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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 14:38:30 +02:00
VVVVVV/desktop_version/src/Ent.cpp
Misa 8dc088896f Axe Graphics::ct and Graphics::setcolreal
`ct` was used to be a variable that a color was temporarily stored in
before being passed to a draw function. But this is unnecessary and you
might as well just have a temporary of the color directly. I guess this
was the practice used because temporaries were apparently really bad in
Flash.

setcolreal() was added in 2.3 to do basically the same thing (set it
directly from entities' realcol attributes). But it's no longer needed.

Correspondingly, Graphics::setcol has been renamed to Graphics::getcol
and now returns an SDL_Color, and Graphics::huetilesetcol has been
renamed to Graphics::huetilegetcol for the same reason.

Some functions (notably Graphics::drawimagecol and
Graphics::drawhuetile) were relying on the `ct` to be implicitly set and
weren't ever having it passed in directly. They have been corrected
accordingly.
2023-01-01 20:16:08 -08:00

658 lines
13 KiB
C++

#include "Ent.h"
#include "Game.h"
#include "Graphics.h"
entclass::entclass(void)
{
clear();
}
void entclass::clear(void)
{
invis = false;
type = 0;
size = 0;
tile = 0;
rule = 0;
state = 0;
statedelay = 0;
life = 0;
colour = 0;
para = 0;
behave = 0;
animate = 0;
xp = 0;
yp = 0;
ax = 0;
ay = 0;
vx = 0;
vy = 0;
w = 16;
h = 16;
cx = 0;
cy = 0;
newxp = 0;
newyp = 0;
oldxp = 0;
oldyp = 0;
x1 = 0;
y1 = 0;
x2 = 320;
y2 = 240;
gravity = false;
onground = 0;
onroof = 0;
collisionframedelay = 0;
collisiondrawframe = 0;
collisionwalkingframe = 0;
visualonground = 0;
visualonroof = 0;
onentity = 0;
harmful = false;
onwall = 0;
onxwall = 0;
onywall = 0;
isplatform = false;
framedelay = 0;
drawframe = 0;
walkingframe = 0;
dir = 0;
actionframe = 0;
SDL_zero(realcol);
lerpoldxp = 0;
lerpoldyp = 0;
}
bool entclass::outside(void)
{
// Returns true if any point of the entity is outside the map.
// Adjusts velocity for a clean collision.
if (xp < x1)
{
xp = x1;
return true;
}
if (yp < y1)
{
yp = y1;
return true;
}
if (xp + w > x2)
{
xp = x2 - w;
return true;
}
if (yp + h > y2)
{
yp = y2 - h;
return true;
}
return false;
}
void entclass::setenemy( int t )
{
switch(t)
{
case 0:
//lies emitter
switch ((int) para)
{
case 0:
tile = 60;
animate = 2;
colour = 6;
behave = 10;
w = 32;
h = 32;
x1 = -200;
break;
case 1:
yp += 10;
lerpoldyp += 10;
tile = 63;
animate = 100; //LIES
colour = 6;
behave = 11;
para = 9; //destroyed when outside
x1 = -200;
x2 = 400;
w = 26;
h = 10;
cx = 1;
cy = 1;
break;
case 2:
tile = 62;
animate = 100;
colour = 6;
behave = -1;
w = 32;
h = 32;
break;
}
break;
case 1:
//FACTORY emitter
switch ((int) para)
{
case 0:
tile = 72;
animate = 3;
size = 9;
colour = 6;
behave = 12;
w = 64;
h = 40;
cx = 0;
cy = 24;
break;
case 1:
xp += 4;
lerpoldxp += 4;
yp -= 4;
lerpoldyp -= 4;
tile = 76;
animate = 100; // Clouds
colour = 6;
behave = 13;
para = -6; //destroyed when outside
x2 = 400;
w = 32;
h = 12;
cx = 0;
cy = 6;
break;
case 2:
tile = 77;
animate = 100;
colour = 6;
behave = -1;
w = 32;
h = 16;
break;
}
break;
default:
break;
}
}
void entclass::setenemyroom( int rx, int ry )
{
//Simple function to initilise simple enemies
rx -= 100;
ry -= 100;
switch(rn(rx, ry))
{
//Space Station 1
case rn(12, 3): //Security Drone
tile = 36;
colour = 8;
animate = 1;
break;
case rn(13, 3): //Wavelengths
tile = 32;
colour = 7;
animate = 1;
w = 32;
break;
case rn(15, 3): //Traffic
tile = 28;
colour = 6;
animate = 1;
w = 22;
h = 32;
break;
case rn(12, 5): //The Yes Men
tile = 40;
colour = 9;
animate = 1;
w = 20;
h = 20;
break;
case rn(13, 6): //Hunchbacked Guards
tile = 44;
colour = 8;
animate = 1;
w = 16;
h = 20;
break;
case rn(13, 4): //Communication Station
harmful = false;
if (xp == 256)
{
//transmittor
tile = 104;
colour = 4;
animate = 7;
w = 16;
h = 16;
xp -= 24;
lerpoldxp -= 24;
yp -= 16;
lerpoldyp -= 16;
}
else
{
//radar dish
tile =124;
colour = 4;
animate = 6;
w = 32;
h = 32;
cx = 4;
size = 9;
xp -= 4;
lerpoldxp -= 4;
yp -= 32;
lerpoldyp -= 32;
}
break;
//The Lab
case rn(4, 0):
tile = 78;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(2, 0):
tile = 88;
colour = 11;
animate = 1;
w = 16;
h = 16;
break;
//Space Station 2
case rn(14, 11):
colour = 17;
break; //Lies
case rn(16, 11):
colour = 8;
break; //Lies
case rn(13, 10):
colour = 11;
break; //Factory
case rn(13, 9):
colour = 9;
break; //Factory
case rn(13, 8):
colour = 8;
break; //Factory
case rn(11, 13): //Truth
tile = 64;
colour = 7;
animate = 100;
w = 44;
h = 10;
size = 10;
break;
case rn(17, 7): //Brass sent us under the top
tile =82;
colour = 8;
animate = 5;
w = 28;
h = 32;
cx = 4;
break;
case rn(10, 7): // (deception)
tile = 92;
colour = 6;
animate = 1;
w = 16;
h = 16;
break;
case rn(14, 13): // (chose poorly)
tile = 56;
colour = 6;
animate = 1;
w = 15;
h = 24;
break;
case rn(13, 12): // (backsliders)
tile = 164;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(14, 8): // (wheel of fortune room)
tile = 116;
colour = 12;
animate = 1;
w = 32;
h = 32;
break;
case rn(16, 9): // (seeing dollar signs)
tile = 68;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(16, 7): // (tomb of mad carew)
tile = 106;
colour = 7;
animate = 2;
w = 24;
h = 25;
break;
//Warp Zone
case rn(15, 2): // (numbers)
tile = 100;
colour = 6;
animate = 1;
w = 32;
h = 14;
yp += 1;
lerpoldyp += 1;
break;
case rn(16, 2): // (Manequins)
tile = 52;
colour = 7;
animate = 5;
w = 16;
h = 25;
yp -= 4;
lerpoldyp -= 4;
break;
case rn(18, 0): // (Obey)
tile = 51;
colour = 11;
animate = 100;
w = 30;
h = 14;
break;
case rn(19, 1): // Ascending and Descending
tile = 48;
colour = 9;
animate = 5;
w = 16;
h = 16;
break;
case rn(19, 2): // Shockwave Rider
tile = 176;
colour = 6;
animate = 1;
w = 16;
h = 16;
break;
case rn(18, 3): // Mind the gap
tile = 168;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(17, 3): // Edge Games
if (yp ==96)
{
tile = 160;
colour = 8;
animate = 1;
w = 16;
h = 16;
}
else
{
tile = 156;
colour = 8;
animate = 1;
w = 16;
h = 16;
}
break;
case rn(16, 0): // I love you
tile = 112;
colour = 8;
animate = 5;
w = 16;
h = 16;
break;
case rn(14, 2): // That's why I have to kill you
tile = 114;
colour = 6;
animate = 5;
w = 16;
h = 16;
break;
case rn(18, 2): // Thinking with Portals
//depends on direction
if (xp ==88)
{
tile = 54+12;
colour = 12;
animate = 100;
w = 60;
h = 16;
size = 10;
}
else
{
tile = 54;
colour = 12;
animate = 100;
w = 60;
h = 16;
size = 10;
}
break;
//Final level
case rn(50-100, 53-100): //The Yes Men
tile = 40;
colour = 9;
animate = 1;
w = 20;
h = 20;
break;
case rn(48-100, 51-100): //Wavelengths
tile = 32;
colour = 7;
animate = 1;
w = 32;
break;
case rn(43-100,52-100): // Ascending and Descending
tile = 48;
colour = 9;
animate = 5;
w = 16;
h = 16;
break;
case rn(46-100,51-100): //kids his age
tile = 88;
colour = 11;
animate = 1;
w = 16;
h = 16;
break;
case rn(43-100,51-100): // Mind the gap
tile = 168;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(44-100,51-100): // vertigo?
tile = 172;
colour = 7;
animate = 100;
w = 32;
h = 32;
break;
case rn(44-100,52-100): // (backsliders)
tile = 164;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(43-100, 56-100): //Intermission 1
tile = 88;
colour = 21;
animate = 1;
w = 16;
h = 16;
break;
case rn(45-100, 56-100): //Intermission 1
tile = 88;
colour = 21;
animate = 1;
w = 16;
h = 16;
break;
//The elephant
case rn(11, 9):
case rn(12, 9):
case rn(11, 8):
case rn(12, 8):
tile = 0;
colour = 102;
animate = 0;
w = 464;
h = 320;
size = 11;
harmful = false;
break;
}
}
void entclass::settreadmillcolour( int rx, int ry )
{
rx -= 100;
ry -= 100;
rx += 50 - 12;
ry += 50 - 14; //Space Station
tile = 20; //default as blue
switch(rn(rx, ry))
{
case rn(52, 48):
tile = 791;
break; //Cyan
case rn(49, 47):
tile = 24;
break; //Yellow
case rn(56, 44):
tile = 24;
break; //Yellow
case rn(54, 49):
tile = 24;
break; //Yellow
case rn(49, 49):
tile = 36;
break; //Green
case rn(55, 44):
tile = 36;
break; //Green
case rn(54, 43):
tile = 36;
break; //Green
case rn(53, 49):
tile = 36;
break; //Green
case rn(54, 45):
tile = 711;
break; //Green (special)
case rn(51, 48):
tile = 711;
break; //Green (special)
case rn(50, 49):
tile = 28;
break; //Purple
case rn(54, 44):
tile = 28;
break; //Purple
case rn(49, 42):
tile = 28;
break; //Purple
case rn(55, 43):
tile = 28;
break; //Purple
case rn(54, 47):
tile = 28;
break; //Purple
case rn(53, 48):
tile = 28;
break; //Purple
case rn(51, 47):
tile = 32;
break; //Red
case rn(52, 49):
tile = 32;
break; //Red
case rn(48, 43):
tile = 32;
break; //Red
case rn(55, 47):
tile = 32;
break; //Red
case rn(54, 48):
tile = 32;
break; //Red
default:
return;
break;
}
}
void entclass::updatecolour(void)
{
switch (size)
{
case 0: // Sprites
case 7: // Teleporter
case 9: // Really Big Sprite! (2x2)
case 10: // 2x1 Sprite
case 13: // Special for epilogue: huge hero!
realcol = graphics.getcol(colour);
break;
case 3: // Big chunky pixels!
realcol = graphics.bigchunkygetcol(colour);
break;
case 4: // Small pickups
realcol = graphics.huetilegetcol(colour);
break;
case 11: // The fucking elephant
if (game.noflashingmode)
{
realcol = graphics.getcol(22);
}
else
{
realcol = graphics.getcol(colour);
}
break;
case 12: // Regular sprites that don't wrap
// if we're outside the screen, we need to draw indicators
if ((xp < -20 && vx > 0) || (xp > 340 && vx < 0))
{
realcol = graphics.getcol(23);
}
else
{
realcol = graphics.getcol(colour);
}
}
}
bool entclass::ishumanoid(void)
{
return type == 0
|| type == 12
|| type == 14
|| type == 55;
}