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This moves the setenemy() function onto the entity object itself, instead of having to give the indice of the entity in obj.entities. This makes the code more object-oriented so later I can simply change all 'entities[k]' to 'entity.' in entityclass::createentity().
174 lines
2.1 KiB
C++
174 lines
2.1 KiB
C++
#include "Ent.h"
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entclass::entclass()
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{
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clear();
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}
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void entclass::clear()
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{
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// Set all values to a default, required for creating a new entity
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active = false;
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invis = false;
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type = 0;
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size = 0;
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tile = 0;
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rule = 0;
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state = 0;
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statedelay = 0;
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life = 0;
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colour = 0;
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para = 0;
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behave = 0;
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animate = 0;
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xp = 0;
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yp = 0;
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ax = 0;
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ay = 0;
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vx = 0;
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vy = 0;
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w = 16;
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h = 16;
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cx = 0;
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cy = 0;
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newxp = 0;
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newyp = 0;
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x1 = 0;
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y1 = 0;
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x2 = 320;
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y2 = 240;
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jumping = false;
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gravity = false;
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onground = 0;
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onroof = 0;
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jumpframe = 0;
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onentity = 0;
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harmful = false;
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onwall = 0;
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onxwall = 0;
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onywall = 0;
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isplatform = false;
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framedelay = 0;
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drawframe = 0;
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walkingframe = 0;
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dir = 0;
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actionframe = 0;
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}
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bool entclass::outside()
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{
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// Returns true if any point of the entity is outside the map.
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// Adjusts velocity for a clean collision.
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if (xp < x1)
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{
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xp = x1;
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return true;
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}
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if (yp < y1)
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{
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yp = y1;
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return true;
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}
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if (xp + w > x2)
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{
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xp = x2 - w;
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return true;
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}
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if (yp + h > y2)
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{
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yp = y2 - h;
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return true;
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}
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return false;
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}
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void entclass::setenemy( int t )
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{
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switch(t)
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{
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case 0:
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//lies emitter
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if( (para)==0)
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{
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tile = 60;
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animate = 2;
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colour = 6;
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behave = 10;
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w = 32;
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h = 32;
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x1 = -200;
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}
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else if ( (para) == 1)
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{
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yp += 10;
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tile = 63;
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animate = 100; //LIES
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colour = 6;
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behave = 11;
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para = 9; //destroyed when outside
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x1 = -200;
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x2 = 400;
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w = 26;
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h = 10;
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cx = 1;
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cy = 1;
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}
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else if ( (para) == 2)
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{
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tile = 62;
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animate = 100;
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colour = 6;
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behave = -1;
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w = 32;
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h = 32;
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}
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break;
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case 1:
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//FACTORY emitter
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if( (para)==0)
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{
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tile = 72;
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animate = 3;
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size = 9;
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colour = 6;
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behave = 12;
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w = 64;
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h = 40;
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cx = 0;
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cy = 24;
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}
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else if ( (para) == 1)
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{
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xp += 4;
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yp -= 4;
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tile = 76;
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animate = 100; // Clouds
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colour = 6;
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behave = 13;
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para = -6; //destroyed when outside
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x2 = 400;
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w = 32;
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h = 12;
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cx = 0;
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cy = 6;
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}
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else if ( (para) == 2)
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{
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tile = 77;
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animate = 100;
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colour = 6;
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behave = -1;
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w = 32;
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h = 16;
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}
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break;
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default:
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break;
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}
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}
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