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VVVVVV/desktop_version/src/Ent.cpp
Misa b1b1474b7b Refactor entities and linecrosskludge to not use the 'active' system
This removes the variables obj.nentity and obj.nlinecrosskludge, as well
as removing the 'active' attribute from the entity class object. Now
every entity you access is guaranteed to be real and you don't have to
check the 'active' variable.

The biggest part of this is changing createentity() to modify a
newly-created entity object and push it back instead of already
modifying an indice in obj.entities.

As well, removing an entity now uses the new obj.removeentity() function
and removeentity_iter() macro.
2020-04-03 23:28:47 -04:00

590 lines
8.2 KiB
C++

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