VVVVVV/desktop_version/src/Input.cpp

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#include "Input.h"
#include "Script.h"
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#include "MakeAndPlay.h"
#include "tinyxml2.h"
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#include "FileSystemUtils.h"
void updatebuttonmappings(int bind)
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{
for (
SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
i < SDL_CONTROLLER_BUTTON_DPAD_UP;
i = (SDL_GameControllerButton) (i + 1)
) {
if (key.isDown(i))
{
bool dupe = false;
if (bind == 1)
{
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_flip.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
}
if (bind == 2)
{
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_map.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
}
if (bind == 3)
{
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_esc.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
}
}
}
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}
void menuactionpress()
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{
switch (game.currentmenuname)
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{
case Menu::mainmenu:
#if defined(MAKEANDPLAY)
#define MPOFFSET -1
#else
#define MPOFFSET 0
#endif
#if defined(NO_CUSTOM_LEVELS)
#define NOCUSTOMSOFFSET -1
#else
#define NOCUSTOMSOFFSET 0
#endif
#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
switch (game.currentmenuoption)
{
#if !defined(MAKEANDPLAY)
case 0:
//Play
if (!game.save_exists() && !game.anything_unlocked())
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{
//No saves exist, just start a new game
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
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}
else
{
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::play);
map.nexttowercolour();
}
break;
#endif
#if !defined(NO_CUSTOM_LEVELS)
case OFFSET+1:
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::playerworlds);
map.nexttowercolour();
break;
#endif
case OFFSET+2:
//Options
music.playef(11);
game.createmenu(Menu::graphicoptions);
map.nexttowercolour();
break;
case OFFSET+3:
//Options
music.playef(11);
game.createmenu(Menu::options);
map.nexttowercolour();
break;
#if !defined(MAKEANDPLAY)
case OFFSET+4:
//Credits
music.playef(11);
game.createmenu(Menu::credits);
map.nexttowercolour();
break;
#else
#undef MPOFFSET
#define MPOFFSET -2
#endif
case OFFSET+5:
//bye!
music.playef(2);
game.mainmenu = 100;
graphics.fademode = 2;
break;
#undef OFFSET
#undef NOCUSTOMSOFFSET
#undef MPOFFSET
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::levellist:
if(game.currentmenuoption==(int)game.menuoptions.size()-1){
//go back to menu
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
//previous page
music.playef(11);
if(game.levelpage==0){
game.levelpage=(ed.ListOfMetaData.size()-1)/8;
}else{
game.levelpage--;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-2;
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-3){
//next page
music.playef(11);
if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
game.levelpage=0;
}else{
game.levelpage++;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-3;
map.nexttowercolour();
}else{
//Ok, launch the level!
//PLAY CUSTOM LEVEL HOOK
music.playef(11);
game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
tinyxml2::XMLDocument doc;
if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
game.mainmenu = 22;
graphics.fademode = 2;
}else{
game.createmenu(Menu::quickloadlevel);
map.nexttowercolour();
}
}
break;
#endif
case Menu::quickloadlevel:
switch (game.currentmenuoption)
{
case 0: //continue save
music.playef(11);
game.mainmenu = 23;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 22;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::playerworlds:
#if defined(NO_EDITOR)
#define OFFSET -1
#else
#define OFFSET 0
#endif
switch (game.currentmenuoption)
{
case 0:
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music.playef(11);
game.levelpage=0;
ed.getDirectoryData();
game.loadcustomlevelstats(); //Should only load a file if it's needed
game.createmenu(Menu::levellist);
map.nexttowercolour();
break;
#if !defined(NO_EDITOR)
case 1:
//LEVEL EDITOR HOOK
music.playef(11);
game.mainmenu = 20;
graphics.fademode = 2;
ed.filename="";
break;
#endif
case OFFSET+2:
//"OPENFOLDERHOOK"
if (FILESYSTEM_openDirectoryEnabled()
&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
{
music.playef(11);
SDL_MinimizeWindow(graphics.screenbuffer->m_window);
}
else
{
music.playef(2);
}
break;
case OFFSET+3:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
#undef OFFSET
break;
#endif
case Menu::errornostart:
music.playef(11);
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
case Menu::graphicoptions:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
graphics.screenbuffer->toggleFullScreen();
game.fullscreen = !game.fullscreen;
game.savestats();
game.currentmenuoption = 0;
break;
case 1:
music.playef(11);
graphics.screenbuffer->toggleStretchMode();
game.stretchMode = (game.stretchMode + 1) % 3;
game.savestats();
game.currentmenuoption = 1;
break;
case 2:
music.playef(11);
graphics.screenbuffer->toggleLinearFilter();
game.useLinearFilter = !game.useLinearFilter;
game.savestats();
game.currentmenuoption = 2;
break;
case 3:
//change smoothing
music.playef(11);
game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal;
graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
game.savestats();
game.currentmenuoption = 3;
break;
case 4:
//toggle mouse cursor
music.playef(11);
if (graphics.showmousecursor == true) {
SDL_ShowCursor(SDL_DISABLE);
graphics.showmousecursor = false;
}
else {
SDL_ShowCursor(SDL_ENABLE);
graphics.showmousecursor = true;
}
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::youwannaquit:
switch (game.currentmenuoption)
{
case 0:
//bye!
music.playef(2);
game.mainmenu = 100;
graphics.fademode = 2;
break;
default:
music.playef(11);
map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
game.returnmenu();
}
break;
case Menu::setinvincibility:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
map.invincibility = !map.invincibility;
game.savestats();
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::setslowdown:
switch (game.currentmenuoption)
{
case 0:
//back
game.gameframerate=34;
game.slowdown = 30;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 1:
game.gameframerate=41;
game.slowdown = 24;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 2:
game.gameframerate=55;
game.slowdown = 18;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 3:
game.gameframerate=83;
game.slowdown = 12;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
}
break;
case Menu::accessibility:
switch (game.currentmenuoption)
{
case 0:
//disable animated backgrounds
game.colourblindmode = !game.colourblindmode;
game.savestats();
map.tdrawback = true;
music.playef(11);
break;
case 1:
//disable screeneffects
game.noflashingmode = !game.noflashingmode;
game.savestats();
if (!game.noflashingmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}else{
music.playef(11);
}
break;
case 2:
//disable text outline
graphics.notextoutline = !graphics.notextoutline;
game.savestats();
music.playef(11);
break;
case 3:
//invincibility
if (!map.invincibility)
{
game.createmenu(Menu::setinvincibility);
map.nexttowercolour();
}
else
{
map.invincibility = !map.invincibility;
}
music.playef(11);
break;
case 4:
//change game speed
game.createmenu(Menu::setslowdown);
map.nexttowercolour();
music.playef(11);
break;
case 5:
// toggle fake load screen
game.skipfakeload = !game.skipfakeload;
music.playef(11);
break;
case 6:
// toggle translucent roomname BG
graphics.translucentroomname = !graphics.translucentroomname;
music.playef(11);
break;
case 7:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
//Can't do yet! play sad sound
music.playef(2);
break;
}
break;
case Menu::options:
{
#if defined(MAKEANDPLAY)
#define OFFSET -1
#else
#define OFFSET 0
#endif
switch (game.currentmenuoption)
{
case 0:
//accessibility options
music.playef(11);
game.createmenu(Menu::accessibility);
map.nexttowercolour();
break;
#if !defined(MAKEANDPLAY)
case 1:
//unlock play options
music.playef(11);
game.createmenu(Menu::unlockmenu);
map.nexttowercolour();
break;
#endif
case OFFSET+2:
//clear data menu
music.playef(11);
game.createmenu(Menu::controller);
map.nexttowercolour();
break;
case OFFSET+3:
//clear data menu
music.playef(11);
game.createmenu(Menu::cleardatamenu);
map.nexttowercolour();
break;
}
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;
}
music.usingmmmmmm = !music.usingmmmmmm;
music.playef(11);
music.play(6);
game.savestats();
}
else if (game.currentmenuoption == OFFSET+5+mmmmmm_offset)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
#undef OFFSET
break;
}
case Menu::unlockmenutrials:
switch (game.currentmenuoption)
{
case 0: //unlock 1
game.unlock[9] = true;
game.unlocknotify[9] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 0;
break;
case 1: //unlock 2
game.unlock[10] = true;
game.unlocknotify[10] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 1;
break;
case 2: //unlock 3
game.unlock[11] = true;
game.unlocknotify[11] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 2;
break;
case 3: //unlock 4
game.unlock[12] = true;
game.unlocknotify[12] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 3;
break;
case 4: //unlock 5
game.unlock[13] = true;
game.unlocknotify[13] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 4;
break;
case 5: //unlock 6
game.unlock[14] = true;
game.unlocknotify[14] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 5;
break;
case 6: //back
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::unlockmenu:
switch (game.currentmenuoption)
{
case 0:
//unlock time trials separately...
music.playef(11);
game.createmenu(Menu::unlockmenutrials);
map.nexttowercolour();
break;
case 1:
//unlock intermissions
music.playef(11);
game.unlock[16] = true;
game.unlocknotify[16] = true;
game.unlock[6] = true;
game.unlock[7] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 1;
break;
case 2:
//unlock no death mode
music.playef(11);
game.unlock[17] = true;
game.unlocknotify[17] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 2;
break;
case 3:
//unlock flip mode
music.playef(11);
game.unlock[18] = true;
game.unlocknotify[18] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 3;
break;
case 4:
//unlock jukebox
music.playef(11);
game.stat_trinkets = 20;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 4;
break;
case 5:
//unlock secret lab
music.playef(11);
game.unlock[8] = true;
game.unlocknotify[8] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 5;
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits2, true);
map.nexttowercolour();
break;
case 1:
//last page
music.playef(11);
game.createmenu(Menu::credits6, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits2:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits25, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits25:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits3, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits2, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits3:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)game.superpatrons.size())
{
// No more super patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits4, true);
}
else
{
// There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more super patrons. Move to the previous credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits25, true);
}
else
{
//There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits4:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 14;
if (game.current_credits_list_index >= (int)game.patrons.size())
{
// No more patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits5, true);
}
else
{
// There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 14;
if (game.current_credits_list_index < 0)
{
//No more patrons. Move to the previous credits section
game.current_credits_list_index = game.superpatrons.size() - 1 - (game.superpatrons.size()-1)%9;
game.createmenu(Menu::credits3, true);
}
else
{
//There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits5:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)game.githubfriends.size())
{
// No more GitHub contributors. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits6, true);
}
else
{
// There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more GitHub contributors. Move to the previous credits section
game.current_credits_list_index = game.patrons.size() - 1 - (game.patrons.size()-1)%14;
game.createmenu(Menu::credits4, true);
}
else
{
//There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits6:
switch (game.currentmenuoption)
{
case 0:
//first page
music.playef(11);
game.createmenu(Menu::credits, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index = game.githubfriends.size() - 1 - (game.githubfriends.size()-1)%9;
game.createmenu(Menu::credits5, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
music.niceplay(6);
break;
}
break;
case Menu::play:
{
//Do we have the Secret Lab option?
int sloffset = game.unlock[8] ? 0 : -1;
//Do we have a telesave or quicksave?
int ngoffset = game.save_exists() ? 0 : -1;
if (game.currentmenuoption == 0)
{
//continue
//right, this depends on what saves you've got
if (!game.save_exists())
{
//You have no saves but have something unlocked, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
}
else if (game.telesummary == "")
{
//You at least have a quicksave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 2;
graphics.fademode = 2;
}
else if (game.quicksummary == "")
{
//You at least have a telesave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 1;
graphics.fademode = 2;
}
else
{
//go to a menu!
music.playef(11);
game.loadsummary(); //Prepare save slots to display
game.createmenu(Menu::continuemenu);
}
}
else if (game.currentmenuoption == 1 && game.unlock[8])
{
if(!map.invincibility && game.slowdown == 30){
music.playef(11);
game.mainmenu = 11;
graphics.fademode = 2;
}else{
//Can't do yet! play sad sound
music.playef(2);
}
}
else if (game.currentmenuoption == sloffset+2)
{
//play modes
music.playef(11);
game.createmenu(Menu::playmodes);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
{
//newgame
music.playef(11);
game.createmenu(Menu::newgamewarning);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+ngoffset+4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::newgamewarning:
switch (game.currentmenuoption)
{
case 0:
//yep
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
game.deletequick();
game.deletetele();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::controller:
switch (game.currentmenuoption)
{
case 0:
game.controllerSensitivity++;
music.playef(11);
if(game.controllerSensitivity > 4)
{
game.controllerSensitivity = 0;
}
break;
case 4:
music.playef(11);
game.returnmenu();
break;
}
break;
case Menu::cleardatamenu:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
//yep
music.playef(23);
game.deletequick();
game.deletetele();
game.deletestats();
game.flashlight = 5;
game.screenshake = 15;
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
}
break;
case Menu::playmodes:
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
{
music.playef(11);
game.createmenu(Menu::timetrials);
map.nexttowercolour();
}
else if (game.currentmenuoption == 1 && game.unlock[16])
{
//intermission mode menu
music.playef(11);
game.createmenu(Menu::intermissionmenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
{
music.playef(11);
game.createmenu(Menu::startnodeathmode);
map.nexttowercolour();
}
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
{
graphics.setflipmode = !graphics.setflipmode;
game.savemystats = true;
if (graphics.setflipmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
music.playef(11);
}
}
else if (game.currentmenuoption == 4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::startnodeathmode:
switch (game.currentmenuoption)
{
case 0: //start no death mode, disabling cutscenes
music.playef(11);
game.mainmenu = 10;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 9;
graphics.fademode = 2;
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::continuemenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 1;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 2;
graphics.fademode = 2;
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::intermissionmenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint1);
map.nexttowercolour();
break;
case 1:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint2);
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint1:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 12;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 13;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.mainmenu = 14;
graphics.fademode = 2;
break;
case 3:
music.playef(11);
game.mainmenu = 15;
graphics.fademode = 2;
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint2:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 16;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 17;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.mainmenu = 18;
graphics.fademode = 2;
break;
case 3:
music.playef(11);
game.mainmenu = 19;
graphics.fademode = 2;
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::gameover2:
//back
music.playef(11);
music.play(6);
game.returntomenu(Menu::playmodes);
map.nexttowercolour();
break;
case Menu::unlocktimetrials:
case Menu::unlocktimetrial:
case Menu::unlocknodeathmode:
case Menu::unlockintermission:
case Menu::unlockflipmode:
//back
music.playef(11);
game.createmenu(Menu::play, true);
map.nexttowercolour();
break;
case Menu::timetrials:
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
{
music.playef(11);
game.mainmenu = 3;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
{
music.playef(11);
game.mainmenu = 4;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
{
music.playef(11);
game.mainmenu = 5;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
{
music.playef(11);
game.mainmenu = 6;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
{
music.playef(11);
game.mainmenu = 7;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
{
music.playef(11);
game.mainmenu = 8;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 6) //go to the time trial menu
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::timetrialcomplete3:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
music.play(6);
game.returnmenu();
map.nexttowercolour();
break;
case 1:
//Ok but first quickly remove the last stack frame to prevent piling up timetrialcomplete stack frames
if (game.menustack.empty())
{
puts("Error: menu stack is empty!");
}
else
{
game.menustack.pop_back();
}
//duplicate the above based on given time trial level!
if (game.timetriallevel == 0) //space station 1
{
music.playef(11);
game.mainmenu = 3;
graphics.fademode = 2;
}
else if (game.timetriallevel == 1) //lab
{
music.playef(11);
game.mainmenu = 4;
graphics.fademode = 2;
}
else if (game.timetriallevel == 2) //tower
{
music.playef(11);
game.mainmenu = 5;
graphics.fademode = 2;
}
else if (game.timetriallevel == 3) //station 2
{
music.playef(11);
game.mainmenu = 6;
graphics.fademode = 2;
}
else if (game.timetriallevel == 4) //warp
{
music.playef(11);
game.mainmenu = 7;
graphics.fademode = 2;
}
else if (game.timetriallevel == 5) //final
{
music.playef(11);
game.mainmenu = 8;
graphics.fademode = 2;
}
break;
}
break;
case Menu::gamecompletecontinue:
case Menu::nodeathmodecomplete2:
music.play(6);
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
break;
}
}
void titleinput()
{
//game.mx = (mouseX / 4);
//game.my = (mouseY / 4);
//TODO bit wasteful doing this every poll
key.setSensitivity(game.controllerSensitivity);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (graphics.flipmode)
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true;
}
else
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true))
{
game.press_right = true;
}
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (!game.jumpheld && graphics.fademode==0)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
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if (key.isDown(27) && game.currentmenuname != Menu::youwannaquit && game.menustart)
{
music.playef(11);
game.createmenu(Menu::youwannaquit);
map.nexttowercolour();
}
if(game.menustart)
{
if (game.press_left)
{
game.currentmenuoption--;
}
else if (game.press_right)
{
game.currentmenuoption++;
}
}
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
if (game.press_action)
{
if (!game.menustart)
{
game.menustart = true;
music.play(6);
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
map.colstate = 10;
map.nexttowercolour();
}
else
{
menuactionpress();
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}
}
if ( game.currentmenuname == Menu::controller &&
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game.currentmenuoption > 0 &&
game.currentmenuoption < 4 &&
key.controllerButtonDown() )
{
updatebuttonmappings(game.currentmenuoption);
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}
}
if (graphics.fademode == 1)
script.startgamemode(game.mainmenu);
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}
void gameinput()
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{
//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;
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
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{
game.press_left = true;
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}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
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{
game.press_right = true;
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}
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))
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{
game.press_action = true;
};
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
{
game.press_map = true;
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}
}
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if (game.advancetext)
{
if (game.pausescript)
{
game.press_action = false;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
}
if (game.press_action && !game.jumpheld)
{
if (game.pausescript)
{
game.pausescript = false;
game.hascontrol = true;
game.jumpheld = true;
}
else
{
if(!game.glitchrunkludge) game.state++;
game.jumpheld = true;
game.glitchrunkludge=true;
//Bug fix! You should only be able to do this ONCE.
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}
}
}
if (!game.press_map) game.mapheld = false;
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
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{
//restart the time trial
game.quickrestartkludge = false;
script.startgamemode(game.timetriallevel + 3);
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game.deathseq = -1;
game.completestop = false;
}
//Returning to editor mode must always be possible
#if !defined(NO_CUSTOM_LEVELS)
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if(map.custommode && !map.custommodeforreal){
if ((game.press_map || key.isDown(27)) && !game.mapheld){
//Return to level editor
if (game.activeactivity > -1 && game.press_map){
//pass, let code block below handle it
}else{
game.shouldreturntoeditor = true;
game.mapheld = true;
}
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}
}
#endif
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//Entity type 0 is player controled
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
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{
if (obj.entities[ie].rule == 0)
{
if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5)
{
if (game.press_map && !game.mapheld)
{
game.mapheld = true;
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
{
if(!graphics.flipmode)
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{
obj.flags[73] = true; //Flip mode test
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}
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;
music.fadeout();
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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 = TELEPORTERMODE;
graphics.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) graphics.menuoffset -= 10;
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BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
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graphics.resumegamemode = false;
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game.useteleporter = true;
game.initteleportermode();
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}
else
{
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout();
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int player = obj.getplayer();
obj.entities[player].colour = 102;
int companion = obj.getcompanion();
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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);
game.activeactivity = -1;
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}
}
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;
graphics.resumegamemode = false;
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game.menupage = 20; // The Map Page
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) graphics.menuoffset -= 10;
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}
else if (game.intimetrial && graphics.fademode==0)
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{
//Quick restart of time trial
script.hardreset();
if (graphics.setflipmode) graphics.flipmode = true;
graphics.fademode = 2;
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game.completestop = true;
music.fadeout();
game.intimetrial = true;
game.quickrestartkludge = true;
}
else if (graphics.fademode==0)
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{
//Normal map screen, do transition later
game.gamestate = MAPMODE;
map.cursordelay = 0;
map.cursorstate = 0;
game.gamesaved = false;
graphics.resumegamemode = false;
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game.menupage = 0; // The Map Page
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) graphics.menuoffset -= 10;
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}
}
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;
graphics.resumegamemode = false;
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game.menupage = 10; // The Map Page
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) graphics.menuoffset -= 10;
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}
if (key.keymap[SDLK_r] && game.deathseq<=0)// && map.custommode) //Have fun glitchrunners!
{
game.deathseq = 30;
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}
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
if (obj.entities[ie].vx < 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapleft = 0;
}
if (game.press_right)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapright = 0;
}
if(game.press_left)
{
obj.entities[ie].ax = -3;
obj.entities[ie].dir = 0;
}
else if (game.press_right)
{
obj.entities[ie].ax = 3;
obj.entities[ie].dir = 1;
}
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
if (game.jumppressed > 0)
{
game.jumppressed--;
if (obj.entities[ie].onground>0 && game.gravitycontrol == 0)
{
game.gravitycontrol = 1;
obj.entities[ie].vy = -4;
obj.entities[ie].ay = -3;
music.playef(0);
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game.jumppressed = 0;
game.totalflips++;
}
if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1)
{
game.gravitycontrol = 0;
obj.entities[ie].vy = 4;
obj.entities[ie].ay = 3;
music.playef(1);
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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;
}
}
}
}
}
void mapinput()
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{
//TODO Mouse Input!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (game.fadetomenu)
{
if (game.fadetomenudelay > 0)
{
game.fadetomenudelay--;
}
else
{
game.quittomenu();
game.fadetomenu = false;
}
}
if (game.fadetolab)
{
if (game.fadetolabdelay > 0)
{
game.fadetolabdelay--;
}
else
{
game.returntolab();
game.fadetolab = false;
}
}
if(graphics.menuoffset==0)
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{
if (graphics.flipmode)
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{
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
graphics.resumegamemode = true;
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}
}
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++;
}
if (game.menupage == 1 && obj.flags[67] && game.press_action && !game.insecretlab && !map.custommode)
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{
//Warp back to the ship
graphics.resumegamemode = true;
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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;
music.playef(18);
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game.gamesaved = true;
game.savetime = game.timestring();
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game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
game.savetrinkets = game.trinkets();
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if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
#if !defined(NO_CUSTOM_LEVELS)
if(map.custommodeforreal)
{
game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
}
else
#endif
{
game.savequick();
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}
}
if (game.menupage == 10 && game.press_action)
{
//return to game
graphics.resumegamemode = true;
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}
if (game.menupage == 11 && game.press_action)
{
//quit to menu
//Kill contents of offset render buffer, since we do that for some reason.
//This fixes an apparent frame flicker.
FillRect(graphics.tempBuffer, 0x000000);
graphics.fademode = 2;
music.fadeout();
map.nexttowercolour();
game.fadetomenu = true;
game.fadetomenudelay = 15;
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}
if (game.menupage == 20 && game.press_action)
{
//return to game
graphics.resumegamemode = true;
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}
if (game.menupage == 21 && game.press_action)
{
//quit to menu
game.swnmode = false;
graphics.fademode = 2;
music.fadeout();
game.fadetolab = true;
game.fadetolabdelay = 15;
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}
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;
}
}
void teleporterinput()
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{
//Todo Mouseinput!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
int tempx, tempy;
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if(graphics.menuoffset==0)
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{
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--;
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
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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--;
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
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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++;
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
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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++;
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
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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!
graphics.resumegamemode = true;
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}
else
{
//teleport
graphics.resumegamemode = true;
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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;
}
}
}
}
void gamecompleteinput()
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{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
2020-04-30 05:52:33 +02:00
//Do this here because input comes first
map.bypos += map.bscroll;
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.creditposition -= 6;
if (game.creditposition <= -game.creditmaxposition)
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{
if(graphics.fademode==0)
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{
graphics.fademode = 2;
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}
game.creditposition = -game.creditmaxposition;
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}
else
{
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
2020-04-30 05:52:33 +02:00
map.bscroll = +7;
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}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
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{
graphics.fademode = 2;
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}
}
}
}
void gamecompleteinput2()
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{
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)
{
if(graphics.fademode==0)
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{
graphics.fademode = 2;
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music.fadeout();
}
}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
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{
graphics.fademode = 2;
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music.fadeout();
}
}
}
}