mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 10:09:43 +01:00
64be7dbd53
Originally this started as a "deduplicate a bunch of duplicated code in script commands" PR, but as I was working on that, I discovered there's a lot more that needs to be done than just deduplication. Anything which needs a crewmate entity now calls `getcrewmanfromname(name)`, and anything which just needs the crewmate's color calls `getcolorfromname(name)`. This was done to make sure that everything works consistently and no copy/pasting is required. Next is the fallback; instead of giving up and doing various things when it can't find a specific color, it now attempts to treat the color name as an ID, and if it can't then it returns -1, where each individual command handles that return value. This means we can keep around AEM -- a bug used in custom levels -- by not doing anything with the return value if it's -1. Also, for some reason, there were two `crewcolour` functions, so I stripped out the one in entityclass and left (and modified) the one in the graphics class, since the graphics class also has the `crewcolourreal` function.
214 lines
4.6 KiB
C++
214 lines
4.6 KiB
C++
#ifndef ENTITY_H
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#define ENTITY_H
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#include <SDL.h>
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#include <string>
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#include <vector>
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#include "Maths.h"
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#include "Ent.h"
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#include "BlockV.h"
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#include "Game.h"
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enum
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{
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BLOCK = 0,
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TRIGGER = 1,
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DAMAGE = 2,
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DIRECTIONAL = 3,
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SAFE = 4,
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ACTIVITY = 5
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};
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enum
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{
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CYAN = 0,
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PURPLE = 20,
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YELLOW = 14,
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RED = 15,
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GREEN = 13,
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BLUE = 16,
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GRAY = 19,
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TELEPORTER = 102
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};
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class entityclass
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{
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public:
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void init(void);
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void resetallflags(void);
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void fatal_top(void)
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{
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createblock(DAMAGE, -8, -8, 384, 16);
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}
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void fatal_bottom(void)
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{
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createblock(DAMAGE, -8, 224, 384, 16);
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}
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void fatal_left(void)
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{
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createblock(DAMAGE, -8, -8, 16, 260);
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}
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void fatal_right(void)
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{
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createblock(DAMAGE, 312, -8, 16, 260);
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}
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int swncolour(int t );
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void swnenemiescol(int t);
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void gravcreate(int ypos, int dir, int xoff = 0, int yoff = 0);
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void generateswnwave(int t);
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void createblock(int t, int xp, int yp, int w, int h, int trig = 0, const std::string& script = "", bool custom = false);
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bool disableentity(int t);
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void removeallblocks(void);
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void disableblock(int t);
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void disableblockat(int x, int y);
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void moveblockto(int x1, int y1, int x2, int y2, int w, int h);
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void removetrigger(int t);
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void copylinecross(std::vector<entclass>& linecrosskludge, int t);
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void revertlinecross(std::vector<entclass>& linecrosskludge, int t, int s);
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bool gridmatch(int p1, int p2, int p3, int p4, int p11, int p21, int p31, int p41);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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int p1, int p2, int p3, int p4);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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int p1, int p2);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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int p1);
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void createentity(int xp, int yp, int t, int meta1, int meta2);
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void createentity(int xp, int yp, int t, int meta1);
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void createentity(int xp, int yp, int t);
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bool updateentities(int i);
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void animateentities(int i);
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void animatehumanoidcollision(const int i);
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int getcompanion(void);
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int getplayer(void);
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int getscm(void);
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int getlineat(int t);
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int getcrewman(int t, int fallback = 0);
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int getcustomcrewman(int t);
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int getteleporter(void);
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bool entitycollide(int a, int b);
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bool checkdamage(bool scm = false);
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int checktrigger(int* block_idx);
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int checkactivity(void);
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int getgridpoint(int t);
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bool checkplatform(const SDL_Rect& temprect, int* px, int* py);
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bool checkblocks(const SDL_Rect& temprect, const float dx, const float dy, const float dr, const bool skipdirblocks);
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bool checktowerspikes(int t);
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bool checkwall(const SDL_Rect& temprect, const float dx, const float dy, const float dr, const bool skipblocks, const bool skipdirblocks);
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bool checkwall(const SDL_Rect& temprect);
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float hplatformat(const int px, const int py);
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int yline(int a, int b);
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bool entityhlinecollide(int t, int l);
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bool entityvlinecollide(int t, int l);
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bool entitywarphlinecollide(int t, int l);
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bool entitywarpvlinecollide(int t, int l);
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void customwarplinecheck(int i);
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float entitycollideplatformroof(int t);
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float entitycollideplatformfloor(int t);
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bool entitycollidefloor(int t);
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bool entitycollideroof(int t);
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bool testwallsx(int t, int tx, int ty, const bool skipdirblocks);
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bool testwallsy(int t, float tx, float ty);
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void applyfriction(int t, float xrate, float yrate);
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void updateentitylogic(int t);
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void entitymapcollision(int t);
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void movingplatformfix(int t, int j);
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void entitycollisioncheck(void);
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void collisioncheck(int i, int j, bool scm = false);
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void stuckprevention(int t);
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std::vector<entclass> entities;
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int k;
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std::vector<blockclass> blocks;
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bool flags[100];
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bool collect[100];
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bool customcollect[100];
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int platformtile;
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bool vertplatforms, horplatforms;
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// :(
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bool nearelephant, upsetmode;
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int upset;
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//Trophy Text
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int trophytext, trophytype;
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int oldtrophytext;
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//Secret lab scripts
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int altstates;
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//Custom stuff
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int customenemy;
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int customplatformtile;
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bool customwarpmode, customwarpmodevon, customwarpmodehon;
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std::string customscript;
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bool customcrewmoods[Game::numcrew];
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std::string customactivitycolour;
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std::string customactivitytext;
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};
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#ifndef OBJ_DEFINITION
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extern entityclass obj;
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#endif
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#endif /* ENTITY_H */
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