1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-11-05 02:39:41 +01:00
VVVVVV/desktop_version/src/Input.cpp

2589 lines
78 KiB
C++
Raw Normal View History

#include <tinyxml2.h>
2020-01-01 21:29:24 +01:00
#include "Credits.h"
#include "editor.h"
#include "Entity.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "MakeAndPlay.h"
#include "Map.h"
#include "Music.h"
#include "Script.h"
#include "UtilityClass.h"
static void updatebuttonmappings(int bind)
2020-01-01 21:29:24 +01:00
{
for (
SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
i < SDL_CONTROLLER_BUTTON_DPAD_UP;
i = (SDL_GameControllerButton) (i + 1)
) {
if (key.isDown(i))
{
bool dupe = false;
if (bind == 1)
{
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_flip.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
}
if (bind == 2)
{
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_map.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
}
if (bind == 3)
{
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_esc.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
}
if (bind == 4)
{
for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_restart.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
}
}
}
2020-01-01 21:29:24 +01:00
}
static void toggleflipmode(void)
{
graphics.setflipmode = !graphics.setflipmode;
game.savestatsandsettings_menu();
if (graphics.setflipmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
music.playef(11);
}
}
static bool fadetomode = false;
static int fadetomodedelay = 0;
static int gotomode = 0;
static void startmode(const int mode)
{
gotomode = mode;
graphics.fademode = 2; /* fading out */
fadetomode = true;
fadetomodedelay = 16;
}
static void menuactionpress(void)
2020-01-01 21:29:24 +01:00
{
switch (game.currentmenuname)
2020-01-01 21:29:24 +01:00
{
case Menu::mainmenu:
#if defined(MAKEANDPLAY)
#define MPOFFSET -1
#else
#define MPOFFSET 0
#endif
#if defined(NO_CUSTOM_LEVELS)
#define NOCUSTOMSOFFSET -1
#else
#define NOCUSTOMSOFFSET 0
#endif
#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
switch (game.currentmenuoption)
{
#if !defined(MAKEANDPLAY)
case 0:
//Play
if (!game.save_exists() && !game.anything_unlocked())
2020-01-01 21:29:24 +01:00
{
//No saves exist, just start a new game
music.playef(11);
startmode(0);
2020-01-01 21:29:24 +01:00
}
else
{
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::play);
map.nexttowercolour();
}
break;
#endif
#if !defined(NO_CUSTOM_LEVELS)
case OFFSET+1:
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::playerworlds);
map.nexttowercolour();
break;
#endif
case OFFSET+2:
//Options
music.playef(11);
game.createmenu(Menu::options);
map.nexttowercolour();
break;
#if !defined(MAKEANDPLAY)
case OFFSET+3:
//Credits
music.playef(11);
game.createmenu(Menu::credits);
map.nexttowercolour();
break;
#else
#undef MPOFFSET
#define MPOFFSET -2
#endif
case OFFSET+4:
music.playef(11);
game.createmenu(Menu::youwannaquit);
map.nexttowercolour();
break;
#undef OFFSET
#undef NOCUSTOMSOFFSET
#undef MPOFFSET
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::levellist:
if(game.currentmenuoption==(int)game.menuoptions.size()-1){
//go back to menu
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
//previous page
music.playef(11);
if(game.levelpage==0){
game.levelpage=(ed.ListOfMetaData.size()-1)/8;
}else{
game.levelpage--;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-2;
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-3){
//next page
music.playef(11);
if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
game.levelpage=0;
}else{
game.levelpage++;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-3;
map.nexttowercolour();
}else{
//Ok, launch the level!
//PLAY CUSTOM LEVEL HOOK
music.playef(11);
game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
tinyxml2::XMLDocument doc;
if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
startmode(22);
}else{
game.createmenu(Menu::quickloadlevel);
map.nexttowercolour();
}
}
break;
#endif
case Menu::quickloadlevel:
switch (game.currentmenuoption)
{
case 0: //continue save
music.playef(11);
startmode(23);
break;
case 1:
music.playef(11);
startmode(22);
break;
case 2:
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::playerworlds:
#if defined(NO_EDITOR)
#define OFFSET -1
#else
#define OFFSET 0
#endif
switch (game.currentmenuoption)
{
case 0:
2020-01-01 21:29:24 +01:00
music.playef(11);
game.levelpage=0;
ed.getDirectoryData();
game.loadcustomlevelstats(); //Should only load a file if it's needed
game.createmenu(Menu::levellist);
map.nexttowercolour();
break;
#if !defined(NO_EDITOR)
case 1:
//LEVEL EDITOR HOOK
music.playef(11);
startmode(20);
ed.filename="";
break;
#endif
case OFFSET+2:
//"OPENFOLDERHOOK"
if (FILESYSTEM_openDirectoryEnabled()
&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
{
music.playef(11);
SDL_MinimizeWindow(graphics.screenbuffer->m_window);
}
else
{
music.playef(2);
}
break;
case OFFSET+3:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
#undef OFFSET
break;
#endif
case Menu::errornostart:
music.playef(11);
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
case Menu::graphicoptions:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
graphics.screenbuffer->toggleFullScreen();
// Recreate menu to update "resize to nearest"
game.createmenu(game.currentmenuname, true);
game.savestatsandsettings_menu();
break;
case 1:
music.playef(11);
graphics.screenbuffer->toggleStretchMode();
game.savestatsandsettings_menu();
break;
case 2:
// resize to nearest multiple
if (graphics.screenbuffer->isWindowed)
{
music.playef(11);
graphics.screenbuffer->ResizeToNearestMultiple();
game.savestatsandsettings_menu();
}
else
{
music.playef(2);
}
break;
case 3:
music.playef(11);
graphics.screenbuffer->toggleLinearFilter();
game.savestatsandsettings_menu();
break;
case 4:
//change smoothing
music.playef(11);
graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
game.savestatsandsettings_menu();
break;
case 5:
//toggle vsync
music.playef(11);
#ifndef __HAIKU__ // FIXME: Remove after SDL VSync bug is fixed! -flibit
graphics.screenbuffer->vsync = !graphics.screenbuffer->vsync;
graphics.screenbuffer->resetRendererWorkaround();
game.savestatsandsettings_menu();
2020-07-08 20:38:55 +02:00
#endif
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::youwannaquit:
switch (game.currentmenuoption)
{
case 0:
//bye!
music.playef(2);
startmode(100);
break;
default:
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
break;
case Menu::setinvincibility:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
map.invincibility = !map.invincibility;
music.playef(11);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
}
break;
case Menu::setslowdown:
switch (game.currentmenuoption)
{
case 0:
//back
game.slowdown = 30;
music.playef(11);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
case 1:
game.slowdown = 24;
music.playef(11);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
case 2:
game.slowdown = 18;
music.playef(11);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
case 3:
game.slowdown = 12;
music.playef(11);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
}
break;
case Menu::speedrunneroptions:
switch (game.currentmenuoption)
{
case 0:
// Glitchrunner mode
music.playef(11);
game.glitchrunnermode = !game.glitchrunnermode;
game.savestatsandsettings_menu();
break;
case 1:
/* Input delay */
music.playef(11);
game.inputdelay = !game.inputdelay;
game.savestatsandsettings_menu();
break;
case 2:
// toggle fake load screen
game.skipfakeload = !game.skipfakeload;
game.savestatsandsettings_menu();
music.playef(11);
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::advancedoptions:
switch (game.currentmenuoption)
{
case 0:
//toggle mouse cursor
music.playef(11);
if (graphics.showmousecursor == true) {
SDL_ShowCursor(SDL_DISABLE);
graphics.showmousecursor = false;
}
else {
SDL_ShowCursor(SDL_ENABLE);
graphics.showmousecursor = true;
}
game.savestatsandsettings_menu();
break;
case 1:
// toggle unfocus pause
game.disablepause = !game.disablepause;
game.savestatsandsettings_menu();
music.playef(11);
break;
case 2:
// toggle translucent roomname BG
graphics.translucentroomname = !graphics.translucentroomname;
game.savestatsandsettings_menu();
music.playef(11);
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::accessibility:
{
int accessibilityoffset = 0;
#if !defined(MAKEANDPLAY)
accessibilityoffset = 1;
if (game.currentmenuoption == 0) {
//unlock play options
music.playef(11);
game.createmenu(Menu::unlockmenu);
map.nexttowercolour();
}
#endif
if (game.currentmenuoption == accessibilityoffset + 0) {
//invincibility
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
{
if (!map.invincibility)
{
game.createmenu(Menu::setinvincibility);
map.nexttowercolour();
}
else
{
map.invincibility = !map.invincibility;
game.savestatsandsettings_menu();
}
music.playef(11);
}
else
{
music.playef(2);
map.invincibility = false;
}
}
else if (game.currentmenuoption == accessibilityoffset + 1) {
//change game speed
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
{
game.createmenu(Menu::setslowdown);
map.nexttowercolour();
music.playef(11);
}
else
{
music.playef(2);
game.slowdown = 30;
}
}
else if (game.currentmenuoption == accessibilityoffset + 2) {
//disable animated backgrounds
game.colourblindmode = !game.colourblindmode;
game.savestatsandsettings_menu();
graphics.towerbg.tdrawback = true;
graphics.titlebg.tdrawback = true;
music.playef(11);
}
else if (game.currentmenuoption == accessibilityoffset + 3) {
//disable screeneffects
game.noflashingmode = !game.noflashingmode;
game.savestatsandsettings_menu();
if (!game.noflashingmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else {
music.playef(11);
}
}
else if (game.currentmenuoption == accessibilityoffset + 4) {
//disable text outline
graphics.notextoutline = !graphics.notextoutline;
game.savestatsandsettings_menu();
music.playef(11);
}
else if (game.currentmenuoption == accessibilityoffset + 5) {
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::gameplayoptions:
{
int gameplayoptionsoffset = 0;
#if !defined(MAKEANDPLAY)
if (game.ingame_titlemode && game.unlock[18])
#endif
{
gameplayoptionsoffset = 1;
if (game.currentmenuoption == 0) {
toggleflipmode();
// Fix wrong area music in Tower (Positive Force vs. ecroF evitisoP)
if (map.custommode)
{
break;
}
int area = map.area(game.roomx, game.roomy);
if (area == 3 || area == 11)
{
if (graphics.setflipmode)
{
music.play(9); // ecroF evitisoP
}
else
{
music.play(2); // Positive Force
}
}
}
}
if (game.currentmenuoption == gameplayoptionsoffset + 0)
{
//Toggle 30+ FPS
music.playef(11);
game.over30mode = !game.over30mode;
game.savestatsandsettings_menu();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 1)
{
//Speedrunner options
music.playef(11);
game.createmenu(Menu::speedrunneroptions);
map.nexttowercolour();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 2)
{
//Advanced options
music.playef(11);
game.createmenu(Menu::advancedoptions);
map.nexttowercolour();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 3)
{
//Clear Data
music.playef(11);
game.createmenu(Menu::cleardatamenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 4) {
//return to previous menu
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::options:
switch (game.currentmenuoption)
{
case 0:
//gameplay options
music.playef(11);
game.createmenu(Menu::gameplayoptions);
map.nexttowercolour();
break;
case 1:
//graphic options
music.playef(11);
game.createmenu(Menu::graphicoptions);
map.nexttowercolour();
break;
case 2:
/* Audio options */
music.playef(11);
game.createmenu(Menu::audiooptions);
map.nexttowercolour();
break;
case 3:
//gamepad options
music.playef(11);
game.createmenu(Menu::controller);
map.nexttowercolour();
break;
case 4:
//accessibility options
music.playef(11);
game.createmenu(Menu::accessibility);
map.nexttowercolour();
break;
default:
/* Return */
music.playef(11);
if (game.ingame_titlemode)
{
game.returntoingame();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
break;
}
break;
case Menu::audiooptions:
switch (game.currentmenuoption)
{
case 0:
/* Not implemented */
break;
case 1:
/* Not implemented */
break;
case 2:
if (!music.mmmmmm)
{
break;
}
/* Toggle MMMMMM */
music.usingmmmmmm = !music.usingmmmmmm;
music.playef(11);
if (music.currentsong > -1)
{
music.play(music.currentsong);
}
game.savestatsandsettings_menu();
break;
}
if (game.currentmenuoption == 2 + (int) music.mmmmmm)
{
/* Return */
game.returnmenu();
map.nexttowercolour();
}
break;
case Menu::unlockmenutrials:
switch (game.currentmenuoption)
{
case 0: //unlock 1
game.unlock[9] = true;
game.unlocknotify[9] = true;
music.playef(11);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 1: //unlock 2
game.unlock[10] = true;
game.unlocknotify[10] = true;
music.playef(11);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 2: //unlock 3
game.unlock[11] = true;
game.unlocknotify[11] = true;
music.playef(11);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 3: //unlock 4
game.unlock[12] = true;
game.unlocknotify[12] = true;
music.playef(11);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 4: //unlock 5
game.unlock[13] = true;
game.unlocknotify[13] = true;
music.playef(11);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 5: //unlock 6
game.unlock[14] = true;
game.unlocknotify[14] = true;
music.playef(11);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 6: //back
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::unlockmenu:
switch (game.currentmenuoption)
{
case 0:
//unlock time trials separately...
music.playef(11);
game.createmenu(Menu::unlockmenutrials);
map.nexttowercolour();
break;
case 1:
//unlock intermissions
music.playef(11);
game.unlock[16] = true;
game.unlocknotify[16] = true;
game.unlock[6] = true;
game.unlock[7] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 2:
//unlock no death mode
music.playef(11);
game.unlock[17] = true;
game.unlocknotify[17] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 3:
//unlock flip mode
music.playef(11);
game.unlock[18] = true;
game.unlocknotify[18] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 4:
//unlock jukebox
music.playef(11);
game.stat_trinkets = 20;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 5:
//unlock secret lab
music.playef(11);
game.unlock[8] = true;
game.unlocknotify[8] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits2, true);
map.nexttowercolour();
break;
case 1:
//last page
music.playef(11);
game.createmenu(Menu::credits6, true);
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits2:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits25, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits, true);
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits25:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits3, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits2, true);
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits3:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::superpatrons))
{
// No more super patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits4, true);
}
else
{
// There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more super patrons. Move to the previous credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits25, true);
}
else
{
//There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits4:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 14;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::patrons))
{
// No more patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits5, true);
}
else
{
// There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 14;
if (game.current_credits_list_index < 0)
{
//No more patrons. Move to the previous credits section
game.current_credits_list_index = SDL_arraysize(Credits::superpatrons) - 1 - (SDL_arraysize(Credits::superpatrons)-1)%9;
game.createmenu(Menu::credits3, true);
}
else
{
//There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits5:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::githubfriends))
{
// No more GitHub contributors. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits6, true);
}
else
{
// There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more GitHub contributors. Move to the previous credits section
game.current_credits_list_index = SDL_arraysize(Credits::patrons) - 1 - (SDL_arraysize(Credits::patrons)-1)%14;
game.createmenu(Menu::credits4, true);
}
else
{
//There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits6:
switch (game.currentmenuoption)
{
case 0:
//first page
music.playef(11);
game.createmenu(Menu::credits, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index = SDL_arraysize(Credits::githubfriends) - 1 - (SDL_arraysize(Credits::githubfriends)-1)%9;
game.createmenu(Menu::credits5, true);
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::play:
{
//Do we have the Secret Lab option?
int sloffset = game.unlock[8] ? 0 : -1;
//Do we have a telesave or quicksave?
int ngoffset = game.save_exists() ? 0 : -1;
if (game.currentmenuoption == 0)
{
//continue
//right, this depends on what saves you've got
if (!game.save_exists())
{
//You have no saves but have something unlocked, or you couldn't have gotten here
music.playef(11);
startmode(0);
}
else if (game.telesummary == "")
{
//You at least have a quicksave, or you couldn't have gotten here
music.playef(11);
startmode(2);
}
else if (game.quicksummary == "")
{
//You at least have a telesave, or you couldn't have gotten here
music.playef(11);
startmode(1);
}
else
{
//go to a menu!
music.playef(11);
game.loadsummary(); //Prepare save slots to display
game.createmenu(Menu::continuemenu);
}
}
else if (game.currentmenuoption == 1 && game.unlock[8])
{
if(!map.invincibility && game.slowdown == 30){
music.playef(11);
startmode(11);
}else{
//Can't do yet! play sad sound
music.playef(2);
}
}
else if (game.currentmenuoption == sloffset+2)
{
//play modes
music.playef(11);
game.createmenu(Menu::playmodes);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
{
//newgame
music.playef(11);
game.createmenu(Menu::newgamewarning);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+ngoffset+4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::newgamewarning:
switch (game.currentmenuoption)
{
case 0:
//yep
music.playef(11);
startmode(0);
game.deletequick();
game.deletetele();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::controller:
switch (game.currentmenuoption)
{
case 0:
key.sensitivity++;
music.playef(11);
if(key.sensitivity > 4)
{
key.sensitivity = 0;
}
game.savestatsandsettings_menu();
break;
case 5:
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::cleardatamenu:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
//yep
music.playef(23);
game.deletequick();
game.deletetele();
game.deletestats();
game.deletesettings();
game.flashlight = 5;
game.screenshake = 15;
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
}
break;
case Menu::playmodes:
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
{
music.playef(11);
game.createmenu(Menu::timetrials);
map.nexttowercolour();
}
else if (game.currentmenuoption == 1 && game.unlock[16])
{
//intermission mode menu
music.playef(11);
game.createmenu(Menu::intermissionmenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
{
music.playef(11);
game.createmenu(Menu::startnodeathmode);
map.nexttowercolour();
}
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
{
toggleflipmode();
}
else if (game.currentmenuoption == 4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::startnodeathmode:
switch (game.currentmenuoption)
{
case 0: //start no death mode, disabling cutscenes
music.playef(11);
startmode(10);
break;
case 1:
music.playef(11);
startmode(9);
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::continuemenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
startmode(1);
break;
case 1:
music.playef(11);
startmode(2);
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::intermissionmenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint1);
map.nexttowercolour();
break;
case 1:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint2);
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint1:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
startmode(12);
break;
case 1:
music.playef(11);
startmode(13);
break;
case 2:
music.playef(11);
startmode(14);
break;
case 3:
music.playef(11);
startmode(15);
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint2:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
startmode(16);
break;
case 1:
music.playef(11);
startmode(17);
break;
case 2:
music.playef(11);
startmode(18);
break;
case 3:
music.playef(11);
startmode(19);
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::gameover2:
//back
music.playef(11);
music.play(6);
game.returntomenu(Menu::playmodes);
map.nexttowercolour();
break;
case Menu::unlocktimetrials:
case Menu::unlocktimetrial:
case Menu::unlocknodeathmode:
case Menu::unlockintermission:
case Menu::unlockflipmode:
//back
music.playef(11);
game.createmenu(Menu::play, true);
map.nexttowercolour();
break;
case Menu::timetrials:
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
{
music.playef(11);
startmode(3);
}
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
{
music.playef(11);
startmode(4);
}
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
{
music.playef(11);
startmode(5);
}
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
{
music.playef(11);
startmode(6);
}
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
{
music.playef(11);
startmode(7);
}
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
{
music.playef(11);
startmode(8);
}
else if (game.currentmenuoption == 6) //go to the time trial menu
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::timetrialcomplete3:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
music.play(6);
game.returntomenu(Menu::timetrials);
map.nexttowercolour();
break;
case 1:
//Ok but first quickly remove the last stack frame to prevent piling up timetrialcomplete stack frames
if (game.menustack.empty())
{
puts("Error: menu stack is empty!");
}
else
{
game.menustack.pop_back();
}
//duplicate the above based on given time trial level!
if (game.timetriallevel == 0) //space station 1
{
music.playef(11);
startmode(3);
}
else if (game.timetriallevel == 1) //lab
{
music.playef(11);
startmode(4);
}
else if (game.timetriallevel == 2) //tower
{
music.playef(11);
startmode(5);
}
else if (game.timetriallevel == 3) //station 2
{
music.playef(11);
startmode(6);
}
else if (game.timetriallevel == 4) //warp
{
music.playef(11);
startmode(7);
}
else if (game.timetriallevel == 5) //final
{
music.playef(11);
startmode(8);
}
break;
}
break;
case Menu::gamecompletecontinue:
case Menu::nodeathmodecomplete2:
music.play(6);
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
case Menu::errorsavingsettings:
if (game.currentmenuoption == 1)
{
game.silence_settings_error = true;
}
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
break;
}
}
void titleinput(void)
{
//game.mx = (mouseX / 4);
//game.my = (mouseY / 4);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (graphics.flipmode)
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true;
}
else
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true))
{
game.press_right = true;
}
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right && !key.isDown(27) && !key.isDown(game.controllerButton_esc)) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (!game.jumpheld && graphics.fademode==0)
{
if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc))
{
game.jumpheld = true;
}
2020-01-01 21:29:24 +01:00
if (game.menustart
&& game.menucountdown <= 0
&& (key.isDown(27) || key.isDown(game.controllerButton_esc)))
{
music.playef(11);
if (game.currentmenuname == Menu::mainmenu)
{
game.createmenu(Menu::youwannaquit);
map.nexttowercolour();
}
else
{
if (game.ingame_titlemode
&& game.currentmenuname == Menu::options)
{
game.returntoingame();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
}
}
if(game.menustart)
{
if (game.press_left)
{
game.currentmenuoption--;
}
else if (game.press_right)
{
game.currentmenuoption++;
}
}
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
if (game.press_action)
{
if (!game.menustart)
{
game.menustart = true;
music.play(6);
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
menuactionpress();
2020-01-01 21:29:24 +01:00
}
}
if ( game.currentmenuname == Menu::controller &&
2020-01-01 21:29:24 +01:00
game.currentmenuoption > 0 &&
game.currentmenuoption < 5 &&
2020-01-01 21:29:24 +01:00
key.controllerButtonDown() )
{
updatebuttonmappings(game.currentmenuoption);
2020-01-01 21:29:24 +01:00
}
}
if (fadetomode)
{
if (fadetomodedelay > 0)
{
--fadetomodedelay;
}
else
{
fadetomode = false;
script.startgamemode(gotomode);
}
}
2020-01-01 21:29:24 +01:00
}
void gameinput(void)
2020-01-01 21:29:24 +01:00
{
//TODO mouse input
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
if(!script.running)
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
2020-01-01 21:29:24 +01:00
{
game.press_left = true;
2020-01-01 21:29:24 +01:00
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
2020-01-01 21:29:24 +01:00
{
game.press_right = true;
2020-01-01 21:29:24 +01:00
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s)|| key.isDown(game.controllerButton_flip))
2020-01-01 21:29:24 +01:00
{
game.press_action = true;
};
}
game.press_map = false;
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
{
game.press_map = true;
}
2020-01-01 21:29:24 +01:00
if (game.advancetext)
{
if (game.pausescript)
{
game.press_action = false;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
}
if (game.press_action && !game.jumpheld)
{
if (game.pausescript)
{
game.pausescript = false;
game.hascontrol = true;
game.jumpheld = true;
}
else
{
if(game.glitchrunnermode || !game.glitchrunkludge) game.state++;
game.jumpheld = true;
game.glitchrunkludge=true;
//Bug fix! You should only be able to do this ONCE.
//...Unless you're in glitchrunner mode
2020-01-01 21:29:24 +01:00
}
}
}
if (!game.press_map
//Extra conditionals as a kludge fix so if you open the quit menu during
//the script command gamemode(teleporter) and close it with Esc, it won't
//immediately open again
//We really need a better input system soon...
&& !key.isDown(27)
&& !key.isDown(game.controllerButton_esc))
{
game.mapheld = false;
}
2020-01-01 21:29:24 +01:00
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
2020-01-01 21:29:24 +01:00
{
//restart the time trial
game.quickrestartkludge = false;
script.startgamemode(game.timetriallevel + 3);
2020-01-01 21:29:24 +01:00
game.deathseq = -1;
game.completestop = false;
}
//Returning to editor mode must always be possible
#if !defined(NO_CUSTOM_LEVELS)
2020-01-01 21:29:24 +01:00
if(map.custommode && !map.custommodeforreal){
if ((game.press_map || key.isDown(27)) && !game.mapheld){
//Return to level editor
if (INBOUNDS_VEC(game.activeactivity, obj.blocks) && game.press_map){
//pass, let code block below handle it
}else if(game.activetele && game.readytotele > 20 && game.press_map){
//pass, let code block below handle it
}else{
game.returntoeditor();
game.mapheld = true;
}
2020-01-01 21:29:24 +01:00
}
}
#endif
2020-01-01 21:29:24 +01:00
//Entity type 0 is player controled
bool has_control = false;
bool enter_pressed = game.press_map && !game.mapheld;
bool enter_already_processed = false;
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[ie].rule == 0)
{
if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5)
{
has_control = true;
if (enter_pressed)
2020-01-01 21:29:24 +01:00
{
game.mapheld = true;
}
2020-01-01 21:29:24 +01:00
if (enter_pressed && !script.running)
{
2020-01-01 21:29:24 +01:00
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
{
enter_already_processed = true;
if(int(SDL_fabsf(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
2020-01-01 21:29:24 +01:00
{
//wait! space station 2 debug thingy
if (game.teleportscript != "")
{
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout();
2020-01-01 21:29:24 +01:00
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].colour = 102;
}
2020-01-01 21:29:24 +01:00
int teleporter = obj.getteleporter();
if (INBOUNDS_VEC(teleporter, obj.entities))
{
obj.entities[teleporter].tile = 6;
obj.entities[teleporter].colour = 102;
}
2020-01-01 21:29:24 +01:00
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
else if (game.companion == 0)
{
//Alright, normal teleporting
2020-12-28 23:23:35 +01:00
game.mapmenuchange(TELEPORTERMODE);
2020-01-01 21:29:24 +01:00
game.useteleporter = true;
game.initteleportermode();
2020-01-01 21:29:24 +01:00
}
else
{
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout();
2020-01-01 21:29:24 +01:00
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].colour = 102;
}
int companion = obj.getcompanion();
if(INBOUNDS_VEC(companion, obj.entities)) obj.entities[companion].colour = 102;
2020-01-01 21:29:24 +01:00
int teleporter = obj.getteleporter();
if (INBOUNDS_VEC(teleporter, obj.entities))
{
obj.entities[teleporter].tile = 6;
obj.entities[teleporter].colour = 102;
}
2020-01-01 21:29:24 +01:00
//which teleporter script do we use? it depends on the companion!
game.state = 3000;
game.statedelay = 0;
}
}
}
else if (INBOUNDS_VEC(game.activeactivity, obj.blocks))
2020-01-01 21:29:24 +01:00
{
enter_already_processed = true;
if((int(SDL_fabsf(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
2020-01-01 21:29:24 +01:00
{
script.load(obj.blocks[game.activeactivity].script);
Fix entity and block indices after destroying them This patch restores some 2.2 behavior, fixing a regression caused by the refactor of properly using std::vectors. In 2.2, the game allocated 200 items in obj.entities, but used a system where each entity had an `active` attribute to signify if the entity actually existed or not. When dealing with entities, you would have to check this `active` flag, or else you'd be dealing with an entity that didn't actually exist. (By the way, what I'm saying applies to blocks and obj.blocks as well, except for some small differing details like the game allocating 500 block slots versus obj.entities's 200.) As a consequence, the game had to use a separate tracking variable, obj.nentity, because obj.entities.size() would just report 200, instead of the actual amount of entities. Needless to say, having to check for `active` and use `obj.nentity` is a bit error-prone, and it's messier than simply using the std::vector the way it was intended. Also, this resulted in a hard limit of 200 entities, which custom level makers ran into surprisingly quite often. 2.3 comes along, and removes the whole system. Now, std::vectors are properly being used, and obj.entities.size() reports the actual number of entities in the vector; you no longer have to check for `active` when dealing with entities of any sort. But there was one previous behavior of 2.2 that this system kind of forgets about - namely, the ability to have holes in between entities. You see, when an entity got disabled in 2.2 (which just meant turning its `active` off), the indices of all other entities stayed the same; the indice of the entity that got disabled stays there as a hole in the array. But when an entity gets removed in 2.3 (previous to this patch), the indices of every entity afterwards in the array get shifted down by one. std::vector isn't really meant to be able to contain holes. Do the indices of entities and blocks matter? Yes; they determine the order in which entities and blocks get evaluated (the highest indice gets evaluated first), and I had to fix some block evaluation order stuff in previous PRs. And in the case of entities, they matter hugely when using the recently-discovered Arbitrary Entity Manipulation glitch (where crewmate script commands are used on arbitrary entities by setting the `i` attribute of `scriptclass` and passing invalid crewmate identifiers to the commands). If you use Arbitrary Entity Manipulation after destroying some entities, there is a chance that your script won't work between 2.2 and 2.3. The indices also still determine the rendering order of entities (highest indice gets drawn first, which means lowest indice gets drawn in front of other entities). As an example: let's say we have the player at 0, a gravity line at 1, and a checkpoint at 2; then we destroy the gravity line and create a crewmate (let's do Violet). If we're able to have holes, then after removing the gravity line, none of the other indices shift. Then Violet will be created at indice 1, and will be drawn in front of the checkpoint. But if we can't have holes, then removing the gravity line results in the indice of the checkpoint shifting down to indice 1. Then Violet is created at indice 2, and gets drawn behind the checkpoint! This is a clear illustration of changing the behavior that existed in 2.2. However, I also don't want to go back to the `active` system of having to check an attribute before operating on an entity. So... what do we do to restore the holes? Well, we don't need to have an `active` attribute, or modify any existing code that operates on entities. Instead, we can just set the attributes of the entities so that they naturally get ignored by everything that comes into contact with it. For entities, we set their invis to true, and their size, type, and rule to -1 (the game never uses a size, type, or rule of -1 anywhere); for blocks, we set their type to -1, and their width and height to 0. obj.entities.size() will no longer necessarily equal the amount of entities in the room; rather, it will be the amount of entity SLOTS that have been allocated. But nothing that uses obj.entities.size() needs to actually know the amount of entities; it's mostly used for iterating over every entity in the vector. Excess entity slots get cleaned up upon every call of mapclass::gotoroom(), which will now deallocate entity slots starting from the end until it hits a player, at which point it will switch to disabling entity slots instead of removing them entirely. The entclass::clear() and blockclass::clear() functions have been restored because we need to call their initialization functions when reusing a block/entity slot; it's possible to create an entity with an invalid type number (it creates a glitchy Viridian), and without calling the initialization function again, it would simply not create anything. After this patch is applied, entity and block indices will be restored to how they behaved in 2.2.
2020-12-27 07:11:34 +01:00
obj.disableblock(game.activeactivity);
game.activeactivity = -1;
2020-01-01 21:29:24 +01:00
}
}
}
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
if (obj.entities[ie].vx < 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapleft = 0;
}
if (game.press_right)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapright = 0;
}
if(game.press_left)
{
obj.entities[ie].ax = -3;
obj.entities[ie].dir = 0;
}
else if (game.press_right)
{
obj.entities[ie].ax = 3;
obj.entities[ie].dir = 1;
}
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
if (game.jumppressed > 0)
{
game.jumppressed--;
if (obj.entities[ie].onground>0 && game.gravitycontrol == 0)
{
game.gravitycontrol = 1;
obj.entities[ie].vy = -4;
obj.entities[ie].ay = -3;
music.playef(0);
2020-01-01 21:29:24 +01:00
game.jumppressed = 0;
game.totalflips++;
}
if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1)
{
game.gravitycontrol = 0;
obj.entities[ie].vy = 4;
obj.entities[ie].ay = 3;
music.playef(1);
2020-01-01 21:29:24 +01:00
game.jumppressed = 0;
game.totalflips++;
}
}
}
}
}
2020-01-01 21:29:24 +01:00
if (!has_control)
{
//Simple detection of keypresses outside player control, will probably scrap this (expand on
//advance text function)
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
}
// Continuation of Enter processing. The rest of the if-tree runs only if
// enter_pressed && !enter_already_pressed
if (!enter_pressed || enter_already_processed)
{
// Do nothing
}
else if (game.swnmode == 1 && game.swngame == 1)
{
//quitting the super gravitron
game.mapheld = true;
//Quit menu, same conditions as in game menu
2020-12-28 23:23:35 +01:00
game.mapmenuchange(MAPMODE);
game.gamesaved = false;
2020-11-04 03:45:33 +01:00
game.gamesavefailed = false;
game.menupage = 20; // The Map Page
}
else if (game.intimetrial && graphics.fademode == 0)
{
//Quick restart of time trial
graphics.fademode = 2;
game.completestop = true;
music.fadeout();
game.quickrestartkludge = true;
}
else if (game.intimetrial)
{
//Do nothing if we're in a Time Trial but a fade animation is playing
}
else
{
//Normal map screen, do transition later
2020-12-28 23:23:35 +01:00
game.mapmenuchange(MAPMODE);
map.cursordelay = 0;
map.cursorstate = 0;
game.gamesaved = false;
2020-11-04 03:45:33 +01:00
game.gamesavefailed = false;
if (script.running)
{
game.menupage = 3; // Only allow saving
}
else
{
game.menupage = 0; // The Map Page
}
2020-01-01 21:29:24 +01:00
}
if (!game.mapheld
&& (key.isDown(27) || key.isDown(game.controllerButton_esc))
&& (!map.custommode || map.custommodeforreal))
{
game.mapheld = true;
//Quit menu, same conditions as in game menu
2020-12-28 23:23:35 +01:00
game.mapmenuchange(MAPMODE);
game.gamesaved = false;
2020-11-04 03:45:33 +01:00
game.gamesavefailed = false;
game.menupage = 30; // Pause screen
}
if (game.deathseq == -1 && (key.isDown(SDLK_r) || key.isDown(game.controllerButton_restart)) && !game.nodeathmode)// && map.custommode) //Have fun glitchrunners!
{
game.deathseq = 30;
}
2020-01-01 21:29:24 +01:00
}
static void mapmenuactionpress(void);
void mapinput(void)
2020-01-01 21:29:24 +01:00
{
//TODO Mouse Input!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (game.glitchrunnermode && graphics.fademode == 1 && graphics.menuoffset == 0)
{
// Deliberate re-addition of the glitchy gamestate-based fadeout!
// First of all, detecting a black screen means if the glitchy fadeout
// gets interrupted but you're still on a black screen, opening a menu
// immediately quits you to the title. This has the side effect that if
// you accidentally press Esc during a cutscene when it's black, you'll
// immediately be quit and lose all your progress, but that's fair in
// glitchrunner mode.
// Also have to check graphics.menuoffset so this doesn't run every frame
// Have to close the menu in order to run gamestates
graphics.resumegamemode = true;
// Remove half-second delay
graphics.menuoffset = 250;
// Technically this was in <=2.2 as well
obj.removeallblocks();
if (game.menupage >= 20 && game.menupage <= 21)
{
game.state = 96;
game.statedelay = 0;
}
else
{
// Produces more glitchiness! Necessary for credits warp to work.
script.running = false;
graphics.textbox.clear();
game.state = 80;
game.statedelay = 0;
}
}
if (game.fadetomenu && !game.glitchrunnermode)
{
if (game.fadetomenudelay > 0)
{
game.fadetomenudelay--;
}
else
{
game.quittomenu();
Clean up all exit paths to the menu to use common code There are multiple different exit paths to the main menu. In 2.2, they all had a bunch of copy-pasted code. In 2.3 currently, most of them use game.quittomenu(), but there are some stragglers that still use hand-copied code. This is a bit of a problem, because all exit paths should consistently have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level custom assets. Furthermore, most (but not all) of the paths call script.hardreset() too, and some of the stragglers don't. So there could be something persisting through to the title screen (like a really long flash/shake timer) that could only persist if exiting to the title screen through those paths. But, actually, it seems like there's a good reason for some of those to not call script.hardreset() - namely, dying or completing No Death Mode and completing a Time Trial presents some information onscreen that would get reset by script.hardreset(), so I'll fix that in a later commit. So what I've done for this commit is found every exit path that didn't already use game.quittomenu(), and made them use game.quittomenu(). As well, some of them had special handling that existed on top of them already having a corresponding entry in game.quittomenu() (but the path would take the special handling because it never did game.quittomenu()), so I removed that special handling as well (e.g. exiting from a custom level used returntomenu(Menu::levellist) when quittomenu() already had that same returntomenu()). The menu that exiting from the level editor returns to is now handled in game.quittomenu() as well, where the map.custommode branch now also checks for map.custommodeforreal. Unfortunately, it seems like entering the level editor doesn't properly initialize map.custommode, so entering the level editor now initializes map.custommode, too. I've also taken the music.play(6) out of game.quittomenu(), because not all exit paths immediately play Presenting VVVVVV, so all exit paths that DO immediately play Presenting VVVVVV now have music.play(6) special-cased for them, which is fine enough for me. Here is the list of all exit paths to the menu: - Exiting through the pause menu (without glitchrunner mode) - Exiting through the pause menu (with glitchrunner mode) - Completing a custom level - Completing a Time Trial - Dying in No Death Mode - Completing No Death Mode - Completing an Intermission replay - Exiting from the level editor - Completing the main game
2021-01-07 23:20:37 +01:00
music.play(6); //should be after game.quittomenu()
game.fadetomenu = false;
}
}
if (game.fadetolab && !game.glitchrunnermode)
{
if (game.fadetolabdelay > 0)
{
game.fadetolabdelay--;
}
else
{
game.returntolab();
game.fadetolab = false;
}
}
if(graphics.menuoffset==0
&& ((!game.glitchrunnermode && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0)
|| graphics.fademode == 0))
2020-01-01 21:29:24 +01:00
{
Fix up/down being reversed in in-game menu in Flip Mode This bug is technically NOT a regression - the code responsible for it has been around since the source release. However, it hasn't been a problem until Graphic Options and Game Options were added to the pause screen. Since then, if you opened the pause menu in Flip Mode, pressing up would move to the menu option below, and pressing down would move to the menu option above. Notably, left and right still remain the same. This is because the map screen input code assumes that the menu options will be flipped around - however, this has never been the case. What happens instead is that the menu options get flipped around time when in Flip Mode - flipping what's already flipped - so it ends up the same again. (Incidentally enough, the up/down reversing code is present on the title screen, and is correct - if you happen to set graphics.flipmode to true on the title screen, the title screen doesn't negate the flipped menu options, so pressing up SHOULD be treated like pressing down, and vice versa. However, in 2.3, it's not really possible to set graphics.flipmode to true on the title screen without using GDB or modifying the game. In 2.2 and previous, you can just complete the game in Flip Mode, and the variable won't be reset; 2.3 cleaned up all exit paths to the menu to make sure everything got reset.) This isn't a problem when there's only two options, but since 2.3 adds two more options to the pause screen, it's pretty noticeable. Anyway, this is fixed by simply removing the branch of the graphics.flipmode if-else in mapinput(). The 'else' branch is now the code that gets executed unconditionally. Don't get confused by the diff; I decided to unindent in the same commit because it's not that many lines of code.
2021-03-06 04:34:15 +01:00
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(true))
2020-01-01 21:29:24 +01:00
{
Fix up/down being reversed in in-game menu in Flip Mode This bug is technically NOT a regression - the code responsible for it has been around since the source release. However, it hasn't been a problem until Graphic Options and Game Options were added to the pause screen. Since then, if you opened the pause menu in Flip Mode, pressing up would move to the menu option below, and pressing down would move to the menu option above. Notably, left and right still remain the same. This is because the map screen input code assumes that the menu options will be flipped around - however, this has never been the case. What happens instead is that the menu options get flipped around time when in Flip Mode - flipping what's already flipped - so it ends up the same again. (Incidentally enough, the up/down reversing code is present on the title screen, and is correct - if you happen to set graphics.flipmode to true on the title screen, the title screen doesn't negate the flipped menu options, so pressing up SHOULD be treated like pressing down, and vice versa. However, in 2.3, it's not really possible to set graphics.flipmode to true on the title screen without using GDB or modifying the game. In 2.2 and previous, you can just complete the game in Flip Mode, and the variable won't be reset; 2.3 cleaned up all exit paths to the menu to make sure everything got reset.) This isn't a problem when there's only two options, but since 2.3 adds two more options to the pause screen, it's pretty noticeable. Anyway, this is fixed by simply removing the branch of the graphics.flipmode if-else in mapinput(). The 'else' branch is now the code that gets executed unconditionally. Don't get confused by the diff; I decided to unindent in the same commit because it's not that many lines of code.
2021-03-06 04:34:15 +01:00
game.press_left = true;
2020-01-01 21:29:24 +01:00
}
Fix up/down being reversed in in-game menu in Flip Mode This bug is technically NOT a regression - the code responsible for it has been around since the source release. However, it hasn't been a problem until Graphic Options and Game Options were added to the pause screen. Since then, if you opened the pause menu in Flip Mode, pressing up would move to the menu option below, and pressing down would move to the menu option above. Notably, left and right still remain the same. This is because the map screen input code assumes that the menu options will be flipped around - however, this has never been the case. What happens instead is that the menu options get flipped around time when in Flip Mode - flipping what's already flipped - so it ends up the same again. (Incidentally enough, the up/down reversing code is present on the title screen, and is correct - if you happen to set graphics.flipmode to true on the title screen, the title screen doesn't negate the flipped menu options, so pressing up SHOULD be treated like pressing down, and vice versa. However, in 2.3, it's not really possible to set graphics.flipmode to true on the title screen without using GDB or modifying the game. In 2.2 and previous, you can just complete the game in Flip Mode, and the variable won't be reset; 2.3 cleaned up all exit paths to the menu to make sure everything got reset.) This isn't a problem when there's only two options, but since 2.3 adds two more options to the pause screen, it's pretty noticeable. Anyway, this is fixed by simply removing the branch of the graphics.flipmode if-else in mapinput(). The 'else' branch is now the code that gets executed unconditionally. Don't get confused by the diff; I decided to unindent in the same commit because it's not that many lines of code.
2021-03-06 04:34:15 +01:00
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(true))
2020-01-01 21:29:24 +01:00
{
Fix up/down being reversed in in-game menu in Flip Mode This bug is technically NOT a regression - the code responsible for it has been around since the source release. However, it hasn't been a problem until Graphic Options and Game Options were added to the pause screen. Since then, if you opened the pause menu in Flip Mode, pressing up would move to the menu option below, and pressing down would move to the menu option above. Notably, left and right still remain the same. This is because the map screen input code assumes that the menu options will be flipped around - however, this has never been the case. What happens instead is that the menu options get flipped around time when in Flip Mode - flipping what's already flipped - so it ends up the same again. (Incidentally enough, the up/down reversing code is present on the title screen, and is correct - if you happen to set graphics.flipmode to true on the title screen, the title screen doesn't negate the flipped menu options, so pressing up SHOULD be treated like pressing down, and vice versa. However, in 2.3, it's not really possible to set graphics.flipmode to true on the title screen without using GDB or modifying the game. In 2.2 and previous, you can just complete the game in Flip Mode, and the variable won't be reset; 2.3 cleaned up all exit paths to the menu to make sure everything got reset.) This isn't a problem when there's only two options, but since 2.3 adds two more options to the pause screen, it's pretty noticeable. Anyway, this is fixed by simply removing the branch of the graphics.flipmode if-else in mapinput(). The 'else' branch is now the code that gets executed unconditionally. Don't get confused by the diff; I decided to unindent in the same commit because it's not that many lines of code.
2021-03-06 04:34:15 +01:00
game.press_right = true;
2020-01-01 21:29:24 +01:00
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.press_action = true;
}
if (game.menupage < 12 || (game.menupage >= 30 && game.menupage <= 32))
2020-01-01 21:29:24 +01:00
{
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
if (key.isDown(27) && !game.mapheld)
2020-01-01 21:29:24 +01:00
{
game.mapheld = true;
if (game.menupage < 9)
{
game.menupage = 30;
}
else if (game.menupage < 12)
{
game.menupage = 32;
}
else
{
graphics.resumegamemode = true;
}
2020-01-01 21:29:24 +01:00
}
}
else
{
if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true;
}
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right)
{
game.jumpheld = false;
}
if (!game.press_map && !key.isDown(27))
{
game.mapheld = false;
}
}
else
{
game.mapheld = true;
game.jumpheld = true;
}
if (!game.mapheld)
{
if(game.press_map && game.menupage < 10)
{
//Normal map screen, do transition later
graphics.resumegamemode = true;
2020-01-01 21:29:24 +01:00
}
}
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
if (script.running && game.menupage == 3)
{
// Force the player to stay in the SAVE tab while in a cutscene
}
else if (game.press_left)
2020-01-01 21:29:24 +01:00
{
game.menupage--;
}
else if (game.press_right)
{
game.menupage++;
}
if (game.press_action)
{
mapmenuactionpress();
}
if (game.menupage < 0) game.menupage = 3;
if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
if (game.menupage == 9) game.menupage = 11;
if (game.menupage == 12) game.menupage = 10;
if (game.menupage == 19) game.menupage = 21;
if (game.menupage == 22) game.menupage = 20;
if (game.menupage == 29) game.menupage = 32;
if (game.menupage == 33) game.menupage = 30;
}
}
static void mapmenuactionpress(void)
{
switch (game.menupage)
{
case 1:
if (obj.flags[67] && !game.inspecial() && !map.custommode)
{
//Warp back to the ship
graphics.resumegamemode = true;
2020-01-01 21:29:24 +01:00
game.teleport_to_x = 2;
game.teleport_to_y = 11;
2020-01-01 21:29:24 +01:00
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
2020-01-01 21:29:24 +01:00
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 102;
2020-01-01 21:29:24 +01:00
}
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
break;
case 3:
2020-11-04 03:45:33 +01:00
if (!game.gamesaved && !game.gamesavefailed && !game.inspecial())
{
game.flashlight = 5;
game.screenshake = 10;
music.playef(18);
2020-01-01 21:29:24 +01:00
game.savetime = game.timestring();
game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
game.savetrinkets = game.trinkets();
2020-01-01 21:29:24 +01:00
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
2020-01-01 21:29:24 +01:00
2020-11-04 03:45:33 +01:00
bool success;
#if !defined(NO_CUSTOM_LEVELS)
if(map.custommodeforreal)
2020-01-01 21:29:24 +01:00
{
2020-11-04 03:45:33 +01:00
success = game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
2020-01-01 21:29:24 +01:00
}
else
#endif
2020-01-01 21:29:24 +01:00
{
2020-11-04 03:45:33 +01:00
success = game.savequick();
2020-01-01 21:29:24 +01:00
}
2020-11-04 03:45:33 +01:00
game.gamesaved = success;
game.gamesavefailed = !success;
}
break;
2020-01-01 21:29:24 +01:00
case 10:
//return to pause menu
music.playef(11);
game.menupage = 32;
break;
case 11:
//quit to menu
//Kill contents of offset render buffer, since we do that for some reason.
//This fixes an apparent frame flicker.
ClearSurface(graphics.tempBuffer);
graphics.fademode = 2;
music.fadeout();
map.nexttowercolour();
if (!game.glitchrunnermode)
{
game.fadetomenu = true;
game.fadetomenudelay = 16;
}
break;
case 20:
//return to game
graphics.resumegamemode = true;
break;
case 21:
//quit to menu
game.swnmode = false;
graphics.fademode = 2;
music.fadeout();
if (!game.glitchrunnermode)
{
game.fadetolab = true;
game.fadetolabdelay = 16;
}
break;
case 30:
// Return to game
graphics.resumegamemode = true;
break;
case 31:
// Graphic options and game options
music.playef(11);
game.gamestate = TITLEMODE;
graphics.flipmode = false;
game.ingame_titlemode = true;
graphics.ingame_fademode = graphics.fademode;
graphics.fademode = 0;
// Set this before we create the menu
game.kludge_ingametemp = game.currentmenuname;
game.createmenu(Menu::options);
map.nexttowercolour();
break;
case 32:
// Go to quit prompt
music.playef(11);
game.menupage = 10;
break;
}
2020-01-01 21:29:24 +01:00
}
void teleporterinput(void)
2020-01-01 21:29:24 +01:00
{
//Todo Mouseinput!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
int tempx, tempy;
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if(graphics.menuoffset==0)
2020-01-01 21:29:24 +01:00
{
if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (key.isDown(27))
{
if (!map.custommode || map.custommodeforreal)
{
// Go to pause menu
game.mapheld = true;
game.menupage = 30;
game.gamestate = MAPMODE;
}
else
{
// Close teleporter menu
graphics.resumegamemode = true;
}
}
2020-01-01 21:29:24 +01:00
}
else
{
game.mapheld = true;
game.jumpheld = true;
}
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
bool any_tele_unlocked = false;
if (game.press_left || game.press_right)
{
for (size_t i = 0; i < map.teleporters.size(); i++)
{
point& tele = map.teleporters[i];
if (map.isexplored(tele.x, tele.y))
{
any_tele_unlocked = true;
break;
}
}
}
if (game.press_left && any_tele_unlocked)
2020-01-01 21:29:24 +01:00
{
do
2020-01-01 21:29:24 +01:00
{
game.teleport_to_teleporter--;
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
2020-01-01 21:29:24 +01:00
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
while (!map.isexplored(tempx, tempy));
2020-01-01 21:29:24 +01:00
}
else if (game.press_right && any_tele_unlocked)
2020-01-01 21:29:24 +01:00
{
do
2020-01-01 21:29:24 +01:00
{
game.teleport_to_teleporter++;
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
2020-01-01 21:29:24 +01:00
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
while (!map.isexplored(tempx, tempy));
2020-01-01 21:29:24 +01:00
}
if (game.press_map)
{
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
if (game.roomx == tempx + 100 && game.roomy == tempy + 100)
{
//cancel!
graphics.resumegamemode = true;
2020-01-01 21:29:24 +01:00
}
else
{
//teleport
graphics.resumegamemode = true;
2020-01-01 21:29:24 +01:00
game.teleport_to_x = tempx;
game.teleport_to_y = tempy;
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 102;
}
2020-01-01 21:29:24 +01:00
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
2020-01-01 21:29:24 +01:00
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
}
}
}
void gamecompleteinput(void)
2020-01-01 21:29:24 +01:00
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Do this before we update map.bypos
if (!game.colourblindmode)
{
graphics.updatetowerbackground(graphics.titlebg);
}
//Do these here because input comes first
graphics.titlebg.bypos += graphics.titlebg.bscroll;
game.oldcreditposition = game.creditposition;
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
2020-04-30 05:52:33 +02:00
2020-01-01 21:29:24 +01:00
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.creditposition -= 6;
if (game.creditposition <= -Credits::creditmaxposition)
2020-01-01 21:29:24 +01:00
{
if(graphics.fademode==0)
2020-01-01 21:29:24 +01:00
{
graphics.fademode = 2;
2020-01-01 21:29:24 +01:00
}
game.creditposition = -Credits::creditmaxposition;
2020-01-01 21:29:24 +01:00
}
else
{
graphics.titlebg.bscroll = +7;
2020-01-01 21:29:24 +01:00
}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
2020-01-01 21:29:24 +01:00
{
graphics.fademode = 2;
2020-01-01 21:29:24 +01:00
}
}
}
}
void gamecompleteinput2(void)
2020-01-01 21:29:24 +01:00
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Do this here because input comes first
game.oldcreditposx = game.creditposx;
2020-01-01 21:29:24 +01:00
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.creditposx++;
game.oldcreditposx++;
2020-01-01 21:29:24 +01:00
if (game.creditposy >= 30)
{
if(graphics.fademode==0)
2020-01-01 21:29:24 +01:00
{
graphics.fademode = 2;
2020-01-01 21:29:24 +01:00
music.fadeout();
}
}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
2020-01-01 21:29:24 +01:00
{
graphics.fademode = 2;
2020-01-01 21:29:24 +01:00
music.fadeout();
}
}
}
}