state == 0) //Init { entities[i].statedelay = 6; entities[i].xp -= int(entities[i].para); entities[i].lerpoldxp -= int(entities[i].para); } break; case 18: //Special for ASCII Snake (right) if (entities[i].state == 0) //Init { entities[i].statedelay = 6; entities[i].xp += int(entities[i].para); entities[i].lerpoldxp += int(entities[i].para); } break; } break; case 2: //Disappearing platforms //wait for collision if (entities[i].state == 1) { entities[i].life = 12; entities[i].state = 2; entities[i].onentity = 0; music.playef(7); } else if (entities[i].state == 2) { entities[i].life--; if (entities[i].life % 3 == 0) entities[i].walkingframe++; if (entities[i].life <= 0) { disableblockat(entities[i].xp, entities[i].yp); entities[i].state = 3;// = false; entities[i].invis = true; } } else if (entities[i].state == 3) { //wait until recharged! } else if (entities[i].state == 4) { //restart! createblock(0, entities[i].xp, entities[i].yp, 32, 8); entities[i].state = 4; entities[i].invis = false; entities[i].walkingframe--; entities[i].state++; entities[i].onentity = 1; } else if (entities[i].state == 5) { entities[i].life+=3; if (entities[i].life % 3 == 0) entities[i].walkingframe--; if (entities[i].life >= 12) { entities[i].life = 12; entities[i].state = 0; entities[i].walkingframe++; } } break; case 3: //Breakable blocks //Only counts if vy of player entity is non zero if (entities[i].state == 1) { entities[i].life = 4; entities[i].state = 2; entities[i].onentity = 0; music.playef(6); } else if (entities[i].state == 2) { entities[i].life--; entities[i].tile++; if (entities[i].life <= 0) { disableblockat(entities[i].xp, entities[i].yp); return disableentity(i); } } break; case 4: //Gravity token //wait for collision if (entities[i].state == 1) { game.gravitycontrol = (game.gravitycontrol + 1) % 2; return disableentity(i); } break; case 5: //Particle sprays if (entities[i].state == 0) { entities[i].life--; if (entities[i].life < 0) { return disableentity(i); } } break; case 6: //Small pickup //wait for collision if (entities[i].state == 1) { music.playef(4); if (INBOUNDS_ARR(entities[i].para, collect)) { collect[(int) entities[i].para] = true; } return disableentity(i); } break; case 7: //Found a trinket //wait for collision if (entities[i].state == 1) { if (INBOUNDS_ARR(entities[i].para, collect)) { collect[(int) entities[i].para] = true; } if (game.intimetrial) { music.playef(25); } else { game.state = 1000; if(music.currentsong!=-1) music.silencedasmusik(); music.playef(3); if (game.trinkets() > game.stat_trinkets && !map.custommode) { game.stat_trinkets = game.trinkets(); } } return disableentity(i); } break; case 8: //Savepoints //wait for collision if (entities[i].state == 1) { //First, deactivate all other savepoints for (size_t j = 0; j < entities.size(); j++) { if (entities[j].type == 8) { entities[j].colour = 4; entities[j].onentity = 1; } } entities[i].colour = 5; entities[i].onentity = 0; game.savepoint = entities[i].para; music.playef(5); game.savex = entities[i].xp - 4; if (entities[i].tile == 20) { game.savey = entities[i].yp - 2; game.savegc = 1; } else if (entities[i].tile == 21) { game.savey = entities[i].yp - 7; game.savegc = 0; } game.saverx = game.roomx; game.savery = game.roomy; int player = getplayer(); if (INBOUNDS_VEC(player, entities)) { game.savedir = entities[player].dir; } entities[i].state = 0; } break; case 9: //Gravity Lines if (entities[i].state == 1) { entities[i].life--; entities[i].onentity = 0; if (entities[i].life <= 0) { entities[i].state = 0; entities[i].onentity = 1; } } break; case 10: //Vertical gravity Lines if (entities[i].state == 1) { entities[i].onentity = 3; entities[i].state = 2; music.playef(8); game.gravitycontrol = (game.gravitycontrol + 1) % 2; game.totalflips++; int temp = getplayer(); if (game.gravitycontrol == 0) { if (INBOUNDS_VEC(temp, entities) && entities[temp].vy < 3) entities[temp].vy = 3; } else { if (INBOUNDS_VEC(temp, entities) && entities[temp].vy > -3) entities[temp].vy = -3; } } else if (entities[i].state == 2) { entities[i].life--; if (entities[i].life <= 0) { entities[i].state = 0; entities[i].onentity = 1; } } else if (entities[i].state == 3) { entities[i].state = 2; entities[i].life = 4; entities[i].onentity = 3; } else if (entities[i].state == 4) { //Special case for room initilisations: As state one, except without the reversal entities[i].onentity = 3; entities[i].state = 2; } break; case 11: //Warp point //wait for collision if (entities[i].state == 1) { //Depending on the room the warp point is in, teleport to a new location! entities[i].onentity = 0; //play a sound or somefink music.playef(10); game.teleport = true; game.edteleportent = i; //for the multiple room: if (int(entities[i].xp) == 12*8) game.teleportxpos = 1; if (int(entities[i].xp) == 5*8) game.teleportxpos = 2; if (int(entities[i].xp) == 28*8) game.teleportxpos = 3; if (int(entities[i].xp) == 21*8) game.teleportxpos = 4; } break; case 12: //Crew member //Somewhat complex AI: exactly what they do depends on room, location, state etc //At state 0, do nothing at all. if (entities[i].state == 1) { //happy! if (INBOUNDS_VEC(k, entities) && entities[k].rule == 6) entities[k].tile = 0; if (INBOUNDS_VEC(k, entities) && entities[k].rule == 7) entities[k].tile = 6; //Stay close to the hero! int j = getplayer(); if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } //Special rules: if (game.roomx == 110 && game.roomy == 105 && !map.custommode) { if (entities[i].xp < 155) { if (entities[i].ax < 0) entities[i].ax = 0; } } } else if (entities[i].state == 2) { //Basic rules, don't change expression int j = getplayer(); if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } } else if (entities[i].state == 10) { //Everything from 10 on is for cutscenes //Basic rules, don't change expression int j = getplayer(); if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } } else if (entities[i].state == 11) { //11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue) int j=getcrewman(1); //purple if (INBOUNDS_VEC(j, entities)) { if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } } } else if (entities[i].state == 12) { //11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue) int j=getcrewman(2); //yellow if (INBOUNDS_VEC(j, entities)) { if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } } } else if (entities[i].state == 13) { //11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue) int j=getcrewman(3); //red if (INBOUNDS_VEC(j, entities)) { if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } } } else if (entities[i].state == 14) { //11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue) int j=getcrewman(4); //green if (INBOUNDS_VEC(j, entities)) { if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } } } else if (entities[i].state == 15) { //11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue) int j=getcrewman(5); //blue if (INBOUNDS_VEC(j, entities)) { if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } } } else if (entities[i].state == 16) { //Follow a position: given an x coordinate, seek it out. if (entities[i].para > entities[i].xp + 5) { entities[i].dir = 1; } else if (entities[i].para < entities[i].xp - 5) { entities[i].dir = 0; } if (entities[i].para > entities[i].xp + 45) { entities[i].ax = 3; } else if (entities[i].para < entities[i].xp - 45) { entities[i].ax = -3; } } else if (entities[i].state == 17) { //stand still } else if (entities[i].state == 18) { //Stand still and face the player int j = getplayer(); if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } } else if (entities[i].state == 19) { //Walk right off the screen after time t if (entities[i].para <= 0) { entities[i].dir = 1; entities[i].ax = 3; } else { entities[i].para--; } } else if (entities[i].state == 20) { //Panic! For briefing script if (entities[i].life == 0) { //walk left for a bit entities[i].ax = 0; if (40 > entities[i].xp + 5) { entities[i].dir = 1; } else if (40 < entities[i].xp - 5) { entities[i].dir = 0; } if (40 > entities[i].xp + 45) { entities[i].ax = 3; } else if (40 < entities[i].xp - 45) { entities[i].ax = -3; } if ( (entities[i].ax) == 0) { entities[i].life = 1; entities[i].para = 30; } } else if (entities[i].life == 1) { //Stand around for a bit entities[i].para--; if (entities[i].para <= 0) { entities[i].life++; } } else if (entities[i].life == 2) { //walk right for a bit entities[i].ax = 0; if (280 > entities[i].xp + 5) { entities[i].dir = 1; } else if (280 < entities[i].xp - 5) { entities[i].dir = 0; } if (280 > entities[i].xp + 45) { entities[i].ax = 3; } else if (280 < entities[i].xp - 45) { entities[i].ax = -3; } if ( (entities[i].ax) == 0) { entities[i].life = 3; entities[i].para = 30; } } else if (entities[i].life == 3) { //Stand around for a bit entities[i].para--; if (entities[i].para <= 0) { entities[i].life=0; } } } break; case 13: //Terminals (very similar to savepoints) //wait for collision if (entities[i].state == 1) { entities[i].colour = 5; entities[i].onentity = 0; music.playef(17); entities[i].state = 0; } break; case 14: //Super Crew member //Actually needs less complex AI than the scripting crewmember if (entities[i].state == 0) { //follow player, but only if he's on the floor! int j = getplayer(); if(INBOUNDS_VEC(j, entities) && entities[j].onground>0) { if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (entities[j].xp>15 && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3; } else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; } if (entities[i].ax < 0 && entities[i].xp < 60) { entities[i].ax = 0; } } else { if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } entities[i].ax = 0; } if (entities[i].xp > 240) { entities[i].ax = 3; entities[i].dir = 1; } if (entities[i].xp >= 310) { game.scmprogress++; return disableentity(i); } } break; case 15: //Trophy //wait for collision if (entities[i].state == 1) { if (!script.running) trophytext+=2; if (trophytext > 30) trophytext = 30; trophytype = entities[i].para; entities[i].state = 0; } break; case 23: //swn game! switch(entities[i].behave) { case 0: if (entities[i].state == 0) //Init { entities[i].vx = 7; if (entities[i].xp > 320) { return disableentity(i); } } break; case 1: if (entities[i].state == 0) //Init { entities[i].vx = -7; if (entities[i].xp <-20) { return disableentity(i); } } break; } break; case 51: //Vertical warp line if (entities[i].state == 2){ int j=getplayer(); if(INBOUNDS_VEC(j, entities) && entities[j].xp<=307){ customwarpmodevon=false; entities[i].state = 0; } }else if (entities[i].state == 1) { entities[i].state = 2; entities[i].statedelay = 2; entities[i].onentity = 1; customwarpmodevon=true; } break; case 52: //Vertical warp line if (entities[i].state == 2){ int j=getplayer(); if(INBOUNDS_VEC(j, entities) && entities[j].xp<=307){ customwarpmodevon=false; entities[i].state = 0; } }else if (entities[i].state == 1) { entities[i].state = 2; entities[i].statedelay = 2; entities[i].onentity = 1; customwarpmodevon=true; } break; case 53: //Warp lines Horizonal if (entities[i].state == 2){ customwarpmodehon=false; entities[i].state = 0; }else if (entities[i].state == 1) { entities[i].state = 2; entities[i].statedelay = 2; entities[i].onentity = 1; customwarpmodehon=true; } break; case 54: //Warp lines Horizonal if (entities[i].state == 2){ customwarpmodehon=false; entities[i].state = 0; }else if (entities[i].state == 1) { entities[i].state = 2; entities[i].statedelay = 2; entities[i].onentity = 1; customwarpmodehon=true; } break; case 55: //Collectable crewmate //wait for collision if (entities[i].state == 0) { //Basic rules, don't change expression int j = getplayer(); if (INBOUNDS_VEC(j, entities) && entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1; } else if (INBOUNDS_VEC(j, entities) && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; } } else if (entities[i].state == 1) { if (INBOUNDS_ARR(entities[i].para, customcollect)) { customcollect[(int) entities[i].para] = true; } if (game.intimetrial) { music.playef(27); } else { game.state = 1010; //music.haltdasmusik(); if(music.currentsong!=-1) music.silencedasmusik(); music.playef(27); } return disableentity(i); } break; case 100: //The teleporter if (entities[i].state == 1) { //if inactive, activate! if (entities[i].tile == 1) { music.playef(18); entities[i].tile = 2; entities[i].colour = 101; if(!game.intimetrial && !game.nodeathmode) { game.state = 2000; game.statedelay = 0; } game.activetele = true; game.teleblock.x = entities[i].xp - 32; game.teleblock.y = entities[i].yp - 32; game.teleblock.w = 160; game.teleblock.h = 160; //Alright, let's set this as our savepoint too //First, deactivate all other savepoints for (size_t j = 0; j < entities.size(); j++) { if (entities[j].type == 8) { entities[j].colour = 4; entities[j].onentity = 1; } } game.savepoint = static_cast(entities[i].para); game.savex = entities[i].xp + 44; game.savey = entities[i].yp + 44; game.savegc = 0; game.saverx = game.roomx; game.savery = game.roomy; int player = getplayer(); if (INBOUNDS_VEC(player, entities)) { game.savedir = entities[player].dir; } } entities[i].onentity = 0; entities[i].state = 0; } else if (entities[i].state == 2) { //Initilise the teleporter without changing the game state or playing sound entities[i].onentity = 0; entities[i].tile = 6; entities[i].colour = 102; game.activetele = true; game.teleblock.x = entities[i].xp - 32; game.teleblock.y = entities[i].yp - 32; game.teleblock.w = 160; game.teleblock.h = 160; entities[i].state = 0; } break; } } else { entities[i].statedelay--; if (entities[i].statedelay < 0) { entities[i].statedelay = 0; } } return false; } void entityclass::animateentities( int _i ) { if (!INBOUNDS_VEC(_i, entities)) { puts("animateentities() out-of-bounds!"); return; } if(entities[_i].statedelay < 1) { switch(entities[_i].type) { case 0: entities[_i].framedelay--; if(entities[_i].dir==1) { entities[_i].drawframe=entities[_i].tile; } else { entities[_i].drawframe=entities[_i].tile+3; } if(entities[_i].visualonground>0 || entities[_i].visualonroof>0) { if(entities[_i].vx > 0.00f || entities[_i].vx < -0.00f) { //Walking if(entities[_i].framedelay<=1) { entities[_i].framedelay=4; entities[_i].walkingframe++; } if (entities[_i].walkingframe >=2) entities[_i].walkingframe=0; entities[_i].drawframe += entities[_i].walkingframe + 1; } if (entities[_i].visualonroof > 0) entities[_i].drawframe += 6; // Stuck in a wall? Then default to gravitycontrol if (entities[_i].visualonground > 0 && entities[_i].visualonroof > 0 && game.gravitycontrol == 0) { entities[_i].drawframe -= 6; } } else { entities[_i].drawframe ++; if (game.gravitycontrol == 1) { entities[_i].drawframe += 6; } } if (game.deathseq > -1) { entities[_i].drawframe=13; if (entities[_i].dir == 1) entities[_i].drawframe = 12; if (game.gravitycontrol == 1) entities[_i].drawframe += 2; } break; case 1: case 23: //Variable animation switch(entities[_i].animate) { case 0: //Simple oscilation entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 8; if(entities[_i].actionframe==0) { entities[_i].walkingframe++; if (entities[_i].walkingframe == 4) { entities[_i].walkingframe = 2; entities[_i].actionframe = 1; } } else { entities[_i].walkingframe--; if (entities[_i].walkingframe == -1) { entities[_i].walkingframe = 1; entities[_i].actionframe = 0; } } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; break; case 1: //Simple Loop entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 8; entities[_i].walkingframe++; if (entities[_i].walkingframe == 4) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; break; case 2: //Simpler Loop (just two frames) entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 2; entities[_i].walkingframe++; if (entities[_i].walkingframe == 2) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; break; case 3: //Simpler Loop (just two frames, but double sized) entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 2; entities[_i].walkingframe++; if (entities[_i].walkingframe == 2) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += (entities[_i].walkingframe*2); break; case 4: //Simpler Loop (just two frames, but double sized) (as above but slower) entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 6; entities[_i].walkingframe++; if (entities[_i].walkingframe == 2) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += (entities[_i].walkingframe*2); break; case 5: //Simpler Loop (just two frames) (slower) entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 6; entities[_i].walkingframe++; if (entities[_i].walkingframe == 2) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; break; case 6: //Normal Loop (four frames, double sized) entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 4; entities[_i].walkingframe++; if (entities[_i].walkingframe == 4) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += (entities[_i].walkingframe*2); break; case 7: //Simpler Loop (just two frames) (slower) (with directions!) entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 6; entities[_i].walkingframe++; if (entities[_i].walkingframe == 2) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; if (entities[_i].vx > 0.000f ) entities[_i].drawframe += 2; break; case 10: //Threadmill left entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 3;//(6-entities[_i].para); entities[_i].walkingframe--; if (entities[_i].walkingframe == -1) { entities[_i].walkingframe = 3; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; break; case 11: //Threadmill right entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 3;//(6-entities[_i].para); entities[_i].walkingframe++; if (entities[_i].walkingframe == 4) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; break; case 100: //Simple case for no animation (platforms, etc) entities[_i].drawframe = entities[_i].tile; break; default: entities[_i].drawframe = entities[_i].tile; break; } break; case 2: //Disappearing platforms entities[_i].drawframe = entities[_i].tile + entities[_i].walkingframe; break; case 11: entities[_i].drawframe = entities[_i].tile; if(entities[_i].animate==2) { //Simpler Loop (just two frames) entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 10; entities[_i].walkingframe++; if (entities[_i].walkingframe == 2) { entities[_i].walkingframe = 0; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; } break; case 12: case 55: case 14: //Crew member! Very similar to hero entities[_i].framedelay--; if(entities[_i].dir==1) { entities[_i].drawframe=entities[_i].tile; } else { entities[_i].drawframe=entities[_i].tile+3; } if(entities[_i].visualonground>0 || entities[_i].visualonroof>0) { if(entities[_i].vx > 0.0000f || entities[_i].vx < -0.000f) { //Walking if(entities[_i].framedelay<=0) { entities[_i].framedelay=4; entities[_i].walkingframe++; } if (entities[_i].walkingframe >=2) entities[_i].walkingframe=0; entities[_i].drawframe += entities[_i].walkingframe + 1; } //if (entities[_i].visualonroof > 0) entities[_i].drawframe += 6; } else { entities[_i].drawframe ++; //if (game.gravitycontrol == 1) { // entities[_i].drawframe += 6; //} } if (game.deathseq > -1) { entities[_i].drawframe=13; if (entities[_i].dir == 1) entities[_i].drawframe = 12; if (entities[_i].rule == 7) entities[_i].drawframe += 2; //if (game.gravitycontrol == 1) entities[_i].drawframe += 2; } break; case 100: //the teleporter! if (entities[_i].tile == 1) { //it's inactive entities[_i].drawframe = entities[_i].tile; } else if (entities[_i].tile == 2) { entities[_i].drawframe = entities[_i].tile; entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 1; entities[_i].walkingframe = int(fRandom() * 6); if (entities[_i].walkingframe >= 4) { entities[_i].walkingframe = -1; entities[_i].framedelay = 4; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; } else if (entities[_i].tile == 6) { //faster! entities[_i].drawframe = entities[_i].tile; entities[_i].framedelay--; if(entities[_i].framedelay<=0) { entities[_i].framedelay = 2; entities[_i].walkingframe = int(fRandom() * 6); if (entities[_i].walkingframe >= 4) { entities[_i].walkingframe = -5; entities[_i].framedelay = 4; } } entities[_i].drawframe = entities[_i].tile; entities[_i].drawframe += entities[_i].walkingframe; } break; default: entities[_i].drawframe = entities[_i].tile; break; } } else { //entities[_i].statedelay--; if (entities[_i].statedelay < 0) entities[_i].statedelay = 0; } } void entityclass::animatehumanoidcollision(const int i) { /* For some awful reason, drawframe is used for actual collision. * And removing the input delay changes collision drawframe * because vx is checked in animateentities(). * So we need to separate the collision drawframe from the visual drawframe * and update it separately in gamelogic. * Hence this function. */ entclass* entity; if (!INBOUNDS_VEC(i, entities)) { puts("animatehumanoidcollision() out-of-bounds!"); return; } entity = &entities[i]; if (!entity->ishumanoid()) { return; } if (entity->statedelay > 0) { return; } --entity->collisionframedelay; if (entity->dir == 1) { entity->collisiondrawframe = entity->tile; } else { entity->collisiondrawframe = entity->tile + 3; } if (entity->visualonground > 0 || entity->visualonroof > 0) { if (entity->vx > 0.0f || entity->vx < -0.0f) { /* Walking */ if (entity->collisionframedelay <= 1) { entity->collisionframedelay = 4; ++entity->collisionwalkingframe; } if (entity->collisionwalkingframe >= 2) { entity->collisionwalkingframe = 0; } entity->collisiondrawframe += entity->collisionwalkingframe + 1; } if (entity->visualonroof > 0) { entity->collisiondrawframe += 6; } } else { ++entity->collisiondrawframe; if (entity->type == 0 && game.gravitycontrol == 1) { entity->collisiondrawframe += 6; } } /* deathseq shouldn't matter, but handling it anyway just in case */ if (game.deathseq > -1) { entity->collisiondrawframe = 13; if (entity->dir == 1) { entity->collisiondrawframe = 12; } if ((entity->type == 0 && game.gravitycontrol == 1) || (entity->type != 0 && entity->rule == 7)) { entity->collisiondrawframe += 2; } } entity->framedelay = entity->collisionframedelay; entity->drawframe = entity->collisiondrawframe; entity->walkingframe = entity->collisionwalkingframe; } int entityclass::getcompanion(void) { //Returns the index of the companion with rule t for (size_t i = 0; i < entities.size(); i++) { if(entities[i].rule==6 || entities[i].rule==7) { return i; } } return -1; } int entityclass::getplayer(void) { //Returns the index of the first player entity for (size_t i = 0; i < entities.size(); i++) { if(entities[i].type==0) { return i; } } return -1; } int entityclass::getscm(void) { //Returns the supercrewmate for (size_t i = 0; i < entities.size(); i++) { if(entities[i].type==14) { return i; } } return 0; } int entityclass::getlineat( int t ) { //Get the entity which is a horizontal line at height t (for SWN game) for (size_t i = 0; i < entities.size(); i++) { if (entities[i].size == 5) { if (entities[i].yp == t) { return i; } } } return 0; } int entityclass::getcrewman( int t ) { //Returns the index of the crewman with colour index given by t if (t == 0) t = 0; if (t == 1) t = 20; if (t == 2) t = 14; if (t == 3) t = 15; if (t == 4) t = 13; if (t == 5) t = 16; for (size_t i = 0; i < entities.size(); i++) { if ((entities[i].type == 12 || entities[i].type == 14) && (entities[i].rule == 6 || entities[i].rule == 7)) { if(entities[i].colour==t) { return i; } } } return 0; } int entityclass::getcustomcrewman( int t ) { //Returns the index of the crewman with colour index given by t if (t == 0) t = 0; if (t == 1) t = 20; if (t == 2) t = 14; if (t == 3) t = 15; if (t == 4) t = 13; if (t == 5) t = 16; for (size_t i = 0; i < entities.size(); i++) { if (entities[i].type == 55) { if(entities[i].colour==t) { return i; } } } return 0; } int entityclass::getteleporter(void) { for (size_t i = 0; i < entities.size(); i++) { if(entities[i].type==100) { return i; } } return -1; } bool entityclass::entitycollide( int a, int b ) { if (!INBOUNDS_VEC(a, entities) || !INBOUNDS_VEC(b, entities)) { puts("entitycollide() out-of-bounds!"); return false; } //Do entities a and b collide? SDL_Rect temprect; temprect.x = entities[a].xp + entities[a].cx; temprect.y = entities[a].yp + entities[a].cy; temprect.w = entities[a].w; temprect.h = entities[a].h; SDL_Rect temprect2; temprect2.x = entities[b].xp + entities[b].cx; temprect2.y = entities[b].yp + entities[b].cy; temprect2.w = entities[b].w; temprect2.h = entities[b].h; if (help.intersects(temprect, temprect2)) return true; return false; } bool entityclass::checkdamage(bool scm /*= false*/) { //Returns true if player (or supercrewmate) collides with a damagepoint for(size_t i=0; i < entities.size(); i++) { if((scm && entities[i].type == 14) || (!scm && entities[i].rule == 0)) { SDL_Rect temprect; temprect.x = entities[i].xp + entities[i].cx; temprect.y = entities[i].yp + entities[i].cy; temprect.w = entities[i].w; temprect.h = entities[i].h; for (size_t j=0; j 0 && blocks[i].trigger == 0) if (help.intersects(blocks[i].rect, temprect)) return true; if (dy <= 0 && blocks[i].trigger == 1) if (help.intersects(blocks[i].rect, temprect)) return true; if (dx > 0 && blocks[i].trigger == 2) if (help.intersects(blocks[i].rect, temprect)) return true; if (dx <= 0 && blocks[i].trigger == 3) if (help.intersects(blocks[i].rect, temprect)) return true; } if (blocks[i].type == BLOCK && help.intersects(blocks[i].rect, temprect)) { return true; } if (blocks[i].type == SAFE && (dr)==1 && help.intersects(blocks[i].rect, temprect)) { return true; } } return false; } bool entityclass::checkwall(const SDL_Rect& temprect, const float dx, const float dy, const float dr, const bool skipblocks, const bool skipdirblocks) { //Returns true if entity setup in temprect collides with a wall if(skipblocks) { if (checkblocks(temprect, dx, dy, dr, skipdirblocks)) return true; } int tempx = getgridpoint(temprect.x); int tempy = getgridpoint(temprect.y); int tempw = getgridpoint(temprect.x + temprect.w - 1); int temph = getgridpoint(temprect.y + temprect.h - 1); if (map.collide(tempx, tempy)) return true; if (map.collide(tempw, tempy)) return true; if (map.collide(tempx, temph)) return true; if (map.collide(tempw, temph)) return true; if (temprect.h >= 12) { int tpy1 = getgridpoint(temprect.y + 6); if (map.collide(tempx, tpy1)) return true; if (map.collide(tempw, tpy1)) return true; if (temprect.h >= 18) { tpy1 = getgridpoint(temprect.y + 12); if (map.collide(tempx, tpy1)) return true; if (map.collide(tempw, tpy1)) return true; if (temprect.h >= 24) { tpy1 = getgridpoint(temprect.y + 18); if (map.collide(tempx, tpy1)) return true; if (map.collide(tempw, tpy1)) return true; } } } if (temprect.w >= 12) { int tpx1 = getgridpoint(temprect.x + 6); if (map.collide(tpx1, tempy)) return true; if (map.collide(tpx1, temph)) return true; } return false; } bool entityclass::checkwall(const SDL_Rect& temprect) { // Same as above but use default arguments for blocks return checkwall(temprect, 0, 0, 0, true, false); } float entityclass::hplatformat(const int px, const int py) { //Returns first entity of horizontal platform at (px, py), -1000 otherwise. for (size_t i = 0; i < entities.size(); i++) { if (entities[i].rule == 2 && entities[i].behave >= 2 && entities[i].xp == px && entities[i].yp == py) { if (entities[i].behave == 8) //threadmill! { return entities[i].para; } else if(entities[i].behave == 9) //threadmill! { return -entities[i].para; } else { return entities[i].vx; } } } return -1000; } int entityclass::yline( int a, int b ) { if (a < b) return -1; return 1; } bool entityclass::entityhlinecollide( int t, int l ) { if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities)) { puts("entityhlinecollide() out-of-bounds!"); return false; } //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[l].xp+entities[l].w) { int linetemp = 0; linetemp += yline(entities[t].yp, entities[l].yp); linetemp += yline(entities[t].yp + entities[t].h, entities[l].yp); linetemp += yline(entities[t].oldyp, entities[l].yp); linetemp += yline(entities[t].oldyp + entities[t].h, entities[l].yp); if (linetemp > -4 && linetemp < 4) return true; return false; } } return false; } bool entityclass::entityvlinecollide( int t, int l ) { if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities)) { puts("entityvlinecollide() out-of-bounds!"); return false; } //Returns true is entity t collided with the vertical line l. 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) { int linetemp = 0; 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].oldxp + entities[t].cx+1, 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; return false; } return false; } bool entityclass::entitywarphlinecollide(int t, int l) { if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities)) { puts("entitywarphlinecollide() out-of-bounds!"); return false; } //Returns true is entity t collided with the horizontal line l. if(entities[t].xp + entities[t].cx+entities[t].w>=entities[l].xp &&entities[t].xp + entities[t].cx<=entities[l].xp+entities[l].w){ int linetemp = 0; if (entities[l].yp < 120) { //Top 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; }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; } bool entityclass::entitywarpvlinecollide(int t, int l) { if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(l, entities)) { puts("entitywarpvlinecollide() out-of-bounds!"); return false; } //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 && entities[t].yp + entities[t].cy <= entities[l].yp + entities[l].h) { int linetemp = 0; if (entities[l].xp < 160) { //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[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[t].w < entities[l].xp + 10) linetemp++; if (linetemp > 0) return true; return false; }else { //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[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[t].w > entities[l].xp - 10) linetemp++; if (linetemp > 0) return true; return false; } } return false; } float entityclass::entitycollideplatformroof( int t ) { if (!INBOUNDS_VEC(t, entities)) { puts("entitycollideplatformroof() out-of-bounds!"); return -1000; } SDL_Rect temprect; temprect.x = entities[t].xp + entities[t].cx; temprect.y = entities[t].yp + entities[t].cy -1; temprect.w = entities[t].w; temprect.h = entities[t].h; int px = 0, py = 0; if (checkplatform(temprect, &px, &py)) { //px and py now contain an x y coordinate for a platform, find it return hplatformat(px, py); } return -1000; } float entityclass::entitycollideplatformfloor( int t ) { if (!INBOUNDS_VEC(t, entities)) { puts("entitycollideplatformfloor() out-of-bounds!"); return -1000; } SDL_Rect temprect; temprect.x = entities[t].xp + entities[t].cx; temprect.y = entities[t].yp + entities[t].cy + 1; temprect.w = entities[t].w; temprect.h = entities[t].h; int px = 0, py = 0; if (checkplatform(temprect, &px, &py)) { //px and py now contain an x y coordinate for a platform, find it return hplatformat(px, py); } return -1000; } bool entityclass::entitycollidefloor( int t ) { if (!INBOUNDS_VEC(t, entities)) { puts("entitycollidefloor() out-of-bounds!"); return false; } SDL_Rect temprect; temprect.x = entities[t].xp + entities[t].cx; temprect.y = entities[t].yp + entities[t].cy + 1; temprect.w = entities[t].w; temprect.h = entities[t].h; if (checkwall(temprect)) return true; return false; } bool entityclass::entitycollideroof( int t ) { if (!INBOUNDS_VEC(t, entities)) { puts("entitycollideroof() out-of-bounds!"); return false; } SDL_Rect temprect; temprect.x = entities[t].xp + entities[t].cx; temprect.y = entities[t].yp + entities[t].cy - 1; temprect.w = entities[t].w; temprect.h = entities[t].h; if (checkwall(temprect)) return true; return false; } bool entityclass::testwallsx( int t, int tx, int ty, const bool skipdirblocks ) { if (!INBOUNDS_VEC(t, entities)) { puts("testwallsx() out-of-bounds!"); return false; } SDL_Rect temprect; temprect.x = tx + entities[t].cx; temprect.y = ty + entities[t].cy; temprect.w = entities[t].w; temprect.h = entities[t].h; bool skipblocks = entities[t].rule < 2 || entities[t].type == 14; float dx = 0; float dy = 0; if (entities[t].rule == 0) dx = entities[t].vx; float dr = entities[t].rule; //Ok, now we check walls if (checkwall(temprect, dx, dy, dr, skipblocks, skipdirblocks)) { if (entities[t].vx > 1.0f) { entities[t].vx--; entities[t].newxp = entities[t].xp + entities[t].vx; return testwallsx(t, entities[t].newxp, entities[t].yp, skipdirblocks); } else if (entities[t].vx < -1.0f) { entities[t].vx++; entities[t].newxp = entities[t].xp + entities[t].vx; return testwallsx(t, entities[t].newxp, entities[t].yp, skipdirblocks); } else { entities[t].vx=0; return false; } } return true; } bool entityclass::testwallsy( int t, float tx, float ty ) { if (!INBOUNDS_VEC(t, entities)) { puts("testwallsy() out-of-bounds!"); return false; } SDL_Rect temprect; temprect.x = static_cast(tx) + entities[t].cx; temprect.y = static_cast(ty) + entities[t].cy; temprect.w = entities[t].w; temprect.h = entities[t].h; bool skipblocks = entities[t].rule < 2 || entities[t].type == 14; float dx = 0; float dy = 0; if (entities[t].rule == 0) dy = entities[t].vy; float dr = entities[t].rule; //Ok, now we check walls if (checkwall(temprect, dx, dy, dr, skipblocks, false)) { if (entities[t].vy > 1) { entities[t].vy--; entities[t].newyp = int(entities[t].yp + entities[t].vy); return testwallsy(t, entities[t].xp, entities[t].newyp); } else if (entities[t].vy < -1) { entities[t].vy++; entities[t].newyp = int(entities[t].yp + entities[t].vy); return testwallsy(t, entities[t].xp, entities[t].newyp); } else { entities[t].vy=0; return false; } } return true; } void entityclass::applyfriction( int t, float xrate, float yrate ) { if (!INBOUNDS_VEC(t, entities)) { puts("applyfriction() out-of-bounds!"); return; } if (entities[t].vx > 0.00f) entities[t].vx -= xrate; if (entities[t].vx < 0.00f) entities[t].vx += xrate; if (entities[t].vy > 0.00f) entities[t].vy -= yrate; if (entities[t].vy < 0.00f) entities[t].vy += yrate; if (entities[t].vy > 10.00f) entities[t].vy = 10.0f; if (entities[t].vy < -10.00f) entities[t].vy = -10.0f; if (entities[t].vx > 6.00f) entities[t].vx = 6.0f; if (entities[t].vx < -6.00f) entities[t].vx = -6.0f; if (SDL_fabsf(entities[t].vx) < xrate) entities[t].vx = 0.0f; if (SDL_fabsf(entities[t].vy) < yrate) entities[t].vy = 0.0f; } void entityclass::updateentitylogic( int t ) { if (!INBOUNDS_VEC(t, entities)) { puts("updateentitylogic() out-of-bounds!"); return; } entities[t].oldxp = entities[t].xp; entities[t].oldyp = entities[t].yp; entities[t].vx = entities[t].vx + entities[t].ax; entities[t].vy = entities[t].vy + entities[t].ay; entities[t].ax = 0; if (entities[t].gravity) { if (entities[t].rule == 0) { if(game.gravitycontrol==0) { entities[t].ay = 3; } else { entities[t].ay = -3; } } else if (entities[t].rule == 7) { entities[t].ay = -3; } else { entities[t].ay = 3; } applyfriction(t, game.inertia, 0.25f); } entities[t].newxp = entities[t].xp + entities[t].vx; entities[t].newyp = entities[t].yp + entities[t].vy; } void entityclass::entitymapcollision( int t ) { if (!INBOUNDS_VEC(t, entities)) { puts("entitymapcollision() out-of-bounds!"); return; } if (testwallsx(t, entities[t].newxp, entities[t].yp, false)) { entities[t].xp = entities[t].newxp; } else { if (entities[t].onwall > 0) entities[t].state = entities[t].onwall; if (entities[t].onxwall > 0) entities[t].state = entities[t].onxwall; } if (testwallsy(t, entities[t].xp, entities[t].newyp)) { entities[t].yp = entities[t].newyp; } else { if (entities[t].onwall > 0) entities[t].state = entities[t].onwall; if (entities[t].onywall > 0) entities[t].state = entities[t].onywall; } } void entityclass::movingplatformfix( int t, int j ) { if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(j, entities)) { puts("movingplatformfix() out-of-bounds!"); return; } //If this intersects the entity, then we move them along it if (entitycollide(t, j)) { //ok, bollox, let's make sure entities[j].yp = entities[j].yp + int(entities[j].vy); if (entitycollide(t, j)) { entities[j].yp = entities[j].yp - int(entities[j].vy); entities[j].vy = entities[t].vy; entities[j].newyp = entities[j].yp + int(entities[j].vy); if (testwallsy(j, entities[j].xp, entities[j].newyp)) { if (entities[t].vy > 0) { entities[j].yp = entities[t].yp + entities[t].h; entities[j].vy = 0; entities[j].onroof = 2; entities[j].visualonroof = 1; } else { entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy; entities[j].vy = 0; entities[j].onground = 2; entities[j].visualonground = 1; } } else { entities[t].state = entities[t].onwall; } } } } void entityclass::customwarplinecheck(int i) { if (!INBOUNDS_VEC(i, entities)) { puts("customwarplinecheck() out-of-bounds!"); return; } //Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides //with warp lines //We test entity to entity for (int j = 0; j < (int) entities.size(); j++) { if (i != j) { if (entities[i].rule == 0 && entities[j].rule == 5 //Player vs vertical line! && (entities[j].type == 51 || entities[j].type == 52) && entitywarpvlinecollide(i, j)) { customwarpmodevon = true; } if (entities[i].rule == 0 && entities[j].rule == 7 //Player vs horizontal WARP line && (entities[j].type == 53 || entities[j].type == 54) && entitywarphlinecollide(i, j)) { customwarpmodehon = true; } } } } void entityclass::entitycollisioncheck(void) { for (size_t i = 0; i < entities.size(); i++) { bool player = entities[i].rule == 0; bool scm = game.supercrewmate && entities[i].type == 14; if (!player && !scm) { continue; } //We test entity to entity for (size_t j = 0; j < entities.size(); j++) { if (i == j) { continue; } collisioncheck(i, j, scm); } } //can't have the player being stuck... stuckprevention(getplayer()); //Can't have the supercrewmate getting stuck either! if (game.supercrewmate) { stuckprevention(getscm()); } //Is the player colliding with any damageblocks? if (checkdamage() && !map.invincibility) { //usual player dead stuff game.deathseq = 30; } //how about the supercrewmate? if (game.supercrewmate) { if (checkdamage(true) && !map.invincibility) { //usual player dead stuff game.scmhurt = true; game.deathseq = 30; } } // WARNING: If updating this code, don't forget to update Map.cpp mapclass::twoframedelayfix() int block_idx = -1; int activetrigger = checktrigger(&block_idx); if (activetrigger > -1 && INBOUNDS_VEC(block_idx, blocks)) { // Load the block's script if its gamestate is out of range if (blocks[block_idx].script != "" && (activetrigger < 300 || activetrigger > 336)) { game.startscript = true; game.newscript = blocks[block_idx].script; removetrigger(activetrigger); game.state = 0; } else { game.state = activetrigger; } game.statedelay = 0; } } void entityclass::collisioncheck(int i, int j, bool scm /*= false*/) { if (!INBOUNDS_VEC(i, entities) || !INBOUNDS_VEC(j, entities)) { puts("collisioncheck() out-of-bounds!"); return; } switch (entities[j].rule) { case 1: if (!entities[j].harmful) { break; } //person i hits enemy or enemy bullet j if (entitycollide(i, j) && !map.invincibility) { if (entities[i].size == 0 && (entities[j].size == 0 || entities[j].size == 12)) { //They're both sprites, so do a per pixel collision point colpoint1; colpoint1.x = entities[i].xp; colpoint1.y = entities[i].yp; point colpoint2; colpoint2.x = entities[j].xp; colpoint2.y = entities[j].yp; int drawframe1 = entities[i].collisiondrawframe; int drawframe2 = entities[j].drawframe; std::vector& spritesvec = graphics.flipmode ? graphics.flipsprites : graphics.sprites; if (INBOUNDS_VEC(drawframe1, spritesvec) && INBOUNDS_VEC(drawframe2, spritesvec) && graphics.Hitest(spritesvec[drawframe1], colpoint1, spritesvec[drawframe2], colpoint2)) { //Do the collision stuff game.deathseq = 30; game.scmhurt = scm; } } else { //Ok, then we just assume a normal bounding box collision game.deathseq = 30; game.scmhurt = scm; } } break; case 2: //Moving platforms if (entities[j].behave >= 8 && entities[j].behave < 10) { //We don't want conveyors, moving platforms only break; } if (entitycollide(i, j)) { //Disable collision temporarily so we don't push the person out! //Collision will be restored at end of platform update loop in gamelogic disableblockat(entities[j].xp, entities[j].yp); } break; case 3: //Entity to entity if(entities[j].onentity>0) { if (entitycollide(i, j)) entities[j].state = entities[j].onentity; } break; case 4: //Person vs horizontal line! if(game.deathseq==-1) { //Here we compare the person's old position versus his new one versus the line. //All points either be above or below it. Otherwise, there was a collision this frame. if (entities[j].onentity > 0) { if (entityhlinecollide(i, j)) { music.playef(8); game.gravitycontrol = (game.gravitycontrol + 1) % 2; game.totalflips++; if (game.gravitycontrol == 0) { if (entities[i].vy < 1) entities[i].vy = 1; } else { if (entities[i].vy > -1) entities[i].vy = -1; } entities[j].state = entities[j].onentity; entities[j].life = 6; } } } break; case 5: //Person vs vertical gravity/warp line! if(game.deathseq==-1) { if(entities[j].onentity>0) { if (entityvlinecollide(i, j)) { entities[j].state = entities[j].onentity; entities[j].life = 4; } } } break; case 6: //Person versus crumbly blocks! Special case if (entities[j].onentity > 0) { //ok; only check the actual collision if they're in a close proximity int temp = entities[i].yp - entities[j].yp; if (temp > -30 && temp < 30) { temp = entities[i].xp - entities[j].xp; if (temp > -30 && temp < 30) { if (entitycollide(i, j)) entities[j].state = entities[j].onentity; } } } break; case 7: // Person versus horizontal warp line, pre-2.1 if (game.glitchrunnermode && game.deathseq == -1 && entities[j].onentity > 0 && entityhlinecollide(i, j)) { entities[j].state = entities[j].onentity; } break; } } void entityclass::stuckprevention(int t) { if (!INBOUNDS_VEC(t, entities)) { puts("stuckprevention() out-of-bounds!"); return; } // Can't have this entity (player or supercrewmate) being stuck... if (!testwallsx(t, entities[t].xp, entities[t].yp, true)) { // Let's try to get out... if (game.gravitycontrol == 0) { entities[t].yp -= 3; } else { entities[t].yp += 3; } } }