2020-01-01 21:29:24 +01:00
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#include "Input.h"
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2020-02-10 01:53:01 +01:00
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#include "Script.h"
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2020-01-01 21:29:24 +01:00
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#include "MakeAndPlay.h"
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#include "tinyxml.h"
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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) have been replaced by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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2020-02-10 01:53:01 +01:00
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extern scriptclass script;
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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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2020-04-15 19:14:42 +02:00
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if (game.currentmenuname == "mainmenu")
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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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#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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if (game.telesummary == "" && game.quicksummary == "")
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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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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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game.createmenu("play");
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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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game.createmenu("playerworlds");
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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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game.createmenu("graphicoptions");
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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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game.createmenu("options");
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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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game.createmenu("credits");
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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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#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;
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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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#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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}
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2020-04-15 19:14:42 +02:00
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}
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2020-04-02 23:06:56 +02:00
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#if !defined(NO_CUSTOM_LEVELS)
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2020-04-15 19:14:42 +02:00
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else if(game.currentmenuname=="levellist")
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{
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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);
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game.createmenu("mainmenu");
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
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//next page
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music.playef(11);
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if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
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game.levelpage=0;
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}else{
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game.levelpage++;
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}
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game.createmenu("levellist");
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game.currentmenuoption=game.menuoptions.size()-2;
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map.nexttowercolour();
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}else{
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//Ok, launch the level!
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//PLAY CUSTOM LEVEL HOOK
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music.playef(11);
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game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
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game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
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game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
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2020-04-02 23:06:56 +02:00
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2020-04-15 19:14:42 +02:00
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std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
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TiXmlDocument doc;
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if (!FILESYSTEM_loadTiXmlDocument(name.c_str(), &doc)){
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game.mainmenu = 22;
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graphics.fademode = 2;
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|
|
}else{
|
|
|
|
game.createmenu("quickloadlevel");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-04-02 23:06:56 +02:00
|
|
|
#endif
|
2020-04-15 19:14:42 +02:00
|
|
|
else if(game.currentmenuname=="quickloadlevel")
|
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
switch (game.currentmenuoption)
|
|
|
|
{
|
|
|
|
case 0: //continue save
|
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:
|
2020-04-15 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);
|
|
|
|
game.levelpage=0;
|
|
|
|
game.createmenu("levellist");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
2020-04-02 23:06:56 +02:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-04-15 19:14:42 +02:00
|
|
|
else if(game.currentmenuname=="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
|
|
|
|
game.createmenu("levellist");
|
|
|
|
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:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
//"OPENFOLDERHOOK"
|
|
|
|
//When the player selects the "open level folder" menu option,
|
|
|
|
//this is where it should run the appropriate code.
|
|
|
|
//This code should:
|
|
|
|
// - Minimise the game
|
|
|
|
// - Open the levels folder for whatever operating system we're on
|
|
|
|
SDL_assert(0 && "Remove open level dir");
|
2020-04-16 05:10:11 +02:00
|
|
|
break;*/
|
|
|
|
case OFFSET+2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
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
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
2020-04-02 23:06:56 +02:00
|
|
|
#endif
|
2020-04-15 19:14:42 +02:00
|
|
|
else if(game.currentmenuname=="errornostart"){
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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();
|
|
|
|
game.createmenu("graphicoptions");
|
|
|
|
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();
|
|
|
|
game.createmenu("graphicoptions");
|
|
|
|
game.currentmenuoption = 1;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
music.playef(11);
|
|
|
|
graphics.screenbuffer->toggleLinearFilter();
|
|
|
|
game.useLinearFilter = !game.useLinearFilter;
|
|
|
|
game.savestats();
|
|
|
|
game.createmenu("graphicoptions");
|
|
|
|
game.currentmenuoption = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-15 19:14:42 +02:00
|
|
|
//change smoothing
|
|
|
|
music.playef(11);
|
|
|
|
game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal;
|
|
|
|
//Hook the analogue thing in here: ABCDEFG
|
|
|
|
graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
|
|
|
|
game.savestats();
|
|
|
|
game.createmenu("graphicoptions");
|
|
|
|
game.currentmenuoption = 3;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
//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;
|
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
default:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu(game.previousmenuname);
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
game.currentmenuoption = 3;
|
|
|
|
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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
game.currentmenuoption = 3;
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "setslowdown1")
|
|
|
|
{
|
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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
game.currentmenuoption = 4;
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
//change game speed
|
|
|
|
game.deletequick();
|
|
|
|
game.deletetele();
|
|
|
|
game.createmenu("setslowdown2");
|
|
|
|
map.nexttowercolour();
|
|
|
|
music.playef(11);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "setslowdown2")
|
|
|
|
{
|
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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
game.currentmenuoption = 4;
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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
|
|
|
|
if (!map.invincibility)
|
|
|
|
{
|
|
|
|
game.createmenu("setinvincibility");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.invincibility = !map.invincibility;
|
|
|
|
}
|
|
|
|
music.playef(11);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-15 19:14:42 +02:00
|
|
|
//change game speed
|
|
|
|
game.createmenu("setslowdown2");
|
|
|
|
map.nexttowercolour();
|
|
|
|
music.playef(11);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 5:
|
2020-04-15 19:14:42 +02:00
|
|
|
// toggle fake load screen
|
|
|
|
game.skipfakeload = !game.skipfakeload;
|
|
|
|
music.playef(11);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 6:
|
2020-04-15 19:14:42 +02:00
|
|
|
// toggle translucent roomname BG
|
|
|
|
graphics.translucentroomname = !graphics.translucentroomname;
|
|
|
|
music.playef(11);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 7:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("options");
|
|
|
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "options")
|
|
|
|
{
|
|
|
|
#if defined(MAKEANDPLAY)
|
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
|
|
|
#define OFFSET -1
|
|
|
|
#else
|
|
|
|
#define OFFSET 0
|
|
|
|
#endif
|
2020-04-15 19:14:42 +02:00
|
|
|
|
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);
|
|
|
|
game.createmenu("accessibility");
|
|
|
|
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(MAKEANDPLAY)
|
2020-04-16 05:10:11 +02:00
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
//unlock play options
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("unlockmenu");
|
|
|
|
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
|
|
|
#endif
|
2020-04-16 05:10:11 +02:00
|
|
|
case OFFSET+2:
|
2020-04-15 19:14:42 +02:00
|
|
|
//clear data menu
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("controller");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case OFFSET+3:
|
2020-04-15 19:14:42 +02:00
|
|
|
//clear data menu
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("cleardatamenu");
|
|
|
|
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
|
|
|
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
|
|
|
|
if (game.currentmenuoption == OFFSET+4+mmmmmm_offset)
|
|
|
|
{
|
|
|
|
//**** 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);
|
|
|
|
music.play(6);
|
|
|
|
game.savestats();
|
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
|
|
|
else if (game.currentmenuoption == OFFSET+5+mmmmmm_offset)
|
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
#undef OFFSET
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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();
|
|
|
|
game.createmenu("unlockmenutrials");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenutrials");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenutrials");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenutrials");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenutrials");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenutrials");
|
|
|
|
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);
|
|
|
|
game.createmenu("unlockmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("unlockmenutrials");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenu");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenu");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenu");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenu");
|
|
|
|
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();
|
|
|
|
game.createmenu("unlockmenu");
|
|
|
|
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);
|
|
|
|
game.createmenu("options");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("credits2");
|
|
|
|
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.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("credits25");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("credits3");
|
|
|
|
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.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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;
|
|
|
|
|
|
|
|
if (game.current_credits_list_index >= (int)game.superpatrons.size())
|
|
|
|
{
|
|
|
|
// No more super patrons. Move to the next credits section
|
|
|
|
game.current_credits_list_index = 0;
|
|
|
|
game.createmenu("credits4");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// There are more super patrons. Refresh the menu with the next ones
|
|
|
|
game.createmenu("credits3");
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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;
|
|
|
|
|
|
|
|
if (game.current_credits_list_index >= (int)game.patrons.size())
|
|
|
|
{
|
|
|
|
// No more patrons. Move to the next credits section
|
|
|
|
game.current_credits_list_index = 0;
|
|
|
|
game.createmenu("credits5");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// There are more patrons. Refresh the menu with the next ones
|
|
|
|
game.createmenu("credits4");
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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;
|
|
|
|
|
|
|
|
if (game.current_credits_list_index >= (int)game.githubfriends.size())
|
|
|
|
{
|
|
|
|
// No more GitHub contributors. Move to the next credits section
|
|
|
|
game.current_credits_list_index = 0;
|
|
|
|
game.createmenu("credits6");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// There are more GitHub contributors. Refresh the menu with the next ones
|
|
|
|
game.createmenu("credits5");
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("credits");
|
|
|
|
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.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
|
|
|
music.niceplay(6);
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "play")
|
|
|
|
{
|
2020-04-16 04:38:42 +02:00
|
|
|
//Do we have the Secret Lab option?
|
|
|
|
int offset = game.unlock[8] ? 0 : -1;
|
2020-04-15 19:14:42 +02:00
|
|
|
if (game.currentmenuoption == 0)
|
|
|
|
{
|
|
|
|
//continue
|
|
|
|
//right, this depends on what saves you've got
|
|
|
|
if (game.telesummary == "")
|
|
|
|
{
|
|
|
|
//You at least have a quicksave, or you couldn't have gotten here
|
|
|
|
game.mainmenu = 2;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.quicksummary == "")
|
|
|
|
{
|
|
|
|
//You at least have a telesave, or you couldn't have gotten here
|
|
|
|
game.mainmenu = 1;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//go to a menu!
|
|
|
|
music.playef(11);
|
|
|
|
game.loadsummary(); //Prepare save slots to display
|
|
|
|
game.createmenu("continue");
|
|
|
|
map.settowercolour(3);
|
|
|
|
}
|
|
|
|
}
|
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){
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 11;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}else{
|
|
|
|
//Can't do yet! play sad sound
|
|
|
|
music.playef(2);
|
|
|
|
}
|
|
|
|
}
|
2020-04-16 04:38:42 +02:00
|
|
|
else if (game.currentmenuoption == offset+2)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//play modes
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("playmodes");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-16 04:38:42 +02:00
|
|
|
else if (game.currentmenuoption == offset+3)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//newgame
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("newgamewarning");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-16 04:38:42 +02:00
|
|
|
else if (game.currentmenuoption == offset+4)
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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
|
|
|
|
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);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("options");
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("options");
|
|
|
|
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;
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("timetrials");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 1 && game.unlock[16])
|
|
|
|
{
|
|
|
|
//intermission mode menu
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("intermissionmenu");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
|
|
|
|
{
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("startnodeathmode");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
|
|
|
|
{
|
|
|
|
music.playef(18);
|
|
|
|
game.screenshake = 10;
|
|
|
|
game.flashlight = 5;
|
|
|
|
graphics.setflipmode = !graphics.setflipmode;
|
|
|
|
game.savemystats = true;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 4)
|
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Can't do yet! play sad sound
|
|
|
|
music.playef(2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 10;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 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);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "continue")
|
|
|
|
{
|
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.mainmenu = 1;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
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);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("playint1");
|
|
|
|
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);
|
|
|
|
game.createmenu("playint2");
|
|
|
|
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);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 12;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 13;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 14;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-15 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);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 16;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 17;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-15 19:14:42 +02:00
|
|
|
game.mainmenu = 18;
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-15 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);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "gameover2")
|
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
music.play(6);
|
|
|
|
game.createmenu("mainmenu");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
2020-04-15 21:16:53 +02:00
|
|
|
else if (game.currentmenuname == "unlocktimetrials"
|
|
|
|
|| game.currentmenuname == "unlocktimetrial"
|
|
|
|
|| game.currentmenuname == "unlocknodeathmode"
|
|
|
|
|| game.currentmenuname == "unlockintermission"
|
|
|
|
|| game.currentmenuname == "unlockflipmode")
|
2020-04-15 19:14:42 +02:00
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "timetrials")
|
|
|
|
{
|
|
|
|
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
|
|
|
|
{
|
|
|
|
game.mainmenu = 3;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
|
|
|
|
{
|
|
|
|
game.mainmenu = 4;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
|
|
|
|
{
|
|
|
|
game.mainmenu = 5;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
|
|
|
|
{
|
|
|
|
game.mainmenu = 6;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
|
|
|
|
{
|
|
|
|
game.mainmenu = 7;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
|
|
|
|
{
|
|
|
|
game.mainmenu = 8;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.currentmenuoption == 6) //go to the time trial menu
|
|
|
|
{
|
|
|
|
//back
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Can't do yet! play sad sound
|
|
|
|
music.playef(2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "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);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-15 19:14:42 +02:00
|
|
|
//duplicate the above based on given time trial level!
|
|
|
|
if (game.timetriallevel == 0) //space station 1
|
|
|
|
{
|
|
|
|
game.mainmenu = 3;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 1) //lab
|
|
|
|
{
|
|
|
|
game.mainmenu = 4;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 2) //tower
|
|
|
|
{
|
|
|
|
game.mainmenu = 5;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 3) //station 2
|
|
|
|
{
|
|
|
|
game.mainmenu = 6;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 4) //warp
|
|
|
|
{
|
|
|
|
game.mainmenu = 7;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
|
|
|
else if (game.timetriallevel == 5) //final
|
|
|
|
{
|
|
|
|
game.mainmenu = 8;
|
|
|
|
graphics.fademode = 2;
|
|
|
|
}
|
2020-04-16 05:10:11 +02:00
|
|
|
break;
|
2020-04-15 19:14:42 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.currentmenuname == "gamecompletecontinue" || game.currentmenuname == "nodeathmodecomplete2")
|
|
|
|
{
|
2020-04-16 05:10:11 +02:00
|
|
|
music.play(6);
|
|
|
|
music.playef(11);
|
|
|
|
game.createmenu("play");
|
|
|
|
map.nexttowercolour();
|
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
|
|
|
|
2020-04-15 19:14:42 +02:00
|
|
|
if (key.isDown(27) && game.currentmenuname != "youwannaquit" && game.menustart)
|
|
|
|
{
|
|
|
|
music.playef(11);
|
|
|
|
game.previousmenuname = game.currentmenuname;
|
|
|
|
game.createmenu("youwannaquit");
|
|
|
|
map.nexttowercolour();
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( game.currentmenuname == "controller" &&
|
|
|
|
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
|
|
|
|
{
|
2020-04-02 23:06:56 +02:00
|
|
|
if(!game.glitchrunkludge) game.state++;
|
|
|
|
game.jumpheld = true;
|
|
|
|
game.glitchrunkludge=true;
|
|
|
|
//Bug fix! You should only be able to do this ONCE.
|
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){
|
|
|
|
game.mapheld = true;
|
|
|
|
//Return to level editor
|
|
|
|
if (game.activeactivity > -1 && game.press_map){
|
|
|
|
if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) )
|
|
|
|
{
|
|
|
|
script.load(obj.blocks[game.activeactivity].script);
|
|
|
|
obj.removeblock(game.activeactivity);
|
|
|
|
game.activeactivity = -1;
|
|
|
|
}
|
|
|
|
}else{
|
|
|
|
game.gamestate = EDITORMODE;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-04 01:34:20 +02:00
|
|
|
graphics.textboxremove();
|
|
|
|
game.hascontrol = true;
|
|
|
|
game.advancetext = false;
|
|
|
|
game.completestop = false;
|
|
|
|
game.state = 0;
|
|
|
|
graphics.showcutscenebars = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-04 01:34:20 +02:00
|
|
|
graphics.backgrounddrawn=false;
|
|
|
|
music.fadeout();
|
|
|
|
//If warpdir() is used during playtesting, we need to set it back after!
|
|
|
|
for (int j = 0; j < ed.maxheight; j++)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < ed.maxwidth; i++)
|
|
|
|
{
|
|
|
|
ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)];
|
|
|
|
}
|
|
|
|
}
|
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)
|
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
if(!graphics.flipmode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[73] = true; //Flip mode test
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
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();
|
|
|
|
obj.entities[player].colour = 102;
|
|
|
|
|
|
|
|
int teleporter = obj.getteleporter();
|
|
|
|
obj.entities[teleporter].tile = 6;
|
|
|
|
obj.entities[teleporter].colour = 102;
|
|
|
|
//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
|
|
|
|
game.gamestate = 5;
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
|
|
|
if (map.extrarow) graphics.menuoffset -= 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();
|
|
|
|
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();
|
|
|
|
obj.entities[teleporter].tile = 6;
|
|
|
|
obj.entities[teleporter].colour = 102;
|
|
|
|
//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
|
|
|
|
if (map.extrarow) graphics.menuoffset -= 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
|
|
|
|
if (map.extrarow) graphics.menuoffset -= 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;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.menupage = 10; // 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
|
|
|
|
if (map.extrarow) graphics.menuoffset -= 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-01 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;
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
if(graphics.menuoffset==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;
|
|
|
|
}
|
|
|
|
if (game.menupage < 9)
|
|
|
|
{
|
|
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
|
|
|
|
if (key.isDown(27))
|
|
|
|
{
|
|
|
|
game.mapheld = true;
|
|
|
|
game.menupage = 10;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-01 23:52:45 +02:00
|
|
|
if (graphics.fademode == 1)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-01 23:52:45 +02:00
|
|
|
FillRect(graphics.menubuffer, 0x000000);
|
|
|
|
graphics.resumegamemode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
obj.removeallblocks();
|
2020-04-04 01:28:50 +02:00
|
|
|
game.activeactivity = -1;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.menukludge = false;
|
|
|
|
if (game.menupage >= 20)
|
|
|
|
{
|
|
|
|
game.state = 96;
|
|
|
|
game.statedelay = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.state = 80;
|
|
|
|
game.statedelay = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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++;
|
|
|
|
}
|
|
|
|
|
2020-04-09 08:34:26 +02:00
|
|
|
if (game.menupage == 1 && obj.flags[67] && game.press_action && !game.insecretlab && !map.custommode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Warp back to the ship
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
game.teleport_to_x = 2;
|
|
|
|
game.teleport_to_y = 11;
|
|
|
|
|
|
|
|
//trace(game.recordstring);
|
|
|
|
//We're teleporting! Yey!
|
|
|
|
game.activetele = false;
|
|
|
|
game.hascontrol = false;
|
|
|
|
|
|
|
|
int i = obj.getplayer();
|
|
|
|
obj.entities[i].colour = 102;
|
|
|
|
|
|
|
|
//which teleporter script do we use? it depends on the companion!
|
|
|
|
game.state = 4000;
|
|
|
|
game.statedelay = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.menupage == 3 && !game.gamesaved && game.press_action && !game.intimetrial
|
|
|
|
&& !game.nodeathmode && !game.insecretlab && !game.inintermission)
|
|
|
|
{
|
|
|
|
game.flashlight = 5;
|
|
|
|
game.screenshake = 10;
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(18);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.gamesaved = true;
|
|
|
|
|
2020-03-31 02:16:02 +02:00
|
|
|
game.savetime = game.timestring();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
|
2020-04-07 08:46:27 +02:00
|
|
|
game.savetrinkets = game.trinkets();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
|
|
|
|
|
2020-04-02 23:06:56 +02:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-02-10 01:53:01 +01:00
|
|
|
if(map.custommodeforreal)
|
|
|
|
{
|
2020-04-02 23:06:56 +02:00
|
|
|
game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
|
2020-02-10 01:53:01 +01:00
|
|
|
}
|
|
|
|
else
|
2020-04-02 23:06:56 +02:00
|
|
|
#endif
|
2020-02-10 01:53:01 +01:00
|
|
|
{
|
2020-04-02 23:06:56 +02:00
|
|
|
game.savequick();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.menupage == 10 && game.press_action)
|
|
|
|
{
|
|
|
|
//return to game
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (game.menupage == 11 && game.press_action)
|
|
|
|
{
|
|
|
|
//quit to menu
|
2020-04-01 23:52:45 +02:00
|
|
|
if (graphics.fademode == 0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-02 23:06:56 +02:00
|
|
|
//Kill contents of offset render buffer, since we do that for some reason.
|
|
|
|
//This fixes an apparent frame flicker.
|
|
|
|
FillRect(graphics.tempBuffer, 0x000000);
|
2020-01-01 21:29:24 +01:00
|
|
|
if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true;
|
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
|
|
|
music.fadeout();
|
2020-01-23 02:20:32 +01:00
|
|
|
map.nexttowercolour();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.menupage == 20 && game.press_action)
|
|
|
|
{
|
|
|
|
//return to game
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.resumegamemode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (game.menupage == 21 && game.press_action)
|
|
|
|
{
|
|
|
|
//quit to menu
|
2020-04-01 23:52:45 +02:00
|
|
|
if (graphics.fademode == 0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.swnmode = false;
|
2020-04-01 23:52:45 +02:00
|
|
|
graphics.fademode = 2;
|
2020-01-01 21:29:24 +01:00
|
|
|
music.fadeout();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (game.press_left)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
while (map.explored[tempx + (20 * tempy)] == 0)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (game.press_right)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
while (map.explored[tempx + (20 * tempy)] == 0)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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();
|
|
|
|
obj.entities[i].colour = 102;
|
|
|
|
|
|
|
|
i = obj.getteleporter();
|
|
|
|
obj.entities[i].tile = 6;
|
|
|
|
obj.entities[i].colour = 102;
|
|
|
|
//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;
|
|
|
|
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
|
|
{
|
|
|
|
game.creditposition -= 6;
|
2020-01-17 02:14:56 +01:00
|
|
|
if (game.creditposition <= -game.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
|
|
|
}
|
2020-01-17 02:14:56 +01:00
|
|
|
game.creditposition = -game.creditmaxposition;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.bypos += 6;
|
|
|
|
map.bscroll = +6;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
|
|
{
|
|
|
|
game.creditposx++;
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|