Refactor entities and linecrosskludge to not use the 'active' system

This removes the variables obj.nentity and obj.nlinecrosskludge, as well
as removing the 'active' attribute from the entity class object. Now
every entity you access is guaranteed to be real and you don't have to
check the 'active' variable.

The biggest part of this is changing createentity() to modify a
newly-created entity object and push it back instead of already
modifying an indice in obj.entities.

As well, removing an entity now uses the new obj.removeentity() function
and removeentity_iter() macro.
This commit is contained in:
Misa
2020-04-03 13:50:16 -07:00
committed by Ethan Lee
parent a67ab8e3a7
commit b1b1474b7b
12 changed files with 678 additions and 726 deletions

View File

@@ -515,7 +515,7 @@ void mapclass::changefinalcol(int t)
final_mapcol = t;
temp = 6 - t;
//Next, entities
for (int i = 0; i < obj.nentity; i++)
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1) //something with a movement behavior
{
@@ -886,10 +886,10 @@ void mapclass::gotoroom(int rx, int ry)
game.readytotele = 0;
//Ok, let's save the position of all lines on the screen
obj.nlinecrosskludge = 0;
for (int i = 0; i < obj.nentity; i++)
obj.linecrosskludge.clear();
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9 && obj.entities[i].active)
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
@@ -901,11 +901,12 @@ void mapclass::gotoroom(int rx, int ry)
}
int theplayer = obj.getplayer();
for (int i = 0; i < obj.nentity; i++)
for (int i = 0; i < (int) obj.entities.size(); i++)
{
if (i != theplayer)
{
obj.entities[i].active = false;
removeentity_iter(i);
theplayer--; //just in case indice of player is not 0
}
}
obj.cleanup();
@@ -1084,15 +1085,15 @@ void mapclass::gotoroom(int rx, int ry)
obj.entities[temp].oldyp = obj.entities[temp].yp;
}
for (int i = 0; i < obj.nentity; i++)
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9 && obj.entities[i].active)
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
{
//it's on a screen edge
for (j = 0; j < obj.nlinecrosskludge; j++)
for (j = 0; j < (int) obj.linecrosskludge.size(); j++)
{
if (obj.entities[i].yp == obj.linecrosskludge[j].yp)
{
@@ -1823,9 +1824,9 @@ void mapclass::loadlevel(int rx, int ry)
}
}
for (int i = 0; i < obj.nentity; i++)
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].active)
if (true) //FIXME: remove this later (no more 'active')
{
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
{
@@ -1965,7 +1966,7 @@ void mapclass::loadlevel(int rx, int ry)
}
//Make sure our crewmates are facing the player if appliciable
for (int i = 0; i < obj.nentity; i++)
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 7)
{