mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-15 23:49:42 +01:00
beab344267
obj.getplayer() can return -1, which can cause out-of-bounds indexing of obj.entities, which is really bad. This was by far the most changes, as obj.getplayer() is the most used entity-getting function that returns -1, as well as the most-used function whose sentinel value goes unchecked. To deal with the usage of obj.getplayer() in mapclass::warpto(), I just added general bounds checks inside that function instead of changing all the callers.
4832 lines
149 KiB
C++
4832 lines
149 KiB
C++
#include "Entity.h"
|
|
#include "Game.h"
|
|
#include "Map.h"
|
|
#include "UtilityClass.h"
|
|
|
|
bool entityclass::checktowerspikes(int t)
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("checktowerspikes() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
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()
|
|
{
|
|
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);
|
|
collect.resize(100);
|
|
customcollect.resize(100);
|
|
}
|
|
|
|
void entityclass::resetallflags()
|
|
{
|
|
flags.clear();
|
|
flags.resize(100);
|
|
}
|
|
|
|
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 (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*/ )
|
|
{
|
|
k = blocks.size();
|
|
|
|
blockclass block;
|
|
switch(t)
|
|
{
|
|
case BLOCK: //Block
|
|
block.type = BLOCK;
|
|
block.xp = xp;
|
|
block.yp = yp;
|
|
block.wp = w;
|
|
block.hp = h;
|
|
block.rectset(xp, yp, w, h);
|
|
break;
|
|
case TRIGGER: //Trigger
|
|
block.type = TRIGGER;
|
|
block.x = xp;
|
|
block.y = yp;
|
|
block.wp = w;
|
|
block.hp = h;
|
|
block.rectset(xp, yp, w, h);
|
|
block.trigger = trig;
|
|
break;
|
|
case DAMAGE: //Damage
|
|
block.type = DAMAGE;
|
|
block.x = xp;
|
|
block.y = yp;
|
|
block.wp = w;
|
|
block.hp = h;
|
|
block.rectset(xp, yp, w, h);
|
|
break;
|
|
case DIRECTIONAL: //Directional
|
|
block.type = DIRECTIONAL;
|
|
block.x = xp;
|
|
block.y = yp;
|
|
block.wp = w;
|
|
block.hp = h;
|
|
block.rectset(xp, yp, w, h);
|
|
block.trigger = trig;
|
|
break;
|
|
case SAFE: //Safe block
|
|
block.type = SAFE;
|
|
block.xp = xp;
|
|
block.yp = yp;
|
|
block.wp = w;
|
|
block.hp = h;
|
|
block.rectset(xp, yp, w, h);
|
|
break;
|
|
case ACTIVITY: //Activity Zone
|
|
block.type = ACTIVITY;
|
|
block.x = xp;
|
|
block.y = yp;
|
|
block.wp = w;
|
|
block.hp = h;
|
|
block.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
|
|
block.prompt = "Press ENTER to explode";
|
|
block.script = "intro";
|
|
block.setblockcolour("orange");
|
|
trig=1;
|
|
break;
|
|
case 1:
|
|
block.prompt = "Press ENTER to talk to Violet";
|
|
block.script = "talkpurple";
|
|
block.setblockcolour("purple");
|
|
trig=0;
|
|
break;
|
|
case 2:
|
|
block.prompt = "Press ENTER to talk to Vitellary";
|
|
block.script = "talkyellow";
|
|
block.setblockcolour("yellow");
|
|
trig=0;
|
|
break;
|
|
case 3:
|
|
block.prompt = "Press ENTER to talk to Vermilion";
|
|
block.script = "talkred";
|
|
block.setblockcolour("red");
|
|
trig=0;
|
|
break;
|
|
case 4:
|
|
block.prompt = "Press ENTER to talk to Verdigris";
|
|
block.script = "talkgreen";
|
|
block.setblockcolour("green");
|
|
trig=0;
|
|
break;
|
|
case 5:
|
|
block.prompt = "Press ENTER to talk to Victoria";
|
|
block.script = "talkblue";
|
|
block.setblockcolour("blue");
|
|
trig=0;
|
|
break;
|
|
case 6:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_station_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 7:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_outside_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 8:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_outside_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 9:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_outside_3";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 10:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_outside_4";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 11:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_outside_5";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 12:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_outside_6";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 13:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_finallevel";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 14:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_station_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 15:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_station_3";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 16:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_station_4";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 17:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_warp_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 18:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_warp_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 19:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_lab_1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 20:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_lab_2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 21:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_secretlab";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 22:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_shipcomputer";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 23:
|
|
block.prompt = "Press ENTER to activate terminals";
|
|
block.script = "terminal_radio";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 24:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "terminal_jukebox";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 25:
|
|
block.prompt = "Passion for Exploring";
|
|
block.script = "terminal_juke1";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 26:
|
|
block.prompt = "Pushing Onwards";
|
|
block.script = "terminal_juke2";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 27:
|
|
block.prompt = "Positive Force";
|
|
block.script = "terminal_juke3";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 28:
|
|
block.prompt = "Presenting VVVVVV";
|
|
block.script = "terminal_juke4";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 29:
|
|
block.prompt = "Potential for Anything";
|
|
block.script = "terminal_juke5";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 30:
|
|
block.prompt = "Predestined Fate";
|
|
block.script = "terminal_juke6";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 31:
|
|
block.prompt = "Pipe Dream";
|
|
block.script = "terminal_juke7";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 32:
|
|
block.prompt = "Popular Potpourri";
|
|
block.script = "terminal_juke8";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 33:
|
|
block.prompt = "Pressure Cooker";
|
|
block.script = "terminal_juke9";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 34:
|
|
block.prompt = "ecroF evitisoP";
|
|
block.script = "terminal_juke10";
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
case 35:
|
|
block.prompt = "Press ENTER to activate terminal";
|
|
block.script = "custom_"+customscript;
|
|
block.setblockcolour("orange");
|
|
trig=0;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
blocks.push_back(block);
|
|
}
|
|
|
|
void entityclass::removeentity(int t)
|
|
{
|
|
if (t < 0 || t > (int) entities.size())
|
|
{
|
|
puts("removeentity() out-of-bounds!");
|
|
return;
|
|
}
|
|
entities.erase(entities.begin() + t);
|
|
}
|
|
|
|
void entityclass::removeallblocks()
|
|
{
|
|
blocks.clear();
|
|
}
|
|
|
|
void entityclass::removeblock( int t )
|
|
{
|
|
if (t < 0 || t > (int) blocks.size())
|
|
{
|
|
puts("removeblock() out-of-bounds!");
|
|
return;
|
|
}
|
|
blocks.erase(blocks.begin() + t);
|
|
}
|
|
|
|
void entityclass::removeblockat( int x, int y )
|
|
{
|
|
for (size_t i = 0; i < blocks.size(); i++)
|
|
{
|
|
if(blocks[i].xp == int(x) && blocks[i].yp == int(y)) removeblock_iter(i);
|
|
}
|
|
}
|
|
|
|
void entityclass::removetrigger( int t )
|
|
{
|
|
for(size_t i=0; i<blocks.size(); i++)
|
|
{
|
|
if(blocks[i].type == TRIGGER && blocks[i].trigger == t)
|
|
{
|
|
removeblock_iter(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void entityclass::copylinecross( int t )
|
|
{
|
|
if (t < 0 || t > (int) entities.size())
|
|
{
|
|
puts("copylinecross() out-of-bounds!");
|
|
return;
|
|
}
|
|
//Copy entity t into the first free linecrosskludge entity
|
|
linecrosskludge.push_back(entities[t]);
|
|
}
|
|
|
|
void entityclass::revertlinecross( int t, int s )
|
|
{
|
|
if (t < 0 || t > (int) entities.size() || s < 0 || s > (int) linecrosskludge.size())
|
|
{
|
|
puts("revertlinecross() out-of-bounds!");
|
|
return;
|
|
}
|
|
//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;
|
|
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);
|
|
}
|
|
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]) 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]) 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;
|
|
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;
|
|
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;
|
|
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)]) 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]) 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);
|
|
}
|
|
|
|
//Returns true if entity is removed
|
|
bool entityclass::updateentities( int i )
|
|
{
|
|
if (i < 0 || i >= (int) entities.size())
|
|
{
|
|
puts("updateentities() out-of-bounds!");
|
|
return true;
|
|
}
|
|
|
|
if(entities[i].statedelay<=0)
|
|
{
|
|
switch(entities[i].type)
|
|
{
|
|
case 0: //Player
|
|
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;
|
|
bool entitygone = updateentities(i);
|
|
if (entitygone) return true;
|
|
}
|
|
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;
|
|
bool entitygone = updateentities(i);
|
|
if (entitygone) return true;
|
|
}
|
|
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;
|
|
bool entitygone = updateentities(i);
|
|
if (entitygone) return true;
|
|
}
|
|
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;
|
|
bool entitygone = updateentities(i);
|
|
if (entitygone) return true;
|
|
}
|
|
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);
|
|
return true;
|
|
}
|
|
if (game.roomx == 117)
|
|
{
|
|
if (entities[i].xp >= (33*8)-32)
|
|
{
|
|
removeentity(i);
|
|
return true;
|
|
}
|
|
//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);
|
|
return true;
|
|
}
|
|
if (game.roomy == 108)
|
|
{
|
|
if (entities[i].yp <= 60)
|
|
{
|
|
removeentity(i);
|
|
return true;
|
|
}
|
|
//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;
|
|
bool entitygone = updateentities(i);
|
|
if (entitygone) return true;
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
bool entitygone = updateentities(i);
|
|
if (entitygone) return true;
|
|
}
|
|
}
|
|
}
|
|
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
|
|
{
|
|
int player = getplayer();
|
|
//first, y position
|
|
if (player > -1 && entities[player].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 (player > -1 && entities[player].xp > 20 * 8)
|
|
{
|
|
//approach from the left
|
|
entities[i].xp = -64;
|
|
entities[i].state = 2;
|
|
bool entitygone = updateentities(i); //right
|
|
if (entitygone) return true;
|
|
}
|
|
else
|
|
{
|
|
//approach from the left
|
|
entities[i].xp = 320;
|
|
entities[i].state = 3;
|
|
bool entitygone = updateentities(i); //left
|
|
if (entitygone) return true;
|
|
}
|
|
|
|
}
|
|
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)
|
|
{
|
|
entities[i].life = 4;
|
|
entities[i].state = 2;
|
|
entities[i].onentity = 0;
|
|
music.playef(6);
|
|
}
|
|
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);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
case 4: //Gravity token
|
|
//wait for collision
|
|
if (entities[i].state == 1)
|
|
{
|
|
removeentity(i);
|
|
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
|
|
return true;
|
|
|
|
}
|
|
break;
|
|
case 5: //Particle sprays
|
|
if (entities[i].state == 0)
|
|
{
|
|
entities[i].life--;
|
|
if (entities[i].life < 0)
|
|
{
|
|
removeentity(i);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
case 6: //Small pickup
|
|
//wait for collision
|
|
if (entities[i].state == 1)
|
|
{
|
|
music.playef(4);
|
|
collect[entities[i].para] = true;
|
|
|
|
removeentity(i);
|
|
return true;
|
|
}
|
|
break;
|
|
case 7: //Found a trinket
|
|
//wait for collision
|
|
if (entities[i].state == 1)
|
|
{
|
|
if (game.intimetrial)
|
|
{
|
|
collect[entities[i].para] = true;
|
|
music.playef(25);
|
|
}
|
|
else
|
|
{
|
|
game.state = 1000;
|
|
if(music.currentsong!=-1) music.silencedasmusik();
|
|
music.playef(3);
|
|
collect[entities[i].para] = true;
|
|
if (game.trinkets() > game.stat_trinkets && !map.custommode)
|
|
{
|
|
game.stat_trinkets = game.trinkets();
|
|
}
|
|
}
|
|
|
|
removeentity(i);
|
|
return true;
|
|
}
|
|
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;
|
|
int player = getplayer();
|
|
if (player > -1)
|
|
{
|
|
game.savedir = entities[player].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 (temp > -1 && entities[temp].vy < 3) entities[temp].vy = 3;
|
|
}
|
|
else
|
|
{
|
|
if (temp > -1 && 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 (j > -1 && entities[j].xp > entities[i].xp + 5)
|
|
{
|
|
entities[i].dir = 1;
|
|
}
|
|
else if (j > -1 && entities[j].xp < entities[i].xp - 5)
|
|
{
|
|
entities[i].dir = 0;
|
|
}
|
|
|
|
if (j > -1 && entities[j].xp > entities[i].xp + 45)
|
|
{
|
|
entities[i].ax = 3;
|
|
}
|
|
else if (j > -1 && 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 (j > -1 && entities[j].xp > entities[i].xp + 5)
|
|
{
|
|
entities[i].dir = 1;
|
|
}
|
|
else if (j > -1 && entities[j].xp < entities[i].xp - 5)
|
|
{
|
|
entities[i].dir = 0;
|
|
}
|
|
|
|
if (j > -1 && entities[j].xp > entities[i].xp + 45)
|
|
{
|
|
entities[i].ax = 3;
|
|
}
|
|
else if (j > -1 && 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 (j > -1 && entities[j].xp > entities[i].xp + 5)
|
|
{
|
|
entities[i].dir = 1;
|
|
}
|
|
else if (j > -1 && entities[j].xp < entities[i].xp - 5)
|
|
{
|
|
entities[i].dir = 0;
|
|
}
|
|
|
|
if (j > -1 && entities[j].xp > entities[i].xp + 45)
|
|
{
|
|
entities[i].ax = 3;
|
|
}
|
|
else if (j > -1 && 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 (j > -1 && entities[j].xp > entities[i].xp + 5)
|
|
{
|
|
entities[i].dir = 1;
|
|
}
|
|
else if (j > -1 && 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(j > -1 && 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 (j > -1 && entities[j].xp > entities[i].xp + 5)
|
|
{
|
|
entities[i].dir = 1;
|
|
}
|
|
else if (j > -1 && 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);
|
|
return true;
|
|
}
|
|
}
|
|
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);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
case 1:
|
|
if (entities[i].state == 0) //Init
|
|
{
|
|
entities[i].vx = -7;
|
|
if (entities[i].xp <-20)
|
|
{
|
|
removeentity(i);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 51: //Vertical warp line
|
|
if (entities[i].state == 2){
|
|
int j=getplayer();
|
|
if(j > -1 && 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(j > -1 && 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 (j > -1 && entities[j].xp > entities[i].xp + 5)
|
|
{
|
|
entities[i].dir = 1;
|
|
}
|
|
else if (j > -1 && entities[j].xp < entities[i].xp - 5)
|
|
{
|
|
entities[i].dir = 0;
|
|
}
|
|
}
|
|
else if (entities[i].state == 1)
|
|
{
|
|
if (game.intimetrial)
|
|
{
|
|
customcollect[entities[i].para] = true;
|
|
music.playef(27);
|
|
}
|
|
else
|
|
{
|
|
game.state = 1010;
|
|
//music.haltdasmusik();
|
|
if(music.currentsong!=-1) music.silencedasmusik();
|
|
music.playef(27);
|
|
customcollect[entities[i].para] = true;
|
|
}
|
|
|
|
removeentity(i);
|
|
return true;
|
|
}
|
|
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;
|
|
int player = getplayer();
|
|
if (player > -1)
|
|
{
|
|
game.savedir = entities[player].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 false;
|
|
}
|
|
|
|
void entityclass::animateentities( int _i )
|
|
{
|
|
if (_i < 0 || _i >= (int) entities.size())
|
|
{
|
|
puts("animateentities() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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 )
|
|
{
|
|
if (a < 0 || a > (int) entities.size() || b < 0 || b > (int) entities.size())
|
|
{
|
|
puts("entitycollide() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
//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 (size_t j=0; j<blocks.size(); j++)
|
|
{
|
|
if (blocks[j].type == DAMAGE && 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 (size_t j=0; j<blocks.size(); j++)
|
|
{
|
|
if (blocks[j].type == DAMAGE && help.intersects(blocks[j].rect, temprect))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void entityclass::settemprect( int t )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
return;
|
|
}
|
|
|
|
//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 (size_t j=0; j<blocks.size(); j++)
|
|
{
|
|
if (blocks[j].type == TRIGGER && 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 (size_t j=0; j<blocks.size(); j++)
|
|
{
|
|
if (blocks[j].type == ACTIVITY && help.intersects(blocks[j].rect, temprect))
|
|
{
|
|
return j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int entityclass::getgridpoint( int t )
|
|
{
|
|
t = (t - (t % 8)) / 8;
|
|
return t;
|
|
}
|
|
|
|
bool entityclass::checkplatform()
|
|
{
|
|
//Return true if rectset intersects a moving platform, setups px & py to the platform x & y
|
|
for (size_t i = 0; i < blocks.size(); i++)
|
|
{
|
|
if (blocks[i].type == BLOCK && help.intersects(blocks[i].rect, temprect))
|
|
{
|
|
px = blocks[i].xp;
|
|
py = blocks[i].yp;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool entityclass::checkblocks()
|
|
{
|
|
for (size_t i = 0; i < blocks.size(); i++)
|
|
{
|
|
if(!skipdirblocks && 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 && help.intersects(blocks[i].rect, temprect))
|
|
{
|
|
return true;
|
|
}
|
|
if (blocks[i].type == SAFE && (dr)==1 && 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 (entities[i].rule == 2 && entities[i].behave >= 2
|
|
&& 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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size() || l < 0 || l >= (int) entities.size())
|
|
{
|
|
puts("entityhlinecollide() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
//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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size() || l < 0 || l >= (int) entities.size())
|
|
{
|
|
puts("entityvlinecollide() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
//Returns true is entity t collided with the vertical line l.
|
|
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp
|
|
&& 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) {
|
|
if (t < 0 || t >= (int) entities.size() || l < 0 || l >= (int) entities.size())
|
|
{
|
|
puts("entitywarphlinecollide() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
//Returns true is entity t collided with the horizontal line l.
|
|
if(entities[t].xp + entities[t].cx+entities[t].w>=entities[l].xp
|
|
&&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) {
|
|
if (t < 0 || t >= (int) entities.size() || l < 0 || l >= (int) entities.size())
|
|
{
|
|
puts("entitywarpvlinecollide() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
//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
|
|
&& 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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("entitycollideplatformroof() out-of-bounds!");
|
|
return -1000;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("entitycollideplatformfloor() out-of-bounds!");
|
|
return -1000;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("entitycollidefloor() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
//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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("entitycollideroof() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
//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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("testwallsx() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("testwallsy() out-of-bounds!");
|
|
return false;
|
|
}
|
|
|
|
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 (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("fixfriction() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
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 (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("applyfriction() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
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::updateentitylogic( int t )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("updateentitylogic() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
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 (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("entitymapcollision() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
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 (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("movingplatformfix() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
//If this intersects the player, then we move the player along it
|
|
int j = getplayer();
|
|
if (j > -1 && 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 (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("scmmovingplatformfix() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
//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;
|
|
}
|
|
else
|
|
{
|
|
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
|
|
entities[j].vy = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
entities[t].state = entities[t].onwall;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void entityclass::hormovingplatformfix( int t )
|
|
{
|
|
if (t < 0 || t >= (int) entities.size())
|
|
{
|
|
puts("hormovingplatformfix() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
//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);
|
|
}
|
|
|
|
void entityclass::customwarplinecheck(int i) {
|
|
if (i < 0 || i >= (int) entities.size())
|
|
{
|
|
puts("customwarplinecheck() out-of-bounds!");
|
|
return;
|
|
}
|
|
|
|
//Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides
|
|
//with warp lines
|
|
|
|
//We test entity to entity
|
|
for (int j = 0; j < (int) entities.size(); j++) {
|
|
if (i != j) {
|
|
if (entities[i].rule == 0 && entities[j].rule == 5 //Player vs vertical line!
|
|
&& (entities[j].type == 51 || entities[j].type == 52)
|
|
&& entitywarpvlinecollide(i, j)) {
|
|
customwarpmodevon = true;
|
|
}
|
|
|
|
if (entities[i].rule == 0 && entities[j].rule == 7 //Player vs horizontal WARP line
|
|
&& (entities[j].type == 53 || entities[j].type == 54)
|
|
&& entitywarphlinecollide(i, j)) {
|
|
customwarpmodehon = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void entityclass::entitycollisioncheck()
|
|
{
|
|
for (size_t i = 0; i < entities.size(); i++)
|
|
{
|
|
//We test entity to entity
|
|
for (size_t j = 0; j < entities.size(); j++)
|
|
{
|
|
if (i!=j)
|
|
{
|
|
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 (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 (j > -1 && !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;
|
|
}
|
|
}
|