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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
Convert entity types to an enum (#1007)
In an effort to remove magic numbers, I've given every entity type a name. Hopefully I didn't miss anywhere. Also, add `createentity` case 100 for backwards compatibility. Co-authored-by: NyakoFox <nyakowofox@gmail.com> Co-authored-by: Dav999 <dav999.tolp@gmail.com>
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@@ -373,7 +373,7 @@ void gamelogic(void)
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{
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if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
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{
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if (obj.entities[i].type == 1)
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if (obj.entities[i].type == EntityType_MOVING)
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{
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if (obj.entities[i].xp < 152)
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{
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@@ -391,7 +391,7 @@ void gamelogic(void)
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}
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}
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}
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if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
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if (obj.entities[i].type == EntityType_DISAPPEARING_PLATFORM && obj.entities[i].state == 3)
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{
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//Ok! super magical exception for the room with the intention death for the shiny trinket
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//fix this when the maps are finalised
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@@ -405,7 +405,7 @@ void gamelogic(void)
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map.settile(18, 9, 59);
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}
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}
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else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
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else if (obj.entities[i].type == EntityType_DISAPPEARING_PLATFORM && obj.entities[i].state == 2)
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{
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//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
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//graphical uglyness to avoid breaking the room!
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@@ -421,7 +421,7 @@ void gamelogic(void)
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}
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if (!entitygone) obj.entities[i].state = 4;
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}
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else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
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else if (obj.entities[i].type == EntityType_GRAVITRON_ENEMY && game.swnmode && game.deathseq<15)
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{
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//if playing SWN, get the enemies offscreen.
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obj.entities[i].xp += obj.entities[i].vx*5;
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@@ -730,7 +730,7 @@ void gamelogic(void)
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bool square_onscreen = false;
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if (obj.entities[i].type == 23)
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if (obj.entities[i].type == EntityType_GRAVITRON_ENEMY)
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{
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square_onscreen = true;
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break;
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@@ -1036,9 +1036,11 @@ void gamelogic(void)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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if ((obj.entities[i].type >= 51
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&& obj.entities[i].type <= 54) /* Don't warp warp lines */
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|| obj.entities[i].size == 12) /* Don't warp gravitron squares */
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if (obj.entities[i].type == EntityType_WARP_LINE_LEFT
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|| obj.entities[i].type == EntityType_WARP_LINE_RIGHT
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|| obj.entities[i].type == EntityType_WARP_LINE_TOP
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|| obj.entities[i].type == EntityType_WARP_LINE_BOTTOM /* Don't warp warp lines */
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|| obj.entities[i].size == 12) /* Don't warp gravitron squares */
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{
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continue;
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}
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@@ -1094,8 +1096,10 @@ void gamelogic(void)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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if (obj.entities[i].type >= 51
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&& obj.entities[i].type <= 54) /* Don't warp warp lines */
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if (obj.entities[i].type == EntityType_WARP_LINE_LEFT
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|| obj.entities[i].type == EntityType_WARP_LINE_RIGHT
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|| obj.entities[i].type == EntityType_WARP_LINE_TOP
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|| obj.entities[i].type == EntityType_WARP_LINE_BOTTOM) /* Don't warp warp lines */
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{
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continue;
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}
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@@ -1126,9 +1130,11 @@ void gamelogic(void)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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if ((obj.entities[i].type >= 51
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&& obj.entities[i].type <= 54) /* Don't warp warp lines */
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|| obj.entities[i].rule == 0) /* Don't warp the player */
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if ((obj.entities[i].type == EntityType_WARP_LINE_LEFT
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|| obj.entities[i].type == EntityType_WARP_LINE_RIGHT
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|| obj.entities[i].type == EntityType_WARP_LINE_TOP
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|| obj.entities[i].type == EntityType_WARP_LINE_BOTTOM) /* Don't warp warp lines */
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|| obj.entities[i].rule == 0) /* Don't warp the player */
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{
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continue;
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}
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