Remove global args from entityclass

This commit removes all global args from functions on the entityclass
object, and updates the callers of those functions in other files
accordingly (most significantly, the game level files Finalclass.cpp,
Labclass.cpp, Otherlevel.cpp, Spacestation2.cpp, WarpClass.cpp, due to
them using createentity()), as well as renaming all instances of 'dwgfx'
in Entity.cpp to 'graphics'.
This commit is contained in:
Misa
2020-03-30 17:46:36 -07:00
committed by Ethan Lee
parent 0e561f23f8
commit cac1a9e3ab
11 changed files with 1280 additions and 1286 deletions

View File

@@ -3,7 +3,7 @@
#include "Map.h"
#include "UtilityClass.h"
bool entityclass::checktowerspikes(int t, mapclass& map)
bool entityclass::checktowerspikes(int t)
{
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy;
@@ -210,19 +210,19 @@ void entityclass::swnenemiescol( int t )
}
}
void entityclass::gravcreate( Game& game, int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ )
void entityclass::gravcreate( int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ )
{
if (dir == 0)
{
createentity(game, -150 - xoff, 58 + (ypos * 20)+yoff, 23, 0, 0);
createentity(-150 - xoff, 58 + (ypos * 20)+yoff, 23, 0, 0);
}
else
{
createentity(game, 320+150 + xoff, 58 + (ypos * 20)+yoff, 23, 1, 0);
createentity(320+150 + xoff, 58 + (ypos * 20)+yoff, 23, 1, 0);
}
}
void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
void entityclass::generateswnwave( int t )
{
//generate a wave for the SWN game
if(game.swndelay<=0)
@@ -308,7 +308,7 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
if (game.deathcounts - game.swndeaths > 25) game.swndelay += 4;
break;
case 1:
createentity(game, -150, 58 + (int(fRandom() * 6) * 20), 23, 0, 0);
createentity(-150, 58 + (int(fRandom() * 6) * 20), 23, 0, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
@@ -331,52 +331,52 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
game.swnstate2++;
}
}
createentity(game, -150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
case 3:
createentity(game, 320+150, 58 + (int(fRandom() * 6) * 20), 23, 1, 0);
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(game, -150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(game, 320+150, 58 + ((5-game.swnstate2) * 20), 23, 1, 0);
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(game, -150, 58, 23, 0, 0);
createentity(game, -150, 58 + (5 * 20), 23, 0, 0);
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(game, -150, 58 + (2 * 20), 23, 0, 0);
createentity(game, -150, 58 + (3 * 20), 23, 0, 0);
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(game, 320+150, 58, 23, 1, 0);
createentity(game, 320+150, 58 + (5 * 20), 23, 1, 0);
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(game, 320+150, 58 + (2 * 20), 23, 1, 0);
createentity(game, 320+150, 58 + (3 * 20), 23, 1, 0);
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;
@@ -400,7 +400,7 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
game.swnstate2++;
}
}
createentity(game, 320 + 150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
createentity(320 + 150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
game.swnstate = 0;
game.swndelay = 0; //return to decision state
break;
@@ -567,16 +567,16 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
game.swnstate2 = 0;
break;
case 10:
gravcreate(game, 0, 0);
gravcreate(game, 1, 0);
gravcreate(game, 2, 0);
gravcreate(0, 0);
gravcreate(1, 0);
gravcreate(2, 0);
game.swnstate++;
game.swndelay = 10; //return to decision state
break;
case 11:
gravcreate(game, 3, 0);
gravcreate(game, 4, 0);
gravcreate(game, 5, 0);
gravcreate(3, 0);
gravcreate(4, 0);
gravcreate(5, 0);
game.swnstate2++;
if(game.swnstate2==3)
{
@@ -590,16 +590,16 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
}
break;
case 12:
gravcreate(game, 0, 1);
gravcreate(game, 1, 1);
gravcreate(game, 2, 1);
gravcreate(0, 1);
gravcreate(1, 1);
gravcreate(2, 1);
game.swnstate++;
game.swndelay = 10; //return to decision state
break;
case 13:
gravcreate(game, 3, 1);
gravcreate(game, 4, 1);
gravcreate(game, 5, 1);
gravcreate(3, 1);
gravcreate(4, 1);
gravcreate(5, 1);
game.swnstate2++;
if(game.swnstate2==3)
{
@@ -613,43 +613,43 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
}
break;
case 14:
gravcreate(game, 0, 0, 0);
gravcreate(game, 5, 1, 0);
gravcreate(0, 0, 0);
gravcreate(5, 1, 0);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 15:
gravcreate(game, 1, 0);
gravcreate(game, 4, 1);
gravcreate(1, 0);
gravcreate(4, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 16:
gravcreate(game, 2, 0);
gravcreate(game, 3, 1);
gravcreate(2, 0);
gravcreate(3, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 17:
gravcreate(game, 3, 0);
gravcreate(game, 2, 1);
gravcreate(3, 0);
gravcreate(2, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 18:
gravcreate(game, 4, 0);
gravcreate(game, 1, 1);
gravcreate(4, 0);
gravcreate(1, 1);
game.swnstate++;
game.swndelay = 20; //return to decision state
break;
case 19:
gravcreate(game, 5, 0);
gravcreate(game, 0, 1);
gravcreate(5, 0);
gravcreate(0, 1);
game.swnstate=0;
game.swndelay = 20; //return to decision state
@@ -674,7 +674,7 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
game.swnstate2++;
}
}
createentity(game, -150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
createentity(-150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
if(game.swnstate4<=6)
{
game.swnstate = 20;
@@ -706,7 +706,7 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
game.swnstate2++;
}
}
createentity(game, 320+150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
createentity(320+150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
if(game.swnstate4<=6)
{
game.swnstate = 21;
@@ -722,8 +722,8 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
game.swnstate4++;
//left and right compliments
game.swnstate2 = int(fRandom() * 6);
createentity(game, -150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(game, 320 + 150, 58 + ((5 - game.swnstate2) * 20), 23, 1, 0);
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;
@@ -737,53 +737,53 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
game.swnstate2 = 0;
break;
case 23:
gravcreate(game, 1, 0);
gravcreate(game, 2, 0, 15);
gravcreate(game, 2, 0, -15);
gravcreate(game, 3, 0, 15);
gravcreate(game, 3, 0, -15);
gravcreate(game, 4, 0);
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(game, 1, 1);
gravcreate(game, 2, 1, 15);
gravcreate(game, 2, 1, -15);
gravcreate(game, 3, 1, 15);
gravcreate(game, 3, 1, -15);
gravcreate(game, 4, 1);
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(game, 0, 0);
gravcreate(game, 1, 1,0,10);
gravcreate(game, 4, 1,0,-10);
gravcreate(game, 5, 0);
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(game, 0, 1, 0);
gravcreate(game, 1, 1, 10);
gravcreate(game, 4, 1, 40);
gravcreate(game, 5, 1, 50);
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(game, 0, 0, 0);
gravcreate(game, 1, 0, 10);
gravcreate(game, 4, 0, 40);
gravcreate(game, 5, 0, 50);
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(game, -150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(-150, 58 + (game.swnstate2 * 20), 23, 0, 0);
if(game.swnstate4<=6)
{
game.swnstate = 28;
@@ -799,7 +799,7 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
case 29:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 6);
gravcreate(game, game.swnstate2, 1);
gravcreate(game.swnstate2, 1);
if(game.swnstate4<=6)
{
game.swnstate = 29;
@@ -815,8 +815,8 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
case 30:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 3);
gravcreate(game, game.swnstate2, 0);
gravcreate(game, 5-game.swnstate2, 0);
gravcreate(game.swnstate2, 0);
gravcreate(5-game.swnstate2, 0);
if(game.swnstate4<=2)
{
game.swnstate = 30;
@@ -832,8 +832,8 @@ void entityclass::generateswnwave( Game& game, UtilityClass& help, int t )
case 31:
game.swnstate4++;
game.swnstate2 = int(fRandom() * 3);
gravcreate(game, game.swnstate2, 1);
gravcreate(game, 5-game.swnstate2, 1);
gravcreate(game.swnstate2, 1);
gravcreate(5-game.swnstate2, 1);
if(game.swnstate4<=2)
{
game.swnstate = 31;
@@ -1769,7 +1769,7 @@ void entityclass::settreadmillcolour( int t, int rx, int ry )
}
}
void entityclass::createentity( Game& game, float xp, float yp, int t, float vx /*= 0*/, float vy /*= 0*/, int p1 /*= 0*/, int p2 /*= 0*/, int p3 /*= 320*/, int p4 /*= 240 */ )
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 */ )
{
//Find the first inactive case z that we can use to index the new entity
if (nentity == 0)
@@ -2764,7 +2764,7 @@ void entityclass::createentity( Game& game, float xp, float yp, int t, float vx
}
}
bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musicclass& music )
bool entityclass::updateentities( int i )
{
if(entities[i].active)
{
@@ -2785,7 +2785,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
if (entities[i].state == 0) //Init
{
entities[i].state = 3;
updateentities(i, help, game, music);
updateentities(i);
}
else if (entities[i].state == 1)
{
@@ -2808,7 +2808,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
if (entities[i].state == 0) //Init
{
entities[i].state = 2;
updateentities(i, help, game, music);
updateentities(i);
}
else if (entities[i].state == 1)
{
@@ -2831,7 +2831,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
if (entities[i].state == 0) //Init
{
entities[i].state = 3;
updateentities(i, help, game, music);
updateentities(i);
}
else if (entities[i].state == 1)
{
@@ -2854,7 +2854,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
if (entities[i].state == 0) //Init
{
entities[i].state = 3;
updateentities(i, help, game, music);
updateentities(i);
}
else if (entities[i].state == 1)
{
@@ -2932,7 +2932,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
//Emitter: shoot an enemy every so often
if (entities[i].state == 0)
{
createentity(game, entities[i].xp+28, entities[i].yp, 1, 10, 1);
createentity(entities[i].xp+28, entities[i].yp, 1, 10, 1);
entities[i].state = 1;
entities[i].statedelay = 12;
}
@@ -2961,7 +2961,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
//Emitter: shoot an enemy every so often (up)
if (entities[i].state == 0)
{
createentity(game, entities[i].xp, entities[i].yp, 1, 12, 1);
createentity(entities[i].xp, entities[i].yp, 1, 12, 1);
entities[i].state = 1;
entities[i].statedelay = 16;
}
@@ -2994,7 +2994,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
if (entities[j].type == 2 && entities[j].state== 3 && entities[j].xp == (entities[i].xp-32) )
{
entities[i].state = 3;
updateentities(i, help, game, music);
updateentities(i);
}
}
}
@@ -3023,7 +3023,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
if (entities[j].type == 2 && entities[j].state==3 && entities[j].xp==entities[i].xp+32)
{
entities[i].state = 3;
updateentities(i, help, game, music);
updateentities(i);
}
}
}
@@ -3064,14 +3064,14 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
//approach from the left
entities[i].xp = -64;
entities[i].state = 2;
updateentities(i, help, game, music); //right
updateentities(i); //right
}
else
{
//approach from the left
entities[i].xp = 320;
entities[i].state = 3;
updateentities(i, help, game, music); //left
updateentities(i); //left
}
}
@@ -3931,7 +3931,7 @@ bool entityclass::updateentities( int i, UtilityClass& help, Game& game, musiccl
return true;
}
void entityclass::animateentities( int _i, Game& game, UtilityClass& help )
void entityclass::animateentities( int _i )
{
if(entities[_i].active)
{
@@ -4692,7 +4692,7 @@ bool entityclass::checkblocks()
return false;
}
bool entityclass::checkwall( mapclass& map )
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
@@ -4882,7 +4882,7 @@ bool entityclass::entitywarpvlinecollide(int t, int l) {
return false;
}
float entityclass::entitycollideplatformroof( mapclass& map, int t )
float entityclass::entitycollideplatformroof( int t )
{
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy -1;
@@ -4898,7 +4898,7 @@ float entityclass::entitycollideplatformroof( mapclass& map, int t )
return -1000;
}
float entityclass::entitycollideplatformfloor( mapclass& map, int t )
float entityclass::entitycollideplatformfloor( int t )
{
tempx = entities[t].xp + entities[t].cx;
tempy = entities[t].yp + entities[t].cy + 1;
@@ -4914,7 +4914,7 @@ float entityclass::entitycollideplatformfloor( mapclass& map, int t )
return -1000;
}
bool entityclass::entitycollidefloor( mapclass& map, int t )
bool entityclass::entitycollidefloor( int t )
{
//see? like here, for example!
tempx = entities[t].xp + entities[t].cx;
@@ -4923,11 +4923,11 @@ bool entityclass::entitycollidefloor( mapclass& map, int t )
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall(map)) return true;
if (checkwall()) return true;
return false;
}
bool entityclass::entitycollideroof( mapclass& map, int t )
bool entityclass::entitycollideroof( int t )
{
//and here!
tempx = entities[t].xp + entities[t].cx;
@@ -4936,11 +4936,11 @@ bool entityclass::entitycollideroof( mapclass& map, int t )
temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall(map)) return true;
if (checkwall()) return true;
return false;
}
bool entityclass::testwallsx( int t, mapclass& map, int tx, int ty )
bool entityclass::testwallsx( int t, int tx, int ty )
{
tempx = tx + entities[t].cx;
tempy = ty + entities[t].cy;
@@ -4963,19 +4963,19 @@ bool entityclass::testwallsx( int t, mapclass& map, int tx, int ty )
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall(map))
if (checkwall())
{
if (entities[t].vx > 1.0f)
{
entities[t].vx--;
entities[t].newxp = entities[t].xp + entities[t].vx;
return testwallsx(t, map, entities[t].newxp, entities[t].yp);
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, map, entities[t].newxp, entities[t].yp);
return testwallsx(t, entities[t].newxp, entities[t].yp);
}
else
{
@@ -4986,7 +4986,7 @@ bool entityclass::testwallsx( int t, mapclass& map, int tx, int ty )
return true;
}
bool entityclass::testwallsy( int t, mapclass& map, float tx, float ty )
bool entityclass::testwallsy( int t, float tx, float ty )
{
tempx = static_cast<int>(tx) + entities[t].cx;
tempy = static_cast<int>(ty) + entities[t].cy;
@@ -5010,19 +5010,19 @@ bool entityclass::testwallsy( int t, mapclass& map, float tx, float ty )
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall(map))
if (checkwall())
{
if (entities[t].vy > 1)
{
entities[t].vy--;
entities[t].newyp = int(entities[t].yp + entities[t].vy);
return testwallsy(t, map, entities[t].xp, entities[t].newyp);
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, map, entities[t].xp, entities[t].newyp);
return testwallsy(t, entities[t].xp, entities[t].newyp);
}
else
{
@@ -5073,7 +5073,7 @@ void entityclass::cleanup()
}
}
void entityclass::updateentitylogic( int t, Game& game )
void entityclass::updateentitylogic( int t )
{
entities[t].oldxp = entities[t].xp;
entities[t].oldyp = entities[t].yp;
@@ -5110,9 +5110,9 @@ void entityclass::updateentitylogic( int t, Game& game )
entities[t].newyp = entities[t].yp + entities[t].vy;
}
void entityclass::entitymapcollision( int t, mapclass& map )
void entityclass::entitymapcollision( int t )
{
if (testwallsx(t, map, entities[t].newxp, entities[t].yp))
if (testwallsx(t, entities[t].newxp, entities[t].yp))
{
entities[t].xp = entities[t].newxp;
}
@@ -5121,7 +5121,7 @@ void entityclass::entitymapcollision( int t, mapclass& map )
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, map, entities[t].xp, entities[t].newyp))
if (testwallsy(t, entities[t].xp, entities[t].newyp))
{
entities[t].yp = entities[t].newyp;
}
@@ -5133,7 +5133,7 @@ void entityclass::entitymapcollision( int t, mapclass& map )
}
}
void entityclass::movingplatformfix( int t, mapclass& map )
void entityclass::movingplatformfix( int t )
{
//If this intersects the player, then we move the player along it
int j = getplayer();
@@ -5146,7 +5146,7 @@ void entityclass::movingplatformfix( int t, mapclass& map )
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, map, entities[j].xp, entities[j].newyp))
if (testwallsy(j, entities[j].xp, entities[j].newyp))
{
if (entities[t].vy > 0)
{
@@ -5169,7 +5169,7 @@ void entityclass::movingplatformfix( int t, mapclass& map )
}
}
void entityclass::scmmovingplatformfix( int t, mapclass& map )
void entityclass::scmmovingplatformfix( int t )
{
//If this intersects the SuperCrewMate, then we move them along it
int j = getscm();
@@ -5182,7 +5182,7 @@ void entityclass::scmmovingplatformfix( int t, mapclass& map )
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, map, entities[j].xp, entities[j].newyp))
if (testwallsy(j, entities[j].xp, entities[j].newyp))
{
if (entities[t].vy > 0)
{
@@ -5205,7 +5205,7 @@ void entityclass::scmmovingplatformfix( int t, mapclass& map )
}
}
void entityclass::hormovingplatformfix( int t, mapclass& map )
void entityclass::hormovingplatformfix( int t )
{
//If this intersects the player, then we move the player along it
//for horizontal platforms, this is simplier
@@ -5248,7 +5248,7 @@ void entityclass::customwarplinecheck(int i) {
}
}
void entityclass::entitycollisioncheck( Graphics& dwgfx, Game& game, mapclass& map, musicclass& music )
void entityclass::entitycollisioncheck()
{
for (int i = 0; i < nentity; i++)
{
@@ -5271,10 +5271,10 @@ void entityclass::entitycollisioncheck( Graphics& dwgfx, Game& game, mapclass& m
colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
if (dwgfx.flipmode)
if (graphics.flipmode)
{
if (dwgfx.Hitest(dwgfx.flipsprites[entities[i].drawframe],
colpoint1, 1, dwgfx.flipsprites[entities[j].drawframe], colpoint2, 1))
if (graphics.Hitest(graphics.flipsprites[entities[i].drawframe],
colpoint1, 1, graphics.flipsprites[entities[j].drawframe], colpoint2, 1))
{
//Do the collision stuff
game.deathseq = 30;
@@ -5282,8 +5282,8 @@ void entityclass::entitycollisioncheck( Graphics& dwgfx, Game& game, mapclass& m
}
else
{
if (dwgfx.Hitest(dwgfx.sprites[entities[i].drawframe],
colpoint1, 1, dwgfx.sprites[entities[j].drawframe], colpoint2, 1) )
if (graphics.Hitest(graphics.sprites[entities[i].drawframe],
colpoint1, 1, graphics.sprites[entities[j].drawframe], colpoint2, 1) )
{
//Do the collision stuff
game.deathseq = 30;
@@ -5399,10 +5399,10 @@ void entityclass::entitycollisioncheck( Graphics& dwgfx, Game& game, mapclass& m
colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
if (dwgfx.flipmode)
if (graphics.flipmode)
{
if (dwgfx.Hitest(dwgfx.flipsprites[entities[i].drawframe],
colpoint1, 1, dwgfx.flipsprites[entities[j].drawframe], colpoint2, 1))
if (graphics.Hitest(graphics.flipsprites[entities[i].drawframe],
colpoint1, 1, graphics.flipsprites[entities[j].drawframe], colpoint2, 1))
{
//Do the collision stuff
game.deathseq = 30;
@@ -5411,8 +5411,8 @@ void entityclass::entitycollisioncheck( Graphics& dwgfx, Game& game, mapclass& m
}
else
{
if (dwgfx.Hitest(dwgfx.sprites[entities[i].drawframe],
colpoint1, 1, dwgfx.sprites[entities[j].drawframe], colpoint2, 1))
if (graphics.Hitest(graphics.sprites[entities[i].drawframe],
colpoint1, 1, graphics.sprites[entities[j].drawframe], colpoint2, 1))
{
//Do the collision stuff
game.deathseq = 30;
@@ -5449,7 +5449,7 @@ void entityclass::entitycollisioncheck( Graphics& dwgfx, Game& game, mapclass& m
//can't have the player being stuck...
int j = getplayer();
skipdirblocks = true;
if (!testwallsx(j, map, entities[j].xp, entities[j].yp))
if (!testwallsx(j, entities[j].xp, entities[j].yp))
{
//Let's try to get out...
if (entities[j].rule == 0)
@@ -5471,7 +5471,7 @@ void entityclass::entitycollisioncheck( Graphics& dwgfx, Game& game, mapclass& m
{
j = getscm();
skipdirblocks = true;
if (!testwallsx(j, map, entities[j].xp, entities[j].yp))
if (!testwallsx(j, entities[j].xp, entities[j].yp))
{
//Let's try to get out...
if(game.gravitycontrol==0)