2020-01-01 21:29:24 +01:00
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#include "Script.h"
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#include "Graphics.h"
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#include "Entity.h"
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#include "Music.h"
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#include "KeyPoll.h"
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#include "Map.h"
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scriptclass::scriptclass()
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{
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//Start SDL
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//Init
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2020-01-12 12:28:34 +01:00
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words.resize(40);
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txt.resize(40);
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2020-01-01 21:29:24 +01:00
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position = 0;
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scriptdelay = 0;
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running = false;
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2020-01-11 01:37:23 +01:00
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b = 0;
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g = 0;
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i = 0;
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j = 0;
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k = 0;
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loopcount = 0;
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looppoint = 0;
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r = 0;
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textx = 0;
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texty = 0;
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txtnumlines = 0;
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2020-01-01 21:29:24 +01:00
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}
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void scriptclass::clearcustom(){
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customscript.clear();
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}
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void scriptclass::tokenize( std::string t )
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{
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j = 0;
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tempword = "";
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for (size_t i = 0; i < t.length(); i++)
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{
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currentletter = t.substr(i, 1);
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if (currentletter == "(" || currentletter == ")" || currentletter == ",")
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{
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words[j] = tempword;
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std::transform(words[j].begin(), words[j].end(), words[j].begin(), ::tolower);
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j++;
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tempword = "";
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}
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else if (currentletter == " ")
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{
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//don't do anything - i.e. strip out spaces.
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}
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else
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{
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tempword += currentletter;
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}
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}
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if (tempword != "")
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{
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words[j] = tempword;
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}
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}
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void scriptclass::run( KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
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{
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while(running && scriptdelay<=0 && !game.pausescript)
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{
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Make `commands`, `sb`, and `hooklist` not use separate length-trackers
This is a refactor that turns the script-related arrays `ed.sb`, and
`ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was
just misused). The code handling these vectors now looks more like idiomatic
C++ than sloppily-pasted pseudo-ActionScript. This removes the variables
`script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too.
This reduces the amount of code needed to e.g. simply remove something from
any of these vectors. Previously the code had to manually shift the rest of
the elements down one-by-one, and doing it manually is definitely error-prone
and tedious.
But now we can just use fancy functions like `std::vector::erase()` and
`std::remove()` to do it all in one line!
Don't worry, I checked and `std::remove()` is in the C++ standard since at least
1998.
This patch makes it so the `commands` vector gets cleared when
`scriptclass::load()` is ran. Previously, the `commands` vector never actually
properly got cleared, so there could potentially be glitches that rely on the
game indexing past the bounds set by `scriptlength` but still in-bounds in the
eyes of C++, and people could potentially rely on such an exploit...
However, I checked, and I'm pretty sure that no such glitch previously existed
at all, because the only times the vector gets indexed are when `scriptlength`
is either being incremented after starting from 0 (`add()`) or when it's
underneath a `position < scriptlength` conditional.
Furthermore, I'm unaware of anyone who has actually found or used such an
exploit, and I've been in the custom level community for 6 years.
So I think it's fine.
2020-02-20 18:43:52 +01:00
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if (position < (int) commands.size())
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2020-01-01 21:29:24 +01:00
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{
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//Let's split or command in an array of words
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tokenize(commands[position]);
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//For script assisted input
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game.press_left = false;
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game.press_right = false;
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game.press_action = false;
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game.press_map = false;
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//Ok, now we run a command based on that string
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if (words[0] == "moveplayer")
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{
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//USAGE: moveplayer(x offset, y offset)
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int player = obj.getplayer();
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obj.entities[player].xp += ss_toi(words[1]);
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obj.entities[player].yp += ss_toi(words[2]);
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scriptdelay = 1;
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}
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2020-02-10 03:21:19 +01:00
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#if !defined(NO_CUSTOM_LEVELS)
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2020-01-01 21:29:24 +01:00
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if (words[0] == "warpdir")
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{
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int temprx=ss_toi(words[1])-1;
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int tempry=ss_toi(words[2])-1;
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int curlevel=temprx+(ed.maxwidth*(tempry));
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ed.level[curlevel].warpdir=ss_toi(words[3]);
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//If screen warping, then override all that:
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dwgfx.backgrounddrawn = false;
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//Do we update our own room?
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if(game.roomx-100==temprx && game.roomy-100==tempry){
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map.warpx=false; map.warpy=false;
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if(ed.level[curlevel].warpdir==0){
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map.background = 1;
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Fix warpdir() doing wrong BG with warp dir 0 in current room
If you're in the room being targeted when a `warpdir()` command is run,
and it sets the warp direction to none (warp dir 0), and if you're in a
Lab or Warp Zone room, the background will be set to the wrong one,
because it will always set the background to the stars-going-left
background, instead of setting it to the Lab background or the
stars-going-up background.
However, this is only a visual glitch, and is a temporary one, because
if you manage to trigger a `gotoroom()` on the room, it will get set to
its proper background.
This commit makes it so if you're in a Lab room, the background gets set
to the Lab background, and if you're in a Warp Zone room, the background
gets set to the stars-going-up background.
2020-01-16 03:10:39 +01:00
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//Be careful, we could be in a Lab or Warp Zone room...
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if(ed.level[curlevel].tileset==2){
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//Lab
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map.background = 2;
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dwgfx.rcol = ed.level[curlevel].tilecol;
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}else if(ed.level[curlevel].tileset==3){
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//Warp Zone
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map.background = 6;
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}
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2020-01-01 21:29:24 +01:00
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}else if(ed.level[curlevel].warpdir==1){
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map.warpx=true;
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map.background=3;
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dwgfx.rcol = ed.getwarpbackground(temprx,tempry);
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}else if(ed.level[curlevel].warpdir==2){
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map.warpy=true;
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map.background=4;
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dwgfx.rcol = ed.getwarpbackground(temprx,tempry);
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}else if(ed.level[curlevel].warpdir==3){
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map.warpx=true; map.warpy=true;
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map.background = 5;
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dwgfx.rcol = ed.getwarpbackground(temprx,tempry);
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}
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}
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}
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if (words[0] == "ifwarp")
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{
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if (ed.level[ss_toi(words[1])-1+(ed.maxwidth*(ss_toi(words[2])-1))].warpdir == ss_toi(words[3]))
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{
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load("custom_"+words[4]);
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position--;
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}
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}
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2020-02-10 01:53:01 +01:00
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#endif
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2020-01-01 21:29:24 +01:00
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if (words[0] == "destroy")
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{
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if(words[1]=="gravitylines"){
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for(int edi=0; edi<obj.nentity; edi++){
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if(obj.entities[edi].type==9) obj.entities[edi].active=false;
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if(obj.entities[edi].type==10) obj.entities[edi].active=false;
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}
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}else if(words[1]=="warptokens"){
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for(int edi=0; edi<obj.nentity; edi++){
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if(obj.entities[edi].type==11) obj.entities[edi].active=false;
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}
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}else if(words[1]=="platforms"){
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for(int edi=0; edi<obj.nentity; edi++){
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if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) obj.entities[edi].active=false;
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}
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}
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}
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if (words[0] == "customiftrinkets")
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{
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if (game.trinkets >= ss_toi(words[1]))
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{
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load("custom_"+words[2]);
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position--;
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}
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}
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if (words[0] == "customiftrinketsless")
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{
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if (game.trinkets < ss_toi(words[1]))
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{
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load("custom_"+words[2]);
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position--;
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}
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}
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else if (words[0] == "customifflag")
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{
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if (obj.flags[ss_toi(words[1])]==1)
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{
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load("custom_"+words[2]);
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position--;
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}
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}
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if (words[0] == "custommap")
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{
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if(words[1]=="on"){
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map.customshowmm=true;
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}else if(words[1]=="off"){
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map.customshowmm=false;
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}
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}
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if (words[0] == "delay")
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{
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//USAGE: delay(frames)
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scriptdelay = ss_toi(words[1]);
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}
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if (words[0] == "flag")
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{
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if(ss_toi(words[1])>=0 && ss_toi(words[1])<100){
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if(words[2]=="on"){
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obj.changeflag(ss_toi(words[1]),1);
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}else if(words[2]=="off"){
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obj.changeflag(ss_toi(words[1]),0);
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}
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}
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}
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if (words[0] == "flash")
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{
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//USAGE: flash(frames)
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game.flashlight = ss_toi(words[1]);
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}
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if (words[0] == "shake")
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{
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//USAGE: shake(frames)
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game.screenshake = ss_toi(words[1]);
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}
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if (words[0] == "walk")
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{
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//USAGE: walk(dir,frames)
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if (words[1] == "left")
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{
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game.press_left = true;
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}
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else if (words[1] == "right")
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{
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game.press_right = true;
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}
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scriptdelay = ss_toi(words[2]);
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}
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if (words[0] == "flip")
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{
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game.press_action = true;
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scriptdelay = 1;
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}
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if (words[0] == "tofloor")
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{
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if(obj.entities[obj.getplayer()].onroof>0)
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{
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game.press_action = true;
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scriptdelay = 1;
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}
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}
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if (words[0] == "playef")
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{
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music.playef(ss_toi(words[1]), ss_toi(words[2]));
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}
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if (words[0] == "play")
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{
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music.play(ss_toi(words[1]));
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}
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if (words[0] == "stopmusic")
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{
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music.haltdasmusik();
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}
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if (words[0] == "resumemusic")
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{
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music.play(music.resumesong);
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}
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if (words[0] == "musicfadeout")
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{
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music.fadeout();
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2020-01-13 04:33:58 +01:00
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music.dontquickfade = true;
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2020-01-01 21:29:24 +01:00
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}
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if (words[0] == "musicfadein")
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{
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music.musicfadein = 90;
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//if(!game.muted) music.fadeMusicVolumeIn(3000);
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}
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if (words[0] == "trinketscriptmusic")
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{
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music.play(4);
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}
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if (words[0] == "gotoposition")
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{
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//USAGE: gotoposition(x position, y position, gravity position)
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int player = obj.getplayer();
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obj.entities[player].xp = ss_toi(words[1]);
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obj.entities[player].yp = ss_toi(words[2]);
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game.gravitycontrol = ss_toi(words[3]);
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}
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if (words[0] == "gotoroom")
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{
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//USAGE: gotoroom(x,y) (manually add 100)
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map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100, dwgfx, game, obj, music);
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}
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if (words[0] == "cutscene")
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{
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dwgfx.showcutscenebars = true;
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}
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if (words[0] == "endcutscene")
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{
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dwgfx.showcutscenebars = false;
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}
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if (words[0] == "untilbars")
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{
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if (dwgfx.showcutscenebars)
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{
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if (dwgfx.cutscenebarspos < 360)
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{
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scriptdelay = 1;
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position--;
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}
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}
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else
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{
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if (dwgfx.cutscenebarspos > 0)
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{
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scriptdelay = 1;
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position--;
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}
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}
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}
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else if (words[0] == "text")
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{
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//oh boy
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//first word is the colour.
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if (words[1] == "cyan")
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{
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r = 164;
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g = 164;
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b = 255;
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}
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else if (words[1] == "player")
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{
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r = 164;
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g = 164;
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b = 255;
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}
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else if (words[1] == "red")
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{
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r = 255;
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g = 60;
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b = 60;
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}
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else if (words[1] == "green")
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{
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r = 144;
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g = 255;
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b = 144;
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}
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else if (words[1] == "yellow")
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{
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r = 255;
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g = 255;
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b = 134;
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}
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else if (words[1] == "blue")
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{
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r = 95;
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g = 95;
|
|
|
|
b = 255;
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
r = 255;
|
|
|
|
g = 134;
|
|
|
|
b = 255;
|
|
|
|
}
|
|
|
|
else if (words[1] == "gray")
|
|
|
|
{
|
|
|
|
r = 174;
|
|
|
|
g = 174;
|
|
|
|
b = 174;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//use a gray
|
|
|
|
r = 174;
|
|
|
|
g = 174;
|
|
|
|
b = 174;
|
|
|
|
}
|
|
|
|
|
|
|
|
//next are the x,y coordinates
|
|
|
|
textx = ss_toi(words[2]);
|
|
|
|
texty = ss_toi(words[3]);
|
|
|
|
|
|
|
|
//Number of lines for the textbox!
|
|
|
|
txtnumlines = ss_toi(words[4]);
|
|
|
|
for (int i = 0; i < txtnumlines; i++)
|
|
|
|
{
|
|
|
|
position++;
|
|
|
|
txt[i] = commands[position];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "position")
|
|
|
|
{
|
|
|
|
//are we facing left or right? for some objects we don't care, default at 0.
|
|
|
|
j = 0;
|
|
|
|
|
|
|
|
//the first word is the object to position relative to
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i = obj.getplayer();
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i = obj.getcrewman(0);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i = obj.getcrewman(1);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i = obj.getcrewman(2);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i = obj.getcrewman(3);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i = obj.getcrewman(4);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i = obj.getcrewman(5);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "centerx")
|
|
|
|
{
|
|
|
|
words[2] = "donothing";
|
|
|
|
j = -1;
|
|
|
|
textx = -500;
|
|
|
|
}
|
|
|
|
else if (words[1] == "centery")
|
|
|
|
{
|
|
|
|
words[2] = "donothing";
|
|
|
|
j = -1;
|
|
|
|
texty = -500;
|
|
|
|
}
|
|
|
|
else if (words[1] == "center")
|
|
|
|
{
|
|
|
|
words[2] = "donothing";
|
|
|
|
j = -1;
|
|
|
|
textx = -500;
|
|
|
|
texty = -500;
|
|
|
|
}
|
|
|
|
|
|
|
|
//next is whether to position above or below
|
|
|
|
if (words[2] == "above")
|
|
|
|
{
|
|
|
|
if (j == 1) //left
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
|
|
|
|
texty = obj.entities[i].yp - 16 - (txtnumlines*8);
|
|
|
|
}
|
|
|
|
else if (j == 0) //Right
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp - 16;
|
|
|
|
texty = obj.entities[i].yp - 18 - (txtnumlines * 8);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (j == 1) //left
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
|
|
|
|
texty = obj.entities[i].yp + 26;
|
|
|
|
}
|
|
|
|
else if (j == 0) //Right
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp - 16;
|
|
|
|
texty = obj.entities[i].yp + 26;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "customposition")
|
|
|
|
{
|
|
|
|
//are we facing left or right? for some objects we don't care, default at 0.
|
|
|
|
j = 0;
|
|
|
|
|
|
|
|
//the first word is the object to position relative to
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i = obj.getcustomcrewman(0);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i = obj.getcustomcrewman(0);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i = obj.getcustomcrewman(1);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i = obj.getcustomcrewman(2);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i = obj.getcustomcrewman(3);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i = obj.getcustomcrewman(4);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i = obj.getcustomcrewman(5);
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[1] == "centerx")
|
|
|
|
{
|
|
|
|
words[2] = "donothing";
|
|
|
|
j = -1;
|
|
|
|
textx = -500;
|
|
|
|
}
|
|
|
|
else if (words[1] == "centery")
|
|
|
|
{
|
|
|
|
words[2] = "donothing";
|
|
|
|
j = -1;
|
|
|
|
texty = -500;
|
|
|
|
}
|
|
|
|
else if (words[1] == "center")
|
|
|
|
{
|
|
|
|
words[2] = "donothing";
|
|
|
|
j = -1;
|
|
|
|
textx = -500;
|
|
|
|
texty = -500;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(i==0 && words[1]!="player" && words[1]!="cyan"){
|
|
|
|
//Requested crewmate is not actually on screen
|
|
|
|
words[2] = "donothing";
|
|
|
|
j = -1;
|
|
|
|
textx = -500;
|
|
|
|
texty = -500;
|
|
|
|
}
|
|
|
|
|
|
|
|
//next is whether to position above or below
|
|
|
|
if (words[2] == "above")
|
|
|
|
{
|
|
|
|
if (j == 1) //left
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
|
|
|
|
texty = obj.entities[i].yp - 16 - (txtnumlines*8);
|
|
|
|
}
|
|
|
|
else if (j == 0) //Right
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp - 16;
|
|
|
|
texty = obj.entities[i].yp - 18 - (txtnumlines * 8);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (j == 1) //left
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
|
|
|
|
texty = obj.entities[i].yp + 26;
|
|
|
|
}
|
|
|
|
else if (j == 0) //Right
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp - 16;
|
|
|
|
texty = obj.entities[i].yp + 26;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "backgroundtext")
|
|
|
|
{
|
|
|
|
game.backgroundtext = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "flipme")
|
|
|
|
{
|
2020-02-03 02:25:15 +01:00
|
|
|
if(dwgfx.flipmode) texty += 2*(120 - texty) - 8*(txtnumlines+2);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "speak_active")
|
|
|
|
{
|
|
|
|
//Ok, actually display the textbox we've initilised now!
|
|
|
|
dwgfx.createtextbox(txt[0], textx, texty, r, g, b);
|
|
|
|
if (txtnumlines > 1)
|
|
|
|
{
|
|
|
|
for (i = 1; i < txtnumlines; i++)
|
|
|
|
{
|
|
|
|
dwgfx.addline(txt[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//the textbox cannot be outside the screen. Fix if it is.
|
|
|
|
if (textx <= -1000)
|
|
|
|
{
|
|
|
|
//position to the left of the player
|
|
|
|
textx += 10000;
|
|
|
|
textx -= dwgfx.textboxwidth();
|
|
|
|
textx += 16;
|
|
|
|
dwgfx.textboxmoveto(textx);
|
|
|
|
}
|
|
|
|
|
2020-01-31 22:36:36 +01:00
|
|
|
if (textx == -500 || textx == -1)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
dwgfx.textboxcenterx();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texty == -500)
|
|
|
|
{
|
|
|
|
dwgfx.textboxcentery();
|
|
|
|
}
|
|
|
|
|
|
|
|
dwgfx.textboxadjust();
|
|
|
|
dwgfx.textboxactive();
|
|
|
|
|
|
|
|
if (!game.backgroundtext)
|
|
|
|
{
|
|
|
|
game.advancetext = true;
|
|
|
|
game.hascontrol = false;
|
|
|
|
game.pausescript = true;
|
|
|
|
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
|
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
|
|
|
}
|
|
|
|
game.backgroundtext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "speak")
|
|
|
|
{
|
|
|
|
//Exactly as above, except don't make the textbox active (so we can use multiple textboxes)
|
|
|
|
dwgfx.createtextbox(txt[0], textx, texty, r, g, b);
|
|
|
|
if (txtnumlines > 1)
|
|
|
|
{
|
|
|
|
for (i = 1; i < txtnumlines; i++)
|
|
|
|
{
|
|
|
|
dwgfx.addline(txt[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//the textbox cannot be outside the screen. Fix if it is.
|
|
|
|
if (textx <= -1000)
|
|
|
|
{
|
|
|
|
//position to the left of the player
|
|
|
|
textx += 10000;
|
|
|
|
textx -= dwgfx.textboxwidth();
|
|
|
|
textx += 16;
|
|
|
|
dwgfx.textboxmoveto(textx);
|
|
|
|
}
|
|
|
|
|
2020-01-31 22:36:36 +01:00
|
|
|
if (textx == -500 || textx == -1)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
dwgfx.textboxcenterx();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texty == -500)
|
|
|
|
{
|
|
|
|
dwgfx.textboxcentery();
|
|
|
|
}
|
|
|
|
|
|
|
|
dwgfx.textboxadjust();
|
|
|
|
//dwgfx.textboxactive();
|
|
|
|
|
|
|
|
if (!game.backgroundtext)
|
|
|
|
{
|
|
|
|
game.advancetext = true;
|
|
|
|
game.hascontrol = false;
|
|
|
|
game.pausescript = true;
|
|
|
|
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
|
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
|
|
|
}
|
|
|
|
game.backgroundtext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "endtext")
|
|
|
|
{
|
|
|
|
dwgfx.textboxremove();
|
|
|
|
game.hascontrol = true;
|
|
|
|
game.advancetext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "endtextfast")
|
|
|
|
{
|
|
|
|
dwgfx.textboxremovefast();
|
|
|
|
game.hascontrol = true;
|
|
|
|
game.advancetext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "do")
|
|
|
|
{
|
|
|
|
//right, loop from this point
|
|
|
|
looppoint = position;
|
|
|
|
loopcount = ss_toi(words[1]);
|
|
|
|
}
|
|
|
|
else if (words[0] == "loop")
|
|
|
|
{
|
|
|
|
//right, loop from this point
|
|
|
|
loopcount--;
|
|
|
|
if (loopcount > 0)
|
|
|
|
{
|
|
|
|
position = looppoint;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "vvvvvvman")
|
|
|
|
{
|
|
|
|
//Create the super VVVVVV combo!
|
|
|
|
i = obj.getplayer();
|
|
|
|
obj.entities[i].xp = 30;
|
|
|
|
obj.entities[i].yp = 46;
|
|
|
|
obj.entities[i].size = 13;
|
|
|
|
obj.entities[i].colour = 23;
|
|
|
|
obj.entities[i].cx = 36;// 6;
|
|
|
|
obj.entities[i].cy = 12+80;// 2;
|
|
|
|
obj.entities[i].h = 126-80;// 21;
|
|
|
|
}
|
|
|
|
else if (words[0] == "undovvvvvvman")
|
|
|
|
{
|
|
|
|
//Create the super VVVVVV combo!
|
|
|
|
i = obj.getplayer();
|
|
|
|
obj.entities[i].xp = 100;
|
|
|
|
obj.entities[i].size = 0;
|
|
|
|
obj.entities[i].colour = 0;
|
|
|
|
obj.entities[i].cx = 6;
|
|
|
|
obj.entities[i].cy = 2;
|
|
|
|
obj.entities[i].h = 21;
|
|
|
|
}
|
|
|
|
else if (words[0] == "createentity")
|
|
|
|
{
|
|
|
|
obj.createentity(game, ss_toi(words[1]), ss_toi(words[2]), ss_toi(words[3]), ss_toi(words[4]), ss_toi(words[5]));
|
|
|
|
}
|
|
|
|
else if (words[0] == "createcrewman")
|
|
|
|
{
|
|
|
|
if (words[3] == "cyan")
|
|
|
|
{
|
|
|
|
r=0;
|
|
|
|
}
|
|
|
|
else if (words[3] == "red")
|
|
|
|
{
|
|
|
|
r=15;
|
|
|
|
}
|
|
|
|
else if (words[3] == "green")
|
|
|
|
{
|
|
|
|
r=13;
|
|
|
|
}
|
|
|
|
else if (words[3] == "yellow")
|
|
|
|
{
|
|
|
|
r=14;
|
|
|
|
}
|
|
|
|
else if (words[3] == "blue")
|
|
|
|
{
|
|
|
|
r=16;
|
|
|
|
}
|
|
|
|
else if (words[3] == "purple")
|
|
|
|
{
|
|
|
|
r=20;
|
|
|
|
}
|
|
|
|
else if (words[3] == "gray")
|
|
|
|
{
|
|
|
|
r=19;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r = 19;
|
|
|
|
}
|
|
|
|
|
|
|
|
//convert the command to the right index
|
|
|
|
if (words[5] == "followplayer") words[5] = "10";
|
|
|
|
if (words[5] == "followpurple") words[5] = "11";
|
|
|
|
if (words[5] == "followyellow") words[5] = "12";
|
|
|
|
if (words[5] == "followred") words[5] = "13";
|
|
|
|
if (words[5] == "followgreen") words[5] = "14";
|
|
|
|
if (words[5] == "followblue") words[5] = "15";
|
|
|
|
|
|
|
|
if (words[5] == "followposition") words[5] = "16";
|
|
|
|
if (words[5] == "faceleft")
|
|
|
|
{
|
|
|
|
words[5] = "17";
|
|
|
|
words[6] = "0";
|
|
|
|
}
|
|
|
|
if (words[5] == "faceright")
|
|
|
|
{
|
|
|
|
words[5] = "17";
|
|
|
|
words[6] = "1";
|
|
|
|
}
|
|
|
|
if (words[5] == "faceplayer")
|
|
|
|
{
|
|
|
|
words[5] = "18";
|
|
|
|
words[6] = "0";
|
|
|
|
}
|
|
|
|
if (words[5] == "panic")
|
|
|
|
{
|
|
|
|
words[5] = "20";
|
|
|
|
words[6] = "0";
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss_toi(words[5]) >= 16)
|
|
|
|
{
|
|
|
|
obj.createentity(game, ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.createentity(game, ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "changemood")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "customcyan")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
else if (words[1] == "pink")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss_toi(words[2]) == 0)
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 144;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "changecustommood")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(0);
|
|
|
|
obj.customcrewmoods[0]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(0);
|
|
|
|
obj.customcrewmoods[0]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "customcyan")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(0);
|
|
|
|
obj.customcrewmoods[0]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(3);
|
|
|
|
obj.customcrewmoods[3]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(4);
|
|
|
|
obj.customcrewmoods[4]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(2);
|
|
|
|
obj.customcrewmoods[2]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(5);
|
|
|
|
obj.customcrewmoods[5]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(1);
|
|
|
|
obj.customcrewmoods[1]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[1] == "pink")
|
|
|
|
{
|
|
|
|
i=obj.getcustomcrewman(1);
|
|
|
|
obj.customcrewmoods[1]=ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss_toi(words[2]) == 0)
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 144;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "changetile")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj.entities[i].tile = ss_toi(words[2]);
|
|
|
|
}
|
|
|
|
else if (words[0] == "flipgravity")
|
|
|
|
{
|
|
|
|
//not something I'll use a lot, I think. Doesn't need to be very robust!
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
2020-01-14 14:51:33 +01:00
|
|
|
game.gravitycontrol = !game.gravitycontrol;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-01-14 14:51:33 +01:00
|
|
|
else
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-01-14 14:51:33 +01:00
|
|
|
if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-01-14 14:51:33 +01:00
|
|
|
if (obj.entities[i].rule == 6)
|
|
|
|
{
|
|
|
|
obj.entities[i].rule = 7;
|
|
|
|
obj.entities[i].tile = 6;
|
|
|
|
}
|
|
|
|
else if (obj.entities[i].rule == 7)
|
|
|
|
{
|
|
|
|
obj.entities[i].rule = 6;
|
|
|
|
obj.entities[i].tile = 0;
|
|
|
|
}
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "changegravity")
|
|
|
|
{
|
|
|
|
//not something I'll use a lot, I think. Doesn't need to be very robust!
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj.entities[i].tile +=12;
|
|
|
|
}
|
|
|
|
else if (words[0] == "changedir")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss_toi(words[2]) == 0)
|
|
|
|
{
|
|
|
|
obj.entities[i].dir = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.entities[i].dir = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "alarmon")
|
|
|
|
{
|
|
|
|
game.alarmon = true;
|
|
|
|
game.alarmdelay = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "alarmoff")
|
|
|
|
{
|
|
|
|
game.alarmon = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "changeai")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (words[2] == "followplayer") words[2] = "10";
|
|
|
|
if (words[2] == "followpurple") words[2] = "11";
|
|
|
|
if (words[2] == "followyellow") words[2] = "12";
|
|
|
|
if (words[2] == "followred") words[2] = "13";
|
|
|
|
if (words[2] == "followgreen") words[2] = "14";
|
|
|
|
if (words[2] == "followblue") words[2] = "15";
|
|
|
|
|
|
|
|
if (words[2] == "followposition") words[2] = "16";
|
|
|
|
if (words[2] == "faceleft")
|
|
|
|
{
|
|
|
|
words[2] = "17";
|
|
|
|
words[3] = "0";
|
|
|
|
}
|
|
|
|
if (words[2] == "faceright")
|
|
|
|
{
|
|
|
|
words[2] = "17";
|
|
|
|
words[3] = "1";
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
obj.entities[i].state = ss_toi(words[2]);
|
|
|
|
if (obj.entities[i].state == 16)
|
|
|
|
{
|
|
|
|
obj.entities[i].para=ss_toi(words[3]);
|
|
|
|
}
|
|
|
|
else if (obj.entities[i].state == 17)
|
|
|
|
{
|
|
|
|
obj.entities[i].dir=ss_toi(words[3]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "alarmon")
|
|
|
|
{
|
|
|
|
game.alarmon = true;
|
|
|
|
game.alarmdelay = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "alarmoff")
|
|
|
|
{
|
|
|
|
game.alarmon = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "activateteleporter")
|
|
|
|
{
|
|
|
|
i = obj.getteleporter();
|
|
|
|
obj.entities[i].tile = 6;
|
|
|
|
obj.entities[i].colour = 102;
|
|
|
|
}
|
|
|
|
else if (words[0] == "changecolour")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (words[2] == "cyan")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 0;
|
|
|
|
}
|
|
|
|
else if (words[2] == "red")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 15;
|
|
|
|
}
|
|
|
|
else if (words[2] == "green")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 13;
|
|
|
|
}
|
|
|
|
else if (words[2] == "yellow")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 14;
|
|
|
|
}
|
|
|
|
else if (words[2] == "blue")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 16;
|
|
|
|
}
|
|
|
|
else if (words[2] == "purple")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 20;
|
|
|
|
}
|
|
|
|
else if (words[2] == "teleporter")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 102;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "squeak")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
music.playef(11, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
music.playef(11, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
music.playef(16, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
music.playef(12, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
music.playef(14, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
music.playef(13, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
music.playef(15, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "cry")
|
|
|
|
{
|
|
|
|
music.playef(2, 10);
|
|
|
|
}
|
|
|
|
else if (words[1] == "terminal")
|
|
|
|
{
|
|
|
|
music.playef(20, 10);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "blackout")
|
|
|
|
{
|
|
|
|
game.blackout = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "blackon")
|
|
|
|
{
|
|
|
|
game.blackout = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "setcheckpoint")
|
|
|
|
{
|
|
|
|
i = obj.getplayer();
|
|
|
|
game.savepoint = 0;
|
|
|
|
game.savex = obj.entities[i].xp ;
|
|
|
|
game.savey = obj.entities[i].yp;
|
|
|
|
game.savegc = game.gravitycontrol;
|
|
|
|
game.saverx = game.roomx;
|
|
|
|
game.savery = game.roomy;
|
|
|
|
game.savedir = obj.entities[i].dir;
|
|
|
|
}
|
|
|
|
else if (words[0] == "gamestate")
|
|
|
|
{
|
|
|
|
game.state = ss_toi(words[1]);
|
|
|
|
game.statedelay = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "textboxactive")
|
|
|
|
{
|
|
|
|
dwgfx.textboxactive();
|
|
|
|
}
|
|
|
|
else if (words[0] == "gamemode")
|
|
|
|
{
|
|
|
|
if (words[1] == "teleporter")
|
|
|
|
{
|
|
|
|
//TODO this draw the teleporter screen. This is a problem. :(
|
|
|
|
game.gamestate = 5;
|
|
|
|
dwgfx.menuoffset = 240; //actually this should count the roomname
|
|
|
|
if (map.extrarow) dwgfx.menuoffset -= 10;
|
|
|
|
//dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
|
|
|
|
|
|
|
|
dwgfx.resumegamemode = false;
|
|
|
|
|
|
|
|
game.useteleporter = false; //good heavens don't actually use it
|
|
|
|
}
|
|
|
|
else if (words[1] == "game")
|
|
|
|
{
|
|
|
|
dwgfx.resumegamemode = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "ifexplored")
|
|
|
|
{
|
|
|
|
if (map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] == 1)
|
|
|
|
{
|
|
|
|
load(words[3]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "iflast")
|
|
|
|
{
|
|
|
|
if (game.lastsaved==ss_toi(words[1]))
|
|
|
|
{
|
|
|
|
load(words[2]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "ifskip")
|
|
|
|
{
|
|
|
|
if (game.nocutscenes)
|
|
|
|
{
|
|
|
|
load(words[1]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "ifflag")
|
|
|
|
{
|
|
|
|
if (obj.flags[ss_toi(words[1])]==1)
|
|
|
|
{
|
|
|
|
load(words[2]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "ifcrewlost")
|
|
|
|
{
|
|
|
|
if (game.crewstats[ss_toi(words[1])]==false)
|
|
|
|
{
|
|
|
|
load(words[2]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "iftrinkets")
|
|
|
|
{
|
|
|
|
if (game.trinkets >= ss_toi(words[1]))
|
|
|
|
{
|
|
|
|
load(words[2]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "iftrinketsless")
|
|
|
|
{
|
|
|
|
if (game.stat_trinkets < ss_toi(words[1]))
|
|
|
|
{
|
|
|
|
load(words[2]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "hidecoordinates")
|
|
|
|
{
|
|
|
|
map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "showcoordinates")
|
|
|
|
{
|
|
|
|
map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] = 1;
|
|
|
|
}
|
|
|
|
else if (words[0] == "hideship")
|
|
|
|
{
|
|
|
|
map.hideship();
|
|
|
|
}
|
|
|
|
else if (words[0] == "showship")
|
|
|
|
{
|
|
|
|
map.showship();
|
|
|
|
}
|
|
|
|
else if (words[0] == "showsecretlab")
|
|
|
|
{
|
|
|
|
map.explored[16 + (20 * 5)] = 1;
|
|
|
|
map.explored[17 + (20 * 5)] = 1;
|
|
|
|
map.explored[18 + (20 * 5)] = 1;
|
|
|
|
map.explored[17 + (20 * 6)] = 1;
|
|
|
|
map.explored[18 + (20 * 6)] = 1;
|
|
|
|
map.explored[19 + (20 * 6)] = 1;
|
|
|
|
map.explored[19 + (20 * 7)] = 1;
|
|
|
|
map.explored[19 + (20 * 8)] = 1;
|
|
|
|
}
|
|
|
|
else if (words[0] == "hidesecretlab")
|
|
|
|
{
|
|
|
|
map.explored[16 + (20 * 5)] = 0;
|
|
|
|
map.explored[17 + (20 * 5)] = 0;
|
|
|
|
map.explored[18 + (20 * 5)] = 0;
|
|
|
|
map.explored[17 + (20 * 6)] = 0;
|
|
|
|
map.explored[18 + (20 * 6)] = 0;
|
|
|
|
map.explored[19 + (20 * 6)] = 0;
|
|
|
|
map.explored[19 + (20 * 7)] = 0;
|
|
|
|
map.explored[19 + (20 * 8)] = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "showteleporters")
|
|
|
|
{
|
|
|
|
map.showteleporters = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "showtargets")
|
|
|
|
{
|
|
|
|
map.showtargets = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "showtrinkets")
|
|
|
|
{
|
|
|
|
map.showtrinkets = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "hideteleporters")
|
|
|
|
{
|
|
|
|
map.showteleporters = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "hidetargets")
|
|
|
|
{
|
|
|
|
map.showtargets = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "hidetrinkets")
|
|
|
|
{
|
|
|
|
map.showtrinkets = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "hideplayer")
|
|
|
|
{
|
|
|
|
obj.entities[obj.getplayer()].invis = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "showplayer")
|
|
|
|
{
|
|
|
|
obj.entities[obj.getplayer()].invis = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "teleportscript")
|
|
|
|
{
|
|
|
|
game.teleportscript = words[1];
|
|
|
|
}
|
|
|
|
else if (words[0] == "clearteleportscript")
|
|
|
|
{
|
|
|
|
game.teleportscript = "";
|
|
|
|
}
|
|
|
|
else if (words[0] == "nocontrol")
|
|
|
|
{
|
|
|
|
game.hascontrol = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "hascontrol")
|
|
|
|
{
|
|
|
|
game.hascontrol = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "companion")
|
|
|
|
{
|
|
|
|
game.companion = ss_toi(words[1]);
|
|
|
|
}
|
|
|
|
else if (words[0] == "befadein")
|
|
|
|
{
|
|
|
|
dwgfx.fadeamount = 0;
|
|
|
|
dwgfx.fademode= 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "fadein")
|
|
|
|
{
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
}
|
|
|
|
else if (words[0] == "fadeout")
|
|
|
|
{
|
|
|
|
dwgfx.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (words[0] == "untilfade")
|
|
|
|
{
|
|
|
|
if (dwgfx.fademode>1)
|
|
|
|
{
|
|
|
|
scriptdelay = 1;
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "entersecretlab")
|
|
|
|
{
|
|
|
|
game.unlock[8] = true;
|
|
|
|
game.insecretlab = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "leavesecretlab")
|
|
|
|
{
|
|
|
|
game.insecretlab = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "resetgame")
|
|
|
|
{
|
|
|
|
map.resetnames();
|
|
|
|
map.resetmap();
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
map.tdrawback = true;
|
|
|
|
|
|
|
|
obj.resetallflags();
|
|
|
|
i = obj.getplayer();
|
|
|
|
obj.entities[i].tile = 0;
|
|
|
|
|
|
|
|
game.trinkets = 0;
|
|
|
|
game.crewmates=0;
|
|
|
|
for (i = 0; i < 100; i++)
|
|
|
|
{
|
|
|
|
obj.collect[i] = 0;
|
|
|
|
obj.customcollect[i] = 0;
|
|
|
|
}
|
|
|
|
game.deathcounts = 0;
|
|
|
|
game.advancetext = false;
|
|
|
|
game.hascontrol = true;
|
|
|
|
game.frames = 0;
|
|
|
|
game.seconds = 0;
|
|
|
|
game.minutes = 0;
|
|
|
|
game.hours = 0;
|
|
|
|
game.gravitycontrol = 0;
|
|
|
|
game.teleport = false;
|
|
|
|
game.companion = 0;
|
|
|
|
game.roomchange = false;
|
|
|
|
game.teleport_to_new_area = false;
|
|
|
|
game.teleport_to_x = 0;
|
|
|
|
game.teleport_to_y = 0;
|
|
|
|
|
|
|
|
game.teleportscript = "";
|
|
|
|
|
|
|
|
//get out of final level mode!
|
|
|
|
map.finalmode = false;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
map.finalstretch = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "loadscript")
|
|
|
|
{
|
|
|
|
load(words[1]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (words[0] == "rollcredits")
|
|
|
|
{
|
|
|
|
game.gamestate = 6;
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
game.creditposition = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "finalmode")
|
|
|
|
{
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = ss_toi(words[1]);
|
|
|
|
map.finaly = ss_toi(words[2]);
|
|
|
|
game.roomx = map.finalx;
|
|
|
|
game.roomy = map.finaly;
|
|
|
|
map.gotoroom(game.roomx, game.roomy, dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
else if (words[0] == "rescued")
|
|
|
|
{
|
|
|
|
if (words[1] == "red")
|
|
|
|
{
|
|
|
|
game.crewstats[3] = true;
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
game.crewstats[4] = true;
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
game.crewstats[2] = true;
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
game.crewstats[5] = true;
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
game.crewstats[1] = true;
|
|
|
|
}
|
|
|
|
else if (words[1] == "player")
|
|
|
|
{
|
|
|
|
game.crewstats[0] = true;
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
game.crewstats[0] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "missing")
|
|
|
|
{
|
|
|
|
if (words[1] == "red")
|
|
|
|
{
|
|
|
|
game.crewstats[3] = false;
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
game.crewstats[4] = false;
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
game.crewstats[2] = false;
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
game.crewstats[5] = false;
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
game.crewstats[1] = false;
|
|
|
|
}
|
|
|
|
else if (words[1] == "player")
|
|
|
|
{
|
|
|
|
game.crewstats[0] = false;
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
game.crewstats[0] = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "face")
|
|
|
|
{
|
|
|
|
if (words[1] == "player")
|
|
|
|
{
|
|
|
|
i=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (words[2] == "player")
|
|
|
|
{
|
|
|
|
j=obj.getplayer();
|
|
|
|
}
|
|
|
|
else if (words[2] == "cyan")
|
|
|
|
{
|
|
|
|
j=obj.getcrewman(0);
|
|
|
|
}
|
|
|
|
else if (words[2] == "red")
|
|
|
|
{
|
|
|
|
j=obj.getcrewman(3);
|
|
|
|
}
|
|
|
|
else if (words[2] == "green")
|
|
|
|
{
|
|
|
|
j=obj.getcrewman(4);
|
|
|
|
}
|
|
|
|
else if (words[2] == "yellow")
|
|
|
|
{
|
|
|
|
j=obj.getcrewman(2);
|
|
|
|
}
|
|
|
|
else if (words[2] == "blue")
|
|
|
|
{
|
|
|
|
j=obj.getcrewman(5);
|
|
|
|
}
|
|
|
|
else if (words[2] == "purple")
|
|
|
|
{
|
|
|
|
j=obj.getcrewman(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (obj.entities[j].xp > obj.entities[i].xp + 5)
|
|
|
|
{
|
|
|
|
obj.entities[i].dir = 1;
|
|
|
|
}
|
|
|
|
else if (obj.entities[j].xp < obj.entities[i].xp - 5)
|
|
|
|
{
|
|
|
|
obj.entities[i].dir = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "jukebox")
|
|
|
|
{
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].type == 13 && obj.entities[j].active)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (ss_toi(words[1]) == 1)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 88 && obj.entities[j].yp==80)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 2)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 128 - 4, 80, 20, 16, 26);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 128 && obj.entities[j].yp==80)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 3)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 176 - 4, 80, 20, 16, 27);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 176 && obj.entities[j].yp==80)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 4)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 216 - 4, 80, 20, 16, 28);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 216 && obj.entities[j].yp==80)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 5)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 88 - 4, 128, 20, 16, 29);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 88 && obj.entities[j].yp==128)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 6)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 176 - 4, 128, 20, 16, 30);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 176 && obj.entities[j].yp==128)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 7)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 40 - 4, 40, 20, 16, 31);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 40 && obj.entities[j].yp==40)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 8)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 216 - 4, 128, 20, 16, 32);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 216 && obj.entities[j].yp==128)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 9)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 128 - 4, 128, 20, 16, 33);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 128 && obj.entities[j].yp==128)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ss_toi(words[1]) == 10)
|
|
|
|
{
|
|
|
|
obj.createblock(5, 264 - 4, 40, 20, 16, 34);
|
|
|
|
for (j = 0; j < obj.nentity; j++)
|
|
|
|
{
|
|
|
|
if (obj.entities[j].xp == 264 && obj.entities[j].yp==40)
|
|
|
|
{
|
|
|
|
obj.entities[j].colour = 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "createactivityzone")
|
|
|
|
{
|
|
|
|
if (words[1] == "red")
|
|
|
|
{
|
|
|
|
i=3;
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
i=4;
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
i=2;
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
i=5;
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
i=1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (i == 4)
|
|
|
|
{
|
|
|
|
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, obj.entities[obj.getcrewman(i)].yp-20, 96, 60, i);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, 0, 96, 240, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "createrescuedcrew")
|
|
|
|
{
|
|
|
|
//special for final level cutscene
|
|
|
|
//starting at 180, create the rescued crewmembers (ingoring violet, who's at 155)
|
|
|
|
i = 215;
|
|
|
|
if (game.crewstats[2] && game.lastsaved!=2)
|
|
|
|
{
|
|
|
|
obj.createentity(game, i, 153, 18, 14, 0, 17, 0);
|
|
|
|
i += 25;
|
|
|
|
}
|
|
|
|
if (game.crewstats[3] && game.lastsaved!=3)
|
|
|
|
{
|
|
|
|
obj.createentity(game, i, 153, 18, 15, 0, 17, 0);
|
|
|
|
i += 25;
|
|
|
|
}
|
|
|
|
if (game.crewstats[4] && game.lastsaved!=4)
|
|
|
|
{
|
|
|
|
obj.createentity(game, i, 153, 18, 13, 0, 17, 0);
|
|
|
|
i += 25;
|
|
|
|
}
|
|
|
|
if (game.crewstats[5] && game.lastsaved!=5)
|
|
|
|
{
|
|
|
|
obj.createentity(game, i, 153, 18, 16, 0, 17, 0);
|
|
|
|
i += 25;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "restoreplayercolour")
|
|
|
|
{
|
|
|
|
i = obj.getplayer();
|
|
|
|
obj.entities[i].colour = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "changeplayercolour")
|
|
|
|
{
|
|
|
|
i = obj.getplayer();
|
|
|
|
|
|
|
|
if (words[1] == "cyan")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 0;
|
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 15;
|
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 13;
|
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 14;
|
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 16;
|
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 20;
|
|
|
|
}
|
|
|
|
else if (words[1] == "teleporter")
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 102;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "altstates")
|
|
|
|
{
|
|
|
|
obj.altstates = ss_toi(words[1]);
|
|
|
|
}
|
|
|
|
else if (words[0] == "activeteleporter")
|
|
|
|
{
|
|
|
|
i = obj.getteleporter();
|
|
|
|
obj.entities[i].colour = 101;
|
|
|
|
}
|
|
|
|
else if (words[0] == "foundtrinket")
|
|
|
|
{
|
|
|
|
//music.silencedasmusik();
|
|
|
|
music.haltdasmusik();
|
|
|
|
music.playef(3,10);
|
|
|
|
|
|
|
|
game.trinkets++;
|
|
|
|
obj.collect[ss_toi(words[1])] = 1;
|
|
|
|
|
|
|
|
dwgfx.textboxremovefast();
|
|
|
|
|
|
|
|
dwgfx.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
|
|
|
|
dwgfx.addline("");
|
|
|
|
dwgfx.addline("You have found a shiny trinket!");
|
|
|
|
dwgfx.textboxcenterx();
|
|
|
|
|
2020-01-23 15:50:09 +01:00
|
|
|
std::string usethisnum;
|
|
|
|
if (map.custommode)
|
|
|
|
{
|
|
|
|
usethisnum = help.number(map.customtrinkets);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
usethisnum = "Twenty";
|
|
|
|
}
|
|
|
|
dwgfx.createtextbox(" " + help.number(game.trinkets) + " out of " + usethisnum + " ", 50, 135, 174, 174, 174);
|
2020-01-01 21:29:24 +01:00
|
|
|
dwgfx.textboxcenterx();
|
|
|
|
|
|
|
|
if (!game.backgroundtext)
|
|
|
|
{
|
|
|
|
game.advancetext = true;
|
|
|
|
game.hascontrol = false;
|
|
|
|
game.pausescript = true;
|
|
|
|
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
|
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
|
|
|
}
|
|
|
|
game.backgroundtext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "foundlab")
|
|
|
|
{
|
|
|
|
music.playef(3,10);
|
|
|
|
|
|
|
|
dwgfx.textboxremovefast();
|
|
|
|
|
|
|
|
dwgfx.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
|
|
|
|
dwgfx.addline("");
|
|
|
|
dwgfx.addline("You have found the secret lab!");
|
|
|
|
dwgfx.textboxcenterx();
|
|
|
|
dwgfx.textboxcentery();
|
|
|
|
|
|
|
|
if (!game.backgroundtext)
|
|
|
|
{
|
|
|
|
game.advancetext = true;
|
|
|
|
game.hascontrol = false;
|
|
|
|
game.pausescript = true;
|
|
|
|
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
|
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
|
|
|
}
|
|
|
|
game.backgroundtext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "foundlab2")
|
|
|
|
{
|
|
|
|
dwgfx.textboxremovefast();
|
|
|
|
|
2020-01-13 09:54:38 +01:00
|
|
|
dwgfx.createtextbox("The secret lab is separate from", 50, 85, 174, 174, 174);
|
2020-01-01 21:29:24 +01:00
|
|
|
dwgfx.addline("the rest of the game. You can");
|
|
|
|
dwgfx.addline("now come back here at any time");
|
|
|
|
dwgfx.addline("by selecting the new SECRET LAB");
|
|
|
|
dwgfx.addline("option in the play menu.");
|
|
|
|
dwgfx.textboxcenterx();
|
|
|
|
dwgfx.textboxcentery();
|
|
|
|
|
|
|
|
if (!game.backgroundtext)
|
|
|
|
{
|
|
|
|
game.advancetext = true;
|
|
|
|
game.hascontrol = false;
|
|
|
|
game.pausescript = true;
|
|
|
|
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|
|
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
|
|
|
|
}
|
|
|
|
game.backgroundtext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "everybodysad")
|
|
|
|
{
|
|
|
|
for (i = 0; i < obj.nentity; i++)
|
|
|
|
{
|
|
|
|
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 0)
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 144;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "startintermission2")
|
|
|
|
{
|
|
|
|
map.finalmode = true; //Enable final level mode
|
|
|
|
map.finalx = 46;
|
|
|
|
map.finaly = 54; //Current
|
|
|
|
|
|
|
|
game.savex = 228;
|
|
|
|
game.savey = 129;
|
|
|
|
game.saverx = 53;
|
|
|
|
game.savery = 49;
|
|
|
|
game.savegc = 0;
|
|
|
|
game.savedir = 0; //Intermission level 2
|
|
|
|
game.savepoint = 0;
|
|
|
|
game.gravitycontrol = 0;
|
|
|
|
|
|
|
|
map.gotoroom(46, 54, dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
else if (words[0] == "telesave")
|
|
|
|
{
|
|
|
|
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele(map, obj, music);
|
|
|
|
}
|
|
|
|
else if (words[0] == "createlastrescued")
|
|
|
|
{
|
|
|
|
if (game.lastsaved==2)
|
|
|
|
{
|
|
|
|
r=14;
|
|
|
|
}
|
|
|
|
else if (game.lastsaved==3)
|
|
|
|
{
|
|
|
|
r=15;
|
|
|
|
}
|
|
|
|
else if (game.lastsaved==4)
|
|
|
|
{
|
|
|
|
r=13;
|
|
|
|
}
|
|
|
|
else if (game.lastsaved==5)
|
|
|
|
{
|
|
|
|
r=16;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r = 19;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj.createentity(game, 200, 153, 18, r, 0, 19, 30);
|
|
|
|
i = obj.getcrewman(game.lastsaved);
|
|
|
|
obj.entities[i].dir = 1;
|
|
|
|
}
|
|
|
|
else if (words[0] == "specialline")
|
|
|
|
{
|
|
|
|
switch(ss_toi(words[1]))
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
txtnumlines = 1;
|
|
|
|
|
|
|
|
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
txtnumlines = 3;
|
|
|
|
|
|
|
|
if (game.crewrescued() < 5)
|
|
|
|
{
|
|
|
|
txt[1] = "to helping you find the";
|
|
|
|
txt[2] = "rest of the crew!";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
txtnumlines = 2;
|
|
|
|
txt[1] = "to helping you find " + game.unrescued() + "!";
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "trinketbluecontrol")
|
|
|
|
{
|
|
|
|
if (game.trinkets == 20 && obj.flags[67] == 1)
|
|
|
|
{
|
|
|
|
load("talkblue_trinket6");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (game.trinkets >= 19 && obj.flags[67] == 0)
|
|
|
|
{
|
|
|
|
load("talkblue_trinket5");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkblue_trinket4");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "trinketyellowcontrol")
|
|
|
|
{
|
|
|
|
if (game.trinkets >= 19)
|
|
|
|
{
|
|
|
|
load("talkyellow_trinket3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkyellow_trinket2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "redcontrol")
|
|
|
|
{
|
|
|
|
if (game.insecretlab)
|
|
|
|
{
|
|
|
|
load("talkred_14");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (game.roomx != 104)
|
|
|
|
{
|
|
|
|
if (game.roomx == 100)
|
|
|
|
{
|
|
|
|
load("talkred_10");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (game.roomx == 107)
|
|
|
|
{
|
|
|
|
load("talkred_11");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (game.roomx == 114)
|
|
|
|
{
|
|
|
|
load("talkred_12");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (obj.flags[67] == 1)
|
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkred_13");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[35] == 1 && obj.flags[52] == 0)
|
|
|
|
{
|
|
|
|
//Intermission level
|
|
|
|
obj.flags[52] = 1;
|
|
|
|
load("talkred_9");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[51] == 0)
|
|
|
|
{
|
|
|
|
//We're back home!
|
|
|
|
obj.flags[51] = 1;
|
|
|
|
load("talkred_5");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[48] == 0 && game.crewstats[5])
|
|
|
|
{
|
|
|
|
//Victoria's back
|
|
|
|
obj.flags[48] = 1;
|
|
|
|
load("talkred_6");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[49] == 0 && game.crewstats[4])
|
|
|
|
{
|
|
|
|
//Verdigris' back
|
|
|
|
obj.flags[49] = 1;
|
|
|
|
load("talkred_7");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[50] == 0 && game.crewstats[2])
|
|
|
|
{
|
|
|
|
//Vitellary's back
|
|
|
|
obj.flags[50] = 1;
|
|
|
|
load("talkred_8");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[45] == 0 && !game.crewstats[5])
|
|
|
|
{
|
|
|
|
obj.flags[45] = 1;
|
|
|
|
load("talkred_2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[46] == 0 && !game.crewstats[4])
|
|
|
|
{
|
|
|
|
obj.flags[46] = 1;
|
|
|
|
load("talkred_3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[47] == 0 && !game.crewstats[2])
|
|
|
|
{
|
|
|
|
obj.flags[47] = 1;
|
|
|
|
load("talkred_4");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.flags[45] = 0;
|
|
|
|
obj.flags[46] = 0;
|
|
|
|
obj.flags[47] = 0;
|
|
|
|
load("talkred_1");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//TODO: Non Urgent fix compiler nesting errors without adding complexity
|
|
|
|
if (words[0] == "greencontrol")
|
|
|
|
{
|
|
|
|
if (game.insecretlab)
|
|
|
|
{
|
|
|
|
load("talkgreen_11");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (game.roomx == 103 && game.roomy == 109)
|
|
|
|
{
|
|
|
|
load("talkgreen_8");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (game.roomx == 101 && game.roomy == 109)
|
|
|
|
{
|
|
|
|
load("talkgreen_9");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[67] == 1)
|
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkgreen_10");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[34] == 1 && obj.flags[57] == 0)
|
|
|
|
{
|
|
|
|
//Intermission level
|
|
|
|
obj.flags[57] = 1;
|
|
|
|
load("talkgreen_7");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[53] == 0)
|
|
|
|
{
|
|
|
|
//Home!
|
|
|
|
obj.flags[53] = 1;
|
|
|
|
load("talkgreen_6");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[54] == 0 && game.crewstats[2])
|
|
|
|
{
|
|
|
|
obj.flags[54] = 1;
|
|
|
|
load("talkgreen_5");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[55] == 0 && game.crewstats[3])
|
|
|
|
{
|
|
|
|
obj.flags[55] = 1;
|
|
|
|
load("talkgreen_4");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[56] == 0 && game.crewstats[5])
|
|
|
|
{
|
|
|
|
obj.flags[56] = 1;
|
|
|
|
load("talkgreen_3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[58] == 0)
|
|
|
|
{
|
|
|
|
obj.flags[58] = 1;
|
|
|
|
load("talkgreen_2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkgreen_1");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "bluecontrol")
|
|
|
|
{
|
|
|
|
if (game.insecretlab)
|
|
|
|
{
|
|
|
|
load("talkblue_9");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[67] == 1)
|
|
|
|
{
|
|
|
|
//game complete, everything changes for victoria
|
|
|
|
if (obj.flags[41] == 1 && obj.flags[42] == 0)
|
|
|
|
{
|
|
|
|
//second trinket conversation
|
|
|
|
obj.flags[42] = 1;
|
|
|
|
load("talkblue_trinket2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[41] == 0 && obj.flags[42] == 0)
|
|
|
|
{
|
|
|
|
//Third trinket conversation
|
|
|
|
obj.flags[42] = 1;
|
|
|
|
load("talkblue_trinket3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Ok, we've already dealt with the trinket thing; so either you have them all, or you don't. If you do:
|
|
|
|
if (game.trinkets >= 20)
|
|
|
|
{
|
|
|
|
load("startepilogue");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkblue_8");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (obj.flags[33] == 1 && obj.flags[40] == 0)
|
|
|
|
{
|
|
|
|
//Intermission level
|
|
|
|
obj.flags[40] = 1;
|
|
|
|
load("talkblue_7");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[36] == 0 && game.crewstats[5])
|
|
|
|
{
|
|
|
|
//Back on the ship!
|
|
|
|
obj.flags[36] = 1;
|
|
|
|
load("talkblue_3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[41] == 0 && game.crewrescued() <= 4)
|
|
|
|
{
|
|
|
|
//First trinket conversation
|
|
|
|
obj.flags[41] = 1;
|
|
|
|
load("talkblue_trinket1");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[41] == 1 && obj.flags[42] == 0 && game.crewrescued() == 5)
|
|
|
|
{
|
|
|
|
//second trinket conversation
|
|
|
|
obj.flags[42] = 1;
|
|
|
|
load("talkblue_trinket2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[41] == 0 && obj.flags[42] == 0 && game.crewrescued() == 5)
|
|
|
|
{
|
|
|
|
//Third trinket conversation
|
|
|
|
obj.flags[42] = 1;
|
|
|
|
load("talkblue_trinket3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[37] == 0 && game.crewstats[2])
|
|
|
|
{
|
|
|
|
obj.flags[37] = 1;
|
|
|
|
load("talkblue_4");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[38] == 0 && game.crewstats[3])
|
|
|
|
{
|
|
|
|
obj.flags[38] = 1;
|
|
|
|
load("talkblue_5");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[39] == 0 && game.crewstats[4])
|
|
|
|
{
|
|
|
|
obj.flags[39] = 1;
|
|
|
|
load("talkblue_6");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//if all else fails:
|
|
|
|
//if yellow is found
|
|
|
|
if (game.crewstats[2])
|
|
|
|
{
|
|
|
|
load("talkblue_2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkblue_1");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "yellowcontrol")
|
|
|
|
{
|
|
|
|
if (game.insecretlab)
|
|
|
|
{
|
|
|
|
load("talkyellow_12");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[67] == 1)
|
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkyellow_11");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[32] == 1 && obj.flags[31] == 0)
|
|
|
|
{
|
|
|
|
//Intermission level
|
|
|
|
obj.flags[31] = 1;
|
|
|
|
load("talkyellow_6");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[27] == 0 && game.crewstats[2])
|
|
|
|
{
|
|
|
|
//Back on the ship!
|
|
|
|
obj.flags[27] = 1;
|
|
|
|
load("talkyellow_10");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[43] == 0 && game.crewrescued() == 5 && !game.crewstats[5])
|
|
|
|
{
|
|
|
|
//If by chance we've rescued everyone except Victoria by the end, Vitellary provides you with
|
|
|
|
//the trinket information instead.
|
|
|
|
obj.flags[43] = 1;
|
|
|
|
obj.flags[42] = 1;
|
|
|
|
obj.flags[41] = 1;
|
|
|
|
load("talkyellow_trinket1");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[24] == 0 && game.crewstats[5])
|
|
|
|
{
|
|
|
|
obj.flags[24] = 1;
|
|
|
|
load("talkyellow_8");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[26] == 0 && game.crewstats[4])
|
|
|
|
{
|
|
|
|
obj.flags[26] = 1;
|
|
|
|
load("talkyellow_7");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[25] == 0 && game.crewstats[3])
|
|
|
|
{
|
|
|
|
obj.flags[25] = 1;
|
|
|
|
load("talkyellow_9");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[28] == 0)
|
|
|
|
{
|
|
|
|
obj.flags[28] = 1;
|
|
|
|
load("talkyellow_3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[29] == 0)
|
|
|
|
{
|
|
|
|
obj.flags[29] = 1;
|
|
|
|
load("talkyellow_4");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[30] == 0)
|
|
|
|
{
|
|
|
|
obj.flags[30] = 1;
|
|
|
|
load("talkyellow_5");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[23] == 0)
|
|
|
|
{
|
|
|
|
obj.flags[23] = 1;
|
|
|
|
load("talkyellow_2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkyellow_1");
|
|
|
|
position--;
|
|
|
|
obj.flags[23] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "purplecontrol")
|
|
|
|
{
|
|
|
|
//Controls Purple's conversion
|
|
|
|
//Crew rescued:
|
|
|
|
if (game.insecretlab)
|
|
|
|
{
|
|
|
|
load("talkpurple_9");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[67] == 1)
|
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkpurple_8");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[17] == 0 && game.crewstats[4])
|
|
|
|
{
|
|
|
|
obj.flags[17] = 1;
|
|
|
|
load("talkpurple_6");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[15] == 0 && game.crewstats[5])
|
|
|
|
{
|
|
|
|
obj.flags[15] = 1;
|
|
|
|
load("talkpurple_4");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[16] == 0 && game.crewstats[3])
|
|
|
|
{
|
|
|
|
obj.flags[16] = 1;
|
|
|
|
load("talkpurple_5");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[18] == 0 && game.crewstats[2])
|
|
|
|
{
|
|
|
|
obj.flags[18] = 1;
|
|
|
|
load("talkpurple_7");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[19] == 1 && obj.flags[20] == 0 && obj.flags[21] == 0)
|
|
|
|
{
|
|
|
|
//intermission one: if played one / not had first conversation / not played two [conversation one]
|
|
|
|
obj.flags[21] = 1;
|
|
|
|
load("talkpurple_intermission1");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[20] == 1 && obj.flags[21] == 1 && obj.flags[22] == 0)
|
|
|
|
{
|
|
|
|
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
|
|
|
|
obj.flags[22] = 1;
|
|
|
|
load("talkpurple_intermission2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[20] == 1 && obj.flags[21] == 0 && obj.flags[22] == 0)
|
|
|
|
{
|
|
|
|
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
|
|
|
|
obj.flags[22] = 1;
|
|
|
|
load("talkpurple_intermission3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[12] == 0)
|
|
|
|
{
|
|
|
|
//Intro conversation
|
|
|
|
obj.flags[12] = 1;
|
|
|
|
load("talkpurple_intro");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else if (obj.flags[14] == 0)
|
|
|
|
{
|
|
|
|
//Shorter intro conversation
|
|
|
|
obj.flags[14] = 1;
|
|
|
|
load("talkpurple_3");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//if all else fails:
|
|
|
|
//if green is found
|
|
|
|
if (game.crewstats[4])
|
|
|
|
{
|
|
|
|
load("talkpurple_2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkpurple_1");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
position++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
running = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(scriptdelay>0)
|
|
|
|
{
|
|
|
|
scriptdelay--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void scriptclass::resetgametomenu( Graphics& dwgfx, Game& game,mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
|
|
|
|
{
|
|
|
|
game.gamestate = TITLEMODE;
|
|
|
|
dwgfx.flipmode = false;
|
|
|
|
obj.nentity = 0;
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
game.createmenu("gameover");
|
|
|
|
}
|
|
|
|
|
|
|
|
void scriptclass::startgamemode( int t, KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
|
|
|
|
{
|
|
|
|
switch(t)
|
|
|
|
{
|
|
|
|
case 0: //Normal new game
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.start(obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
dwgfx.showcutscenebars = true;
|
|
|
|
dwgfx.cutscenebarspos = 320;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intro");
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.start(obj, music);
|
|
|
|
game.loadtele(map, obj, music);
|
|
|
|
game.gravitycontrol = game.savegc;
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 2: //Load Quicksave
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.start(obj, music);
|
|
|
|
game.loadquick(map, obj, music);
|
|
|
|
game.gravitycontrol = game.savegc;
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
//a very special case for here needs to ensure that the tower is set correctly
|
|
|
|
if (map.towermode)
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
i = obj.getplayer();
|
|
|
|
map.ypos = obj.entities[i].yp - 120;
|
|
|
|
map.bypos = map.ypos / 2;
|
|
|
|
map.cameramode = 0;
|
|
|
|
map.colsuperstate = 0;
|
|
|
|
}
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
//Start Time Trial 1
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nocutscenes = true;
|
|
|
|
game.intimetrial = true;
|
|
|
|
game.timetrialcountdown = 150;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetriallevel = 0;
|
|
|
|
game.timetrialpar = 75;
|
|
|
|
game.timetrialshinytarget = 2;
|
|
|
|
|
|
|
|
music.fadeout();
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
game.starttrial(game.timetriallevel, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
//Start Time Trial 2
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nocutscenes = true;
|
|
|
|
game.intimetrial = true;
|
|
|
|
game.timetrialcountdown = 150;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetriallevel = 1;
|
|
|
|
game.timetrialpar = 165;
|
|
|
|
game.timetrialshinytarget = 4;
|
|
|
|
|
|
|
|
music.fadeout();
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
game.starttrial(game.timetriallevel, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
//Start Time Trial 3 tow
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nocutscenes = true;
|
|
|
|
game.intimetrial = true;
|
|
|
|
game.timetrialcountdown = 150;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetriallevel = 2;
|
|
|
|
game.timetrialpar = 105;
|
|
|
|
game.timetrialshinytarget = 2;
|
|
|
|
|
|
|
|
music.fadeout();
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
game.starttrial(game.timetriallevel, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
//Start Time Trial 4 station
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nocutscenes = true;
|
|
|
|
game.intimetrial = true;
|
|
|
|
game.timetrialcountdown = 150;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetriallevel = 3;
|
|
|
|
game.timetrialpar = 200;
|
|
|
|
game.timetrialshinytarget = 5;
|
|
|
|
|
|
|
|
music.fadeout();
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
game.starttrial(game.timetriallevel, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
//Start Time Trial 5 warp
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nocutscenes = true;
|
|
|
|
game.intimetrial = true;
|
|
|
|
game.timetrialcountdown = 150;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetriallevel = 4;
|
|
|
|
game.timetrialpar = 120;
|
|
|
|
game.timetrialshinytarget = 1;
|
|
|
|
|
|
|
|
music.fadeout();
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
game.starttrial(game.timetriallevel, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
//Start Time Trial 6// final level!
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nocutscenes = true;
|
|
|
|
game.intimetrial = true;
|
|
|
|
game.timetrialcountdown = 150;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetriallevel = 5;
|
|
|
|
game.timetrialpar = 135;
|
|
|
|
game.timetrialshinytarget = 1;
|
|
|
|
|
|
|
|
music.fadeout();
|
|
|
|
map.finalmode = true; //Enable final level mode
|
|
|
|
map.finalx = 46;
|
|
|
|
map.finaly = 54; //Current
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
game.starttrial(game.timetriallevel, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 9:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nodeathmode = true;
|
|
|
|
game.start(obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
dwgfx.showcutscenebars = true;
|
|
|
|
dwgfx.cutscenebarspos = 320;
|
|
|
|
//game.starttest(obj, music);
|
|
|
|
//music.play(4);
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
|
|
|
|
load("intro");
|
|
|
|
break;
|
|
|
|
case 10:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.nodeathmode = true;
|
|
|
|
game.nocutscenes = true;
|
|
|
|
|
|
|
|
game.start(obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
dwgfx.showcutscenebars = true;
|
|
|
|
dwgfx.cutscenebarspos = 320;
|
|
|
|
//game.starttest(obj, music);
|
|
|
|
//music.play(4);
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
|
|
|
|
load("intro");
|
|
|
|
break;
|
|
|
|
case 11:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
|
|
|
|
game.startspecial(0, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//Secret lab, so reveal the map, give them all 20 trinkets
|
|
|
|
for (int j = 0; j < 20; j++)
|
|
|
|
{
|
|
|
|
obj.collect[j] = true;
|
|
|
|
for (i = 0; i < 20; i++)
|
|
|
|
{
|
|
|
|
map.explored[i + (j * 20)] = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
game.trinkets = 20;
|
|
|
|
game.insecretlab = true;
|
|
|
|
map.showteleporters = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
music.play(11);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 12:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 2;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
game.companion = 11;
|
|
|
|
game.supercrewmate = true;
|
|
|
|
game.scmprogress = 0;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 13:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 3;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
game.companion = 11;
|
|
|
|
game.supercrewmate = true;
|
|
|
|
game.scmprogress = 0;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 14:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 4;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
game.companion = 11;
|
|
|
|
game.supercrewmate = true;
|
|
|
|
game.scmprogress = 0;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 5;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
game.companion = 11;
|
|
|
|
game.supercrewmate = true;
|
|
|
|
game.scmprogress = 0;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 16:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 2;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
|
|
|
case 17:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 3;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
|
|
|
case 18:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 4;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
|
|
|
case 19:
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.lastsaved = 5;
|
|
|
|
|
|
|
|
game.crewstats[game.lastsaved] = true;
|
|
|
|
game.inintermission = true;
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.startspecial(1, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
2020-02-10 03:21:19 +01:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-01-01 21:29:24 +01:00
|
|
|
case 20:
|
|
|
|
//Level editor
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
ed.reset();
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.gamestate = EDITORMODE;
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
break;
|
|
|
|
case 21: //play custom level (in editor)
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
music.fadeout();
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
2020-01-31 04:06:16 +01:00
|
|
|
//If warpdir() is used during playtesting, we need to set it back after!
|
|
|
|
for (int j = 0; j < ed.maxheight; j++)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < ed.maxwidth; i++)
|
|
|
|
{
|
|
|
|
ed.kludgewarpdir[i+(j*ed.maxwidth)]=ed.level[i+(j*ed.maxwidth)].warpdir;
|
|
|
|
}
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.customstart(obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
|
|
|
|
map.custommode = true;
|
|
|
|
map.customx = 100;
|
|
|
|
map.customy = 100;
|
|
|
|
|
|
|
|
//dwgfx.showcutscenebars = true;
|
|
|
|
//dwgfx.cutscenebarspos = 320;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
if(ed.levmusic>0){
|
|
|
|
music.play(ed.levmusic);
|
|
|
|
}else{
|
|
|
|
music.currentsong=-1;
|
|
|
|
}
|
|
|
|
//load("intro");
|
|
|
|
break;
|
|
|
|
case 22: //play custom level (in game)
|
|
|
|
//Initilise the level
|
|
|
|
//First up, find the start point
|
|
|
|
ed.weirdloadthing(ed.ListOfMetaData[game.playcustomlevel].filename);
|
|
|
|
ed.findstartpoint(game);
|
|
|
|
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
music.fadeout();
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
game.customstart(obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
map.custommodeforreal = true;
|
|
|
|
map.custommode = true;
|
|
|
|
map.customx = 100;
|
|
|
|
map.customy = 100;
|
|
|
|
|
|
|
|
//dwgfx.showcutscenebars = true;
|
|
|
|
//dwgfx.cutscenebarspos = 320;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
|
|
|
|
ed.generatecustomminimap(dwgfx, map);
|
|
|
|
map.customshowmm=true;
|
|
|
|
if(ed.levmusic>0){
|
|
|
|
music.play(ed.levmusic);
|
|
|
|
}else{
|
|
|
|
music.currentsong=-1;
|
|
|
|
}
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
//load("intro");
|
|
|
|
break;
|
|
|
|
case 23: //Continue in custom level
|
|
|
|
//Initilise the level
|
|
|
|
//First up, find the start point
|
|
|
|
ed.weirdloadthing(ed.ListOfMetaData[game.playcustomlevel].filename);
|
|
|
|
ed.findstartpoint(game);
|
|
|
|
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
music.fadeout();
|
|
|
|
hardreset(key, dwgfx, game, map, obj, help, music);
|
|
|
|
map.custommodeforreal = true;
|
|
|
|
map.custommode = true;
|
|
|
|
map.customx = 100;
|
|
|
|
map.customy = 100;
|
|
|
|
|
|
|
|
game.customstart(obj, music);
|
|
|
|
game.customloadquick(ed.ListOfMetaData[game.playcustomlevel].filename, map, obj, music);
|
|
|
|
game.jumpheld = true;
|
|
|
|
game.gravitycontrol = game.savegc;
|
|
|
|
|
|
|
|
|
|
|
|
//dwgfx.showcutscenebars = true;
|
|
|
|
//dwgfx.cutscenebarspos = 320;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (dwgfx.setflipmode) dwgfx.flipmode = true;
|
|
|
|
|
|
|
|
if(obj.nentity==0)
|
|
|
|
{
|
|
|
|
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer(dwgfx, game, obj, music);
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
|
|
|
/* Handled by load
|
|
|
|
if(ed.levmusic>0){
|
|
|
|
music.play(ed.levmusic);
|
|
|
|
}else{
|
|
|
|
music.currentsong=-1;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
ed.generatecustomminimap(dwgfx, map);
|
|
|
|
dwgfx.fademode = 4;
|
|
|
|
//load("intro");
|
|
|
|
break;
|
2020-02-10 01:53:01 +01:00
|
|
|
#endif
|
2020-01-01 21:29:24 +01:00
|
|
|
case 100:
|
|
|
|
game.savestats(map, dwgfx);
|
|
|
|
|
|
|
|
SDL_Quit();
|
|
|
|
exit(0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void scriptclass::teleport( Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
|
|
|
|
{
|
|
|
|
//er, ok! Teleport to a new area, so!
|
|
|
|
//A general rule of thumb: if you teleport with a companion, get rid of them!
|
|
|
|
game.companion = 0;
|
|
|
|
|
|
|
|
i = obj.getplayer(); //less likely to have a serious collision error if the player is centered
|
|
|
|
obj.entities[i].xp = 150;
|
|
|
|
obj.entities[i].yp = 110;
|
|
|
|
if(game.teleport_to_x==17 && game.teleport_to_y==17) obj.entities[i].xp = 88; //prevent falling!
|
|
|
|
|
|
|
|
if (game.teleportscript == "levelonecomplete")
|
|
|
|
{
|
|
|
|
game.teleport_to_x = 2;
|
|
|
|
game.teleport_to_y = 11;
|
|
|
|
}
|
|
|
|
else if (game.teleportscript == "gamecomplete")
|
|
|
|
{
|
|
|
|
game.teleport_to_x = 2;
|
|
|
|
game.teleport_to_y = 11;
|
|
|
|
}
|
|
|
|
|
|
|
|
game.gravitycontrol = 0;
|
|
|
|
map.gotoroom(100+game.teleport_to_x, 100+game.teleport_to_y, dwgfx, game, obj, music);
|
|
|
|
j = obj.getteleporter();
|
|
|
|
obj.entities[j].state = 2;
|
|
|
|
game.teleport_to_new_area = false;
|
|
|
|
|
|
|
|
game.savepoint = obj.entities[j].para;
|
|
|
|
game.savex = obj.entities[j].xp + 44;
|
|
|
|
game.savey = obj.entities[j].yp + 44;
|
|
|
|
game.savegc = 0;
|
|
|
|
|
|
|
|
game.saverx = game.roomx;
|
|
|
|
game.savery = game.roomy;
|
|
|
|
game.savedir = obj.entities[obj.getplayer()].dir;
|
|
|
|
|
|
|
|
if(game.teleport_to_x==0 && game.teleport_to_y==0)
|
|
|
|
{
|
|
|
|
game.state = 4020;
|
|
|
|
}
|
|
|
|
else if(game.teleport_to_x==0 && game.teleport_to_y==16)
|
|
|
|
{
|
|
|
|
game.state = 4030;
|
|
|
|
}
|
|
|
|
else if(game.teleport_to_x==7 && game.teleport_to_y==9)
|
|
|
|
{
|
|
|
|
game.state = 4040;
|
|
|
|
}
|
|
|
|
else if(game.teleport_to_x==8 && game.teleport_to_y==11)
|
|
|
|
{
|
|
|
|
game.state = 4050;
|
|
|
|
}
|
|
|
|
else if(game.teleport_to_x==14 && game.teleport_to_y==19)
|
|
|
|
{
|
|
|
|
game.state = 4030;
|
|
|
|
}
|
|
|
|
else if(game.teleport_to_x==17 && game.teleport_to_y==12)
|
|
|
|
{
|
|
|
|
game.state = 4020;
|
|
|
|
}
|
|
|
|
else if(game.teleport_to_x==17 && game.teleport_to_y==17)
|
|
|
|
{
|
|
|
|
game.state = 4020;
|
|
|
|
}
|
|
|
|
else if(game.teleport_to_x==18 && game.teleport_to_y==7)
|
|
|
|
{
|
|
|
|
game.state = 4060;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.state = 4010;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.teleportscript != "")
|
|
|
|
{
|
|
|
|
game.state = 0;
|
|
|
|
load(game.teleportscript);
|
|
|
|
game.teleportscript = "";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//change music based on location
|
|
|
|
if (dwgfx.setflipmode && game.teleport_to_x == 11 && game.teleport_to_y == 4)
|
|
|
|
{
|
|
|
|
music.niceplay(9);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.changemusicarea(game.teleport_to_x, game.teleport_to_y);
|
|
|
|
}
|
|
|
|
if (!game.intimetrial && !game.nodeathmode && !game.inintermission)
|
|
|
|
{
|
|
|
|
if (dwgfx.flipmode)
|
|
|
|
{
|
|
|
|
dwgfx.createtextbox(" Game Saved ", -1, 202, 174, 174, 174);
|
|
|
|
dwgfx.textboxtimer(25);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dwgfx.createtextbox(" Game Saved ", -1, 12, 174, 174, 174);
|
|
|
|
dwgfx.textboxtimer(25);
|
|
|
|
}
|
|
|
|
game.savetele(map, obj, music);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void scriptclass::hardreset( KeyPoll& key, Graphics& dwgfx, Game& game,mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
|
|
|
|
{
|
|
|
|
//Game:
|
|
|
|
game.hascontrol = true;
|
|
|
|
game.gravitycontrol = 0;
|
|
|
|
game.teleport = false;
|
|
|
|
game.companion = 0;
|
|
|
|
game.roomchange = false;
|
2020-01-25 00:18:15 +01:00
|
|
|
game.roomx = 0;
|
|
|
|
game.roomy = 0;
|
2020-01-27 23:46:11 +01:00
|
|
|
game.prevroomx = 0;
|
|
|
|
game.prevroomy = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.teleport_to_new_area = false;
|
|
|
|
game.teleport_to_x = 0;
|
|
|
|
game.teleport_to_y = 0;
|
|
|
|
game.teleportscript = "";
|
|
|
|
|
|
|
|
game.tapleft = 0;
|
|
|
|
game.tapright = 0;
|
|
|
|
game.startscript = false;
|
|
|
|
game.newscript = "";
|
|
|
|
game.alarmon = false;
|
|
|
|
game.alarmdelay = 0;
|
|
|
|
game.blackout = false;
|
|
|
|
game.useteleporter = false;
|
|
|
|
game.teleport_to_teleporter = 0;
|
|
|
|
|
|
|
|
game.nodeathmode = false;
|
|
|
|
game.nocutscenes = false;
|
|
|
|
|
|
|
|
for (i = 0; i < 6; i++)
|
|
|
|
{
|
|
|
|
game.crewstats[i] = false;
|
|
|
|
}
|
|
|
|
game.crewstats[0] = true;
|
|
|
|
game.lastsaved = 0;
|
|
|
|
|
|
|
|
game.deathcounts = 0;
|
|
|
|
game.gameoverdelay = 0;
|
|
|
|
game.frames = 0;
|
|
|
|
game.seconds = 0;
|
|
|
|
game.minutes = 0;
|
|
|
|
game.hours = 0;
|
|
|
|
game.gamesaved = false;
|
|
|
|
game.savetime = "00:00";
|
|
|
|
game.savearea = "nowhere";
|
|
|
|
game.savetrinkets = 0;
|
2020-01-25 00:18:15 +01:00
|
|
|
game.saverx = 0;
|
|
|
|
game.savery = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
game.intimetrial = false;
|
|
|
|
game.timetrialcountdown = 0;
|
|
|
|
game.timetrialshinytarget = 0;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetrialpar = 0;
|
|
|
|
game.timetrialresulttime = 0;
|
|
|
|
|
|
|
|
game.totalflips = 0;
|
|
|
|
game.hardestroom = "Welcome Aboard";
|
|
|
|
game.hardestroomdeaths = 0;
|
|
|
|
game.currentroomdeaths=0;
|
|
|
|
|
|
|
|
game.swnmode = false;
|
|
|
|
game.swntimer = 0;
|
|
|
|
game.swngame = 0;//Not playing sine wave ninja!
|
|
|
|
game.swnstate = 0;
|
|
|
|
game.swnstate2 = 0;
|
|
|
|
game.swnstate3 = 0;
|
|
|
|
game.swnstate4 = 0;
|
|
|
|
game.swndelay = 0;
|
|
|
|
game.swndeaths = 0;
|
|
|
|
game.supercrewmate = false;
|
|
|
|
game.scmhurt = false;
|
|
|
|
game.scmprogress = 0;
|
|
|
|
game.scmmoveme = false;
|
|
|
|
game.swncolstate = 0;
|
|
|
|
game.swncoldelay = 0;
|
|
|
|
game.swnrank = 0;
|
|
|
|
game.swnmessage = 0;
|
|
|
|
game.creditposx = 0;
|
|
|
|
game.creditposy = 0;
|
|
|
|
game.creditposdelay = 0;
|
|
|
|
|
|
|
|
game.inintermission = false;
|
|
|
|
game.insecretlab = false;
|
|
|
|
|
|
|
|
game.crewmates=0;
|
|
|
|
|
|
|
|
game.state = 0;
|
|
|
|
game.statedelay = 0;
|
|
|
|
|
|
|
|
game.hascontrol = true;
|
|
|
|
game.advancetext = false;
|
|
|
|
|
2020-01-23 01:16:27 +01:00
|
|
|
game.pausescript = false;
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
//dwgraphicsclass
|
|
|
|
dwgfx.backgrounddrawn = false;
|
|
|
|
dwgfx.textboxremovefast();
|
|
|
|
dwgfx.flipmode = false; //This will be reset if needs be elsewhere
|
|
|
|
dwgfx.showcutscenebars = false;
|
2020-01-22 13:17:43 +01:00
|
|
|
dwgfx.cutscenebarspos = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//mapclass
|
|
|
|
map.warpx = false;
|
|
|
|
map.warpy = false;
|
|
|
|
map.showteleporters = false;
|
|
|
|
map.showtargets = false;
|
|
|
|
map.showtrinkets = false;
|
|
|
|
map.finalmode = false;
|
|
|
|
map.finalstretch = false;
|
|
|
|
map.finalx = 50;
|
|
|
|
map.finaly = 50;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
map.final_colorframedelay = 0;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_aniframe = 0;
|
|
|
|
map.final_aniframedelay = 0;
|
|
|
|
map.rcol = 0;
|
|
|
|
map.resetnames();
|
|
|
|
map.custommode=false;
|
|
|
|
map.custommodeforreal=false;
|
2020-01-25 00:18:15 +01:00
|
|
|
map.towermode=false;
|
|
|
|
map.cameraseekframe = 0;
|
|
|
|
map.resumedelay = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
map.customshowmm=true;
|
|
|
|
|
|
|
|
for (j = 0; j < 20; j++)
|
|
|
|
{
|
|
|
|
for (i = 0; i < 20; i++)
|
|
|
|
{
|
Properly reset roomdeaths and roomdeathsfinal in hardreset
There are three map-related vectors that need to be reset in hardreset:
`map.roomdeaths`, `map.roomdeathsfinal`, and `map.explored`. All three
of these vectors use the concatenated rows system, whereby each room is
given a room number, calculated by doing X + Y*20, and this becomes
their index in each vector.
There's a double-nested for-loop to handle resetting all of these, where
the outer for-loop iterates over the Y-axis and the inner for-loop
iterates over the X-axis, but only `map.explored` is properly reset.
That's because it's the only vector that properly indexes using X +
Y*20. The other vectors reset using X, so previously, only the first row
of `map.roomdeaths` and `map.roomdeathsfinal` got reset, corresponding
with only the first row of rooms in both Dimension VVVVVV and Outside
Dimension VVVVVV getting reset.
This commit makes sure that both get reset properly.
2020-01-16 02:36:05 +01:00
|
|
|
map.roomdeaths[i + (j * 20)] = 0;
|
|
|
|
map.roomdeathsfinal[i + (j * 20)] = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
map.explored[i + (j * 20)] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//entityclass
|
|
|
|
obj.nearelephant = false;
|
|
|
|
obj.upsetmode = false;
|
|
|
|
obj.upset = 0;
|
|
|
|
|
|
|
|
obj.trophytext = 0 ;
|
|
|
|
obj.trophytype = 0;
|
|
|
|
obj.altstates = 0;
|
|
|
|
|
|
|
|
for (i = 0; i < 100; i++)
|
|
|
|
{
|
|
|
|
obj.flags[i] = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < 6; i++){
|
|
|
|
obj.customcrewmoods[i]=1;
|
|
|
|
}
|
|
|
|
|
2020-01-11 08:14:39 +01:00
|
|
|
for (i = 0; i < 100; i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
obj.collect[i] = 0;
|
|
|
|
obj.customcollect[i] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (obj.getplayer() > -1){
|
|
|
|
obj.entities[obj.getplayer()].tile = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Script Stuff
|
|
|
|
position = 0;
|
Make `commands`, `sb`, and `hooklist` not use separate length-trackers
This is a refactor that turns the script-related arrays `ed.sb`, and
`ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was
just misused). The code handling these vectors now looks more like idiomatic
C++ than sloppily-pasted pseudo-ActionScript. This removes the variables
`script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too.
This reduces the amount of code needed to e.g. simply remove something from
any of these vectors. Previously the code had to manually shift the rest of
the elements down one-by-one, and doing it manually is definitely error-prone
and tedious.
But now we can just use fancy functions like `std::vector::erase()` and
`std::remove()` to do it all in one line!
Don't worry, I checked and `std::remove()` is in the C++ standard since at least
1998.
This patch makes it so the `commands` vector gets cleared when
`scriptclass::load()` is ran. Previously, the `commands` vector never actually
properly got cleared, so there could potentially be glitches that rely on the
game indexing past the bounds set by `scriptlength` but still in-bounds in the
eyes of C++, and people could potentially rely on such an exploit...
However, I checked, and I'm pretty sure that no such glitch previously existed
at all, because the only times the vector gets indexed are when `scriptlength`
is either being incremented after starting from 0 (`add()`) or when it's
underneath a `position < scriptlength` conditional.
Furthermore, I'm unaware of anyone who has actually found or used such an
exploit, and I've been in the custom level community for 6 years.
So I think it's fine.
2020-02-20 18:43:52 +01:00
|
|
|
commands.clear();
|
2020-01-01 21:29:24 +01:00
|
|
|
scriptdelay = 0;
|
|
|
|
scriptname = "null";
|
|
|
|
running = false;
|
|
|
|
}
|