VVVVVV/desktop_version/src/Ent.cpp
NyakoFox 0e9c4f98a6 Replace colour IDs with an enum
Entity colors are just integers. Their colour ID gets passed through a
big switch, returning different RGB values depending on the colour ID
(and can also get affected by randomness or other game state.)

But because of this, there's a bunch of random numbers floating around,
with no actual description on what they are other than comments which,
while most of the time are accurate, only exist in the switch.

To fix this, this commit adds a new enum which labels every colour.
While we can't use it as a type (as we need to allow colours outside of
what are defined, in case people want a "pure white", and scripting can
set any colour ID they want), colours have to stay as `int`.
2025-04-21 20:09:57 -04:00

664 lines
14 KiB
C++

#include "Ent.h"
#include "Game.h"
#include "Graphics.h"
entclass::entclass(void)
{
clear();
}
void entclass::clear(void)
{
invis = false;
type = EntityType_PLAYER;
size = 0;
tile = 0;
rule = 0;
state = 0;
statedelay = 0;
life = 0;
colour = EntityColour_CREW_CYAN;
para = 0;
behave = 0;
animate = 0;
xp = 0;
yp = 0;
ax = 0;
ay = 0;
vx = 0;
vy = 0;
w = 16;
h = 16;
cx = 0;
cy = 0;
newxp = 0;
newyp = 0;
oldxp = 0;
oldyp = 0;
x1 = 0;
y1 = 0;
x2 = 320;
y2 = 240;
gravity = false;
onground = 0;
onroof = 0;
collisionframedelay = 0;
collisiondrawframe = 0;
collisionwalkingframe = 0;
visualonground = 0;
visualonroof = 0;
onentity = 0;
harmful = false;
onwall = 0;
onxwall = 0;
onywall = 0;
isplatform = false;
framedelay = 0;
drawframe = 0;
walkingframe = 0;
dir = 0;
actionframe = 0;
SDL_zero(realcol);
lerpoldxp = 0;
lerpoldyp = 0;
}
bool entclass::outside(void)
{
// Returns true if any point of the entity is outside the map.
// Adjusts velocity for a clean collision.
if (xp < x1)
{
xp = x1;
return true;
}
if (yp < y1)
{
yp = y1;
return true;
}
if (xp + w > x2)
{
xp = x2 - w;
return true;
}
if (yp + h > y2)
{
yp = y2 - h;
return true;
}
return false;
}
void entclass::setenemy( int t )
{
switch(t)
{
case 0:
//lies emitter
switch ((int) para)
{
case 0:
tile = 60;
animate = 2;
colour = EntityColour_ENEMY_RED;
behave = 10;
w = 32;
h = 32;
x1 = -200;
break;
case 1:
yp += 10;
lerpoldyp += 10;
tile = 63;
animate = 100; //LIES
colour = EntityColour_ENEMY_RED;
behave = 11;
para = 9; //destroyed when outside
x1 = -200;
x2 = 400;
w = 26;
h = 10;
cx = 1;
cy = 1;
break;
case 2:
tile = 62;
animate = 100;
colour = EntityColour_ENEMY_RED;
behave = -1;
w = 32;
h = 32;
break;
}
break;
case 1:
//FACTORY emitter
switch ((int) para)
{
case 0:
tile = 72;
animate = 3;
size = 9;
colour = EntityColour_ENEMY_RED;
behave = 12;
w = 64;
h = 40;
cx = 0;
cy = 24;
break;
case 1:
xp += 4;
lerpoldxp += 4;
yp -= 4;
lerpoldyp -= 4;
tile = 76;
animate = 100; // Clouds
colour = EntityColour_ENEMY_RED;
behave = 13;
para = -6; //destroyed when outside
x2 = 400;
w = 32;
h = 12;
cx = 0;
cy = 6;
break;
case 2:
tile = 77;
animate = 100;
colour = EntityColour_ENEMY_RED;
behave = -1;
w = 32;
h = 16;
break;
}
break;
default:
break;
}
}
void entclass::setenemyroom( int rx, int ry )
{
//Simple function to initilise simple enemies
rx -= 100;
ry -= 100;
switch(rn(rx, ry))
{
//Space Station 1
case rn(12, 3): //Security Drone
tile = 36;
colour = EntityColour_ENEMY_PINK;
animate = 1;
break;
case rn(13, 3): //Wavelengths
tile = 32;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 32;
break;
case rn(15, 3): //Traffic
tile = 28;
colour = EntityColour_ENEMY_RED;
animate = 1;
w = 22;
h = 32;
break;
case rn(12, 5): //The Yes Men
tile = 40;
colour = EntityColour_ENEMY_YELLOW;
animate = 1;
w = 20;
h = 20;
break;
case rn(13, 6): //Hunchbacked Guards
tile = 44;
colour = EntityColour_ENEMY_PINK;
animate = 1;
w = 16;
h = 20;
break;
case rn(13, 4): //Communication Station
harmful = false;
if (xp == 256)
{
//transmittor
tile = 104;
colour = EntityColour_INACTIVE_ENTITY;
animate = 7;
w = 16;
h = 16;
xp -= 24;
lerpoldxp -= 24;
yp -= 16;
lerpoldyp -= 16;
}
else
{
//radar dish
tile =124;
colour = EntityColour_INACTIVE_ENTITY;
animate = 6;
w = 32;
h = 32;
cx = 4;
size = 9;
xp -= 4;
lerpoldxp -= 4;
yp -= 32;
lerpoldyp -= 32;
}
break;
//The Lab
case rn(4, 0):
tile = 78;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 16;
h = 16;
break;
case rn(2, 0):
tile = 88;
colour = EntityColour_ENEMY_CYAN;
animate = 1;
w = 16;
h = 16;
break;
//Space Station 2
case rn(14, 11):
colour = EntityColour_ENEMY_ORANGE;
break; //Lies
case rn(16, 11):
colour = EntityColour_ENEMY_PINK;
break; //Lies
case rn(13, 10):
colour = EntityColour_ENEMY_CYAN;
break; //Factory
case rn(13, 9):
colour = EntityColour_ENEMY_YELLOW;
break; //Factory
case rn(13, 8):
colour = EntityColour_ENEMY_PINK;
break; //Factory
case rn(11, 13): //Truth
tile = 64;
colour = EntityColour_ENEMY_GREEN;
animate = 100;
w = 44;
h = 10;
size = 10;
break;
case rn(17, 7): //Brass sent us under the top
tile =82;
colour = EntityColour_ENEMY_PINK;
animate = 5;
w = 28;
h = 32;
cx = 4;
break;
case rn(10, 7): // (deception)
tile = 92;
colour = EntityColour_ENEMY_RED;
animate = 1;
w = 16;
h = 16;
break;
case rn(14, 13): // (chose poorly)
tile = 56;
colour = EntityColour_ENEMY_RED;
animate = 1;
w = 15;
h = 24;
break;
case rn(13, 12): // (backsliders)
tile = 164;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 16;
h = 16;
break;
case rn(14, 8): // (wheel of fortune room)
tile = 116;
colour = EntityColour_ENEMY_BLUE;
animate = 1;
w = 32;
h = 32;
break;
case rn(16, 9): // (seeing dollar signs)
tile = 68;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 16;
h = 16;
break;
case rn(16, 7): // (tomb of mad carew)
tile = 106;
colour = EntityColour_ENEMY_GREEN;
animate = 2;
w = 24;
h = 25;
break;
//Warp Zone
case rn(15, 2): // (numbers)
tile = 100;
colour = EntityColour_ENEMY_RED;
animate = 1;
w = 32;
h = 14;
yp += 1;
lerpoldyp += 1;
break;
case rn(16, 2): // (Manequins)
tile = 52;
colour = EntityColour_ENEMY_GREEN;
animate = 5;
w = 16;
h = 25;
yp -= 4;
lerpoldyp -= 4;
break;
case rn(18, 0): // (Obey)
tile = 51;
colour = EntityColour_ENEMY_CYAN;
animate = 100;
w = 30;
h = 14;
break;
case rn(19, 1): // Ascending and Descending
tile = 48;
colour = EntityColour_ENEMY_YELLOW;
animate = 5;
w = 16;
h = 16;
break;
case rn(19, 2): // Shockwave Rider
tile = 176;
colour = EntityColour_ENEMY_RED;
animate = 1;
w = 16;
h = 16;
break;
case rn(18, 3): // Mind the gap
tile = 168;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 16;
h = 16;
break;
case rn(17, 3): // Edge Games
if (yp ==96)
{
tile = 160;
colour = EntityColour_ENEMY_PINK;
animate = 1;
w = 16;
h = 16;
}
else
{
tile = 156;
colour = EntityColour_ENEMY_PINK;
animate = 1;
w = 16;
h = 16;
}
break;
case rn(16, 0): // I love you
tile = 112;
colour = EntityColour_ENEMY_PINK;
animate = 5;
w = 16;
h = 16;
break;
case rn(14, 2): // That's why I have to kill you
tile = 114;
colour = EntityColour_ENEMY_RED;
animate = 5;
w = 16;
h = 16;
break;
case rn(18, 2): // Thinking with Portals
//depends on direction
if (xp ==88)
{
tile = 54+12;
colour = EntityColour_ENEMY_BLUE;
animate = 100;
w = 60;
h = 16;
size = 10;
}
else
{
tile = 54;
colour = EntityColour_ENEMY_BLUE;
animate = 100;
w = 60;
h = 16;
size = 10;
}
break;
//Final level
case rn(50-100, 53-100): //The Yes Men
tile = 40;
colour = EntityColour_ENEMY_YELLOW;
animate = 1;
w = 20;
h = 20;
break;
case rn(48-100, 51-100): //Wavelengths
tile = 32;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 32;
break;
case rn(43-100,52-100): // Ascending and Descending
tile = 48;
colour = EntityColour_ENEMY_YELLOW;
animate = 5;
w = 16;
h = 16;
break;
case rn(46-100,51-100): //kids his age
tile = 88;
colour = EntityColour_ENEMY_CYAN;
animate = 1;
w = 16;
h = 16;
break;
case rn(43-100,51-100): // Mind the gap
tile = 168;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 16;
h = 16;
break;
case rn(44-100,51-100): // vertigo?
tile = 172;
colour = EntityColour_ENEMY_GREEN;
animate = 100;
w = 32;
h = 32;
break;
case rn(44-100,52-100): // (backsliders)
tile = 164;
colour = EntityColour_ENEMY_GREEN;
animate = 1;
w = 16;
h = 16;
break;
case rn(43-100, 56-100): //Intermission 1
tile = 88;
colour = EntityColour_ENEMY_GRAVITRON;
animate = 1;
w = 16;
h = 16;
break;
case rn(45-100, 56-100): //Intermission 1
tile = 88;
colour = EntityColour_ENEMY_GRAVITRON;
animate = 1;
w = 16;
h = 16;
break;
//The elephant
case rn(11, 9):
case rn(12, 9):
case rn(11, 8):
case rn(12, 8):
tile = 0;
colour = EntityColour_TELEPORTER_FLASHING;
animate = 0;
w = 464;
h = 320;
size = 11;
harmful = false;
break;
}
}
void entclass::settreadmillcolour( int rx, int ry )
{
rx -= 100;
ry -= 100;
rx += 50 - 12;
ry += 50 - 14; //Space Station
tile = 20; //default as blue
switch(rn(rx, ry))
{
case rn(52, 48):
tile = 791;
break; //Cyan
case rn(49, 47):
tile = 24;
break; //Yellow
case rn(56, 44):
tile = 24;
break; //Yellow
case rn(54, 49):
tile = 24;
break; //Yellow
case rn(49, 49):
tile = 36;
break; //Green
case rn(55, 44):
tile = 36;
break; //Green
case rn(54, 43):
tile = 36;
break; //Green
case rn(53, 49):
tile = 36;
break; //Green
case rn(54, 45):
tile = 711;
break; //Green (special)
case rn(51, 48):
tile = 711;
break; //Green (special)
case rn(50, 49):
tile = 28;
break; //Purple
case rn(54, 44):
tile = 28;
break; //Purple
case rn(49, 42):
tile = 28;
break; //Purple
case rn(55, 43):
tile = 28;
break; //Purple
case rn(54, 47):
tile = 28;
break; //Purple
case rn(53, 48):
tile = 28;
break; //Purple
case rn(51, 47):
tile = 32;
break; //Red
case rn(52, 49):
tile = 32;
break; //Red
case rn(48, 43):
tile = 32;
break; //Red
case rn(55, 47):
tile = 32;
break; //Red
case rn(54, 48):
tile = 32;
break; //Red
default:
return;
break;
}
}
void entclass::updatecolour(void)
{
switch (size)
{
case 0: // Sprites
case 3: // Big chunky pixels!
case 4: // Small pickups
case 7: // Teleporter
case 9: // Really Big Sprite! (2x2)
case 10: // 2x1 Sprite
case 13: // Special for epilogue: huge hero!
realcol = graphics.getcol(colour);
break;
case 5: // Horizontal gravity line
case 6: // Vertical gravity line
if (life == 0)
{
realcol = graphics.getcol(colour);
}
else
{
realcol = graphics.getcol(24);
}
break;
case 11: // The fucking elephant
if (game.noflashingmode)
{
realcol = graphics.getcol(22);
}
else
{
realcol = graphics.getcol(colour);
}
break;
case 12: // Regular sprites that don't wrap
// if we're outside the screen, we need to draw indicators
if ((xp < -20 && vx > 0) || (xp > 340 && vx < 0))
{
realcol = graphics.getcol(23);
}
else
{
realcol = graphics.getcol(colour);
}
}
}
bool entclass::ishumanoid(void)
{
return type == EntityType_PLAYER
|| type == EntityType_CREWMATE
|| type == EntityType_SUPERCREWMATE
|| type == EntityType_COLLECTABLE_CREWMATE;
}