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VVVVVV/desktop_version/src/Entity.h
Misa 52f7a587fe Separate includes into sections and alphabetize them
Okay, so basically here's the include layout that this game now
consistently uses:

[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]

And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
2020-07-19 21:37:40 -04:00

217 lines
4.1 KiB
C++

#ifndef ENTITY_H
#define ENTITY_H
#include <string>
#include <vector>
#include "Maths.h"
#include "Ent.h"
#include "BlockV.h"
#include "Game.h"
#define removeentity_iter(index) { if (obj.removeentity(index)) index--; }
#define removeblock_iter(index) { obj.removeblock(index); index--; }
enum
{
BLOCK = 0,
TRIGGER = 1,
DAMAGE = 2,
DIRECTIONAL = 3,
SAFE = 4,
ACTIVITY = 5
};
class entityclass
{
public:
void init();
void resetallflags();
void fatal_top()
{
createblock(DAMAGE, -8, -8, 384, 16);
}
void fatal_bottom()
{
createblock(DAMAGE, -8, 224, 384, 16);
}
void fatal_left()
{
createblock(DAMAGE, -8, -8, 16, 260);
}
void fatal_right()
{
createblock(DAMAGE, 312, -8, 16, 260);
}
int swncolour(int t );
void swnenemiescol(int t);
void gravcreate(int ypos, int dir, int xoff = 0, int yoff = 0);
void generateswnwave(int t);
void createblock(int t, int xp, int yp, int w, int h, int trig = 0, const std::string& script = "");
bool removeentity(int t);
void removeallblocks();
void removeblock(int t);
void removeblockat(int x, int y);
void removetrigger(int t);
void copylinecross(int t);
void revertlinecross(int t, int s);
bool gridmatch(int p1, int p2, int p3, int p4, int p11, int p21, int p31, int p41);
int crewcolour(int t);
void 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 );
bool updateentities(int i);
void animateentities(int i);
int getcompanion();
int getplayer();
int getscm();
int getlineat(int t);
int getcrewman(int t);
int getcustomcrewman(int t);
int getteleporter();
void rectset(int xi, int yi, int wi, int hi);
void rect2set(int xi, int yi, int wi, int hi);
bool entitycollide(int a, int b);
bool checkdamage();
bool scmcheckdamage();
void settemprect(int t);
int checktrigger(int* block_idx);
int checkactivity();
int getgridpoint(int t);
bool checkplatform();
bool checkblocks();
bool checktowerspikes(int t);
bool checkwall();
float hplatformat();
int yline(int a, int b);
bool entityhlinecollide(int t, int l);
bool entityvlinecollide(int t, int l);
bool entitywarphlinecollide(int t, int l);
bool entitywarpvlinecollide(int t, int l);
void customwarplinecheck(int i);
float entitycollideplatformroof(int t);
float entitycollideplatformfloor(int t);
bool entitycollidefloor(int t);
bool entitycollideroof(int t);
bool testwallsx(int t, int tx, int ty);
bool testwallsy(int t, float tx, float ty);
void fixfriction(int t, float xfix, float xrate, float yrate);
void applyfriction(int t, float xrate, float yrate);
void updateentitylogic(int t);
void entitymapcollision(int t);
void movingplatformfix(int t);
void scmmovingplatformfix(int t);
void hormovingplatformfix(int t);
void entitycollisioncheck();
std::vector<entclass> entities;
std::vector<entclass> linecrosskludge;
point colpoint1, colpoint2;
int tempx, tempy, tempw, temph, temp, temp2;
//public var tempx:int, tempy:int, tempw:int, temph:int, temp:int, temp2:int;
int tpx1, tpy1, tpx2, tpy2;
SDL_Rect temprect, temprect2;
int x, k;
float dx, dy, dr;
int px, py, linetemp;
int activetrigger;
std::vector<blockclass> blocks;
bool flags[100];
bool collect[100];
bool customcollect[100];
bool skipblocks, skipdirblocks;
int platformtile;
bool vertplatforms, horplatforms;
// :(
bool nearelephant, upsetmode;
int upset;
//Trophy Text
int trophytext, trophytype;
int oldtrophytext;
//Secret lab scripts
int altstates;
//Custom stuff
int customenemy;
int customplatformtile;
bool customwarpmode, customwarpmodevon, customwarpmodehon;
std::string customscript;
bool customcrewmoods[Game::numcrew];
};
extern entityclass obj;
#endif /* ENTITY_H */