2020-01-01 21:29:24 +01:00
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#include "Input.h"
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2020-06-23 01:41:07 +02:00
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#include "Logic.h"
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2020-02-10 01:53:01 +01:00
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#include "Script.h"
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Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
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#include "Credits.h"
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2020-01-01 21:29:24 +01:00
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#include "MakeAndPlay.h"
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2020-06-04 02:39:21 +02:00
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#include "tinyxml2.h"
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2020-01-01 21:29:24 +01:00
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Replace TiXmlDocument load and save functions by PHYSFS
The TinyXml functions to load and save files don't properly support
unicode file paths on Windows, so in order to support that properly, I
saw no other option than to do the actual loading and saving via PHYSFS
(or to use the Windows API on Windows and retain doc.LoadFile and
doc.SaveFile on other OSes, but that'd be more complicated and
unnecessary, we already have PHYSFS, right?).
There are two new functions in FileSystemUtils:
bool FILESYSTEM_saveTiXmlDocument(const char *name, TiXmlDocument *doc)
bool FILESYSTEM_loadTiXmlDocument(const char *name, TiXmlDocument *doc)
Any instances of doc.SaveFile(<FULL_PATH>) have been replaced by
FILESYSTEM_saveTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc), where
<FULL_PATH> included the full path to the saves or levels directory,
and <VVVVVV_FOLDER_PATH> only includes the path relative to the VVVVVV
directory.
When loading a document, a TiXmlDocument used to be created with a full
path in its constructor and doc.LoadFile() would then be called, now a
TiXmlDocument is constructed with no path name and
FILESYSTEM_loadTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc) is called.
2020-01-12 15:17:39 +01:00
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#include "FileSystemUtils.h"
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2020-04-01 23:52:45 +02:00
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void updatebuttonmappings(int bind)
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2020-01-01 21:29:24 +01:00
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{
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2020-04-02 23:06:56 +02:00
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for (
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SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
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i < SDL_CONTROLLER_BUTTON_DPAD_UP;
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i = (SDL_GameControllerButton) (i + 1)
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) {
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if (key.isDown(i))
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{
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bool dupe = false;
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if (bind == 1)
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{
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_flip.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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}
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if (bind == 2)
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{
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_map.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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}
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if (bind == 3)
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{
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_esc.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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}
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}
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}
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2020-01-01 21:29:24 +01:00
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}
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2020-04-15 19:14:42 +02:00
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void menuactionpress()
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2020-01-01 21:29:24 +01:00
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{
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2020-04-17 00:19:17 +02:00
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switch (game.currentmenuname)
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2020-01-01 21:29:24 +01:00
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{
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2020-04-17 00:19:17 +02:00
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case Menu::mainmenu:
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2020-04-15 19:14:42 +02:00
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#if defined(MAKEANDPLAY)
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De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
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#define MPOFFSET -1
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#else
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#define MPOFFSET 0
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#endif
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#if defined(NO_CUSTOM_LEVELS)
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#define NOCUSTOMSOFFSET -1
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#else
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#define NOCUSTOMSOFFSET 0
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#endif
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#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
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2020-04-16 05:10:11 +02:00
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switch (game.currentmenuoption)
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2020-04-15 19:14:42 +02:00
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{
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2020-04-16 05:10:11 +02:00
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#if !defined(MAKEANDPLAY)
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case 0:
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2020-04-15 19:14:42 +02:00
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//Play
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2020-04-26 22:41:35 +02:00
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if (!game.save_exists() && !game.anything_unlocked())
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2020-01-01 21:29:24 +01:00
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{
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2020-04-15 19:14:42 +02:00
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//No saves exist, just start a new game
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2020-05-19 03:03:18 +02:00
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music.playef(11);
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2020-04-15 19:14:42 +02:00
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game.mainmenu = 0;
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graphics.fademode = 2;
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2020-01-01 21:29:24 +01:00
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}
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else
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{
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2020-04-15 19:14:42 +02:00
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//Bring you to the normal playmenu
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music.playef(11);
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2020-04-16 06:53:36 +02:00
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game.createmenu(Menu::play);
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2020-04-15 19:14:42 +02:00
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map.nexttowercolour();
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}
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2020-04-16 05:10:11 +02:00
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break;
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De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
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#endif
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#if !defined(NO_CUSTOM_LEVELS)
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2020-04-16 05:10:11 +02:00
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case OFFSET+1:
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2020-04-15 19:14:42 +02:00
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//Bring you to the normal playmenu
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music.playef(11);
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2020-04-16 06:53:36 +02:00
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game.createmenu(Menu::playerworlds);
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2020-04-15 19:14:42 +02:00
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map.nexttowercolour();
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2020-04-16 05:10:11 +02:00
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break;
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De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
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#endif
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2020-04-16 05:10:11 +02:00
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case OFFSET+2:
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2020-04-15 19:14:42 +02:00
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//Options
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music.playef(11);
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2020-04-16 06:53:36 +02:00
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game.createmenu(Menu::graphicoptions);
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2020-04-15 19:14:42 +02:00
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map.nexttowercolour();
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2020-04-16 05:10:11 +02:00
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break;
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case OFFSET+3:
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2020-04-15 19:14:42 +02:00
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//Options
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music.playef(11);
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2020-04-16 06:53:36 +02:00
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game.createmenu(Menu::options);
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2020-04-15 19:14:42 +02:00
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map.nexttowercolour();
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2020-04-16 05:10:11 +02:00
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break;
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De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
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#if !defined(MAKEANDPLAY)
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2020-04-16 05:10:11 +02:00
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case OFFSET+4:
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2020-04-15 19:14:42 +02:00
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//Credits
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music.playef(11);
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2020-04-16 06:53:36 +02:00
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game.createmenu(Menu::credits);
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2020-04-15 19:14:42 +02:00
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map.nexttowercolour();
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2020-04-16 05:10:11 +02:00
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break;
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
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#else
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#undef MPOFFSET
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#define MPOFFSET -2
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#endif
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2020-04-16 05:10:11 +02:00
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case OFFSET+5:
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2020-04-15 19:14:42 +02:00
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//bye!
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music.playef(2);
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game.mainmenu = 100;
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graphics.fademode = 2;
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2020-04-16 05:10:11 +02:00
|
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break;
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
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|
#undef OFFSET
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#undef NOCUSTOMSOFFSET
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#undef MPOFFSET
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2020-04-16 05:10:11 +02:00
|
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}
|
2020-04-17 00:19:17 +02:00
|
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|
break;
|
2020-04-02 23:06:56 +02:00
|
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|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-04-17 00:19:17 +02:00
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case Menu::levellist:
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2020-04-15 19:14:42 +02:00
|
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|
if(game.currentmenuoption==(int)game.menuoptions.size()-1){
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//go back to menu
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music.playef(11);
|
2020-04-17 05:05:01 +02:00
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game.returnmenu();
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2020-04-15 19:14:42 +02:00
|
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
|
2020-04-17 08:05:49 +02:00
|
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//previous page
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music.playef(11);
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|
|
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){
|
2020-04-15 19:14:42 +02:00
|
|
|
//next page
|
|
|
|
music.playef(11);
|
|
|
|
if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
|
|
|
|
game.levelpage=0;
|
|
|
|
}else{
|
|
|
|
game.levelpage++;
|
|
|
|
}
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::levellist, true);
|
2020-04-17 08:05:49 +02:00
|
|
|
game.currentmenuoption=game.menuoptions.size()-3;
|
2020-04-15 19:14:42 +02:00
|
|
|
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;
|
2020-04-02 23:06:56 +02:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
|
2020-06-04 02:39:21 +02:00
|
|
|
tinyxml2::XMLDocument doc;
|
|
|
|
if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 22;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}else{
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::quickloadlevel);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-04-02 23:06:56 +02:00
|
|
|
#endif
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::quickloadlevel:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
|
|
|
{
|
|
|
|
case 0: //continue save
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 23;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 22;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
2020-04-17 21:10:07 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-04-02 23:06:56 +02:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::playerworlds:
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
#if defined(NO_EDITOR)
|
|
|
|
#define OFFSET -1
|
|
|
|
#else
|
|
|
|
#define OFFSET 0
|
|
|
|
#endif
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
game.levelpage=0;
|
|
|
|
ed.getDirectoryData();
|
|
|
|
game.loadcustomlevelstats(); //Should only load a file if it's needed
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::levellist);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
#if !defined(NO_EDITOR)
|
2020-04-16 05:10:11 +02:00
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
//LEVEL EDITOR HOOK
|
|
|
|
music.playef(11);
|
|
|
|
game.mainmenu = 20;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
ed.filename="";
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
#endif
|
2020-04-16 05:10:11 +02:00
|
|
|
case OFFSET+2:
|
2020-04-18 03:50:10 +02:00
|
|
|
//"OPENFOLDERHOOK"
|
2020-04-18 17:06:06 +02:00
|
|
|
if (FILESYSTEM_openDirectoryEnabled()
|
|
|
|
&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
|
2020-04-18 03:50:10 +02:00
|
|
|
{
|
|
|
|
music.playef(11);
|
|
|
|
SDL_MinimizeWindow(graphics.screenbuffer->m_window);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.playef(2);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OFFSET+3:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
#undef OFFSET
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-04-02 23:06:56 +02:00
|
|
|
#endif
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::errornostart:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::mainmenu);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::graphicoptions:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
graphics.screenbuffer->toggleFullScreen();
|
|
|
|
game.fullscreen = !game.fullscreen;
|
|
|
|
game.savestats();
|
Add "resize to nearest" graphics option
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).
I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
2020-06-30 07:02:21 +02:00
|
|
|
|
|
|
|
// Recreate menu to update "resize to nearest"
|
|
|
|
game.createmenu(game.currentmenuname, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 0;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
graphics.screenbuffer->toggleStretchMode();
|
|
|
|
game.stretchMode = (game.stretchMode + 1) % 3;
|
|
|
|
game.savestats();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-06-30 22:30:59 +02:00
|
|
|
// resize to nearest multiple
|
|
|
|
if (graphics.screenbuffer->isWindowed)
|
|
|
|
{
|
|
|
|
music.playef(11);
|
|
|
|
graphics.screenbuffer->ResizeToNearestMultiple();
|
|
|
|
game.savestats();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.playef(2);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
graphics.screenbuffer->toggleLinearFilter();
|
|
|
|
game.useLinearFilter = !game.useLinearFilter;
|
|
|
|
game.savestats();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-06-30 22:30:59 +02:00
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
//change smoothing
|
|
|
|
music.playef(11);
|
|
|
|
game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal;
|
|
|
|
graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
|
|
|
|
game.savestats();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-06-30 22:30:59 +02:00
|
|
|
case 5:
|
2020-05-04 21:52:57 +02:00
|
|
|
//toggle 30+ fps
|
|
|
|
music.playef(11);
|
|
|
|
game.over30mode = !game.over30mode;
|
|
|
|
game.savestats();
|
|
|
|
break;
|
2020-06-30 22:30:59 +02:00
|
|
|
case 6:
|
2020-05-04 22:19:47 +02:00
|
|
|
//toggle vsync
|
|
|
|
music.playef(11);
|
2020-07-08 20:43:04 +02:00
|
|
|
#ifndef __HAIKU__ // FIXME: Remove after SDL VSync bug is fixed! -flibit
|
2020-07-02 06:19:40 +02:00
|
|
|
graphics.screenbuffer->vsync = !graphics.screenbuffer->vsync;
|
|
|
|
graphics.screenbuffer->resetRendererWorkaround();
|
2020-05-04 22:19:47 +02:00
|
|
|
game.savestats();
|
2020-07-08 20:38:55 +02:00
|
|
|
#endif
|
2020-07-08 20:43:04 +02:00
|
|
|
break;
|
2020-04-16 05:10:11 +02:00
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-06-23 01:51:16 +02:00
|
|
|
if (game.ingame_titlemode)
|
|
|
|
{
|
2020-06-23 02:26:45 +02:00
|
|
|
game.returntopausemenu();
|
2020-06-23 01:51:16 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-06-23 02:23:56 +02:00
|
|
|
game.returnmenu();
|
2020-06-23 01:51:16 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::youwannaquit:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//bye!
|
|
|
|
music.playef(2);
|
|
|
|
game.mainmenu = 100;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
2020-04-17 04:52:39 +02:00
|
|
|
map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::setinvincibility:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
map.invincibility = !map.invincibility;
|
|
|
|
game.savestats();
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-04-17 01:02:01 +02:00
|
|
|
case Menu::setslowdown:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
game.gameframerate=34;
|
|
|
|
game.slowdown = 30;
|
|
|
|
game.savestats();
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 4;
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.gameframerate=41;
|
|
|
|
game.slowdown = 24;
|
|
|
|
game.savestats();
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 4;
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.gameframerate=55;
|
|
|
|
game.slowdown = 18;
|
|
|
|
game.savestats();
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 4;
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.gameframerate=83;
|
|
|
|
game.slowdown = 12;
|
|
|
|
game.savestats();
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 4;
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-06-30 22:06:19 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
// toggle unfocus pause
|
|
|
|
game.disablepause = !game.disablepause;
|
|
|
|
music.playef(11);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
// toggle fake load screen
|
|
|
|
game.skipfakeload = !game.skipfakeload;
|
|
|
|
music.playef(11);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
// toggle translucent roomname BG
|
|
|
|
graphics.translucentroomname = !graphics.translucentroomname;
|
|
|
|
music.playef(11);
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
// Glitchrunner mode
|
|
|
|
music.playef(11);
|
|
|
|
game.glitchrunnermode = !game.glitchrunnermode;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.returnmenu();
|
|
|
|
map.nexttowercolour();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::accessibility:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//disable animated backgrounds
|
|
|
|
game.colourblindmode = !game.colourblindmode;
|
|
|
|
game.savestats();
|
|
|
|
map.tdrawback = true;
|
|
|
|
music.playef(11);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
//disable screeneffects
|
|
|
|
game.noflashingmode = !game.noflashingmode;
|
|
|
|
game.savestats();
|
|
|
|
if (!game.noflashingmode)
|
|
|
|
{
|
|
|
|
music.playef(18);
|
|
|
|
game.screenshake = 10;
|
|
|
|
game.flashlight = 5;
|
|
|
|
}else{
|
|
|
|
music.playef(11);
|
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//disable text outline
|
|
|
|
graphics.notextoutline = !graphics.notextoutline;
|
|
|
|
game.savestats();
|
|
|
|
music.playef(11);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-15 19:14:42 +02:00
|
|
|
//invincibility
|
2020-06-23 07:55:59 +02:00
|
|
|
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-06-23 02:37:53 +02:00
|
|
|
if (!map.invincibility)
|
|
|
|
{
|
|
|
|
game.createmenu(Menu::setinvincibility);
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.invincibility = !map.invincibility;
|
|
|
|
}
|
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-06-23 02:37:53 +02:00
|
|
|
music.playef(2);
|
|
|
|
map.invincibility = false;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
//change game speed
|
2020-06-23 07:56:40 +02:00
|
|
|
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
|
2020-06-23 02:37:53 +02:00
|
|
|
{
|
|
|
|
game.createmenu(Menu::setslowdown);
|
|
|
|
map.nexttowercolour();
|
|
|
|
music.playef(11);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.playef(2);
|
|
|
|
game.gameframerate = 34;
|
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 5:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//Can't do yet! play sad sound
|
|
|
|
music.playef(2);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::options:
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
#if defined(MAKEANDPLAY)
|
2020-06-30 05:45:57 +02:00
|
|
|
int flipmode_offset = 0;
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
#else
|
2020-06-30 05:45:57 +02:00
|
|
|
int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
#endif
|
2020-04-15 19:14:42 +02:00
|
|
|
|
2020-06-30 05:45:57 +02:00
|
|
|
#if defined(MAKEANDPLAY)
|
|
|
|
int unlockmode_offset = -1;
|
|
|
|
#else
|
|
|
|
int unlockmode_offset = 0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
|
|
|
|
|
|
|
|
int offset = 0;
|
|
|
|
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//accessibility options
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::accessibility);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-06-30 22:06:19 +02:00
|
|
|
//advanced options
|
2020-06-25 23:31:37 +02:00
|
|
|
music.playef(11);
|
2020-06-30 22:06:19 +02:00
|
|
|
game.createmenu(Menu::advancedoptions);
|
|
|
|
map.nexttowercolour();
|
2020-06-25 23:31:37 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-06-30 05:45:57 +02:00
|
|
|
#if !defined(MAKEANDPLAY)
|
|
|
|
if (game.ingame_titlemode && game.unlock[18])
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
// toggle Flip Mode
|
|
|
|
graphics.setflipmode = !graphics.setflipmode;
|
|
|
|
game.savemystats = true;
|
|
|
|
if (graphics.setflipmode)
|
|
|
|
{
|
|
|
|
music.playef(18);
|
|
|
|
game.screenshake = 10;
|
|
|
|
game.flashlight = 5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.playef(11);
|
|
|
|
}
|
2020-07-11 01:55:56 +02:00
|
|
|
// 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
|
|
|
|
}
|
|
|
|
}
|
2020-06-30 05:45:57 +02:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
offset += flipmode_offset;
|
|
|
|
|
|
|
|
#if !defined(MAKEANDPLAY)
|
|
|
|
if (game.currentmenuoption == 3+offset)
|
|
|
|
{
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock play options
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::unlockmenu);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-06-30 05:45:57 +02:00
|
|
|
}
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
#endif
|
2020-06-30 05:45:57 +02:00
|
|
|
|
|
|
|
offset += unlockmode_offset;
|
|
|
|
|
|
|
|
if (game.currentmenuoption == 4+offset)
|
|
|
|
{
|
2020-04-15 19:14:42 +02:00
|
|
|
//clear data menu
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::controller);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-06-30 05:45:57 +02:00
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 5+offset)
|
|
|
|
{
|
2020-04-15 19:14:42 +02:00
|
|
|
//clear data menu
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::cleardatamenu);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-06-30 05:45:57 +02:00
|
|
|
else if (game.currentmenuoption == 6+offset && music.mmmmmm)
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
{
|
|
|
|
//**** TOGGLE MMMMMM
|
|
|
|
if(game.usingmmmmmm > 0){
|
|
|
|
game.usingmmmmmm=0;
|
|
|
|
}else{
|
|
|
|
game.usingmmmmmm=1;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
music.usingmmmmmm = !music.usingmmmmmm;
|
|
|
|
music.playef(11);
|
2020-06-23 02:44:03 +02:00
|
|
|
music.play(music.currentsong);
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
game.savestats();
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-06-30 05:45:57 +02:00
|
|
|
|
|
|
|
offset += mmmmmm_offset;
|
|
|
|
|
|
|
|
if (game.currentmenuoption == 7+offset)
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-06-23 01:51:16 +02:00
|
|
|
if (game.ingame_titlemode)
|
|
|
|
{
|
2020-06-23 02:26:45 +02:00
|
|
|
game.returntopausemenu();
|
2020-06-23 01:51:16 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-06-23 02:23:56 +02:00
|
|
|
game.returnmenu();
|
2020-06-23 01:51:16 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
2020-04-16 02:59:03 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::unlockmenutrials:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0: //unlock 1
|
2020-04-15 19:14:42 +02:00
|
|
|
game.unlock[9] = true;
|
|
|
|
game.unlocknotify[9] = true;
|
|
|
|
music.playef(11);
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 0;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1: //unlock 2
|
2020-04-15 19:14:42 +02:00
|
|
|
game.unlock[10] = true;
|
|
|
|
game.unlocknotify[10] = true;
|
|
|
|
music.playef(11);
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 1;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2: //unlock 3
|
2020-04-15 19:14:42 +02:00
|
|
|
game.unlock[11] = true;
|
|
|
|
game.unlocknotify[11] = true;
|
|
|
|
music.playef(11);
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3: //unlock 4
|
2020-04-15 19:14:42 +02:00
|
|
|
game.unlock[12] = true;
|
|
|
|
game.unlocknotify[12] = true;
|
|
|
|
music.playef(11);
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 3;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 4: //unlock 5
|
2020-04-15 19:14:42 +02:00
|
|
|
game.unlock[13] = true;
|
|
|
|
game.unlocknotify[13] = true;
|
|
|
|
music.playef(11);
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 4;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 5: //unlock 6
|
2020-04-15 19:14:42 +02:00
|
|
|
game.unlock[14] = true;
|
|
|
|
game.unlocknotify[14] = true;
|
|
|
|
music.playef(11);
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 5;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 6: //back
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::unlockmenu:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock time trials separately...
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::unlockmenutrials);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock intermissions
|
|
|
|
music.playef(11);
|
|
|
|
game.unlock[16] = true;
|
|
|
|
game.unlocknotify[16] = true;
|
|
|
|
game.unlock[6] = true;
|
|
|
|
game.unlock[7] = true;
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenu, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 1;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock no death mode
|
|
|
|
music.playef(11);
|
|
|
|
game.unlock[17] = true;
|
|
|
|
game.unlocknotify[17] = true;
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenu, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock flip mode
|
|
|
|
music.playef(11);
|
|
|
|
game.unlock[18] = true;
|
|
|
|
game.unlocknotify[18] = true;
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenu, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 3;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock jukebox
|
|
|
|
music.playef(11);
|
|
|
|
game.stat_trinkets = 20;
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenu, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 4;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 5:
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock secret lab
|
|
|
|
music.playef(11);
|
|
|
|
game.unlock[8] = true;
|
|
|
|
game.unlocknotify[8] = true;
|
|
|
|
game.savestats();
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::unlockmenu, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.currentmenuoption = 5;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::credits:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//next page
|
|
|
|
music.playef(11);
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits2, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-17 08:37:49 +02:00
|
|
|
case 1:
|
|
|
|
//last page
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu(Menu::credits6, true);
|
|
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
|
|
break;
|
2020-04-16 05:10:11 +02:00
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::credits2:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//next page
|
|
|
|
music.playef(11);
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits25, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-17 08:37:49 +02:00
|
|
|
//previous page
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu(Menu::credits, true);
|
|
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::credits25:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//next page
|
|
|
|
music.playef(11);
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits3, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-17 08:37:49 +02:00
|
|
|
case 1:
|
|
|
|
//previous page
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu(Menu::credits2, true);
|
|
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
|
|
break;
|
2020-04-16 05:10:11 +02:00
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::credits3:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//next page
|
|
|
|
music.playef(11);
|
|
|
|
game.current_credits_list_index += 9;
|
|
|
|
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::superpatrons))
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
// No more super patrons. Move to the next credits section
|
|
|
|
game.current_credits_list_index = 0;
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits4, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// There are more super patrons. Refresh the menu with the next ones
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits3, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
|
2020-04-17 08:37:49 +02:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
game.currentmenuoption = 1;
|
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.current_credits_list_index = 0;
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::credits4:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//next page
|
|
|
|
music.playef(11);
|
|
|
|
game.current_credits_list_index += 14;
|
|
|
|
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::patrons))
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
// No more patrons. Move to the next credits section
|
|
|
|
game.current_credits_list_index = 0;
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits5, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// There are more patrons. Refresh the menu with the next ones
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits4, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
|
2020-04-17 08:37:49 +02:00
|
|
|
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
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
game.current_credits_list_index = SDL_arraysize(Credits::superpatrons) - 1 - (SDL_arraysize(Credits::superpatrons)-1)%9;
|
2020-04-17 08:37:49 +02:00
|
|
|
game.createmenu(Menu::credits3, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//There are more patrons. Refresh the menu with the next ones
|
|
|
|
game.createmenu(Menu::credits4, true);
|
|
|
|
}
|
|
|
|
game.currentmenuoption = 1;
|
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.current_credits_list_index = 0;
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::credits5:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//next page
|
|
|
|
music.playef(11);
|
|
|
|
game.current_credits_list_index += 9;
|
|
|
|
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::githubfriends))
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
// No more GitHub contributors. Move to the next credits section
|
|
|
|
game.current_credits_list_index = 0;
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits6, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// There are more GitHub contributors. Refresh the menu with the next ones
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits5, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
|
2020-04-17 08:37:49 +02:00
|
|
|
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
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
game.current_credits_list_index = SDL_arraysize(Credits::patrons) - 1 - (SDL_arraysize(Credits::patrons)-1)%14;
|
2020-04-17 08:37:49 +02:00
|
|
|
game.createmenu(Menu::credits4, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//There are more GitHub contributors. Refresh the menu with the next ones
|
|
|
|
game.createmenu(Menu::credits5, true);
|
|
|
|
}
|
|
|
|
game.currentmenuoption = 1;
|
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.current_credits_list_index = 0;
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::credits6:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//first page
|
|
|
|
music.playef(11);
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::credits, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-17 08:37:49 +02:00
|
|
|
case 1:
|
|
|
|
//previous page
|
|
|
|
music.playef(11);
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
game.current_credits_list_index = SDL_arraysize(Credits::githubfriends) - 1 - (SDL_arraysize(Credits::githubfriends)-1)%9;
|
2020-04-17 08:37:49 +02:00
|
|
|
game.createmenu(Menu::credits5, true);
|
|
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
|
|
break;
|
2020-04-16 05:10:11 +02:00
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
music.niceplay(6);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::play:
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 04:38:42 +02:00
|
|
|
//Do we have the Secret Lab option?
|
2020-04-26 22:09:56 +02:00
|
|
|
int sloffset = game.unlock[8] ? 0 : -1;
|
|
|
|
//Do we have a telesave or quicksave?
|
2020-04-26 22:41:35 +02:00
|
|
|
int ngoffset = game.save_exists() ? 0 : -1;
|
2020-04-15 19:14:42 +02:00
|
|
|
if (game.currentmenuoption == 0)
|
|
|
|
{
|
|
|
|
//continue
|
|
|
|
//right, this depends on what saves you've got
|
2020-04-26 22:41:35 +02:00
|
|
|
if (!game.save_exists())
|
2020-04-26 22:09:56 +02:00
|
|
|
{
|
|
|
|
//You have no saves but have something unlocked, or you couldn't have gotten here
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-26 22:09:56 +02:00
|
|
|
game.mainmenu = 0;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.telesummary == "")
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//You at least have a quicksave, or you couldn't have gotten here
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 2;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.quicksummary == "")
|
|
|
|
{
|
|
|
|
//You at least have a telesave, or you couldn't have gotten here
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 1;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//go to a menu!
|
|
|
|
music.playef(11);
|
|
|
|
game.loadsummary(); //Prepare save slots to display
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::continuemenu);
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
2020-04-16 04:38:42 +02:00
|
|
|
else if (game.currentmenuoption == 1 && game.unlock[8])
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:17:36 +02:00
|
|
|
if(!map.invincibility && game.slowdown == 30){
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 11;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}else{
|
|
|
|
//Can't do yet! play sad sound
|
|
|
|
music.playef(2);
|
|
|
|
}
|
|
|
|
}
|
2020-04-26 22:09:56 +02:00
|
|
|
else if (game.currentmenuoption == sloffset+2)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//play modes
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::playmodes);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-26 22:41:35 +02:00
|
|
|
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//newgame
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::newgamewarning);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-26 22:09:56 +02:00
|
|
|
else if (game.currentmenuoption == sloffset+ngoffset+4)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::newgamewarning:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//yep
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 0;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
game.deletequick();
|
|
|
|
game.deletetele();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::controller:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.controllerSensitivity++;
|
|
|
|
music.playef(11);
|
|
|
|
if(game.controllerSensitivity > 4)
|
|
|
|
{
|
|
|
|
game.controllerSensitivity = 0;
|
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
|
2020-04-16 05:10:11 +02:00
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::cleardatamenu:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//yep
|
|
|
|
music.playef(23);
|
|
|
|
game.deletequick();
|
|
|
|
game.deletetele();
|
|
|
|
game.deletestats();
|
|
|
|
game.flashlight = 5;
|
|
|
|
game.screenshake = 15;
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::mainmenu);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::playmodes:
|
2020-04-16 05:10:11 +02:00
|
|
|
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::timetrials);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 1 && game.unlock[16])
|
|
|
|
{
|
|
|
|
//intermission mode menu
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::intermissionmenu);
|
2020-04-15 19:14:42 +02:00
|
|
|
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);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::startnodeathmode);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
|
|
|
|
{
|
2020-06-30 05:45:57 +02:00
|
|
|
// WARNING: Partially duplicated in Menu::options
|
2020-04-15 19:14:42 +02:00
|
|
|
graphics.setflipmode = !graphics.setflipmode;
|
|
|
|
game.savemystats = true;
|
2020-05-19 03:09:12 +02:00
|
|
|
if (graphics.setflipmode)
|
|
|
|
{
|
|
|
|
music.playef(18);
|
|
|
|
game.screenshake = 10;
|
|
|
|
game.flashlight = 5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.playef(11);
|
|
|
|
}
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 4)
|
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Can't do yet! play sad sound
|
|
|
|
music.playef(2);
|
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::startnodeathmode:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0: //start no death mode, disabling cutscenes
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 10;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 9;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::continuemenu:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 1;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 2;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::intermissionmenu:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
music.play(6);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::playint1);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
music.play(6);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::playint2);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::playint1:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 12;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 13;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 14;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 15;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::playint2:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 16;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 17;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 18;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 19;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::gameover2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
music.play(6);
|
2020-04-27 21:27:12 +02:00
|
|
|
game.returntomenu(Menu::playmodes);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::unlocktimetrials:
|
|
|
|
case Menu::unlocktimetrial:
|
|
|
|
case Menu::unlocknodeathmode:
|
|
|
|
case Menu::unlockintermission:
|
|
|
|
case Menu::unlockflipmode:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 04:26:49 +02:00
|
|
|
game.createmenu(Menu::play, true);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::timetrials:
|
2020-04-15 19:14:42 +02:00
|
|
|
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 3;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 4;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 5;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 6;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 7;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 8;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 6) //go to the time trial menu
|
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
2020-04-17 05:05:01 +02:00
|
|
|
game.returnmenu();
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Can't do yet! play sad sound
|
|
|
|
music.playef(2);
|
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::timetrialcomplete3:
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
case 0:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
music.play(6);
|
2020-06-26 01:22:58 +02:00
|
|
|
game.returntomenu(Menu::timetrials);
|
2020-04-15 19:14:42 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-17 06:25:30 +02:00
|
|
|
//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();
|
|
|
|
}
|
2020-04-15 19:14:42 +02:00
|
|
|
//duplicate the above based on given time trial level!
|
|
|
|
if (game.timetriallevel == 0) //space station 1
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 3;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 1) //lab
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 4;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 2) //tower
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 5;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 3) //station 2
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 6;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 4) //warp
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 7;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 5) //final
|
|
|
|
{
|
2020-05-19 03:03:18 +02:00
|
|
|
music.playef(11);
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 8;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::gamecompletecontinue:
|
|
|
|
case Menu::nodeathmodecomplete2:
|
2020-04-16 05:10:11 +02:00
|
|
|
music.play(6);
|
|
|
|
music.playef(11);
|
2020-04-17 06:25:30 +02:00
|
|
|
game.returnmenu();
|
2020-04-16 05:10:11 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
2020-02-12 05:45:58 +01:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
void titleinput()
|
|
|
|
{
|
|
|
|
//game.mx = (mouseX / 4);
|
|
|
|
//game.my = (mouseY / 4);
|
2020-02-12 05:45:58 +01:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
//TODO bit wasteful doing this every poll
|
|
|
|
key.setSensitivity(game.controllerSensitivity);
|
2020-02-12 05:45:58 +01:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
game.press_left = false;
|
|
|
|
game.press_right = false;
|
|
|
|
game.press_action = false;
|
|
|
|
game.press_map = false;
|
2020-02-12 05:45:58 +01:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
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;
|
2020-02-12 05:45:58 +01:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
//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;
|
2020-02-12 05:45:58 +01:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
if (!game.jumpheld && graphics.fademode==0)
|
|
|
|
{
|
|
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
|
|
{
|
|
|
|
game.jumpheld = true;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-16 06:53:36 +02:00
|
|
|
if (key.isDown(27) && game.currentmenuname != Menu::youwannaquit && game.menustart)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
music.playef(11);
|
2020-06-23 02:29:30 +02:00
|
|
|
if (game.ingame_titlemode)
|
|
|
|
{
|
|
|
|
game.returntopausemenu();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.createmenu(Menu::youwannaquit);
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-02 23:06:56 +02:00
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
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;
|
|
|
|
map.colstate = 10;
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
menuactionpress();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
2020-04-16 06:53:36 +02:00
|
|
|
if ( game.currentmenuname == Menu::controller &&
|
2020-01-01 21:29:24 +01:00
|
|
|
game.currentmenuoption > 0 &&
|
|
|
|
game.currentmenuoption < 4 &&
|
|
|
|
key.controllerButtonDown() )
|
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
updatebuttonmappings(game.currentmenuoption);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
if (graphics.fademode == 1)
|
2020-03-31 21:38:52 +02:00
|
|
|
script.startgamemode(game.mainmenu);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
void gameinput()
|
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;
|
|
|
|
game.press_map = false;
|
|
|
|
|
2020-04-03 02:59:08 +02:00
|
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 02:59:08 +02:00
|
|
|
game.press_left = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-04-03 02:59:08 +02:00
|
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 02:59:08 +02:00
|
|
|
game.press_right = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-04-03 02:59:08 +02:00
|
|
|
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
|
|
|
{
|
2020-04-03 02:59:08 +02:00
|
|
|
game.press_action = true;
|
|
|
|
};
|
|
|
|
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
|
|
|
}
|
2020-04-03 02:59:08 +02:00
|
|
|
}
|
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
|
|
|
|
{
|
2020-06-25 23:34:22 +02:00
|
|
|
if(game.glitchrunnermode || !game.glitchrunkludge) game.state++;
|
2020-04-02 23:06:56 +02:00
|
|
|
game.jumpheld = true;
|
|
|
|
game.glitchrunkludge=true;
|
|
|
|
//Bug fix! You should only be able to do this ONCE.
|
2020-06-25 23:34:22 +02:00
|
|
|
//...Unless you're in glitchrunner mode
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!game.press_map) game.mapheld = false;
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//restart the time trial
|
|
|
|
game.quickrestartkludge = false;
|
2020-03-31 21:38:52 +02:00
|
|
|
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
|
2020-02-10 03:21:19 +01:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-01-01 21:29:24 +01:00
|
|
|
if(map.custommode && !map.custommodeforreal){
|
2020-04-04 01:34:20 +02:00
|
|
|
if ((game.press_map || key.isDown(27)) && !game.mapheld){
|
|
|
|
//Return to level editor
|
|
|
|
if (game.activeactivity > -1 && game.press_map){
|
2020-05-14 21:39:29 +02:00
|
|
|
//pass, let code block below handle it
|
2020-07-11 09:15:06 +02:00
|
|
|
}else if(game.activetele && game.readytotele > 20 && game.press_map){
|
|
|
|
//pass, let code block below handle it
|
2020-04-04 01:34:20 +02:00
|
|
|
}else{
|
2020-05-09 21:52:58 +02:00
|
|
|
game.shouldreturntoeditor = true;
|
2020-05-14 21:39:29 +02:00
|
|
|
game.mapheld = true;
|
2020-01-31 04:06:16 +01:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
2020-02-10 01:53:01 +01:00
|
|
|
#endif
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//Entity type 0 is player controled
|
2020-04-03 22:50:16 +02:00
|
|
|
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)
|
|
|
|
{
|
|
|
|
if (game.press_map && !game.mapheld)
|
|
|
|
{
|
|
|
|
game.mapheld = true;
|
|
|
|
|
|
|
|
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
|
|
|
|
{
|
|
|
|
if(int(std::abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
|
|
|
|
{
|
|
|
|
//wait! space station 2 debug thingy
|
|
|
|
if (game.teleportscript != "")
|
|
|
|
{
|
|
|
|
|
|
|
|
//trace(game.recordstring);
|
|
|
|
//We're teleporting! Yey!
|
|
|
|
game.activetele = false;
|
|
|
|
game.hascontrol = false;
|
2020-04-03 02:59:08 +02:00
|
|
|
music.fadeout();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
int player = obj.getplayer();
|
2020-06-13 05:36:08 +02:00
|
|
|
if (player > -1)
|
|
|
|
{
|
|
|
|
obj.entities[player].colour = 102;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
int teleporter = obj.getteleporter();
|
2020-06-13 04:31:08 +02:00
|
|
|
if (teleporter > -1)
|
|
|
|
{
|
|
|
|
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
|
2020-04-17 05:15:53 +02:00
|
|
|
game.gamestate = TELEPORTERMODE;
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
2020-04-29 05:46:33 +02:00
|
|
|
graphics.oldmenuoffset = 240;
|
|
|
|
if (map.extrarow)
|
|
|
|
{
|
|
|
|
graphics.menuoffset -= 10;
|
|
|
|
graphics.oldmenuoffset -= 10;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-02 23:06:56 +02:00
|
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
game.useteleporter = true;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.initteleportermode();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//We're teleporting! Yey!
|
|
|
|
game.activetele = false;
|
|
|
|
game.hascontrol = false;
|
2020-04-03 02:59:08 +02:00
|
|
|
music.fadeout();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
int player = obj.getplayer();
|
2020-06-13 05:36:08 +02:00
|
|
|
if (player > -1)
|
|
|
|
{
|
|
|
|
obj.entities[player].colour = 102;
|
|
|
|
}
|
2020-04-02 00:32:21 +02:00
|
|
|
int companion = obj.getcompanion();
|
2020-01-01 21:29:24 +01:00
|
|
|
if(companion>-1) obj.entities[companion].colour = 102;
|
|
|
|
|
|
|
|
int teleporter = obj.getteleporter();
|
2020-06-13 04:31:08 +02:00
|
|
|
if (teleporter > -1)
|
|
|
|
{
|
|
|
|
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 (game.activeactivity > -1)
|
|
|
|
{
|
|
|
|
if((int(std::abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
|
|
|
|
{
|
|
|
|
script.load(obj.blocks[game.activeactivity].script);
|
|
|
|
obj.removeblock(game.activeactivity);
|
2020-04-04 01:28:50 +02:00
|
|
|
game.activeactivity = -1;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.swnmode == 1 && game.swngame == 1)
|
|
|
|
{
|
|
|
|
//quitting the super gravitron
|
|
|
|
game.mapheld = true;
|
|
|
|
//Quit menu, same conditions as in game menu
|
|
|
|
game.gamestate = MAPMODE;
|
|
|
|
game.gamesaved = false;
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.menupage = 20; // The Map Page
|
2020-04-02 23:06:56 +02:00
|
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
2020-04-29 05:46:33 +02:00
|
|
|
graphics.oldmenuoffset = 240;
|
|
|
|
if (map.extrarow)
|
|
|
|
{
|
|
|
|
graphics.menuoffset -= 10;
|
|
|
|
graphics.oldmenuoffset -= 10;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-04-01 23:52:45 +02:00
|
|
|
else if (game.intimetrial && graphics.fademode==0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Quick restart of time trial
|
2020-03-31 21:38:52 +02:00
|
|
|
script.hardreset();
|
2020-04-01 23:52:45 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
|
|
|
graphics.fademode = 2;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.completestop = true;
|
|
|
|
music.fadeout();
|
|
|
|
game.intimetrial = true;
|
|
|
|
game.quickrestartkludge = true;
|
|
|
|
}
|
2020-04-01 23:52:45 +02:00
|
|
|
else if (graphics.fademode==0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Normal map screen, do transition later
|
|
|
|
game.gamestate = MAPMODE;
|
|
|
|
map.cursordelay = 0;
|
|
|
|
map.cursorstate = 0;
|
|
|
|
game.gamesaved = false;
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.menupage = 0; // The Map Page
|
2020-04-02 23:06:56 +02:00
|
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
2020-04-29 05:46:33 +02:00
|
|
|
graphics.oldmenuoffset = 240;
|
|
|
|
if (map.extrarow)
|
|
|
|
{
|
|
|
|
graphics.menuoffset -= 10;
|
|
|
|
graphics.oldmenuoffset -= 10;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((key.isDown(27) || key.isDown(game.controllerButton_esc)) && (!map.custommode || map.custommodeforreal))
|
|
|
|
{
|
|
|
|
game.mapheld = true;
|
|
|
|
//Quit menu, same conditions as in game menu
|
|
|
|
game.gamestate = MAPMODE;
|
|
|
|
game.gamesaved = false;
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = false;
|
2020-06-23 00:24:18 +02:00
|
|
|
game.menupage = 30; // Pause screen
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-02 23:06:56 +02:00
|
|
|
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
2020-04-29 05:46:33 +02:00
|
|
|
graphics.oldmenuoffset = 240;
|
|
|
|
if (map.extrarow)
|
|
|
|
{
|
|
|
|
graphics.menuoffset -= 10;
|
|
|
|
graphics.oldmenuoffset -= 10;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if (key.keymap[SDLK_r] && game.deathseq<=0)// && map.custommode) //Have fun glitchrunners!
|
|
|
|
{
|
2020-04-02 23:06:56 +02:00
|
|
|
game.deathseq = 30;
|
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;
|
2020-04-02 01:36:35 +02:00
|
|
|
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;
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumppressed = 0;
|
|
|
|
game.totalflips++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-23 00:30:10 +02:00
|
|
|
void mapmenuactionpress();
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
void mapinput()
|
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;
|
|
|
|
|
2020-06-25 23:41:44 +02:00
|
|
|
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. This adds
|
|
|
|
// about an extra half second of completely black screen.
|
|
|
|
graphics.resumegamemode = true;
|
|
|
|
|
|
|
|
// 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.hardreset();
|
|
|
|
|
|
|
|
game.state = 80;
|
|
|
|
game.statedelay = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.fadetomenu && !game.glitchrunnermode)
|
2020-05-08 00:23:55 +02:00
|
|
|
{
|
|
|
|
if (game.fadetomenudelay > 0)
|
|
|
|
{
|
|
|
|
game.fadetomenudelay--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.quittomenu();
|
|
|
|
game.fadetomenu = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-25 23:41:44 +02:00
|
|
|
if (game.fadetolab && !game.glitchrunnermode)
|
2020-05-08 00:30:26 +02:00
|
|
|
{
|
|
|
|
if (game.fadetolabdelay > 0)
|
|
|
|
{
|
|
|
|
game.fadetolabdelay--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.returntolab();
|
|
|
|
game.fadetolab = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-25 23:41:44 +02:00
|
|
|
if(graphics.menuoffset==0
|
2020-07-17 00:11:54 +02:00
|
|
|
&& ((!game.glitchrunnermode && game.fadetomenudelay <= 0 && game.fadetolabdelay <= 0)
|
|
|
|
|| graphics.fademode == 0))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
if (graphics.flipmode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsLeft(false) ) game.press_left = true;
|
|
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsRight(false)) game.press_right = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(false))
|
|
|
|
{
|
|
|
|
game.press_left = true;
|
|
|
|
}
|
|
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(false))
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2020-06-23 06:36:50 +02:00
|
|
|
if (game.menupage < 12 || (game.menupage >= 30 && game.menupage <= 33))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
|
2020-06-23 06:36:50 +02:00
|
|
|
if (key.isDown(27) && !game.mapheld)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.mapheld = true;
|
2020-06-23 06:20:05 +02:00
|
|
|
if (game.menupage < 9)
|
|
|
|
{
|
|
|
|
game.menupage = 30;
|
|
|
|
}
|
2020-06-23 06:36:50 +02:00
|
|
|
else if (game.menupage < 12)
|
2020-06-23 06:20:05 +02:00
|
|
|
{
|
|
|
|
game.menupage = 31;
|
|
|
|
}
|
2020-06-23 06:36:50 +02:00
|
|
|
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
|
2020-04-01 23:52:45 +02:00
|
|
|
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 (game.press_left)
|
|
|
|
{
|
|
|
|
game.menupage--;
|
|
|
|
}
|
|
|
|
else if (game.press_right)
|
|
|
|
{
|
|
|
|
game.menupage++;
|
|
|
|
}
|
|
|
|
|
2020-06-23 00:32:21 +02:00
|
|
|
if (game.press_action)
|
|
|
|
{
|
|
|
|
mapmenuactionpress();
|
|
|
|
}
|
2020-06-23 00:30:10 +02:00
|
|
|
|
|
|
|
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 = 33;
|
|
|
|
if (game.menupage == 34) game.menupage = 30;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapmenuactionpress()
|
|
|
|
{
|
2020-06-23 00:35:26 +02:00
|
|
|
switch (game.menupage)
|
|
|
|
{
|
|
|
|
case 1:
|
2020-06-23 00:37:19 +02:00
|
|
|
if (obj.flags[67] && !game.inspecial() && !map.custommode)
|
2020-06-23 00:31:14 +02:00
|
|
|
{
|
|
|
|
//Warp back to the ship
|
|
|
|
graphics.resumegamemode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-06-23 00:31:14 +02:00
|
|
|
game.teleport_to_x = 2;
|
|
|
|
game.teleport_to_y = 11;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-06-23 00:31:14 +02:00
|
|
|
//trace(game.recordstring);
|
|
|
|
//We're teleporting! Yey!
|
|
|
|
game.activetele = false;
|
|
|
|
game.hascontrol = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-06-23 00:31:14 +02:00
|
|
|
int i = obj.getplayer();
|
|
|
|
if (i > -1)
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 102;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-06-23 00:31:14 +02:00
|
|
|
//which teleporter script do we use? it depends on the companion!
|
|
|
|
game.state = 4000;
|
|
|
|
game.statedelay = 0;
|
|
|
|
}
|
2020-06-23 00:35:26 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-06-23 00:37:19 +02:00
|
|
|
if (!game.gamesaved && !game.inspecial())
|
2020-06-23 00:31:14 +02:00
|
|
|
{
|
|
|
|
game.flashlight = 5;
|
|
|
|
game.screenshake = 10;
|
|
|
|
music.playef(18);
|
|
|
|
game.gamesaved = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-06-23 00:31:14 +02:00
|
|
|
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
|
|
|
|
2020-06-23 00:31:14 +02:00
|
|
|
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
|
|
|
|
2020-04-02 23:06:56 +02:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-06-23 00:31:14 +02:00
|
|
|
if(map.custommodeforreal)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-23 00:31:14 +02:00
|
|
|
game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-06-23 00:31:14 +02:00
|
|
|
else
|
|
|
|
#endif
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-23 00:31:14 +02:00
|
|
|
game.savequick();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-06-23 00:31:14 +02:00
|
|
|
}
|
2020-06-23 00:35:26 +02:00
|
|
|
break;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-06-23 00:35:26 +02:00
|
|
|
case 10:
|
2020-06-23 05:58:09 +02:00
|
|
|
//return to pause menu
|
|
|
|
music.playef(11);
|
|
|
|
game.menupage = 31;
|
2020-06-23 00:35:26 +02:00
|
|
|
break;
|
|
|
|
case 11:
|
2020-06-23 00:31:14 +02:00
|
|
|
//quit to menu
|
|
|
|
|
|
|
|
//Kill contents of offset render buffer, since we do that for some reason.
|
|
|
|
//This fixes an apparent frame flicker.
|
|
|
|
FillRect(graphics.tempBuffer, 0x000000);
|
|
|
|
graphics.fademode = 2;
|
|
|
|
music.fadeout();
|
|
|
|
map.nexttowercolour();
|
2020-06-25 23:41:44 +02:00
|
|
|
if (!game.glitchrunnermode)
|
|
|
|
{
|
|
|
|
game.fadetomenu = true;
|
|
|
|
game.fadetomenudelay = 16;
|
|
|
|
}
|
2020-06-23 00:35:26 +02:00
|
|
|
break;
|
2020-06-23 00:31:14 +02:00
|
|
|
|
2020-06-23 00:35:26 +02:00
|
|
|
case 20:
|
2020-06-23 00:31:14 +02:00
|
|
|
//return to game
|
|
|
|
graphics.resumegamemode = true;
|
2020-06-23 00:35:26 +02:00
|
|
|
break;
|
|
|
|
case 21:
|
2020-06-23 00:31:14 +02:00
|
|
|
//quit to menu
|
|
|
|
game.swnmode = false;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
music.fadeout();
|
2020-07-17 00:11:54 +02:00
|
|
|
if (!game.glitchrunnermode)
|
|
|
|
{
|
|
|
|
game.fadetolab = true;
|
|
|
|
game.fadetolabdelay = 16;
|
|
|
|
}
|
2020-06-23 00:35:26 +02:00
|
|
|
break;
|
2020-06-23 00:47:25 +02:00
|
|
|
case 30:
|
|
|
|
// Return to game
|
|
|
|
graphics.resumegamemode = true;
|
|
|
|
break;
|
|
|
|
case 31:
|
|
|
|
// Go to quit prompt
|
|
|
|
music.playef(11);
|
|
|
|
game.menupage = 10;
|
|
|
|
break;
|
|
|
|
case 32:
|
|
|
|
case 33:
|
2020-06-23 01:52:40 +02:00
|
|
|
// Graphic options and game options
|
2020-06-23 00:47:25 +02:00
|
|
|
music.playef(11);
|
|
|
|
game.gamestate = TITLEMODE;
|
2020-06-23 06:41:21 +02:00
|
|
|
graphics.flipmode = false;
|
2020-06-23 01:51:16 +02:00
|
|
|
game.ingame_titlemode = true;
|
2020-06-23 01:52:40 +02:00
|
|
|
if (game.menupage == 32)
|
|
|
|
{
|
|
|
|
game.createmenu(Menu::graphicoptions);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.createmenu(Menu::options);
|
|
|
|
}
|
2020-06-23 02:14:01 +02:00
|
|
|
map.bg_to_kludge();
|
2020-06-23 02:23:56 +02:00
|
|
|
game.kludge_ingametemp = game.currentmenuname;
|
2020-06-23 02:14:01 +02:00
|
|
|
|
2020-06-23 02:07:43 +02:00
|
|
|
map.scrolldir = 0;
|
2020-06-23 05:49:16 +02:00
|
|
|
map.colstate = ((int) (map.colstate / 5)) * 5;
|
2020-06-23 05:52:10 +02:00
|
|
|
map.bypos = 0;
|
2020-06-23 05:49:16 +02:00
|
|
|
map.nexttowercolour();
|
2020-06-23 01:41:07 +02:00
|
|
|
|
|
|
|
// Fix delta rendering glitch
|
|
|
|
graphics.updatetowerbackground();
|
|
|
|
titleupdatetextcol();
|
2020-06-23 00:47:25 +02:00
|
|
|
break;
|
2020-06-23 00:31:14 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
void teleporterinput()
|
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;
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
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;
|
2020-06-21 02:34:45 +02:00
|
|
|
|
|
|
|
if (key.isDown(27))
|
|
|
|
{
|
2020-07-11 09:15:06 +02:00
|
|
|
if (!map.custommode || map.custommodeforreal)
|
|
|
|
{
|
2020-07-11 09:21:23 +02:00
|
|
|
// Go to pause menu
|
2020-07-11 09:15:06 +02:00
|
|
|
game.mapheld = true;
|
2020-07-11 09:21:23 +02:00
|
|
|
game.menupage = 30;
|
2020-07-11 09:15:06 +02:00
|
|
|
game.gamestate = MAPMODE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Close teleporter menu
|
|
|
|
graphics.resumegamemode = true;
|
|
|
|
}
|
2020-06-21 02:34:45 +02:00
|
|
|
}
|
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;
|
|
|
|
}
|
|
|
|
|
2020-07-05 03:58:13 +02:00
|
|
|
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.explored[tele.x + tele.y*20])
|
|
|
|
{
|
|
|
|
any_tele_unlocked = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.press_left && any_tele_unlocked)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-05 03:50:58 +02:00
|
|
|
do
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.teleport_to_teleporter--;
|
2020-04-15 04:32:30 +02:00
|
|
|
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;
|
|
|
|
}
|
2020-07-05 03:50:58 +02:00
|
|
|
while (map.explored[tempx + (20 * tempy)] == 0);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-07-05 03:58:13 +02:00
|
|
|
else if (game.press_right && any_tele_unlocked)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-05 03:50:58 +02:00
|
|
|
do
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.teleport_to_teleporter++;
|
2020-04-15 04:32:30 +02:00
|
|
|
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;
|
|
|
|
}
|
2020-07-05 03:50:58 +02:00
|
|
|
while (map.explored[tempx + (20 * tempy)] == 0);
|
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!
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//teleport
|
2020-04-01 23:52:45 +02:00
|
|
|
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();
|
2020-06-13 05:36:08 +02:00
|
|
|
if (i > -1)
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = 102;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
i = obj.getteleporter();
|
2020-06-13 04:31:08 +02:00
|
|
|
if (i > -1)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
void gamecompleteinput()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.press_left = false;
|
|
|
|
game.press_right = false;
|
|
|
|
game.press_action = false;
|
|
|
|
game.press_map = false;
|
|
|
|
|
2020-04-30 20:13:02 +02:00
|
|
|
//Do this before we update map.bypos
|
|
|
|
if (!game.colourblindmode)
|
|
|
|
{
|
|
|
|
graphics.updatetowerbackground();
|
|
|
|
}
|
|
|
|
|
2020-04-30 19:56:27 +02:00
|
|
|
//Do these here because input comes first
|
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
|
|
|
map.bypos += map.bscroll;
|
2020-04-30 19:56:27 +02:00
|
|
|
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;
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
if (game.creditposition <= -Credits::creditmaxposition)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
if(graphics.fademode==0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.fademode = 2;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-03 12:13:15 +02:00
|
|
|
game.creditposition = -Credits::creditmaxposition;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
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
|
|
|
map.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
|
2020-04-01 23:52:45 +02:00
|
|
|
if(graphics.fademode==0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.fademode = 2;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
void gamecompleteinput2()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.press_left = false;
|
|
|
|
game.press_right = false;
|
|
|
|
game.press_action = false;
|
|
|
|
game.press_map = false;
|
|
|
|
|
2020-05-02 03:23:52 +02:00
|
|
|
//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++;
|
2020-05-02 03:23:52 +02:00
|
|
|
game.oldcreditposx++;
|
2020-01-01 21:29:24 +01:00
|
|
|
if (game.creditposy >= 30)
|
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
if(graphics.fademode==0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
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
|
2020-04-01 23:52:45 +02:00
|
|
|
if(graphics.fademode==0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.fademode = 2;
|
2020-01-01 21:29:24 +01:00
|
|
|
music.fadeout();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|