mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 18:59:41 +01:00
53d725f78a
Commit 4f881b9e26
fixed a duplication bug
where enemy movement types 10 and 12 would keep duplicating itself on
every frame if it was spawned outside of the rooms they were supposed to
be used in the main game. The downside was that this was an overzealous
fix and unintentionally broke some cases that were working before.
As brought to my attention by Ally, you can no longer place an edentity
with a `p1` of 10 or 12 (translating to movement type 10 or 12) in the
proper rooms and have it spawn perfectly working entities (that don't
clone on themselves every frame), whereas you could in 2.2. This is
considered a regression from 2.3.
So the problem here is that the reason the two emitter entities were so
dangerous outside their respective rooms is because the entity they
spawned (`createentity` entry 1) checked if it was in the correct rooms,
and if so, it would call `setenemy`, and `setenemy` would set the
`behave` attribute (movement type) correctly, and so the new entity
would have a different `behave` that wouldn't be the exact same `behave`
as the previous one, so it wouldn't be a duplicate emitter entity.
The previous `entityclonefix` worked okay for entry 1, because it would
only be run if the room checks failed and `setenemy` wasn't called, but
it broke a previously-working case for entry 56, because it was always
run for entry 56.
So the best way to check if we have a dangerous entity is not by seeing
if it is still `behave` 10 or 12 at the end of entity creation - because
10 or 12 could be harmless under the right conditions - but by checking
if the right conditions were satisfied, and if not, then neutralize the
entity.
I considered making the emitter entities work everywhere - which would
be simpler - but I didn't want to go too far and add a new feature,
especially in a minor release.
4932 lines
151 KiB
C++
4932 lines
151 KiB
C++
#define OBJ_DEFINITION
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#include "Entity.h"
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#include <SDL.h>
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#include "CustomLevels.h"
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#include "Font.h"
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#include "Game.h"
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#include "GlitchrunnerMode.h"
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#include "Graphics.h"
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#include "Localization.h"
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#include "Map.h"
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#include "Maths.h"
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#include "Music.h"
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#include "Script.h"
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#include "UtilityClass.h"
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#include "Vlogging.h"
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#include "Xoshiro.h"
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static int getgridpoint( int t )
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{
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return t / 8;
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}
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bool entityclass::checktowerspikes(int t)
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{
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if (map.invincibility)
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{
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return false;
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}
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if (!INBOUNDS_VEC(t, entities))
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{
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vlog_error("checktowerspikes() out-of-bounds!");
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return false;
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}
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SDL_Rect temprect;
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temprect.x = entities[t].xp + entities[t].cx;
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temprect.y = entities[t].yp + entities[t].cy;
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temprect.w = entities[t].w;
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temprect.h = entities[t].h;
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int tempx = getgridpoint(temprect.x);
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int tempy = getgridpoint(temprect.y);
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int tempw = getgridpoint(temprect.x + temprect.w - 1);
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int temph = getgridpoint(temprect.y + temprect.h - 1);
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if (map.towerspikecollide(tempx, tempy)) return true;
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if (map.towerspikecollide(tempw, tempy)) return true;
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if (map.towerspikecollide(tempx, temph)) return true;
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if (map.towerspikecollide(tempw, temph)) return true;
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if (temprect.h >= 12)
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{
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int tpy1 = getgridpoint(temprect.y + 6);
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if (map.towerspikecollide(tempx, tpy1)) return true;
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if (map.towerspikecollide(tempw, tpy1)) return true;
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if (temprect.h >= 18)
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{
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tpy1 = getgridpoint(temprect.y + 12);
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if (map.towerspikecollide(tempx, tpy1)) return true;
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if (map.towerspikecollide(tempw, tpy1)) return true;
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if (temprect.h >= 24)
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{
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tpy1 = getgridpoint(temprect.y + 18);
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if (map.towerspikecollide(tempx, tpy1)) return true;
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if (map.towerspikecollide(tempw, tpy1)) return true;
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}
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}
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}
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return false;
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}
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void entityclass::init(void)
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{
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platformtile = 0;
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customplatformtile=0;
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vertplatforms = false;
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horplatforms = false;
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nearelephant = false;
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upsetmode = false;
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upset = 0;
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customenemy = 0;
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customwarpmode = false; customwarpmodevon = false; customwarpmodehon = false;
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customactivitycolour = "";
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customactivitypositiony = -1;
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customactivitytext = "";
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trophytext = 0;
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oldtrophytext = 0;
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trophytype = 0;
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altstates = 0;
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SDL_memset(customcrewmoods, true, sizeof(customcrewmoods));
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resetallflags();
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SDL_memset(collect, false, sizeof(collect));
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SDL_memset(customcollect, false, sizeof(customcollect));
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k = 0;
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}
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void entityclass::resetallflags(void)
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{
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SDL_memset(flags, false, sizeof(flags));
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}
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int entityclass::swncolour( int t )
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{
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//given colour t, return colour in setcol
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if (t == 0) return 11;
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if (t == 1) return 6;
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if (t == 2) return 8;
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if (t == 3) return 12;
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if (t == 4) return 9;
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if (t == 5) return 7;
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return 0;
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}
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void entityclass::swnenemiescol( int t )
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{
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//change the colour of all SWN enemies to the current one
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for (size_t i = 0; i < entities.size(); i++)
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{
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if (entities[i].type == 23)
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{
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entities[i].colour = swncolour(t);
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}
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}
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}
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void entityclass::gravcreate( int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ )
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{
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if (dir == 0)
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{
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createentity(-150 - xoff, 58 + (ypos * 20)+yoff, 23, 0, 0);
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}
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else
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{
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createentity(320+150 + xoff, 58 + (ypos * 20)+yoff, 23, 1, 0);
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}
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}
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void entityclass::generateswnwave( int t )
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{
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//generate a wave for the SWN game
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if(game.swndelay<=0)
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{
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if (t == 0) //game 0, survive for 30 seconds
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{
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switch(game.swnstate)
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{
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case 0:
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//Decide on a wave here
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//default case
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game.swnstate = 1;
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game.swndelay = 5;
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if (game.swntimer <= 150) //less than 5 seconds
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{
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game.swnstate = 9;
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game.swndelay = 8;
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}
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else if (game.swntimer <= 300) //less than 10 seconds
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{
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game.swnstate = 6;
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game.swndelay = 12;
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}
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else if (game.swntimer <= 360) //less than 12 seconds
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{
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game.swnstate = 5+game.swnstate2;
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game.swndelay = 15;
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}
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else if (game.swntimer <= 420) //less than 14 seconds
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{
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game.swnstate = 7+game.swnstate2;
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game.swndelay = 15;
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}
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else if (game.swntimer <= 480) //less than 16 seconds
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{
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game.swnstate = 5+game.swnstate2;
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game.swndelay = 15;
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}
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else if (game.swntimer <= 540) //less than 18 seconds
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{
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game.swnstate = 7+game.swnstate2;
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game.swndelay = 15;
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}
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else if (game.swntimer <= 600) //less than 20 seconds
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{
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game.swnstate = 5+game.swnstate2;
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game.swndelay = 15;
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}
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else if (game.swntimer <= 900) //less than 30 seconds
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{
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game.swnstate = 4;
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game.swndelay = 20;
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}
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else if (game.swntimer <= 1050) //less than 35 seconds
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{
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game.swnstate = 3;
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game.swndelay = 10;
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}
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else if (game.swntimer <= 1200) //less than 40 seconds
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{
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game.swnstate = 3;
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game.swndelay = 20;
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}
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else if (game.swntimer <= 1500) //less than 50 seconds
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{
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game.swnstate = 2;
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game.swndelay = 10;
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}
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else if (game.swntimer <= 1650) //less than 55 seconds
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{
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game.swnstate = 1;
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game.swndelay = 15;
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}
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else if (game.swntimer <= 1800) //less than 60 seconds
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{
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game.swnstate = 1;
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game.swndelay = 25;
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}
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if (game.deathcounts - game.swndeaths > 7) game.swndelay += 2;
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if (game.deathcounts - game.swndeaths > 15) game.swndelay += 2;
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if (game.deathcounts - game.swndeaths > 25) game.swndelay += 4;
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break;
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case 1:
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createentity(-150, 58 + (int(xoshiro_rand() * 6) * 20), 23, 0, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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break;
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case 2:
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if(game.swnstate3==0)
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{
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game.swnstate2++;
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if (game.swnstate2 >= 6)
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{
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game.swnstate3 = 1;
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game.swnstate2--;
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}
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}
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else
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{
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game.swnstate2--;
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if (game.swnstate2 < 0)
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{
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game.swnstate3 = 0;
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game.swnstate2++;
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}
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}
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createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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break;
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case 3:
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createentity(320+150, 58 + (int(xoshiro_rand() * 6) * 20), 23, 1, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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break;
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case 4:
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//left and right compliments
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game.swnstate2 = int(xoshiro_rand() * 6);
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createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
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createentity(320+150, 58 + ((5-game.swnstate2) * 20), 23, 1, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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game.swnstate2 = 0;
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break;
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case 5:
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//Top and bottom
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createentity(-150, 58, 23, 0, 0);
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createentity(-150, 58 + (5 * 20), 23, 0, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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game.swnstate2 = 1;
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break;
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case 6:
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//Middle
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createentity(-150, 58 + (2 * 20), 23, 0, 0);
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createentity(-150, 58 + (3 * 20), 23, 0, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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game.swnstate2 = 0;
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break;
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case 7:
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//Top and bottom
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createentity(320+150, 58, 23, 1, 0);
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createentity(320+150, 58 + (5 * 20), 23, 1, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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game.swnstate2 = 1;
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break;
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case 8:
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//Middle
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createentity(320+150, 58 + (2 * 20), 23, 1, 0);
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createentity(320+150, 58 + (3 * 20), 23, 1, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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game.swnstate2 = 0;
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break;
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case 9:
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if(game.swnstate3==0)
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{
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game.swnstate2++;
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if (game.swnstate2 >= 6)
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{
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game.swnstate3 = 1;
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game.swnstate2--;
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}
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}
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else
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{
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game.swnstate2--;
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if (game.swnstate2 < 0)
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{
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game.swnstate3 = 0;
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game.swnstate2++;
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}
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}
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createentity(320 + 150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
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game.swnstate = 0;
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game.swndelay = 0; //return to decision state
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break;
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}
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}
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else if (t == 1)
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{
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//Game 2, super gravitron
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switch(game.swnstate)
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{
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case 0:
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//Choose either simple or filler
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game.swnstate2 = 0;
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game.swnstate3 = 0;
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game.swnstate4 = 0;
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game.swnstate2 = int(xoshiro_rand() * 100);
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if (game.swnstate2 < 25)
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{
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//simple
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game.swnstate = 2;
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game.swndelay = 0;
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}
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else
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{
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//filler
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game.swnstate = 4;
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game.swndelay = 0;
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}
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game.swnstate2 = 0;
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break;
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case 1:
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//complex chain
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game.swnstate2 = int(xoshiro_rand() * 8);
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if (game.swnstate2 == 0)
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{
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game.swnstate = 10;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 1)
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{
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game.swnstate = 12;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 2)
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{
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game.swnstate = 14;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 3)
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{
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game.swnstate = 20;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 4)
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{
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game.swnstate = 21;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 5)
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{
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game.swnstate = 22;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 6)
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{
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game.swnstate = 22;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 7)
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{
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game.swnstate = 14;
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game.swndelay = 0;
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}
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game.swnstate2 = 0;
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break;
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case 2:
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//simple chain
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game.swnstate2 = int(xoshiro_rand() * 6);
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if (game.swnstate2 == 0)
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{
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game.swnstate = 23;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 1)
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{
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game.swnstate = 24;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 2)
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{
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game.swnstate = 25;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 3)
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{
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game.swnstate = 26;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 4)
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{
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game.swnstate = 27;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 5)
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{
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game.swnstate = 14;
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game.swndelay = 0;
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}
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game.swnstate2 = 0;
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break;
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case 3:
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//Choose a major action
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game.swnstate2 = int(xoshiro_rand() * 100);
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game.swnstate4 = 0;
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if (game.swnstate2 < 25)
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{
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//complex
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game.swnstate = 1;
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game.swndelay = 0;
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}
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else
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{
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//simple
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game.swnstate = 2;
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game.swndelay = 0;
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}
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break;
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case 4:
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//filler chain
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game.swnstate2 = int(xoshiro_rand() * 6);
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if (game.swnstate2 == 0)
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{
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game.swnstate = 28;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 1)
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{
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game.swnstate = 29;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 2)
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{
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game.swnstate = 28;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 3)
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{
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game.swnstate = 29;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 4)
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{
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game.swnstate = 30;
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game.swndelay = 0;
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}
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else if (game.swnstate2 == 5)
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{
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game.swnstate = 31;
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game.swndelay = 0;
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}
|
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game.swnstate2 = 0;
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break;
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case 10:
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gravcreate(0, 0);
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gravcreate(1, 0);
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gravcreate(2, 0);
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game.swnstate++;
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game.swndelay = 10; //return to decision state
|
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break;
|
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case 11:
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gravcreate(3, 0);
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gravcreate(4, 0);
|
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gravcreate(5, 0);
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game.swnstate2++;
|
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if(game.swnstate2==3)
|
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{
|
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game.swnstate = 0;
|
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game.swndelay = 30; //return to decision state
|
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}
|
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else
|
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{
|
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game.swnstate--;
|
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game.swndelay = 10; //return to decision state
|
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}
|
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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(xoshiro_rand() * 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(xoshiro_rand() * 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(xoshiro_rand() * 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(xoshiro_rand() * 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(xoshiro_rand() * 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 /*= ""*/, bool custom /*= false*/)
|
|
{
|
|
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 {button} to explode";
|
|
block.script = "intro";
|
|
block.setblockcolour("orange");
|
|
trig=1;
|
|
break;
|
|
case 1:
|
|
block.prompt = "Press {button} to talk to Violet";
|
|
block.script = "talkpurple";
|
|
block.setblockcolour("purple");
|
|
trig=0;
|
|
break;
|
|
case 2:
|
|
block.prompt = "Press {button} to talk to Vitellary";
|
|
block.script = "talkyellow";
|
|
block.setblockcolour("yellow");
|
|
trig=0;
|
|
break;
|
|
case 3:
|
|
block.prompt = "Press {button} to talk to Vermilion";
|
|
block.script = "talkred";
|
|
block.setblockcolour("red");
|
|
trig=0;
|
|
break;
|
|
case 4:
|
|
block.prompt = "Press {button} to talk to Verdigris";
|
|
block.script = "talkgreen";
|
|
block.setblockcolour("green");
|
|
trig=0;
|
|
break;
|
|
case 5:
|
|
block.prompt = "Press {button} to talk to Victoria";
|
|
block.script = "talkblue";
|
|
block.setblockcolour("blue");
|
|
trig=0;
|
|
break;
|
|
case 6:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_station_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 7:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_outside_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 8:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_outside_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 9:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_outside_3";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 10:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_outside_4";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 11:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_outside_5";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 12:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_outside_6";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 13:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_finallevel";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 14:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_station_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 15:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_station_3";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 16:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_station_4";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 17:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_warp_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 18:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_warp_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 19:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_lab_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 20:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_lab_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 21:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_secretlab";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 22:
|
|
block.prompt = "Press {button} to activate terminal";
|
|
block.script = "terminal_shipcomputer";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 23:
|
|
block.prompt = "Press {button} to activate terminals";
|
|
block.script = "terminal_radio";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 24:
|
|
block.prompt = "Press {button} 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:
|
|
if (custom)
|
|
{
|
|
block.prompt = "Press {button} to interact";
|
|
}
|
|
else
|
|
{
|
|
block.prompt = "Press {button} to activate terminal";
|
|
}
|
|
block.script = "custom_"+customscript;
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (customactivitytext != "")
|
|
{
|
|
block.prompt = customactivitytext;
|
|
block.gettext = false;
|
|
customactivitytext = "";
|
|
}
|
|
else
|
|
{
|
|
block.gettext = true;
|
|
}
|
|
|
|
if (customactivitycolour != "")
|
|
{
|
|
block.setblockcolour(customactivitycolour.c_str());
|
|
customactivitycolour = "";
|
|
}
|
|
|
|
if (customactivitypositiony != -1)
|
|
{
|
|
block.activity_y = customactivitypositiony;
|
|
customactivitypositiony = -1;
|
|
}
|
|
else
|
|
{
|
|
block.activity_y = 0;
|
|
}
|
|
|
|
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))
|
|
{
|
|
vlog_error("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;
|
|
entities[t].isplatform = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void entityclass::removeallblocks(void)
|
|
{
|
|
blocks.clear();
|
|
}
|
|
|
|
void entityclass::disableblock( int t )
|
|
{
|
|
if (!INBOUNDS_VEC(t, blocks))
|
|
{
|
|
vlog_error("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; i<blocks.size(); i++)
|
|
{
|
|
if(blocks[i].type == TRIGGER && blocks[i].trigger == t)
|
|
{
|
|
disableblock(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void entityclass::copylinecross(std::vector<entclass>& linecrosskludge, int t)
|
|
{
|
|
if (!INBOUNDS_VEC(t, entities))
|
|
{
|
|
vlog_error("copylinecross() out-of-bounds!");
|
|
return;
|
|
}
|
|
//Copy entity t into the first free linecrosskludge entity
|
|
linecrosskludge.push_back(entities[t]);
|
|
}
|
|
|
|
void entityclass::revertlinecross(std::vector<entclass>& linecrosskludge, int t, int s)
|
|
{
|
|
if (!INBOUNDS_VEC(t, entities) || !INBOUNDS_VEC(s, linecrosskludge))
|
|
{
|
|
vlog_error("revertlinecross() out-of-bounds!");
|
|
return;
|
|
}
|
|
//Restore entity t info from linecrossing s
|
|
entities[t].onentity = linecrosskludge[s].onentity;
|
|
entities[t].state = linecrosskludge[s].state;
|
|
entities[t].life = linecrosskludge[s].life;
|
|
}
|
|
|
|
static bool gridmatch( int p1, int p2, int p3, int p4, int p11, int p21, int p31, int p41 )
|
|
{
|
|
if (p1 == p11 && p2 == p21 && p3 == p31 && p4 == p41) return true;
|
|
return false;
|
|
}
|
|
|
|
static void entityclonefix(entclass* entity)
|
|
{
|
|
const bool is_lies_emitter = entity->behave == 10;
|
|
const bool is_factory_emitter = entity->behave == 12;
|
|
|
|
const bool in_lies_emitter_room =
|
|
game.roomx >= 113 && game.roomx <= 117 && game.roomy == 111;
|
|
const bool in_factory_emitter_room =
|
|
game.roomx == 113 && game.roomy >= 108 && game.roomy <= 110;
|
|
|
|
const bool valid = (is_lies_emitter && in_lies_emitter_room)
|
|
|| (is_factory_emitter && in_factory_emitter_room);
|
|
|
|
if (!valid)
|
|
{
|
|
/* Fix memory leak */
|
|
entity->behave = -1;
|
|
}
|
|
}
|
|
|
|
void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int p1, int p2, int p3, int p4)
|
|
{
|
|
k = entities.size();
|
|
|
|
entclass newent;
|
|
entclass* entptr;
|
|
|
|
/* Can we reuse the slot of a disabled entity? */
|
|
bool reuse = false;
|
|
for (size_t i = 0; i < entities.size(); ++i)
|
|
{
|
|
if (entities[i].invis
|
|
&& entities[i].size == -1
|
|
&& entities[i].type == -1
|
|
&& entities[i].rule == -1
|
|
&& !entities[i].isplatform)
|
|
{
|
|
reuse = true;
|
|
entptr = &entities[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!reuse)
|
|
{
|
|
entptr = &newent;
|
|
}
|
|
else
|
|
{
|
|
entptr->clear();
|
|
}
|
|
|
|
//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
|
|
|
|
bool custom_gray;
|
|
// Special case for gray Warp Zone tileset!
|
|
if (map.custommode)
|
|
{
|
|
const RoomProperty* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
|
|
custom_gray = room->tileset == 3 && room->tilecol == 6;
|
|
}
|
|
else
|
|
{
|
|
custom_gray = false;
|
|
}
|
|
|
|
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);
|
|
entityclonefix(&entity);
|
|
}
|
|
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 == SWN_SUPERGRAVITRON)
|
|
{
|
|
//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[TimeTrial_SPACESTATION1] >= 3)
|
|
{
|
|
entity.tile = 184 + meta1;
|
|
entity.colour = 31;
|
|
}
|
|
break;
|
|
case 2:
|
|
if (game.bestrank[TimeTrial_LABORATORY] >= 3)
|
|
{
|
|
entity.tile = 186 + meta1;
|
|
entity.colour = 35;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (game.bestrank[TimeTrial_TOWER] >= 3)
|
|
{
|
|
entity.tile = 184 + meta1;
|
|
entity.colour = 33;
|
|
}
|
|
break;
|
|
case 4:
|
|
if (game.bestrank[TimeTrial_SPACESTATION2] >= 3)
|
|
{
|
|
entity.tile = 184 + meta1;
|
|
entity.colour = 32;
|
|
}
|
|
break;
|
|
case 5:
|
|
if (game.bestrank[TimeTrial_WARPZONE] >= 3)
|
|
{
|
|
entity.tile = 184 + meta1;
|
|
entity.colour = 34;
|
|
}
|
|
break;
|
|
case 6:
|
|
if (game.bestrank[TimeTrial_FINALLEVEL] >= 3)
|
|
{
|
|
entity.tile = 184 + meta1;
|
|
entity.colour = 30;
|
|
}
|
|
break;
|
|
|
|
case 7:
|
|
if (game.unlock[UnlockTrophy_GAME_COMPLETE])
|
|
{
|
|
entity.tile = 188 + meta1;
|
|
entity.colour = 37;
|
|
entity.h += 3;
|
|
entity.yp -= 3;
|
|
}
|
|
break;
|
|
case 8:
|
|
if (game.unlock[UnlockTrophy_FLIPMODE_COMPLETE])
|
|
{
|
|
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[UnlockTrophy_NODEATHMODE_COMPLETE])
|
|
{
|
|
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 = graphics.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;
|
|
}
|
|
|
|
entityclonefix(&entity);
|
|
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))
|
|
{
|
|
vlog_error("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<int>(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<int>(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<int>(entities[i].para);
|
|
entities[i].state = 1;
|
|
entities[i].onwall = 2;
|
|
}
|
|
else if (entities[i].state == 2)
|
|
{
|
|
entities[i].vy = static_cast<int>(-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<int>(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(Sound_DISAPPEAR);
|
|
}
|
|
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(Sound_CRUMBLE);
|
|
}
|
|
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;
|
|
++game.totalflips;
|
|
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(Sound_COIN);
|
|
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(Sound_NEWRECORD);
|
|
}
|
|
else
|
|
{
|
|
game.setstate(1000);
|
|
if(music.currentsong!=-1) music.silencedasmusik();
|
|
music.playef(Sound_TRINKET);
|
|
if (game.trinkets() > game.stat_trinkets && !map.custommode)
|
|
{
|
|
game.stat_trinkets = game.trinkets();
|
|
game.savestatsandsettings();
|
|
}
|
|
}
|
|
|
|
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(Sound_CHECKPOINT);
|
|
|
|
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(Sound_GRAVITYLINE);
|
|
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(Sound_TELEPORT);
|
|
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(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(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(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(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(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(Sound_TERMINALTOUCH);
|
|
|
|
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(Sound_RESCUE);
|
|
}
|
|
else
|
|
{
|
|
game.setstate(1010);
|
|
//music.haltdasmusik();
|
|
if(music.currentsong!=-1) music.silencedasmusik();
|
|
music.playef(Sound_RESCUE);
|
|
}
|
|
|
|
return disableentity(i);
|
|
}
|
|
break;
|
|
case 100: //The teleporter
|
|
if (entities[i].state == 1)
|
|
{
|
|
//if inactive, activate!
|
|
if (entities[i].tile == 1)
|
|
{
|
|
music.playef(Sound_GAMESAVED);
|
|
entities[i].tile = 2;
|
|
entities[i].colour = 101;
|
|
if(!game.intimetrial && !game.nodeathmode)
|
|
{
|
|
game.setstate(2000);
|
|
game.setstatedelay(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<int>(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))
|
|
{
|
|
vlog_error("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 || game.noflashingmode)
|
|
{
|
|
//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))
|
|
{
|
|
vlog_error("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, int fallback /*= 0*/ )
|
|
{
|
|
//Returns the index of the crewman with colour index given by t
|
|
|
|
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 fallback;
|
|
}
|
|
|
|
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))
|
|
{
|
|
vlog_error("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<blocks.size(); j++)
|
|
{
|
|
if (blocks[j].type == DAMAGE && help.intersects(blocks[j].rect, temprect))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int entityclass::checktrigger(int* block_idx)
|
|
{
|
|
//Returns an int player entity (rule 0) collides with a trigger
|
|
//Also returns the index of the block
|
|
*block_idx = -1;
|
|
for(size_t i=0; i < entities.size(); i++)
|
|
{
|
|
if(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<blocks.size(); j++)
|
|
{
|
|
if (blocks[j].type == TRIGGER && help.intersects(blocks[j].rect, temprect))
|
|
{
|
|
*block_idx = j;
|
|
return blocks[j].trigger;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int entityclass::checkactivity(void)
|
|
{
|
|
//Returns an int player entity (rule 0) collides with an activity
|
|
for(size_t i=0; i < entities.size(); i++)
|
|
{
|
|
if(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<blocks.size(); j++)
|
|
{
|
|
if (blocks[j].type == ACTIVITY && help.intersects(blocks[j].rect, temprect))
|
|
{
|
|
return j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
bool entityclass::checkplatform(const SDL_Rect& temprect, int* px, int* py)
|
|
{
|
|
//Return true if rectset intersects a moving platform, setups px & py to the platform x & y
|
|
for (size_t i = 0; i < blocks.size(); i++)
|
|
{
|
|
if (blocks[i].type == BLOCK && help.intersects(blocks[i].rect, temprect))
|
|
{
|
|
*px = blocks[i].xp;
|
|
*py = blocks[i].yp;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool entityclass::checkblocks(const SDL_Rect& temprect, const float dx, const float dy, const int dr, const bool skipdirblocks)
|
|
{
|
|
for (size_t i = 0; i < blocks.size(); i++)
|
|
{
|
|
if(!skipdirblocks && blocks[i].type == DIRECTIONAL)
|
|
{
|
|
if (dy > 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 bool invincible, const SDL_Rect& temprect, const float dx, const float dy, const int 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, invincible)) return true;
|
|
if (map.collide(tempw, tempy, invincible)) return true;
|
|
if (map.collide(tempx, temph, invincible)) return true;
|
|
if (map.collide(tempw, temph, invincible)) return true;
|
|
if (temprect.h >= 12)
|
|
{
|
|
int tpy1 = getgridpoint(temprect.y + 6);
|
|
if (map.collide(tempx, tpy1, invincible)) return true;
|
|
if (map.collide(tempw, tpy1, invincible)) return true;
|
|
if (temprect.h >= 18)
|
|
{
|
|
tpy1 = getgridpoint(temprect.y + 12);
|
|
if (map.collide(tempx, tpy1, invincible)) return true;
|
|
if (map.collide(tempw, tpy1, invincible)) return true;
|
|
if (temprect.h >= 24)
|
|
{
|
|
tpy1 = getgridpoint(temprect.y + 18);
|
|
if (map.collide(tempx, tpy1, invincible)) return true;
|
|
if (map.collide(tempw, tpy1, invincible)) return true;
|
|
}
|
|
}
|
|
}
|
|
if (temprect.w >= 12)
|
|
{
|
|
int tpx1 = getgridpoint(temprect.x + 6);
|
|
if (map.collide(tpx1, tempy, invincible)) return true;
|
|
if (map.collide(tpx1, temph, invincible)) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool entityclass::checkwall(const bool invincible, const SDL_Rect& temprect)
|
|
{
|
|
// Same as above but use default arguments for blocks
|
|
return checkwall(invincible, 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;
|
|
}
|
|
|
|
static int 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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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;
|
|
|
|
const bool invincible = map.invincibility && entities[t].ishumanoid();
|
|
|
|
if (checkwall(invincible, temprect)) return true;
|
|
return false;
|
|
}
|
|
|
|
bool entityclass::entitycollideroof( int t )
|
|
{
|
|
if (!INBOUNDS_VEC(t, entities))
|
|
{
|
|
vlog_error("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;
|
|
|
|
const bool invincible = map.invincibility && entities[t].ishumanoid();
|
|
|
|
if (checkwall(invincible, temprect)) return true;
|
|
return false;
|
|
}
|
|
|
|
bool entityclass::testwallsx( int t, int tx, int ty, const bool skipdirblocks )
|
|
{
|
|
if (!INBOUNDS_VEC(t, entities))
|
|
{
|
|
vlog_error("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;
|
|
int dr = entities[t].rule;
|
|
|
|
const bool invincible = map.invincibility && entities[t].ishumanoid();
|
|
|
|
//Ok, now we check walls
|
|
if (checkwall(invincible, 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, int tx, int ty )
|
|
{
|
|
if (!INBOUNDS_VEC(t, entities))
|
|
{
|
|
vlog_error("testwallsy() 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) dy = entities[t].vy;
|
|
int dr = entities[t].rule;
|
|
|
|
const bool invincible = map.invincibility && entities[t].ishumanoid();
|
|
|
|
//Ok, now we check walls
|
|
if (checkwall(invincible, 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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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))
|
|
{
|
|
vlog_error("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.setstate(0);
|
|
}
|
|
else
|
|
{
|
|
game.setstate(activetrigger);
|
|
}
|
|
game.setstatedelay(0);
|
|
}
|
|
}
|
|
|
|
void entityclass::collisioncheck(int i, int j, bool scm /*= false*/)
|
|
{
|
|
if (!INBOUNDS_VEC(i, entities) || !INBOUNDS_VEC(j, entities))
|
|
{
|
|
vlog_error("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
|
|
SDL_Point colpoint1;
|
|
colpoint1.x = entities[i].xp;
|
|
colpoint1.y = entities[i].yp;
|
|
SDL_Point colpoint2;
|
|
colpoint2.x = entities[j].xp;
|
|
colpoint2.y = entities[j].yp;
|
|
int drawframe1 = entities[i].collisiondrawframe;
|
|
int drawframe2 = entities[j].drawframe;
|
|
|
|
std::vector<SDL_Surface*>& spritesvec = graphics.flipmode ? graphics.flipsprites_surf : graphics.sprites_surf;
|
|
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(Sound_GRAVITYLINE);
|
|
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 (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0)
|
|
&& 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))
|
|
{
|
|
vlog_error("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;
|
|
}
|
|
}
|
|
}
|