1
0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-25 22:18:30 +02:00
VVVVVV/desktop_version/src/Entity.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

4947 lines
158 KiB
C++

#include "Entity.h"
#include "Game.h"
#include "Map.h"
#include "UtilityClass.h"
bool entityclass::checktowerspikes(int t)
{
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
tempx = getgridpoint(temprect.x);
tempy = getgridpoint(temprect.y);
tempw = getgridpoint(temprect.x + temprect.w - 1);
temph = getgridpoint(temprect.y + temprect.h - 1);
if (map.spikecollide(tempx, tempy)) return true;
if (map.spikecollide(tempw, tempy)) return true;
if (map.spikecollide(tempx, temph)) return true;
if (map.spikecollide(tempw, temph)) return true;
if (temprect.h >= 12)
{
tpy1 = getgridpoint(temprect.y + 6);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
if (temprect.h >= 18)
{
tpy1 = getgridpoint(temprect.y + 12);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
if (temprect.h >= 24)
{
tpy1 = getgridpoint(temprect.y + 18);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
}
}
}
return false;
}
void entityclass::init()
{
nblocks = 0;
skipblocks = false;
skipdirblocks = false;
platformtile = 0;
customplatformtile=0;
vertplatforms = false;
horplatforms = false;
nearelephant = false;
upsetmode = false;
upset = 0;
customenemy=0;
customwarpmode=false; customwarpmodevon=false; customwarpmodehon=false;
trophytext = 0 ;
trophytype = 0;
altstates = 0;
for (int i = 0; i < 6; i++)
{
customcrewmoods[i]=1;
}
flags.resize(100);
blocks.resize(500);
collect.resize(100);
customcollect.resize(100);
}
void entityclass::resetallflags()
{
for (int i = 0; i < 100; i++)
{
flags[i] = 0;
}
}
void entityclass::resetflags()
{
for (int i = 0; i < 100; i++)
{
if (flags[i] == 2) flags[i] = 0;
}
}
void entityclass::confirmflags()
{
for (int i = 0; i < 100; i++)
{
if (flags[i] == 2) flags[i] = 1;
}
}
void entityclass::changecollect( int t, int s )
{
collect[t] = s;
}
void entityclass::changecustomcollect( int t, int s )
{
collect[t] = s;
}
void entityclass::changeflag( int t, int s )
{
flags[t] = s;
}
void entityclass::setblockcolour( int t, std::string col )
{
if (col == "cyan")
{
blocks[t].r = 164;
blocks[t].g = 164;
blocks[t].b = 255;
}
else if (col == "red")
{
blocks[t].r = 255;
blocks[t].g = 60;
blocks[t].b = 60;
}
else if (col == "green")
{
blocks[t].r = 144;
blocks[t].g = 255;
blocks[t].b = 144;
}
else if (col == "yellow")
{
blocks[t].r = 255;
blocks[t].g = 255;
blocks[t].b = 134;
}
else if (col == "blue")
{
blocks[t].r = 95;
blocks[t].g = 95;
blocks[t].b = 255;
}
else if (col == "purple")
{
blocks[t].r = 255;
blocks[t].g = 134;
blocks[t].b = 255;
}
else if (col == "white")
{
blocks[t].r = 244;
blocks[t].g = 244;
blocks[t].b = 244;
}
else if (col == "gray")
{
blocks[t].r = 174;
blocks[t].g = 174;
blocks[t].b = 174;
}
else if (col == "orange")
{
blocks[t].r = 255;
blocks[t].g = 130;
blocks[t].b = 20;
}
else
{
//use a gray
blocks[t].r = 174;
blocks[t].g = 174;
blocks[t].b = 174;
}
}
int entityclass::swncolour( int t )
{
//given colour t, return colour in setcol
if (t == 0) return 11;
if (t == 1) return 6;
if (t == 2) return 8;
if (t == 3) return 12;
if (t == 4) return 9;
if (t == 5) return 7;
return 0;
}
void entityclass::swnenemiescol( int t )
{
//change the colour of all SWN enemies to the current one
for (size_t i = 0; i < entities.size(); i++)
{
if (true) // FIXME: remove this later (no more 'active')
{
if (entities[i].type == 23)
{
entities[i].colour = swncolour(t);
}
}
}
}
void entityclass::gravcreate( int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ )
{
if (dir == 0)
{
createentity(-150 - xoff, 58 + (ypos * 20)+yoff, 23, 0, 0);
}
else
{
createentity(320+150 + xoff, 58 + (ypos * 20)+yoff, 23, 1, 0);
}
}
void entityclass::generateswnwave( int t )
{
//generate a wave for the SWN game
if(game.swndelay<=0)
{
if (t == 0) //game 0, survive for 30 seconds
{
switch(game.swnstate)
{
case 0:
//Decide on a wave here
//default case
game.swnstate = 1;
game.swndelay = 5;
if (game.swntimer <= 150) //less than 5 seconds
{
game.swnstate = 9;
game.swndelay = 8;
}
else if (game.swntimer <= 300) //less than 10 seconds
{
game.swnstate = 6;
game.swndelay = 12;
}
else if (game.swntimer <= 360) //less than 12 seconds
{
game.swnstate = 5+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 420) //less than 14 seconds
{
game.swnstate = 7+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 480) //less than 16 seconds
{
game.swnstate = 5+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 540) //less than 18 seconds
{
game.swnstate = 7+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 600) //less than 20 seconds
{
game.swnstate = 5+game.swnstate2;
game.swndelay = 15;
}
else if (game.swntimer <= 900) //less than 30 seconds
{
game.swnstate = 4;
game.swndelay = 20;
}
else if (game.swntimer <= 1050) //less than 35 seconds
{
game.swnstate = 3;
game.swndelay = 10;
}
else if (game.swntimer <= 1200) //less than 40 seconds
{
game.swnstate = 3;
game.swndelay = 20;
}
else if (game.swntimer <= 1500) //less than 50 seconds
{
game.swnstate = 2;
game.swndelay = 10;
}
else if (game.swntimer <= 1650) //less than 55 seconds
{
game.swnstate = 1;
game.swndelay = 15;
}
else if (game.swntimer <= 1800) //less than 60 seconds
{
game.swnstate = 1;
game.swndelay = 25;
}
if (game.deathcounts - game.swndeaths > 7) game.swndelay += 2;
if (game.deathcounts - game.swndeaths > 15) game.swndelay += 2;
if (game.deathcounts - game.swndeaths > 25) game.swndelay += 4;
break;
case 1:
createentity(-150, 58 + (int(fRandom() * 6) * 20), 23, 0, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
case 2:
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
case 3:
createentity(320+150, 58 + (int(fRandom() * 6) * 20), 23, 1, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
case 4:
//left and right compliments
game.swnstate2 = int(fRandom() * 6);
createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(320+150, 58 + ((5-game.swnstate2) * 20), 23, 1, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 5:
//Top and bottom
createentity(-150, 58, 23, 0, 0);
createentity(-150, 58 + (5 * 20), 23, 0, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 1;
break;
case 6:
//Middle
createentity(-150, 58 + (2 * 20), 23, 0, 0);
createentity(-150, 58 + (3 * 20), 23, 0, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 7:
//Top and bottom
createentity(320+150, 58, 23, 1, 0);
createentity(320+150, 58 + (5 * 20), 23, 1, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 1;
break;
case 8:
//Middle
createentity(320+150, 58 + (2 * 20), 23, 1, 0);
createentity(320+150, 58 + (3 * 20), 23, 1, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 9:
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(320 + 150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
}
}
else if (t == 1)
{
//Game 2, super gravitron
switch(game.swnstate)
{
case 0:
//Choose either simple or filler
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swnstate2 = int(fRandom() * 100);
if (game.swnstate2 < 25)
{
//simple
game.swnstate = 2;
game.swndelay = 0;
}
else
{
//filler
game.swnstate = 4;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 1:
//complex chain
game.swnstate2 = int(fRandom() * 8);
if (game.swnstate2 == 0)
{
game.swnstate = 10;
game.swndelay = 0;
}
else if (game.swnstate2 == 1)
{
game.swnstate = 12;
game.swndelay = 0;
}
else if (game.swnstate2 == 2)
{
game.swnstate = 14;
game.swndelay = 0;
}
else if (game.swnstate2 == 3)
{
game.swnstate = 20;
game.swndelay = 0;
}
else if (game.swnstate2 == 4)
{
game.swnstate = 21;
game.swndelay = 0;
}
else if (game.swnstate2 == 5)
{
game.swnstate = 22;
game.swndelay = 0;
}
else if (game.swnstate2 == 6)
{
game.swnstate = 22;
game.swndelay = 0;
}
else if (game.swnstate2 == 7)
{
game.swnstate = 14;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 2:
//simple chain
game.swnstate2 = int(fRandom() * 6);
if (game.swnstate2 == 0)
{
game.swnstate = 23;
game.swndelay = 0;
}
else if (game.swnstate2 == 1)
{
game.swnstate = 24;
game.swndelay = 0;
}
else if (game.swnstate2 == 2)
{
game.swnstate = 25;
game.swndelay = 0;
}
else if (game.swnstate2 == 3)
{
game.swnstate = 26;
game.swndelay = 0;
}
else if (game.swnstate2 == 4)
{
game.swnstate = 27;
game.swndelay = 0;
}
else if (game.swnstate2 == 5)
{
game.swnstate = 14;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 3:
//Choose a major action
game.swnstate2 = int(fRandom() * 100);
if (game.swnstate2 < 25)
{
//complex
game.swnstate = 1;
game.swndelay = 0;
}
else
{
//simple
game.swnstate = 2;
game.swndelay = 0;
}
break;
case 4:
//filler chain
game.swnstate2 = int(fRandom() * 6);
if (game.swnstate2 == 0)
{
game.swnstate = 28;
game.swndelay = 0;
}
else if (game.swnstate2 == 1)
{
game.swnstate = 29;
game.swndelay = 0;
}
else if (game.swnstate2 == 2)
{
game.swnstate = 28;
game.swndelay = 0;
}
else if (game.swnstate2 == 3)
{
game.swnstate = 29;
game.swndelay = 0;
}
else if (game.swnstate2 == 4)
{
game.swnstate = 30;
game.swndelay = 0;
}
else if (game.swnstate2 == 5)
{
game.swnstate = 31;
game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 10:
gravcreate(0, 0);
gravcreate(1, 0);
gravcreate(2, 0);
game.swnstate++;
game.swndelay = 10; //return to decision state
break;
case 11:
gravcreate(3, 0);
gravcreate(4, 0);
gravcreate(5, 0);
game.swnstate2++;
if(game.swnstate2==3)
{
game.swnstate = 0;
game.swndelay = 30; //return to decision state
}
else
{
game.swnstate--;
game.swndelay = 10; //return to decision state
}
break;
case 12:
gravcreate(0, 1);
gravcreate(1, 1);
gravcreate(2, 1);
game.swnstate++;
game.swndelay = 10; //return to decision state
break;
case 13:
gravcreate(3, 1);
gravcreate(4, 1);
gravcreate(5, 1);
game.swnstate2++;
if(game.swnstate2==3)
{
game.swnstate = 0;
game.swndelay = 30; //return to decision state
}
else
{
game.swnstate--;
game.swndelay = 10; //return to decision state
}
break;
case 14:
gravcreate(0, 0, 0);
gravcreate(5, 1, 0);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 15:
gravcreate(1, 0);
gravcreate(4, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 16:
gravcreate(2, 0);
gravcreate(3, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 17:
gravcreate(3, 0);
gravcreate(2, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 18:
gravcreate(4, 0);
gravcreate(1, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 19:
gravcreate(5, 0);
gravcreate(0, 1);
game.swnstate=0;
game.swndelay = 20; //return to decision state
break;
case 20:
game.swnstate4++;
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
if(game.swnstate4<=6)
{
game.swnstate = 20;
game.swndelay = 10; //return to decision state
}
else
{
game.swnstate = 0;
game.swndelay = 10; //return to decision state
}
break;
case 21:
game.swnstate4++;
if(game.swnstate3==0)
{
game.swnstate2++;
if (game.swnstate2 >= 6)
{
game.swnstate3 = 1;
game.swnstate2--;
}
}
else
{
game.swnstate2--;
if (game.swnstate2 < 0)
{
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(320+150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
if(game.swnstate4<=6)
{
game.swnstate = 21;
game.swndelay = 10; //return to decision state
}
else
{
game.swnstate = 0;
game.swndelay = 10; //return to decision state
}
break;
case 22:
game.swnstate4++;
//left and right compliments
game.swnstate2 = int(fRandom() * 6);
createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(320 + 150, 58 + ((5 - game.swnstate2) * 20), 23, 1, 0);
if(game.swnstate4<=12)
{
game.swnstate = 22;
game.swndelay = 18; //return to decision state
}
else
{
game.swnstate = 0;
game.swndelay = 18; //return to decision state
}
game.swnstate2 = 0;
break;
case 23:
gravcreate(1, 0);
gravcreate(2, 0, 15);
gravcreate(2, 0, -15);
gravcreate(3, 0, 15);
gravcreate(3, 0, -15);
gravcreate(4, 0);
game.swnstate = 0;
game.swndelay = 15; //return to decision state
break;
case 24:
gravcreate(1, 1);
gravcreate(2, 1, 15);
gravcreate(2, 1, -15);
gravcreate(3, 1, 15);
gravcreate(3, 1, -15);
gravcreate(4, 1);
game.swnstate = 0;
game.swndelay = 15; //return to decision state
break;
case 25:
gravcreate(0, 0);
gravcreate(1, 1,0,10);
gravcreate(4, 1,0,-10);
gravcreate(5, 0);
game.swnstate = 0;
game.swndelay = 20; //return to decision state
break;
case 26:
gravcreate(0, 1, 0);
gravcreate(1, 1, 10);
gravcreate(4, 1, 40);
gravcreate(5, 1, 50);
game.swnstate = 0;
game.swndelay = 20; //return to decision state
break;
case 27:
gravcreate(0, 0, 0);
gravcreate(1, 0, 10);
gravcreate(4, 0, 40);
gravcreate(5, 0, 50);
game.swnstate = 0;
game.swndelay = 20; //return to decision state
break;
case 28:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 6);
createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
if(game.swnstate4<=6)
{
game.swnstate = 28;
game.swndelay = 8; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 29:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 6);
gravcreate(game.swnstate2, 1);
if(game.swnstate4<=6)
{
game.swnstate = 29;
game.swndelay = 8; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 30:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 3);
gravcreate(game.swnstate2, 0);
gravcreate(5-game.swnstate2, 0);
if(game.swnstate4<=2)
{
game.swnstate = 30;
game.swndelay = 14; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 31:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 3);
gravcreate(game.swnstate2, 1);
gravcreate(5-game.swnstate2, 1);
if(game.swnstate4<=2)
{
game.swnstate = 31;
game.swndelay = 14; //return to decision state
}
else
{
game.swnstate = 3;
game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
}
}
}
else
{
game.swndelay--;
}
}
void entityclass::createblock( int t, int xp, int yp, int w, int h, int trig /*= 0*/ )
{
if(nblocks == 0)
{
//If there are no active blocks, Z=0;
k = 0;
nblocks++;
}
else
{
int i = 0;
k = -1;
while (i < nblocks)
{
if (!blocks[i].active)
{
k = i;
i = nblocks;
}
i++;
}
if (k == -1)
{
k = nblocks;
nblocks++;
}
}
blocks[k].clear();
blocks[k].active = true;
switch(t)
{
case BLOCK: //Block
blocks[k].type = BLOCK;
blocks[k].xp = xp;
blocks[k].yp = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
nblocks++;
break;
case TRIGGER: //Trigger
blocks[k].type = TRIGGER;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
blocks[k].trigger = trig;
nblocks++;
break;
case DAMAGE: //Damage
blocks[k].type = DAMAGE;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
nblocks++;
break;
case DIRECTIONAL: //Directional
blocks[k].type = DIRECTIONAL;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
blocks[k].trigger = trig;
nblocks++;
break;
case SAFE: //Safe block
blocks[k].type = SAFE;
blocks[k].xp = xp;
blocks[k].yp = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
nblocks++;
break;
case ACTIVITY: //Activity Zone
blocks[k].type = ACTIVITY;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].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
blocks[k].prompt = "Press ENTER to explode";
blocks[k].script = "intro";
setblockcolour(k, "orange");
trig=1;
break;
case 1:
blocks[k].prompt = "Press ENTER to talk to Violet";
blocks[k].script = "talkpurple";
setblockcolour(k, "purple");
trig=0;
break;
case 2:
blocks[k].prompt = "Press ENTER to talk to Vitellary";
blocks[k].script = "talkyellow";
setblockcolour(k, "yellow");
trig=0;
break;
case 3:
blocks[k].prompt = "Press ENTER to talk to Vermilion";
blocks[k].script = "talkred";
setblockcolour(k, "red");
trig=0;
break;
case 4:
blocks[k].prompt = "Press ENTER to talk to Verdigris";
blocks[k].script = "talkgreen";
setblockcolour(k, "green");
trig=0;
break;
case 5:
blocks[k].prompt = "Press ENTER to talk to Victoria";
blocks[k].script = "talkblue";
setblockcolour(k, "blue");
trig=0;
break;
case 6:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_station_1";
setblockcolour(k, "orange");
trig=0;
break;
case 7:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_outside_1";
setblockcolour(k, "orange");
trig=0;
break;
case 8:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_outside_2";
setblockcolour(k, "orange");
trig=0;
break;
case 9:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_outside_3";
setblockcolour(k, "orange");
trig=0;
break;
case 10:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_outside_4";
setblockcolour(k, "orange");
trig=0;
break;
case 11:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_outside_5";
setblockcolour(k, "orange");
trig=0;
break;
case 12:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_outside_6";
setblockcolour(k, "orange");
trig=0;
break;
case 13:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_finallevel";
setblockcolour(k, "orange");
trig=0;
break;
case 14:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_station_2";
setblockcolour(k, "orange");
trig=0;
break;
case 15:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_station_3";
setblockcolour(k, "orange");
trig=0;
break;
case 16:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_station_4";
setblockcolour(k, "orange");
trig=0;
break;
case 17:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_warp_1";
setblockcolour(k, "orange");
trig=0;
break;
case 18:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_warp_2";
setblockcolour(k, "orange");
trig=0;
break;
case 19:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_lab_1";
setblockcolour(k, "orange");
trig=0;
break;
case 20:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_lab_2";
setblockcolour(k, "orange");
trig=0;
break;
case 21:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_secretlab";
setblockcolour(k, "orange");
trig=0;
break;
case 22:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_shipcomputer";
setblockcolour(k, "orange");
trig=0;
break;
case 23:
blocks[k].prompt = "Press ENTER to activate terminals";
blocks[k].script = "terminal_radio";
setblockcolour(k, "orange");
trig=0;
break;
case 24:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "terminal_jukebox";
setblockcolour(k, "orange");
trig=0;
break;
case 25:
blocks[k].prompt = "Passion for Exploring";
blocks[k].script = "terminal_juke1";
setblockcolour(k, "orange");
trig=0;
break;
case 26:
blocks[k].prompt = "Pushing Onwards";
blocks[k].script = "terminal_juke2";
setblockcolour(k, "orange");
trig=0;
break;
case 27:
blocks[k].prompt = "Positive Force";
blocks[k].script = "terminal_juke3";
setblockcolour(k, "orange");
trig=0;
break;
case 28:
blocks[k].prompt = "Presenting VVVVVV";
blocks[k].script = "terminal_juke4";
setblockcolour(k, "orange");
trig=0;
break;
case 29:
blocks[k].prompt = "Potential for Anything";
blocks[k].script = "terminal_juke5";
setblockcolour(k, "orange");
trig=0;
break;
case 30:
blocks[k].prompt = "Predestined Fate";
blocks[k].script = "terminal_juke6";
setblockcolour(k, "orange");
trig=0;
break;
case 31:
blocks[k].prompt = "Pipe Dream";
blocks[k].script = "terminal_juke7";
setblockcolour(k, "orange");
trig=0;
break;
case 32:
blocks[k].prompt = "Popular Potpourri";
blocks[k].script = "terminal_juke8";
setblockcolour(k, "orange");
trig=0;
break;
case 33:
blocks[k].prompt = "Pressure Cooker";
blocks[k].script = "terminal_juke9";
setblockcolour(k, "orange");
trig=0;
break;
case 34:
blocks[k].prompt = "ecroF evitisoP";
blocks[k].script = "terminal_juke10";
setblockcolour(k, "orange");
trig=0;
break;
case 35:
blocks[k].prompt = "Press ENTER to activate terminal";
blocks[k].script = "custom_"+customscript;
setblockcolour(k, "orange");
trig=0;
break;
}
nblocks++;
break;
}
}
void entityclass::removeentity(int t)
{
entities.erase(entities.begin() + t);
}
void entityclass::removeallblocks()
{
for(int i=0; i<nblocks; i++) blocks[i].clear();
nblocks=0;
}
void entityclass::removeblock( int t )
{
blocks[t].clear();
int i = nblocks - 1;
while (i >= 0 && !(blocks[i].active))
{
nblocks--;
i--;
}
}
void entityclass::removeblockat( int x, int y )
{
for (int i = 0; i < nblocks; i++)
{
if(blocks[i].xp == int(x) && blocks[i].yp == int(y)) removeblock(i);
}
}
void entityclass::removetrigger( int t )
{
for(int i=0; i<nblocks; i++)
{
if(blocks[i].type == TRIGGER)
{
if (blocks[i].trigger == t)
{
blocks[i].active = false;
removeblock(i);
}
}
}
}
void entityclass::copylinecross( int t )
{
//Copy entity t into the first free linecrosskludge entity
linecrosskludge.push_back(entities[t]);
}
void entityclass::revertlinecross( int t, int s )
{
//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;
}
bool entityclass::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;
}
int entityclass::crewcolour( int t )
{
//Return the colour of the indexed crewmate
switch(t)
{
case 0:
return 0;
break;
case 1:
return 20;
break;
case 2:
return 14;
break;
case 3:
return 15;
break;
case 4:
return 13;
break;
case 5:
return 16;
break;
}
return 0;
}
void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, float vy /*= 0*/, int p1 /*= 0*/, int p2 /*= 0*/, int p3 /*= 320*/, int p4 /*= 240 */ )
{
k = entities.size();
//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
entclass entity;
entity.type = t;
switch(t)
{
case 0: //Player
entity.rule = 0; //Playable character
entity.tile = 0;
entity.colour = 0;
entity.xp = xp;
entity.yp = yp;
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
if( (vx)==1) entity.invis = true;
entity.gravity = true;
break;
case 1: //Simple enemy, bouncing off the walls
entity.rule = 1;
entity.xp = xp;
entity.yp = yp;
entity.behave = vx;
entity.para = vy;
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;
//Exact appearance depends entirely on location, assigned here:
/*
}else if (game.roomx == 50 && game.roomy == 52) {
entity.tile = 48; entity.colour = 6;
entity.w = 32; entity.h = 27;
entity.animate = 1;
//ok, for space station 2
*/
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);
}
//}else{*/
/*
entity.tile = 24;
entity.animate = 0;
entity.colour = 8;
//for warpzone:
if (game.roomx == 51 && game.roomy == 51) entity.colour = 6;
if (game.roomx == 52 && game.roomy == 51) entity.colour = 7;
if (game.roomx == 54 && game.roomy == 49) entity.colour = 11;
if (game.roomx == 55 && game.roomy == 50) entity.colour = 9;
if (game.roomx == 55 && game.roomy == 51) entity.colour = 6;
if (game.roomx == 54 && game.roomy == 51) entity.colour = 12;
if (game.roomx == 54 && game.roomy == 52) entity.colour = 7;
if (game.roomx == 53 && game.roomy == 52) entity.colour = 8;
if (game.roomx == 51 && game.roomy == 52) entity.colour = 6;
if (game.roomx == 52 && game.roomy == 49) entity.colour = 8;
//}
*/
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.xp = xp;
entity.yp = yp;
entity.w = 32;
entity.h = 8;
if (int(vx) <= 1) vertplatforms = true;
if (int(vx) >= 2 && int(vx) <= 5) horplatforms = true;
if (int(vx) == 14 || int(vx) == 15) horplatforms = true; //special case for last part of Space Station
if (int(vx) >= 6 && int(vx) <= 7) vertplatforms = true;
if (int(vx) >= 10 && int(vx) <= 11)
{
//Double sized threadmills
entity.w = 64;
entity.h = 8;
vx -= 2;
entity.size = 8;
}
entity.behave = vx;
entity.para = vy;
if (int(vx) >= 8 && int(vx) <= 9)
{
horplatforms = true; //threadmill!
entity.animate = 10;
if(customplatformtile>0){
entity.tile = customplatformtile+4;
if (int(vx) == 8) entity.tile += 4;
if (int(vx) == 9) entity.animate = 11;
}else{
entity.settreadmillcolour(game.roomx, game.roomy);
if (int(vx) == 8) entity.tile += 40;
if (int(vx) == 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 (vx > 0)
{
entity.tile = int(vx);
}
else
{
if(game.roomx==49 && game.roomy==52) entity.tile = 18;
if (game.roomx == 50 && game.roomy == 52) entity.tile = 22;
}
entity.xp = xp;
entity.yp = yp;
entity.cy = -1;
entity.w = 32;
entity.h = 10;
entity.behave = vx;
entity.para = vy;
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.xp = xp;
entity.yp = yp;
entity.cy = -1;
entity.w = 8;
entity.h = 10;
entity.behave = vx;
entity.para = vy;
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.xp = xp;
entity.yp = yp;
entity.w = 16;
entity.h = 16;
entity.behave = vx;
entity.para = vy;
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.xp = xp;
entity.yp = yp;
entity.vx = vx;
entity.vy = vy;
entity.life = 12;
break;
case 7: //Decorative particles
entity.rule = 2;
entity.type = 5; //Particles
entity.colour = 2;
entity.size = 3;
entity.xp = xp;
entity.yp = yp;
entity.vx = vx;
entity.vy = vy;
entity.life = 12;
break;
case 8: //Small collectibles
entity.rule = 3;
entity.type = 6;
entity.size = 4;
entity.tile = 48;
entity.xp = xp;
entity.yp = yp;
entity.w = 8;
entity.h = 8;
entity.onentity = 1;
entity.animate = 100;
//Check if it's already been collected
entity.para = vx;
if (collect[vx] == 1) return;
break;
case 9: //Something Shiny
entity.rule = 3;
entity.type = 7;
entity.size = 0;
entity.tile = 22;
entity.xp = xp;
entity.yp = yp;
entity.w = 16;
entity.h = 16;
entity.colour = 3;
entity.onentity = 1;
entity.animate = 100;
//Check if it's already been collected
entity.para = vx;
if (collect[vx] == 1) return;
break;
case 10: //Savepoint
entity.rule = 3;
entity.type = 8;
entity.size = 0;
entity.tile = 20 + vx;
entity.xp = xp;
entity.yp = yp;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
if (game.savepoint == (vy))
{
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.xp = xp;
entity.yp = yp;
entity.w = vx;
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.xp = xp;
entity.yp = yp;
entity.w = 1;
entity.h = vx;
//entity.colour = 0;
entity.onentity = 1;
break;
case 13: //Warp token
entity.rule = 3;
entity.type = 11;
entity.size = 0;
entity.tile = 18;
entity.xp = xp;
entity.yp = yp;
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 = vx;
entity.para = vy;
break;
case 14: // Teleporter
entity.rule = 3;
entity.type = 100;
entity.size = 7;
entity.tile = 1; //inactive
entity.xp = xp;
entity.yp = yp;
entity.w = 96;
entity.h = 96;
entity.colour = 100;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
//we'll init it's activeness here later
/*if (game.savepoint == vy) {
entity.colour = 5;
entity.onentity = 0;
}*/
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.xp = xp;
entity.yp = yp;
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 0;
entity.state = vx;
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.xp = xp;
entity.yp = yp;
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
entity.state = vx;
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.xp = xp;
entity.yp = yp;
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
entity.state = vx;
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 = vx;
if (int(vy) == 0)
{
entity.tile = 0;
}
else
{
entity.tile = 144;
}
entity.xp = xp;
entity.yp = yp;
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.xp = xp;
entity.yp = yp;
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 1;
entity.state = vx;
entity.gravity = true;
break;
case 20: //Terminal
entity.rule = 3;
entity.type = 13;
entity.size = 0;
entity.tile = 16 + vx;
entity.xp = xp;
entity.yp = yp;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
/*if (game.savepoint == vy) {
entity.colour = 5;
entity.onentity = 0;
}*/
break;
case 21: //as above, except doesn't highlight
entity.rule = 3;
entity.type = 13;
entity.size = 0;
entity.tile = 16 + vx;
entity.xp = xp;
entity.yp = yp;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 0;
entity.animate = 100;
entity.para = vy;
/*if (game.savepoint == vy) {
entity.colour = 5;
entity.onentity = 0;
}*/
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.xp = xp;
entity.yp = yp;
entity.w = 16;
entity.h = 16;
entity.colour = 3;
entity.onentity = 0;
entity.animate = 100;
//Check if it's already been collected
entity.para = vx;
if (collect[ (vx)] == 0) 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.xp = xp;
entity.yp = yp;
entity.behave = vx;
entity.para = vy;
entity.w = 16;
entity.h = 16;
entity.cx = 0;
entity.cy = 0;
entity.x1 = -2000;
entity.y1 = -100;
entity.x2 = 5200;
entity.y2 = 340;
entity.harmful = true;
//initilise tiles here based on behavior
entity.size = 12; //don't wrap around
entity.colour = 21;
entity.tile = 78; //default case
entity.animate = 1;
if (game.swngame == 1)
{
//set colour based on current state
entity.colour = swncolour(game.swncolstate);
}
break;
case 24: // Super Crew Member
//This special crewmember is way more advanced than the usual kind, and can interact with game objects
entity.rule = 6;
entity.type = 14; //A special case!
entity.colour = vx;
if( (vx)==16)
{
//victoria is sad!
if (int(vy) == 2) vy = 1;
}
else
{
if (int(vy) == 2) vy = 0;
}
if (int(vy) == 0)
{
entity.tile = 0;
}
else
{
entity.tile = 144;
}
entity.xp = xp;
entity.yp = yp;
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.xp = xp;
entity.yp = yp;
entity.w = 16;
entity.h = 16;
entity.colour = 4;
entity.onentity = 1;
entity.animate = 100;
entity.para = vy;
//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 + vx;
switch(int(vy))
{
case 1:
if(game.bestrank[0]>=3)
{
entity.tile = 184 + vx;
entity.colour = 31;
}
break;
case 2:
if(game.bestrank[1]>=3)
{
entity.tile = 186 + vx;
entity.colour = 35;
}
break;
case 3:
if(game.bestrank[2]>=3)
{
entity.tile = 184 + vx;
entity.colour = 33;
}
break;
case 4:
if(game.bestrank[3]>=3)
{
entity.tile = 184 + vx;
entity.colour = 32;
}
break;
case 5:
if(game.bestrank[4]>=3)
{
entity.tile = 184 + vx;
entity.colour = 34;
}
break;
case 6:
if(game.bestrank[5]>=3)
{
entity.tile = 184 + vx;
entity.colour = 30;
}
break;
case 7:
if(game.unlock[5])
{
entity.tile = 188 + vx;
entity.colour = 37;
entity.h += 3;
}
break;
case 8:
if(game.unlock[19])
{
entity.tile = 188 + vx;
entity.colour = 37;
entity.h += 3;
}
break;
case 9:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 50)
{
entity.tile = 182 + vx;
entity.colour = 40;
}
}
break;
case 10:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 100)
{
entity.tile = 182 + vx;
entity.colour = 36;
}
}
break;
case 11:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 250)
{
entity.tile = 182 + vx;
entity.colour = 38;
}
}
break;
case 12:
if (game.bestgamedeaths > -1)
{
if (game.bestgamedeaths <= 500)
{
entity.tile = 182 + vx;
entity.colour = 39;
}
}
break;
case 13:
if(game.swnbestrank>=1)
{
entity.tile = 182 + vx;
entity.colour = 39;
}
break;
case 14:
if(game.swnbestrank>=2)
{
entity.tile = (182 + vx);
entity.colour = 39;
}
break;
case 15:
if(game.swnbestrank>=3)
{
entity.tile = (182 + vx);
entity.colour = 39;
}
break;
case 16:
if(game.swnbestrank>=4)
{
entity.tile = (182 + vx);
entity.colour = 38;
}
break;
case 17:
if(game.swnbestrank>=5)
{
entity.tile = (182 + vx);
entity.colour = 36;
}
break;
case 18:
if(game.swnbestrank>=6)
{
entity.tile = (182 + vx);
entity.colour = 40;
}
break;
case 19:
if(game.unlock[20])
{
entity.tile = 3;
entity.colour = 102;
entity.size = 13;
entity.xp -= 64;
entity.yp -= 128;
}
break;
}
break;
case 26: //Epilogue super warp token
entity.rule = 3;
entity.type = 11;
entity.size = 0;
entity.tile = 18;
entity.xp = (xp);
entity.yp = (yp);
entity.w = 16;
entity.h = 16;
entity.colour = 3;
entity.onentity = 0;
entity.animate = 100;
entity.para = vy;
entity.size = 13;
break;
case 51: //Vertical Warp Line
entity.rule = 5;
entity.type = 51;
entity.size = 6;
entity.life = 0;
entity.xp = xp;
entity.yp = yp;
entity.w = 1;
entity.h = vx;
//entity.colour = 0;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
break;
case 52: //Vertical Warp Line
entity.rule = 5;
entity.type = 52;
entity.size = 6;
entity.life = 0;
entity.xp = xp;
entity.yp = yp;
entity.w = 1;
entity.h = vx;
//entity.colour = 0;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
break;
case 53: //Horizontal Warp Line
entity.rule = 7;
entity.type = 53;
entity.size = 5;
entity.life = 0;
entity.xp = xp;
entity.yp = yp;
entity.w = vx;
entity.h = 1;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
break;
case 54: //Horizontal Warp Line
entity.rule = 7;
entity.type = 54;
entity.size = 5;
entity.life = 0;
entity.xp = xp;
entity.yp = yp;
entity.w = vx;
entity.h = 1;
entity.onentity = 1;
entity.invis=true;
if (map.custommode) customwarpmode = true;
break;
case 55: // Crew Member (custom, collectable)
//1 - position in array
//2 - colour
entity.rule = 3;
entity.type = 55;
if(customcrewmoods[int(vy)]==1){
entity.tile = 144;
}else{
entity.tile = 0;
}
entity.colour = crewcolour(int(vy));
entity.xp = xp;
entity.yp = yp;
entity.cx = 6;
entity.cy = 2;
entity.w = 12;
entity.h = 21;
entity.dir = 0;
entity.state = 0;
entity.onentity = 1;
//entity.state = vx;
entity.gravity = true;
//Check if it's already been collected
entity.para = vx;
if (customcollect[vx] == 1) return;
break;
case 56: //Custom enemy
entity.rule = 1;
entity.type = 1;
entity.xp = xp;
entity.yp = yp;
entity.behave = vx;
entity.para = vy;
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;
}
}
break;
}
entities.push_back(entity);
}
bool entityclass::updateentities( int i )
{
if(true) // FIXME: remove this later (no more 'active')
{
if(entities[i].statedelay<=0)
{
switch(entities[i].type)
{
case 0: //Player
if (entities[i].state == 0)
{
}
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;
updateentities(i);
}
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;
updateentities(i);
}
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;
updateentities(i);
}
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;
updateentities(i);
}
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) removeentity(i);
if (game.roomx == 117)
{
if (entities[i].xp >= (33*8)-32) removeentity(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) removeentity(i);
if (game.roomy == 108)
{
if (entities[i].yp <= 60) removeentity(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;
updateentities(i);
}
}
}
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;
updateentities(i);
}
}
}
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
{
//first, y position
if (entities[getplayer()].yp > 14 * 8)
{
entities[i].tile = 120;
entities[i].yp = (28*8)-62;
}
else
{
entities[i].tile = 96;
entities[i].yp = 24;
}
//now, x position
if (entities[getplayer()].xp > 20 * 8)
{
//approach from the left
entities[i].xp = -64;
entities[i].state = 2;
updateentities(i); //right
}
else
{
//approach from the left
entities[i].xp = 320;
entities[i].state = 3;
updateentities(i); //left
}
}
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);
}
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);
}
break;
}
break;
case 2: //Disappearing platforms
//wait for collision
if (entities[i].state == 1)
{
entities[i].life = 12;
entities[i].state = 2;
entities[i].onentity = 0;
music.playef(7);
}
else if (entities[i].state == 2)
{
entities[i].life--;
if (entities[i].life % 3 == 0) entities[i].tile++;
if (entities[i].life <= 0)
{
removeblockat(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].tile--;
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].tile--;
if (entities[i].life >= 12)
{
entities[i].life = 12;
entities[i].state = 0;
entities[i].tile++;
}
}
break;
case 3: //Breakable blocks
//Only counts if vy of player entity is non zero
if (entities[i].state == 1)
{
// int j = getplayer();
//if (entities[j].vy > 0.5 && (entities[j].yp+entities[j].h<=entities[i].yp+6)) {
entities[i].life = 4;
entities[i].state = 2;
entities[i].onentity = 0;
music.playef(6);
/*}else if (entities[j].vy <= -0.5 && (entities[j].yp>=entities[i].yp+2)) {
entities[i].life = 4;
entities[i].state = 2; entities[i].onentity = 0;
}else {
entities[i].state = 0;
}*/
}
else if (entities[i].state == 2)
{
entities[i].life--;
entities[i].tile++;
if (entities[i].life <= 0)
{
removeblockat(entities[i].xp, entities[i].yp);
removeentity(i);
}
}
break;
case 4: //Gravity token
//wait for collision
if (entities[i].state == 1)
{
removeentity(i);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
}
break;
case 5: //Particle sprays
if (entities[i].state == 0)
{
entities[i].life--;
if (entities[i].life < 0) removeentity(i);
}
break;
case 6: //Small pickup
//wait for collision
if (entities[i].state == 1)
{
game.coins++;
music.playef(4);
collect[entities[i].para] = 1;
removeentity(i);
}
break;
case 7: //Found a trinket
//wait for collision
if (entities[i].state == 1)
{
game.trinkets++;
if (game.intimetrial)
{
collect[entities[i].para] = 1;
music.playef(25);
}
else
{
game.state = 1000;
//music.haltdasmusik();
if(music.currentsong!=-1) music.silencedasmusik();
music.playef(3);
collect[entities[i].para] = 1;
if (game.trinkets > game.stat_trinkets)
{
game.stat_trinkets = game.trinkets;
}
}
removeentity(i);
}
break;
case 8: //Savepoints
//wait for collision
if (entities[i].state == 1)
{
//First, deactivate all other savepoints
for (size_t j = 0; j < entities.size(); j++)
{
if (entities[j].type == 8)
{
entities[j].colour = 4;
entities[j].onentity = 1;
}
}
entities[i].colour = 5;
entities[i].onentity = 0;
game.savepoint = entities[i].para;
music.playef(5);
game.savex = entities[i].xp - 4;
if (entities[i].tile == 20)
{
game.savey = entities[i].yp - 1;
game.savegc = 1;
}
else if (entities[i].tile == 21)
{
game.savey = entities[i].yp-8;
game.savegc = 0;
}
game.saverx = game.roomx;
game.savery = game.roomy;
game.savedir = entities[getplayer()].dir;
entities[i].state = 0;
}
break;
case 9: //Gravity Lines
if (entities[i].state == 1)
{
entities[i].life--;
entities[i].onentity = 0;
if (entities[i].life <= 0)
{
entities[i].state = 0;
entities[i].onentity = 1;
}
}
break;
case 10: //Vertical gravity Lines
if (entities[i].state == 1)
{
entities[i].onentity = 3;
entities[i].state = 2;
music.playef(8);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
temp = getplayer();
if (game.gravitycontrol == 0)
{
if (entities[temp].vy < 3) entities[temp].vy = 3;
}
else
{
if (entities[temp].vy > -3) entities[temp].vy = -3;
}
}
else if (entities[i].state == 2)
{
entities[i].life--;
if (entities[i].life <= 0)
{
entities[i].state = 0;
entities[i].onentity = 1;
}
}
else if (entities[i].state == 3)
{
entities[i].state = 2;
entities[i].life = 4;
entities[i].onentity = 3;
}
else if (entities[i].state == 4)
{
//Special case for room initilisations: As state one, except without the reversal
entities[i].onentity = 3;
entities[i].state = 2;
}
break;
case 11: //Warp point
//wait for collision
if (entities[i].state == 1)
{
//Depending on the room the warp point is in, teleport to a new location!
entities[i].onentity = 0;
//play a sound or somefink
music.playef(10);
game.teleport = true;
game.edteleportent = i;
//for the multiple room:
if (int(entities[i].xp) == 12*8) game.teleportxpos = 1;
if (int(entities[i].xp) == 5*8) game.teleportxpos = 2;
if (int(entities[i].xp) == 28*8) game.teleportxpos = 3;
if (int(entities[i].xp) == 21*8) game.teleportxpos = 4;
}
break;
case 12: //Crew member
//Somewhat complex AI: exactly what they do depends on room, location, state etc
//At state 0, do nothing at all.
if (entities[i].state == 1)
{
//happy!
if (entities[k].rule == 6) entities[k].tile = 0;
if (entities[k].rule == 7) entities[k].tile = 6;
//Stay close to the hero!
int j = getplayer();
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;
}
//Special rules:
if (game.roomx == 110 && game.roomy == 105)
{
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 (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 == 10)
{
//Everything from 10 on is for cutscenes
//Basic rules, don't change expression
int j = getplayer();
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 == 11)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(1); //purple
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
else if (entities[i].state == 12)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(2); //yellow
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
else if (entities[i].state == 13)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(3); //red
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
else if (entities[i].state == 14)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(4); //green
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
else if (entities[i].state == 15)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(5); //blue
if (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 (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
}
else if (entities[i].state == 19)
{
//Walk right off the screen after time t
if (entities[i].para <= 0)
{
entities[i].dir = 1;
entities[i].ax = 3;
}
else
{
entities[i].para--;
}
}
else if (entities[i].state == 20)
{
//Panic! For briefing script
if (entities[i].life == 0)
{
//walk left for a bit
entities[i].ax = 0;
if (40 > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (40 < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (40 > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (40 < entities[i].xp - 45)
{
entities[i].ax = -3;
}
if ( (entities[i].ax) == 0)
{
entities[i].life = 1;
entities[i].para = 30;
}
}
else if (entities[i].life == 1)
{
//Stand around for a bit
entities[i].para--;
if (entities[i].para <= 0)
{
entities[i].life++;
}
}
else if (entities[i].life == 2)
{
//walk right for a bit
entities[i].ax = 0;
if (280 > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (280 < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (280 > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (280 < entities[i].xp - 45)
{
entities[i].ax = -3;
}
if ( (entities[i].ax) == 0)
{
entities[i].life = 3;
entities[i].para = 30;
}
}
else if (entities[i].life == 3)
{
//Stand around for a bit
entities[i].para--;
if (entities[i].para <= 0)
{
entities[i].life=0;
}
}
}
break;
case 13: //Terminals (very similar to savepoints)
//wait for collision
if (entities[i].state == 1)
{
entities[i].colour = 5;
entities[i].onentity = 0;
music.playef(17);
entities[i].state = 0;
}
break;
case 14: //Super Crew member
//Actually needs less complex AI than the scripting crewmember
if (entities[i].state == 0)
{
//follow player, but only if he's on the floor!
int j = getplayer();
if(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 (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (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++;
removeentity(i);
}
}
break;
case 15: //Trophy
//wait for collision
if (entities[i].state == 1)
{
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) removeentity(i);
}
break;
case 1:
if (entities[i].state == 0) //Init
{
entities[i].vx = -7;
if (entities[i].xp <-20) removeentity(i);
}
break;
}
break;
case 51: //Vertical warp line
if (entities[i].state == 2){
int j=getplayer();
if(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(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 (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
}
else if (entities[i].state == 1)
{
game.crewmates++;
if (game.intimetrial)
{
customcollect[entities[i].para] = 1;
music.playef(27);
}
else
{
game.state = 1010;
//music.haltdasmusik();
if(music.currentsong!=-1) music.silencedasmusik();
music.playef(27);
customcollect[entities[i].para] = 1;
}
removeentity(i);
}
break;
case 100: //The teleporter
if (entities[i].state == 1)
{
//if inactive, activate!
if (entities[i].tile == 1)
{
music.playef(18);
entities[i].onentity = 0;
entities[i].tile = 2;
entities[i].colour = 101;
if(!game.intimetrial && !game.nodeathmode)
{
game.state = 2000;
game.statedelay = 0;
}
game.activetele = true;
game.teleblock.x = entities[i].xp - 32;
game.teleblock.y = entities[i].yp - 32;
game.teleblock.w = 160;
game.teleblock.h = 160;
//Alright, let's set this as our savepoint too
//First, deactivate all other savepoints
for (size_t j = 0; j < entities.size(); j++)
{
if (entities[j].type == 8)
{
entities[j].colour = 4;
entities[j].onentity = 1;
}
}
game.savepoint = static_cast<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;
game.savedir = entities[getplayer()].dir;
entities[i].state = 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 true;
}
void entityclass::animateentities( int _i )
{
if(true) // FIXME: remove this later (no more 'active')
{
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].onground>0 || entities[_i].onroof>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].onroof > 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 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].onground>0 || entities[_i].onroof>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].onroof > 0) entities[_i].drawframe += 6;
}
else
{
entities[_i].drawframe ++;
//if (game.gravitycontrol == 1) {
// entities[_i].drawframe += 6;
//}
}
if (game.deathseq > -1)
{
entities[_i].drawframe=13;
if (entities[_i].dir == 1) entities[_i].drawframe = 12;
if (entities[_i].rule == 7) entities[_i].drawframe += 2;
//if (game.gravitycontrol == 1) entities[_i].drawframe += 2;
}
break;
case 100: //the teleporter!
if (entities[_i].tile == 1)
{
//it's inactive
entities[_i].drawframe = entities[_i].tile;
}
else if (entities[_i].tile == 2)
{
entities[_i].drawframe = entities[_i].tile;
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 1;
entities[_i].walkingframe = int(fRandom() * 6);
if (entities[_i].walkingframe >= 4)
{
entities[_i].walkingframe = -1;
entities[_i].framedelay = 4;
}
}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
}
else if (entities[_i].tile == 6)
{
//faster!
entities[_i].drawframe = entities[_i].tile;
entities[_i].framedelay--;
if(entities[_i].framedelay<=0)
{
entities[_i].framedelay = 2;
entities[_i].walkingframe = int(fRandom() * 6);
if (entities[_i].walkingframe >= 4)
{
entities[_i].walkingframe = -5;
entities[_i].framedelay = 4;
}
}
entities[_i].drawframe = entities[_i].tile;
entities[_i].drawframe += entities[_i].walkingframe;
}
break;
default:
entities[_i].drawframe = entities[_i].tile;
break;
}
}
else
{
//entities[_i].statedelay--;
if (entities[_i].statedelay < 0) entities[_i].statedelay = 0;
}
}
}
bool entityclass::gettype( int t )
{
//Returns true is there is an entity of type t onscreen
for (size_t i = 0; i < entities.size(); i++)
{
if(entities[i].type==t)
{
return true;
}
}
return false;
}
int entityclass::getcompanion()
{
//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()
{
//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()
{
//Returns the supercrewmate
for (size_t i = 0; i < entities.size(); i++)
{
if(entities[i].type==14)
{
return i;
}
}
return 0;
}
int entityclass::getlineat( int t )
{
//Get the entity which is a horizontal line at height t (for SWN game)
for (size_t i = 0; i < entities.size(); i++)
{
if (entities[i].size == 5)
{
if (entities[i].yp == t)
{
return i;
}
}
}
return 0;
}
int entityclass::getcrewman( int t )
{
//Returns the index of the crewman with colour index given by t
if (t == 0) t = 0;
if (t == 1) t = 20;
if (t == 2) t = 14;
if (t == 3) t = 15;
if (t == 4) t = 13;
if (t == 5) t = 16;
for (size_t i = 0; i < entities.size(); i++)
{
if ((entities[i].type == 12 || entities[i].type == 14)
&& (entities[i].rule == 6 || entities[i].rule == 7))
{
if(entities[i].colour==t)
{
return i;
}
}
}
return 0;
}
int entityclass::getcustomcrewman( int t )
{
//Returns the index of the crewman with colour index given by t
if (t == 0) t = 0;
if (t == 1) t = 20;
if (t == 2) t = 14;
if (t == 3) t = 15;
if (t == 4) t = 13;
if (t == 5) t = 16;
for (size_t i = 0; i < entities.size(); i++)
{
if (entities[i].type == 55)
{
if(entities[i].colour==t)
{
return i;
}
}
}
return 0;
}
int entityclass::getteleporter()
{
for (size_t i = 0; i < entities.size(); i++)
{
if(entities[i].type==100)
{
return i;
}
}
return -1;
}
void entityclass::rectset( int xi, int yi, int wi, int hi )
{
temprect.x = xi;
temprect.y = yi;
temprect.w = wi;
temprect.h = hi;
}
void entityclass::rect2set( int xi, int yi, int wi, int hi )
{
temprect2.x = xi;
temprect2.y = yi;
temprect2.w = wi;
temprect2.h = hi;
}
bool entityclass::entitycollide( int a, int b )
{
//Do entities a and b collide?
tempx = entities[a].xp + entities[a].cx;
tempy = entities[a].yp + entities[a].cy;
tempw = entities[a].w;
temph = entities[a].h;
rectset(tempx, tempy, tempw, temph);
tempx = entities[b].xp + entities[b].cx;
tempy = entities[b].yp + entities[b].cy;
tempw = entities[b].w;
temph = entities[b].h;
rect2set(tempx, tempy, tempw, temph);
if (help.intersects(temprect, temprect2)) return true;
return false;
}
bool entityclass::checkdamage()
{
//Returns true if player entity (rule 0) collides with a damagepoint
for(size_t i=0; i < entities.size(); i++)
{
if(entities[i].rule==0)
{
tempx = entities[i].xp + entities[i].cx;
tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w;
temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (int j=0; j<nblocks; j++)
{
if (blocks[j].type == DAMAGE && blocks[j].active)
{
if(help.intersects(blocks[j].rect, temprect))
{
return true;
}
}
}
}
}
return false;
}
bool entityclass::scmcheckdamage()
{
//Returns true if supercrewmate collides with a damagepoint
for(size_t i=0; i < entities.size(); i++)
{
if(entities[i].type==14)
{
tempx = entities[i].xp + entities[i].cx;
tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w;
temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (int j=0; j<nblocks; j++)
{
if (blocks[j].type == DAMAGE && blocks[j].active)
{
if(help.intersects(blocks[j].rect, temprect))
{
return true;
}
}
}
}
}
return false;
}
void entityclass::settemprect( int t )
{
//setup entity t in temprect
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
}
int entityclass::checktrigger()
{
//Returns an int player entity (rule 0) collides with a trigger
for(size_t i=0; i < entities.size(); i++)
{
if(entities[i].rule==0)
{
tempx = entities[i].xp + entities[i].cx;
tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w;
temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (int j=0; j<nblocks; j++)
{
if (blocks[j].type == TRIGGER && blocks[j].active)
{
if (help.intersects(blocks[j].rect, temprect))
{
activetrigger = blocks[j].trigger;
return blocks[j].trigger;
}
}
}
}
}
return -1;
}
int entityclass::checkactivity()
{
//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)
{
tempx = entities[i].xp + entities[i].cx;
tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w;
temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (int j=0; j<nblocks; j++)
{
if (blocks[j].type == ACTIVITY && blocks[j].active)
{
if (help.intersects(blocks[j].rect, temprect))
{
return j;
}
}
}
}
}
return -1;
}
int entityclass::getgridpoint( int t )
{
t = (t - (t % 8)) / 8;
return t;
}
bool entityclass::cblocks( int t )
{
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
return checkblocks();
}
bool entityclass::checkplatform()
{
//Return true if rectset intersects a moving platform, setups px & py to the platform x & y
for (int i = 0; i < nblocks; i++)
{
if (blocks[i].active)
{
if (blocks[i].type == BLOCK)
{
if (help.intersects(blocks[i].rect, temprect))
{
px = blocks[i].xp;
py = blocks[i].yp;
return true;
}
}
}
}
return false;
}
bool entityclass::checkblocks()
{
for (int i = 0; i < nblocks; i++)
{
if (blocks[i].active)
{
if(!skipdirblocks)
{
if (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)
{
if (help.intersects(blocks[i].rect, temprect))
{
return true;
}
}
if (blocks[i].type == SAFE)
{
if( (dr)==1)
{
if (help.intersects(blocks[i].rect, temprect))
{
return true;
}
}
}
}
}
return false;
}
bool entityclass::checkwall()
{
//Returns true if entity setup in temprect collides with a wall
//used for proper collision functions; you can't just, like, call it
//whenever you feel like it and expect a response
//
//that won't work at all
if(skipblocks)
{
if (checkblocks()) return true;
}
tempx = getgridpoint(temprect.x);
tempy = getgridpoint(temprect.y);
tempw = getgridpoint(temprect.x + temprect.w - 1);
temph = getgridpoint(temprect.y + temprect.h - 1);
if (map.collide(tempx, tempy)) return true;
if (map.collide(tempw, tempy)) return true;
if (map.collide(tempx, temph)) return true;
if (map.collide(tempw, temph)) return true;
if (temprect.h >= 12)
{
tpy1 = getgridpoint(temprect.y + 6);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
if (temprect.h >= 18)
{
tpy1 = getgridpoint(temprect.y + 12);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
if (temprect.h >= 24)
{
tpy1 = getgridpoint(temprect.y + 18);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
}
}
}
if (temprect.w >= 12)
{
tpx1 = getgridpoint(temprect.x + 6);
if (map.collide(tpx1, tempy)) return true;
if (map.collide(tpx1, temph)) return true;
}
return false;
}
float entityclass::hplatformat()
{
//Returns first entity of horizontal platform at (px, py), -1000 otherwise.
for (size_t i = 0; i < entities.size(); i++)
{
if (true) // FIXME: remove this later (no more 'active')
{
if (entities[i].rule == 2)
{
if (entities[i].behave >= 2)
{
if (entities[i].xp == px && entities[i].yp == py)
{
if (entities[i].behave == 8) //threadmill!
{
return entities[i].para;
}
else if(entities[i].behave == 9) //threadmill!
{
return -entities[i].para;
}
else
{
return entities[i].vx;
}
}
}
}
}
}
return -1000;
}
int entityclass::yline( int a, int b )
{
if (a < b) return -1;
return 1;
}
bool entityclass::entityhlinecollide( int t, int l )
{
//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)
{
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 )
{
//Returns true is entity t collided with the vertical line l.
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp)
{
if(entities[t].yp + entities[t].cy<=entities[l].yp+entities[l].h)
{
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) {
//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){
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) {
//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){
if (entities[t].yp + entities[t].cy <= entities[l].yp + entities[l].h) {
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 )
{
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy -1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkplatform())
{
//px and py now contain an x y coordinate for a platform, find it
return hplatformat();
}
return -1000;
}
float entityclass::entitycollideplatformfloor( int t )
{
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy + 1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkplatform())
{
//px and py now contain an x y coordinate for a platform, find it
return hplatformat();
}
return -1000;
}
bool entityclass::entitycollidefloor( int t )
{
//see? like here, for example!
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy + 1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall()) return true;
return false;
}
bool entityclass::entitycollideroof( int t )
{
//and here!
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy - 1;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall()) return true;
return false;
}
bool entityclass::testwallsx( int t, int tx, int ty )
{
tempx = tx + entities[t].cx;
tempy = ty + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (entities[t].rule < 2)
{
skipblocks = true;
}
else
{
skipblocks = false;
}
if (entities[t].type == 14) skipblocks = true;
dx = 0;
dy = 0;
if (entities[t].rule == 0) dx = entities[t].vx;
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall())
{
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);
}
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);
}
else
{
entities[t].vx=0;
return false;
}
}
return true;
}
bool entityclass::testwallsy( int t, float tx, float ty )
{
tempx = static_cast<int>(tx) + entities[t].cx;
tempy = static_cast<int>(ty) + entities[t].cy;
tempw = entities[t].w;
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (entities[t].rule < 2)
{
skipblocks = true;
}
else
{
skipblocks = false;
}
if (entities[t].type == 14) skipblocks = true;
dx = 0;
dy = 0;
if (entities[t].rule == 0) dy = entities[t].vy;
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall())
{
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::fixfriction( int t, float xfix, float xrate, float yrate )
{
if (entities[t].vx > xfix) entities[t].vx -= xrate;
if (entities[t].vx < xfix) entities[t].vx += xrate;
if (entities[t].vy > 0) entities[t].vy -= yrate;
if (entities[t].vy < 0) entities[t].vy += yrate;
if (entities[t].vy > 10) entities[t].vy = 10;
if (entities[t].vy < -10) entities[t].vy = -10;
if (entities[t].vx > 6) entities[t].vx = 6.0f;
if (entities[t].vx < -6) entities[t].vx = -6.0f;
if (std::abs(entities[t].vx-xfix) <= xrate) entities[t].vx = xfix;
if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0;
}
void entityclass::applyfriction( int t, float xrate, float yrate )
{
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 (std::abs(entities[t].vx) < xrate) entities[t].vx = 0.0f;
if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0.0f;
}
void entityclass::cleanup()
{
}
void entityclass::updateentitylogic( int t )
{
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 (testwallsx(t, entities[t].newxp, entities[t].yp))
{
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;
entities[t].jumpframe = 0;
}
}
void entityclass::movingplatformfix( int t )
{
//If this intersects the player, then we move the player along it
int j = getplayer();
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 = true;
}
else
{
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
entities[j].vy = 0;
entities[j].onground = true;
}
}
else
{
entities[t].state = entities[t].onwall;
}
}
}
}
void entityclass::scmmovingplatformfix( int t )
{
//If this intersects the SuperCrewMate, then we move them along it
int j = getscm();
if (entitycollide(t, j))
{
//ok, bollox, let's make sure
entities[j].yp = entities[j].yp + (entities[j].vy);
if (entitycollide(t, j))
{
entities[j].yp = entities[j].yp - (entities[j].vy);
entities[j].vy = entities[t].vy;
entities[j].newyp = static_cast<float>(entities[j].yp) + 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 = true;
}
else
{
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
entities[j].vy = 0;
//entities[j].onground = true;
}
}
else
{
entities[t].state = entities[t].onwall;
}
}
}
}
void entityclass::hormovingplatformfix( int t )
{
//If this intersects the player, then we move the player along it
//for horizontal platforms, this is simplier
createblock(0, entities[t].xp, entities[t].yp, entities[t].w, entities[t].h);
/*j = getplayer();
if (entitycollide(t, j)) {
//ok, bollox, let's make sure
entities[j].yp = entities[j].yp + entities[j].vy;
if (entitycollide(t, j)) {
//entities[t].state = entities[t].onwall;
}
}*/
}
void entityclass::customwarplinecheck(int i) {
//Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides
//with warp lines
if (true) { // FIXME: remove this later (no more 'active')
//We test entity to entity
for (int j = 0; j < (int) entities.size(); j++) {
if (i != j) {//Active
if (entities[i].rule == 0 && entities[j].rule == 5) { //Player vs vertical line!
if (entities[j].type == 51 || entities[j].type == 52) {
if (entitywarpvlinecollide(i, j)) {
customwarpmodevon = true;
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 7){ //Player vs horizontal WARP line
if (entities[j].type == 53 || entities[j].type == 54) {
if (entitywarphlinecollide(i, j)) {
customwarpmodehon = true;
}
}
}
}
}
}
}
void entityclass::entitycollisioncheck()
{
for (size_t i = 0; i < entities.size(); i++)
{
if (true) // FIXME: remove this later (no more 'active')
{
//We test entity to entity
for (size_t j = 0; j < entities.size(); j++)
{
if (i!=j) //Active
{
if (entities[i].rule == 0 && entities[j].rule == 1 && entities[j].harmful)
{
//player 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
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
if (graphics.flipmode)
{
if (graphics.Hitest(graphics.flipsprites[entities[i].drawframe],
colpoint1, graphics.flipsprites[entities[j].drawframe], colpoint2))
{
//Do the collision stuff
game.deathseq = 30;
}
}
else
{
if (graphics.Hitest(graphics.sprites[entities[i].drawframe],
colpoint1, graphics.sprites[entities[j].drawframe], colpoint2) )
{
//Do the collision stuff
game.deathseq = 30;
}
}
}
else
{
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30;
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 2) //Moving platforms
{
if (entitycollide(i, j)) removeblockat(entities[j].xp, entities[j].yp);
}
if (entities[i].rule == 0 && entities[j].rule == 3) //Entity to entity
{
if(entities[j].onentity>0)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
if (entities[i].rule == 0 && entities[j].rule == 4) //Player vs horizontal line!
{
if(game.deathseq==-1)
{
//Here we compare the player's old position versus his new one versus the line.
//All points either be above or below it. Otherwise, there was a collision this frame.
if (entities[j].onentity > 0)
{
if (entityhlinecollide(i, j))
{
music.playef(8);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
if (game.gravitycontrol == 0)
{
if (entities[i].vy < 1) entities[i].vy = 1;
}
else
{
if (entities[i].vy > -1) entities[i].vy = -1;
}
entities[j].state = entities[j].onentity;
entities[j].life = 6;
}
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 5) //Player vs vertical line!
{
if(game.deathseq==-1)
{
if(entities[j].onentity>0)
{
if (entityvlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 6) //Player versus crumbly blocks! Special case
{
if (entities[j].onentity > 0)
{
//ok; only check the actual collision if they're in a close proximity
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;
}
}
}
}
/*
if (entities[i].rule == 0 && entities[j].rule == 7) //Player vs horizontal WARP line
{
if(game.deathseq==-1)
{
if(entities[j].onentity>0)
{
if (entityhlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
}
*/
if (game.supercrewmate)
{
//some extra collisions
if (entities[i].type == 14) //i is the supercrewmate
{
if (entities[j].rule == 1 && entities[j].harmful) //j is a harmful enemy
{
//player i hits enemy or enemy bullet j
if (entitycollide(i, j) && !map.invincibility)
{
if (entities[i].size == 0 && entities[j].size == 0)
{
//They're both sprites, so do a per pixel collision
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
if (graphics.flipmode)
{
if (graphics.Hitest(graphics.flipsprites[entities[i].drawframe],
colpoint1, graphics.flipsprites[entities[j].drawframe], colpoint2))
{
//Do the collision stuff
game.deathseq = 30;
game.scmhurt = true;
}
}
else
{
if (graphics.Hitest(graphics.sprites[entities[i].drawframe],
colpoint1, graphics.sprites[entities[j].drawframe], colpoint2))
{
//Do the collision stuff
game.deathseq = 30;
game.scmhurt = true;
}
}
}
else
{
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30;
game.scmhurt = true;
}
}
}
if (entities[j].rule == 2) //Moving platforms
{
if (entitycollide(i, j)) removeblockat(entities[j].xp, entities[j].yp);
}
if (entities[j].type == 8 && entities[j].rule == 3) //Entity to entity (well, checkpoints anyway!)
{
if(entities[j].onentity>0)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
}
}
}
}
}
}
//can't have the player being stuck...
int j = getplayer();
skipdirblocks = true;
if (!testwallsx(j, entities[j].xp, entities[j].yp))
{
//Let's try to get out...
if (entities[j].rule == 0)
{
if(game.gravitycontrol==0)
{
entities[j].yp -= 3;
}
else
{
entities[j].yp += 3;
}
}
}
skipdirblocks = false;
//Can't have the supercrewmate getting stuck either!
if (game.supercrewmate)
{
j = getscm();
skipdirblocks = true;
if (!testwallsx(j, entities[j].xp, entities[j].yp))
{
//Let's try to get out...
if(game.gravitycontrol==0)
{
entities[j].yp -= 3;
}
else
{
entities[j].yp += 3;
}
}
skipdirblocks = false;
}
//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 (scmcheckdamage() && !map.invincibility)
{
//usual player dead stuff
game.scmhurt = true;
game.deathseq = 30;
}
}
activetrigger = -1;
if (checktrigger() > -1)
{
game.state = activetrigger;
game.statedelay = 0;
}
}