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VVVVVV/desktop_version/src/Script.cpp

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#define SCRIPT_DEFINITION
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#include "Script.h"
#include "editor.h"
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#include "Entity.h"
#include "Enums.h"
#include "Graphics.h"
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#include "KeyPoll.h"
#include "Map.h"
#include "Music.h"
#include "UtilityClass.h"
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#include <limits.h>
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scriptclass::scriptclass()
{
//Start SDL
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//Init
position = 0;
scriptdelay = 0;
running = false;
dontrunnextframe = false;
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b = 0;
g = 0;
i = 0;
j = 0;
k = 0;
loopcount = 0;
looppoint = 0;
r = 0;
textx = 0;
texty = 0;
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}
void scriptclass::clearcustom(){
customscripts.clear();
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}
void scriptclass::tokenize( const std::string& t )
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{
j = 0;
std::string tempword;
char currentletter;
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for (size_t i = 0; i < t.length(); i++)
{
currentletter = t[i];
if (currentletter == '(' || currentletter == ')' || currentletter == ',')
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{
words[j] = tempword;
for (size_t ii = 0; ii < words[j].length(); ii++)
{
words[j][ii] = SDL_tolower(words[j][ii]);
}
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j++;
tempword = "";
}
else if (currentletter == ' ')
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{
//don't do anything - i.e. strip out spaces.
}
else
{
tempword += currentletter;
}
if (j >= (int) SDL_arraysize(words))
{
break;
}
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}
if (tempword != "" && j < (int) SDL_arraysize(words))
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{
words[j] = tempword;
}
}
void scriptclass::run()
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{
if (!running)
{
return;
}
// This counter here will stop the function when it gets too high
short execution_counter = 0;
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while(running && scriptdelay<=0 && !game.pausescript)
{
if (INBOUNDS_VEC(position, commands))
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{
//Let's split or command in an array of words
tokenize(commands[position]);
//For script assisted input
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Ok, now we run a command based on that string
if (words[0] == "moveplayer")
{
//USAGE: moveplayer(x offset, y offset)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp += ss_toi(words[1]);
obj.entities[player].yp += ss_toi(words[2]);
}
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scriptdelay = 1;
}
#if !defined(NO_CUSTOM_LEVELS)
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if (words[0] == "warpdir")
{
int temprx=ss_toi(words[1])-1;
int tempry=ss_toi(words[2])-1;
int curlevel=temprx+(ed.maxwidth*(tempry));
bool inbounds = INBOUNDS_ARR(curlevel, ed.level);
if (inbounds)
{
ed.level[curlevel].warpdir=ss_toi(words[3]);
}
//Do we update our own room?
if(inbounds && game.roomx-100==temprx && game.roomy-100==tempry){
//If screen warping, then override all that:
graphics.backgrounddrawn = false;
map.warpx=false; map.warpy=false;
if(ed.level[curlevel].warpdir==0){
map.background = 1;
//Be careful, we could be in a Lab or Warp Zone room...
if(ed.level[curlevel].tileset==2){
//Lab
map.background = 2;
graphics.rcol = ed.level[curlevel].tilecol;
}else if(ed.level[curlevel].tileset==3){
//Warp Zone
map.background = 6;
}
}else if(ed.level[curlevel].warpdir==1){
map.warpx=true;
map.background=3;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==2){
map.warpy=true;
map.background=4;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}
}
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}
if (words[0] == "ifwarp")
{
int room = ss_toi(words[1])-1+(ed.maxwidth*(ss_toi(words[2])-1));
if (INBOUNDS_ARR(room, ed.level) && ed.level[room].warpdir == ss_toi(words[3]))
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{
load("custom_"+words[4]);
position--;
}
}
#endif
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if (words[0] == "destroy")
{
if(words[1]=="gravitylines"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==9) removeentity_iter(edi);
if(obj.entities[edi].type==10) removeentity_iter(edi);
}
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}else if(words[1]=="warptokens"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==11) removeentity_iter(edi);
}
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}else if(words[1]=="platforms"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) removeentity_iter(edi);
}
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}
}
if (words[0] == "customiftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
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{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "customiftrinketsless")
{
if (game.trinkets() < ss_toi(words[1]))
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{
load("custom_"+words[2]);
position--;
}
}
else if (words[0] == "customifflag")
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{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
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{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "custommap")
{
if(words[1]=="on"){
map.customshowmm=true;
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}else if(words[1]=="off"){
map.customshowmm=false;
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}
}
if (words[0] == "delay")
{
//USAGE: delay(frames)
scriptdelay = ss_toi(words[1]);
}
if (words[0] == "flag")
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{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags))
{
if (words[2] == "on")
{
obj.flags[flag] = true;
}
else if (words[2] == "off")
{
obj.flags[flag] = false;
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}
}
}
if (words[0] == "flash")
{
//USAGE: flash(frames)
game.flashlight = ss_toi(words[1]);
}
if (words[0] == "shake")
{
//USAGE: shake(frames)
game.screenshake = ss_toi(words[1]);
}
if (words[0] == "walk")
{
//USAGE: walk(dir,frames)
if (words[1] == "left")
{
game.press_left = true;
}
else if (words[1] == "right")
{
game.press_right = true;
}
scriptdelay = ss_toi(words[2]);
}
if (words[0] == "flip")
{
game.press_action = true;
scriptdelay = 1;
}
if (words[0] == "tofloor")
{
int player = obj.getplayer();
if(INBOUNDS_VEC(player, obj.entities) && obj.entities[player].onroof>0)
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{
game.press_action = true;
scriptdelay = 1;
}
}
if (words[0] == "playef")
{
music.playef(ss_toi(words[1]));
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}
if (words[0] == "play")
{
music.play(ss_toi(words[1]));
}
if (words[0] == "stopmusic")
{
music.haltdasmusik();
}
if (words[0] == "resumemusic")
{
Fix resumemusic/musicfadein not working It seems like they were unfinished. This commit makes them properly work. When a track is stopped with stopmusic() or musicfadeout(), resumemusic() will resume from where the track stopped. musicfadein() does the same but does it with a gradual fade instead of suddenly playing it at full volume. I changed several interfaces around for this. First, setting currentsong to -1 when music is stopped is handled in the hook callback that gets called by SDL_mixer whenever the music stops. Otherwise, it'd be problematic if currentsong was set to -1 when the song starts fading out instead of when the song actually ends. Also, music.play() has a few optional arguments now, to reduce the copying-and-pasting of music code. Lastly, we have to roll our own tracker of music length by using SDL_GetPerformanceCounter(), because there's no way to get the music position if a song fades out. (We could implicitly keep the music position if we abruptly stopped the song using Mix_PauseMusic(), and resume it using Mix_ResumeMusic(), but ignoring the fact that those two functions are also used on the unfocus-pause (which, as it turns out, is basically a non-issue because the unfocus-pause can use some other functions), there's no equivalent for fading out, i.e. there's no "fade out and pause when it fully fades out" function in SDL_mixer.) And then we have to account for the unfocus-pause in our manual tracker. Other than that, these commands are now fully functional.
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music.resume();
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}
if (words[0] == "musicfadeout")
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{
music.fadeout(false);
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}
if (words[0] == "musicfadein")
{
Fix resumemusic/musicfadein not working It seems like they were unfinished. This commit makes them properly work. When a track is stopped with stopmusic() or musicfadeout(), resumemusic() will resume from where the track stopped. musicfadein() does the same but does it with a gradual fade instead of suddenly playing it at full volume. I changed several interfaces around for this. First, setting currentsong to -1 when music is stopped is handled in the hook callback that gets called by SDL_mixer whenever the music stops. Otherwise, it'd be problematic if currentsong was set to -1 when the song starts fading out instead of when the song actually ends. Also, music.play() has a few optional arguments now, to reduce the copying-and-pasting of music code. Lastly, we have to roll our own tracker of music length by using SDL_GetPerformanceCounter(), because there's no way to get the music position if a song fades out. (We could implicitly keep the music position if we abruptly stopped the song using Mix_PauseMusic(), and resume it using Mix_ResumeMusic(), but ignoring the fact that those two functions are also used on the unfocus-pause (which, as it turns out, is basically a non-issue because the unfocus-pause can use some other functions), there's no equivalent for fading out, i.e. there's no "fade out and pause when it fully fades out" function in SDL_mixer.) And then we have to account for the unfocus-pause in our manual tracker. Other than that, these commands are now fully functional.
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music.fadein();
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}
if (words[0] == "trinketscriptmusic")
{
music.play(4);
}
if (words[0] == "gotoposition")
{
//USAGE: gotoposition(x position, y position, gravity position)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp = ss_toi(words[1]);
obj.entities[player].yp = ss_toi(words[2]);
}
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game.gravitycontrol = ss_toi(words[3]);
}
if (words[0] == "gotoroom")
{
//USAGE: gotoroom(x,y) (manually add 100)
map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100);
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}
if (words[0] == "cutscene")
{
graphics.showcutscenebars = true;
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}
if (words[0] == "endcutscene")
{
graphics.showcutscenebars = false;
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}
if (words[0] == "untilbars")
{
if (graphics.showcutscenebars)
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{
if (graphics.cutscenebarspos < 360)
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{
scriptdelay = 1;
position--;
}
}
else
{
if (graphics.cutscenebarspos > 0)
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{
scriptdelay = 1;
position--;
}
}
}
else if (words[0] == "text")
{
//oh boy
//first word is the colour.
if (words[1] == "cyan")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "player")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "red")
{
r = 255;
g = 60;
b = 60;
}
else if (words[1] == "green")
{
r = 144;
g = 255;
b = 144;
}
else if (words[1] == "yellow")
{
r = 255;
g = 255;
b = 134;
}
else if (words[1] == "blue")
{
r = 95;
g = 95;
b = 255;
}
else if (words[1] == "purple")
{
r = 255;
g = 134;
b = 255;
}
else if (words[1] == "white")
{
r = 244;
g = 244;
b = 244;
}
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else if (words[1] == "gray")
{
r = 174;
g = 174;
b = 174;
}
else if (words[1] == "orange")
{
r = 255;
g = 130;
b = 20;
}
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else
{
//use a gray
r = 174;
g = 174;
b = 174;
}
//next are the x,y coordinates
textx = ss_toi(words[2]);
texty = ss_toi(words[3]);
//Number of lines for the textbox!
txt.clear();
for (int i = 0; i < ss_toi(words[4]); i++)
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{
position++;
if (INBOUNDS_VEC(position, commands))
{
txt.push_back(commands[position]);
}
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}
}
else if (words[0] == "position")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "player")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
j = obj.entities[i].dir;
}
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}
else if (words[1] == "cyan")
{
i = obj.getcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "purple")
{
i = obj.getcrewman(1);
j = obj.entities[i].dir;
}
else if (words[1] == "yellow")
{
i = obj.getcrewman(2);
j = obj.entities[i].dir;
}
else if (words[1] == "red")
{
i = obj.getcrewman(3);
j = obj.entities[i].dir;
}
else if (words[1] == "green")
{
i = obj.getcrewman(4);
j = obj.entities[i].dir;
}
else if (words[1] == "blue")
{
i = obj.getcrewman(5);
j = obj.entities[i].dir;
}
else if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
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{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
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}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
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}
}
else if (INBOUNDS_VEC(i, obj.entities))
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{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "customposition")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "player")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "cyan")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "purple")
{
i = obj.getcustomcrewman(1);
j = obj.entities[i].dir;
}
else if (words[1] == "yellow")
{
i = obj.getcustomcrewman(2);
j = obj.entities[i].dir;
}
else if (words[1] == "red")
{
i = obj.getcustomcrewman(3);
j = obj.entities[i].dir;
}
else if (words[1] == "green")
{
i = obj.getcustomcrewman(4);
j = obj.entities[i].dir;
}
else if (words[1] == "blue")
{
i = obj.getcustomcrewman(5);
j = obj.entities[i].dir;
}
else if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
if(i==0 && words[1]!="player" && words[1]!="cyan"){
//Requested crewmate is not actually on screen
words[2] = "donothing";
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j = -1;
textx = -500;
texty = -500;
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
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{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
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}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
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}
}
else if (INBOUNDS_VEC(i, obj.entities))
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{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "backgroundtext")
{
game.backgroundtext = true;
}
else if (words[0] == "flipme")
{
if(graphics.flipmode) texty += 2*(120 - texty) - 8*(txt.size()+2);
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}
else if (words[0] == "speak_active" || words[0] == "speak")
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{
//Ok, actually display the textbox we've initilised now!
//If using "speak", don't make the textbox active (so we can use multiple textboxes)
if (txt.empty())
{
txt.resize(1);
}
graphics.createtextbox(txt[0], textx, texty, r, g, b);
if ((int) txt.size() > 1)
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{
for (i = 1; i < (int) txt.size(); i++)
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{
graphics.addline(txt[i]);
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}
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= graphics.textboxwidth();
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textx += 16;
graphics.textboxmoveto(textx);
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}
if (textx == -500 || textx == -1)
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{
graphics.textboxcenterx();
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}
if (texty == -500)
{
graphics.textboxcentery();
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}
graphics.textboxadjust();
if (words[0] == "speak_active")
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{
graphics.textboxactive();
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}
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "endtext")
{
graphics.textboxremove();
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game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "endtextfast")
{
graphics.textboxremovefast();
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game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "do")
{
//right, loop from this point
looppoint = position;
loopcount = ss_toi(words[1]);
}
else if (words[0] == "loop")
{
//right, loop from this point
loopcount--;
if (loopcount > 0)
{
position = looppoint;
}
}
else if (words[0] == "vvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 30;
obj.entities[i].yp = 46;
obj.entities[i].size = 13;
obj.entities[i].colour = 23;
obj.entities[i].cx = 36;// 6;
obj.entities[i].cy = 12+80;// 2;
obj.entities[i].h = 126-80;// 21;
}
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}
else if (words[0] == "undovvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 100;
obj.entities[i].size = 0;
obj.entities[i].colour = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].h = 21;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "createentity")
{
std::string word6 = words[6];
std::string word7 = words[7];
std::string word8 = words[8];
std::string word9 = words[9];
if (words[6] == "") words[6] = "0";
if (words[7] == "") words[7] = "0";
if (words[8] == "") words[8] = "320";
if (words[9] == "") words[9] = "240";
obj.createentity(
ss_toi(words[1]),
ss_toi(words[2]),
ss_toi(words[3]),
ss_toi(words[4]),
ss_toi(words[5]),
ss_toi(words[6]),
ss_toi(words[7]),
ss_toi(words[8]),
ss_toi(words[9])
);
words[6] = word6;
words[7] = word7;
words[8] = word8;
words[9] = word9;
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "createcrewman")
{
if (words[3] == "cyan")
{
r=0;
}
else if (words[3] == "red")
{
r=15;
}
else if (words[3] == "green")
{
r=13;
}
else if (words[3] == "yellow")
{
r=14;
}
else if (words[3] == "blue")
{
r=16;
}
else if (words[3] == "purple")
{
r=20;
}
else if (words[3] == "gray")
{
r=19;
}
else
{
r = 19;
}
//convert the command to the right index
if (words[5] == "followplayer") words[5] = "10";
if (words[5] == "followpurple") words[5] = "11";
if (words[5] == "followyellow") words[5] = "12";
if (words[5] == "followred") words[5] = "13";
if (words[5] == "followgreen") words[5] = "14";
if (words[5] == "followblue") words[5] = "15";
if (words[5] == "followposition") words[5] = "16";
if (words[5] == "faceleft")
{
words[5] = "17";
words[6] = "0";
}
if (words[5] == "faceright")
{
words[5] = "17";
words[6] = "1";
}
if (words[5] == "faceplayer")
{
words[5] = "18";
words[6] = "0";
}
if (words[5] == "panic")
{
words[5] = "20";
words[6] = "0";
}
if (ss_toi(words[5]) >= 16)
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
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}
else
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]));
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "changemood")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
else if (words[1] == "pink")
{
i=obj.getcrewman(1);
}
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
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{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
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{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changecustommood")
{
if (words[1] == "player")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "cyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "red")
{
i=obj.getcustomcrewman(3);
obj.customcrewmoods[3]=ss_toi(words[2]);
}
else if (words[1] == "green")
{
i=obj.getcustomcrewman(4);
obj.customcrewmoods[4]=ss_toi(words[2]);
}
else if (words[1] == "yellow")
{
i=obj.getcustomcrewman(2);
obj.customcrewmoods[2]=ss_toi(words[2]);
}
else if (words[1] == "blue")
{
i=obj.getcustomcrewman(5);
obj.customcrewmoods[5]=ss_toi(words[2]);
}
else if (words[1] == "purple")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
else if (words[1] == "pink")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
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{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
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{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changetile")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = ss_toi(words[2]);
}
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}
else if (words[0] == "flipgravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
game.gravitycontrol = !game.gravitycontrol;
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}
else
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{
if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
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if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].rule == 7)
{
obj.entities[i].rule = 6;
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities) && obj.getplayer() != i) // Don't destroy player entity
{
obj.entities[i].rule = 7;
obj.entities[i].tile = 6;
}
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "changegravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile +=12;
}
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}
else if (words[0] == "changedir")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
2020-01-01 21:29:24 +01:00
{
obj.entities[i].dir = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
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{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "alarmon")
{
game.alarmon = true;
game.alarmdelay = 0;
}
else if (words[0] == "alarmoff")
{
game.alarmon = false;
}
else if (words[0] == "changeai")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (words[2] == "followplayer") words[2] = "10";
if (words[2] == "followpurple") words[2] = "11";
if (words[2] == "followyellow") words[2] = "12";
if (words[2] == "followred") words[2] = "13";
if (words[2] == "followgreen") words[2] = "14";
if (words[2] == "followblue") words[2] = "15";
if (words[2] == "followposition") words[2] = "16";
if (words[2] == "faceleft")
{
words[2] = "17";
words[3] = "0";
}
if (words[2] == "faceright")
{
words[2] = "17";
words[3] = "1";
}
if (INBOUNDS_VEC(i, obj.entities))
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{
obj.entities[i].state = ss_toi(words[2]);
if (obj.entities[i].state == 16)
{
obj.entities[i].para=ss_toi(words[3]);
}
else if (obj.entities[i].state == 17)
{
obj.entities[i].dir=ss_toi(words[3]);
}
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "activateteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "changecolour")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (INBOUNDS_VEC(i, obj.entities))
2020-01-01 21:29:24 +01:00
{
if (words[2] == "cyan")
{
obj.entities[i].colour = 0;
}
else if (words[2] == "red")
{
obj.entities[i].colour = 15;
}
else if (words[2] == "green")
{
obj.entities[i].colour = 13;
}
else if (words[2] == "yellow")
{
obj.entities[i].colour = 14;
}
else if (words[2] == "blue")
{
obj.entities[i].colour = 16;
}
else if (words[2] == "purple")
{
obj.entities[i].colour = 20;
}
else if (words[2] == "teleporter")
{
obj.entities[i].colour = 102;
}
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "squeak")
{
if (words[1] == "player")
{
music.playef(11);
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}
else if (words[1] == "cyan")
{
music.playef(11);
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}
else if (words[1] == "red")
{
music.playef(16);
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}
else if (words[1] == "green")
{
music.playef(12);
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}
else if (words[1] == "yellow")
{
music.playef(14);
2020-01-01 21:29:24 +01:00
}
else if (words[1] == "blue")
{
music.playef(13);
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}
else if (words[1] == "purple")
{
music.playef(15);
2020-01-01 21:29:24 +01:00
}
else if (words[1] == "cry")
{
music.playef(2);
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}
else if (words[1] == "terminal")
{
music.playef(20);
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}
}
else if (words[0] == "blackout")
{
game.blackout = true;
}
else if (words[0] == "blackon")
{
game.blackout = false;
}
else if (words[0] == "setcheckpoint")
{
i = obj.getplayer();
game.savepoint = 0;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savex = obj.entities[i].xp ;
game.savey = obj.entities[i].yp;
}
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game.savegc = game.gravitycontrol;
game.saverx = game.roomx;
game.savery = game.roomy;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savedir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "gamestate")
{
game.state = ss_toi(words[1]);
game.statedelay = 0;
}
else if (words[0] == "textboxactive")
{
graphics.textboxactive();
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "gamemode")
{
if (words[1] == "teleporter")
{
2020-12-28 23:23:35 +01:00
game.mapmenuchange(TELEPORTERMODE);
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game.useteleporter = false; //good heavens don't actually use it
}
else if (words[1] == "game")
{
graphics.resumegamemode = true;
game.prevgamestate = GAMEMODE;
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "ifexplored")
{
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
if (INBOUNDS_ARR(room, map.explored) && map.explored[room] == 1)
2020-01-01 21:29:24 +01:00
{
load(words[3]);
position--;
}
}
else if (words[0] == "iflast")
{
if (game.lastsaved==ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifskip")
{
if (game.nocutscenes)
{
load(words[1]);
position--;
}
}
else if (words[0] == "ifflag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
2020-01-01 21:29:24 +01:00
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifcrewlost")
{
int crewmate = ss_toi(words[1]);
if (INBOUNDS_ARR(crewmate, game.crewstats) && !game.crewstats[crewmate])
2020-01-01 21:29:24 +01:00
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
2020-01-01 21:29:24 +01:00
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinketsless")
{
if (game.stat_trinkets < ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "hidecoordinates")
{
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
if (INBOUNDS_ARR(room, map.explored))
{
map.explored[room] = false;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "showcoordinates")
{
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
if (INBOUNDS_ARR(room, map.explored))
{
map.explored[room] = true;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "hideship")
{
map.hideship();
}
else if (words[0] == "showship")
{
map.showship();
}
else if (words[0] == "showsecretlab")
{
map.explored[16 + (20 * 5)] = 1;
map.explored[17 + (20 * 5)] = 1;
map.explored[18 + (20 * 5)] = 1;
map.explored[17 + (20 * 6)] = 1;
map.explored[18 + (20 * 6)] = 1;
map.explored[19 + (20 * 6)] = 1;
map.explored[19 + (20 * 7)] = 1;
map.explored[19 + (20 * 8)] = 1;
}
else if (words[0] == "hidesecretlab")
{
map.explored[16 + (20 * 5)] = 0;
map.explored[17 + (20 * 5)] = 0;
map.explored[18 + (20 * 5)] = 0;
map.explored[17 + (20 * 6)] = 0;
map.explored[18 + (20 * 6)] = 0;
map.explored[19 + (20 * 6)] = 0;
map.explored[19 + (20 * 7)] = 0;
map.explored[19 + (20 * 8)] = 0;
}
else if (words[0] == "showteleporters")
{
map.showteleporters = true;
}
else if (words[0] == "showtargets")
{
map.showtargets = true;
}
else if (words[0] == "showtrinkets")
{
map.showtrinkets = true;
}
else if (words[0] == "hideteleporters")
{
map.showteleporters = false;
}
else if (words[0] == "hidetargets")
{
map.showtargets = false;
}
else if (words[0] == "hidetrinkets")
{
map.showtrinkets = false;
}
else if (words[0] == "hideplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = true;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "showplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = false;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "teleportscript")
{
game.teleportscript = words[1];
}
else if (words[0] == "clearteleportscript")
{
game.teleportscript = "";
}
else if (words[0] == "nocontrol")
{
game.hascontrol = false;
}
else if (words[0] == "hascontrol")
{
game.hascontrol = true;
}
else if (words[0] == "companion")
{
game.companion = ss_toi(words[1]);
}
else if (words[0] == "befadein")
{
graphics.fadeamount = 0;
graphics.fademode= 0;
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "fadein")
{
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "fadeout")
{
graphics.fademode = 2;
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "untilfade")
{
if (graphics.fademode>1)
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{
scriptdelay = 1;
position--;
}
}
else if (words[0] == "entersecretlab")
{
game.unlocknum(8);
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game.insecretlab = true;
}
else if (words[0] == "leavesecretlab")
{
game.insecretlab = false;
}
else if (words[0] == "resetgame")
{
map.resetnames();
map.resetmap();
map.resetplayer();
graphics.towerbg.tdrawback = true;
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obj.resetallflags();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 0;
}
2020-01-01 21:29:24 +01:00
for (i = 0; i < 100; i++)
{
obj.collect[i] = false;
obj.customcollect[i] = false;
2020-01-01 21:29:24 +01:00
}
game.deathcounts = 0;
game.advancetext = false;
game.hascontrol = true;
game.frames = 0;
game.seconds = 0;
game.minutes = 0;
game.hours = 0;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.roomchange = false;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
//get out of final level mode!
map.finalmode = false;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
map.finalstretch = false;
}
else if (words[0] == "loadscript")
{
load(words[1]);
position--;
}
else if (words[0] == "rollcredits")
{
game.gamestate = GAMECOMPLETE;
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
game.creditposition = 0;
}
else if (words[0] == "finalmode")
{
map.finalmode = true;
map.gotoroom(ss_toi(words[1]), ss_toi(words[2]));
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "rescued")
{
if (words[1] == "red")
{
game.crewstats[3] = true;
}
else if (words[1] == "green")
{
game.crewstats[4] = true;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = true;
}
else if (words[1] == "blue")
{
game.crewstats[5] = true;
}
else if (words[1] == "purple")
{
game.crewstats[1] = true;
}
else if (words[1] == "player")
{
game.crewstats[0] = true;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = true;
}
}
else if (words[0] == "missing")
{
if (words[1] == "red")
{
game.crewstats[3] = false;
}
else if (words[1] == "green")
{
game.crewstats[4] = false;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = false;
}
else if (words[1] == "blue")
{
game.crewstats[5] = false;
}
else if (words[1] == "purple")
{
game.crewstats[1] = false;
}
else if (words[1] == "player")
{
game.crewstats[0] = false;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = false;
}
}
else if (words[0] == "face")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (words[2] == "player")
{
j=obj.getplayer();
}
else if (words[2] == "cyan")
{
j=obj.getcrewman(0);
}
else if (words[2] == "red")
{
j=obj.getcrewman(3);
}
else if (words[2] == "green")
{
j=obj.getcrewman(4);
}
else if (words[2] == "yellow")
{
j=obj.getcrewman(2);
}
else if (words[2] == "blue")
{
j=obj.getcrewman(5);
}
else if (words[2] == "purple")
{
j=obj.getcrewman(1);
}
if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp > obj.entities[i].xp + 5)
2020-01-01 21:29:24 +01:00
{
obj.entities[i].dir = 1;
}
else if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp < obj.entities[i].xp - 5)
2020-01-01 21:29:24 +01:00
{
obj.entities[i].dir = 0;
}
}
else if (words[0] == "jukebox")
{
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].type == 13)
2020-01-01 21:29:24 +01:00
{
obj.entities[j].colour = 4;
}
}
if (ss_toi(words[1]) == 1)
{
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 2)
{
obj.createblock(5, 128 - 4, 80, 20, 16, 26);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 3)
{
obj.createblock(5, 176 - 4, 80, 20, 16, 27);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 4)
{
obj.createblock(5, 216 - 4, 80, 20, 16, 28);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 5)
{
obj.createblock(5, 88 - 4, 128, 20, 16, 29);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 6)
{
obj.createblock(5, 176 - 4, 128, 20, 16, 30);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 7)
{
obj.createblock(5, 40 - 4, 40, 20, 16, 31);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 40 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 8)
{
obj.createblock(5, 216 - 4, 128, 20, 16, 32);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 9)
{
obj.createblock(5, 128 - 4, 128, 20, 16, 33);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 10)
{
obj.createblock(5, 264 - 4, 40, 20, 16, 34);
for (j = 0; j < (int) obj.entities.size(); j++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[j].xp == 264 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
}
else if (words[0] == "createactivityzone")
{
if (words[1] == "red")
{
i=3;
}
else if (words[1] == "green")
{
i=4;
}
else if (words[1] == "yellow")
{
i=2;
}
else if (words[1] == "blue")
{
i=5;
}
else if (words[1] == "purple")
{
i=1;
}
int crewman = obj.getcrewman(i);
if (INBOUNDS_VEC(crewman, obj.entities) && i == 4)
2020-01-01 21:29:24 +01:00
{
obj.createblock(5, obj.entities[crewman].xp - 32, obj.entities[crewman].yp-20, 96, 60, i);
2020-01-01 21:29:24 +01:00
}
else if (INBOUNDS_VEC(crewman, obj.entities))
2020-01-01 21:29:24 +01:00
{
obj.createblock(5, obj.entities[crewman].xp - 32, 0, 96, 240, i);
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "createrescuedcrew")
{
//special for final level cutscene
//starting at 180, create the rescued crewmembers (ingoring violet, who's at 155)
i = 215;
if (game.crewstats[2] && game.lastsaved!=2)
{
obj.createentity(i, 153, 18, 14, 0, 17, 0);
2020-01-01 21:29:24 +01:00
i += 25;
}
if (game.crewstats[3] && game.lastsaved!=3)
{
obj.createentity(i, 153, 18, 15, 0, 17, 0);
2020-01-01 21:29:24 +01:00
i += 25;
}
if (game.crewstats[4] && game.lastsaved!=4)
{
obj.createentity(i, 153, 18, 13, 0, 17, 0);
2020-01-01 21:29:24 +01:00
i += 25;
}
if (game.crewstats[5] && game.lastsaved!=5)
{
obj.createentity(i, 153, 18, 16, 0, 17, 0);
2020-01-01 21:29:24 +01:00
i += 25;
}
}
else if (words[0] == "restoreplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 0;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "changeplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
2020-01-01 21:29:24 +01:00
{
if (words[1] == "cyan")
{
obj.entities[i].colour = 0;
}
else if (words[1] == "red")
{
obj.entities[i].colour = 15;
}
else if (words[1] == "green")
{
obj.entities[i].colour = 13;
}
else if (words[1] == "yellow")
{
obj.entities[i].colour = 14;
}
else if (words[1] == "blue")
{
obj.entities[i].colour = 16;
}
else if (words[1] == "purple")
{
obj.entities[i].colour = 20;
}
else if (words[1] == "teleporter")
{
obj.entities[i].colour = 102;
}
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "altstates")
{
obj.altstates = ss_toi(words[1]);
}
else if (words[0] == "activeteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 101;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "foundtrinket")
{
//music.silencedasmusik();
music.haltdasmusik();
music.playef(3);
2020-01-01 21:29:24 +01:00
size_t trinket = ss_toi(words[1]);
if (trinket < SDL_arraysize(obj.collect))
{
obj.collect[trinket] = true;
}
2020-01-01 21:29:24 +01:00
graphics.textboxremovefast();
2020-01-01 21:29:24 +01:00
graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found a shiny trinket!");
graphics.textboxcenterx();
2020-01-01 21:29:24 +01:00
std::string usethisnum;
#if !defined(NO_CUSTOM_LEVELS)
if (map.custommode)
{
usethisnum = help.number(ed.numtrinkets());
}
else
#endif
{
usethisnum = "Twenty";
}
graphics.createtextbox(" " + help.number(game.trinkets()) + " out of " + usethisnum + " ", 50, 135, 174, 174, 174);
graphics.textboxcenterx();
2020-01-01 21:29:24 +01:00
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab")
{
music.playef(3);
2020-01-01 21:29:24 +01:00
graphics.textboxremovefast();
2020-01-01 21:29:24 +01:00
graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found the secret lab!");
graphics.textboxcenterx();
graphics.textboxcentery();
2020-01-01 21:29:24 +01:00
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab2")
{
graphics.textboxremovefast();
2020-01-01 21:29:24 +01:00
graphics.createtextbox("The secret lab is separate from", 50, 85, 174, 174, 174);
graphics.addline("the rest of the game. You can");
graphics.addline("now come back here at any time");
graphics.addline("by selecting the new SECRET LAB");
graphics.addline("option in the play menu.");
graphics.textboxcenterx();
graphics.textboxcentery();
2020-01-01 21:29:24 +01:00
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "everybodysad")
{
for (i = 0; i < (int) obj.entities.size(); i++)
2020-01-01 21:29:24 +01:00
{
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 0)
{
obj.entities[i].tile = 144;
}
}
}
else if (words[0] == "startintermission2")
{
map.finalmode = true; //Enable final level mode
game.savex = 228;
game.savey = 129;
game.saverx = 53;
game.savery = 49;
game.savegc = 0;
game.savedir = 0; //Intermission level 2
game.savepoint = 0;
game.gravitycontrol = 0;
map.gotoroom(46, 54);
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "telesave")
{
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele();
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "createlastrescued")
{
if (game.lastsaved==2)
{
r=14;
}
else if (game.lastsaved==3)
{
r=15;
}
else if (game.lastsaved==4)
{
r=13;
}
else if (game.lastsaved==5)
{
r=16;
}
else
{
r = 19;
}
obj.createentity(200, 153, 18, r, 0, 19, 30);
2020-01-01 21:29:24 +01:00
i = obj.getcrewman(game.lastsaved);
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].dir = 1;
}
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "specialline")
{
switch(ss_toi(words[1]))
{
case 1:
txt.resize(1);
2020-01-01 21:29:24 +01:00
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
break;
case 2:
txt.resize(3);
2020-01-01 21:29:24 +01:00
if (game.crewrescued() < 5)
{
txt[1] = "to helping you find the";
txt[2] = "rest of the crew!";
}
else
{
txt.resize(2);
2020-01-01 21:29:24 +01:00
txt[1] = "to helping you find " + game.unrescued() + "!";
}
break;
}
}
else if (words[0] == "trinketbluecontrol")
{
if (game.trinkets() == 20 && obj.flags[67])
2020-01-01 21:29:24 +01:00
{
load("talkblue_trinket6");
position--;
}
else if (game.trinkets() >= 19 && !obj.flags[67])
2020-01-01 21:29:24 +01:00
{
load("talkblue_trinket5");
position--;
}
else
{
load("talkblue_trinket4");
position--;
}
}
else if (words[0] == "trinketyellowcontrol")
{
if (game.trinkets() >= 19)
2020-01-01 21:29:24 +01:00
{
load("talkyellow_trinket3");
position--;
}
else
{
load("talkyellow_trinket2");
position--;
}
}
else if (words[0] == "redcontrol")
{
if (game.insecretlab)
{
load("talkred_14");
position--;
}
else if (game.roomx != 104)
{
if (game.roomx == 100)
{
load("talkred_10");
position--;
}
else if (game.roomx == 107)
{
load("talkred_11");
position--;
}
else if (game.roomx == 114)
{
load("talkred_12");
position--;
}
}
else if (obj.flags[67])
2020-01-01 21:29:24 +01:00
{
//game complete
load("talkred_13");
position--;
}
else if (obj.flags[35] && !obj.flags[52])
2020-01-01 21:29:24 +01:00
{
//Intermission level
obj.flags[52] = true;
2020-01-01 21:29:24 +01:00
load("talkred_9");
position--;
}
else if (!obj.flags[51])
2020-01-01 21:29:24 +01:00
{
//We're back home!
obj.flags[51] = true;
2020-01-01 21:29:24 +01:00
load("talkred_5");
position--;
}
else if (!obj.flags[48] && game.crewstats[5])
2020-01-01 21:29:24 +01:00
{
//Victoria's back
obj.flags[48] = true;
2020-01-01 21:29:24 +01:00
load("talkred_6");
position--;
}
else if (!obj.flags[49] && game.crewstats[4])
2020-01-01 21:29:24 +01:00
{
//Verdigris' back
obj.flags[49] = true;
2020-01-01 21:29:24 +01:00
load("talkred_7");
position--;
}
else if (!obj.flags[50] && game.crewstats[2])
2020-01-01 21:29:24 +01:00
{
//Vitellary's back
obj.flags[50] = true;
2020-01-01 21:29:24 +01:00
load("talkred_8");
position--;
}
else if (!obj.flags[45] && !game.crewstats[5])
2020-01-01 21:29:24 +01:00
{
obj.flags[45] = true;
2020-01-01 21:29:24 +01:00
load("talkred_2");
position--;
}
else if (!obj.flags[46] && !game.crewstats[4])
2020-01-01 21:29:24 +01:00
{
obj.flags[46] = true;
2020-01-01 21:29:24 +01:00
load("talkred_3");
position--;
}
else if (!obj.flags[47] && !game.crewstats[2])
2020-01-01 21:29:24 +01:00
{
obj.flags[47] = true;
2020-01-01 21:29:24 +01:00
load("talkred_4");
position--;
}
else
{
obj.flags[45] = false;
obj.flags[46] = false;
obj.flags[47] = false;
2020-01-01 21:29:24 +01:00
load("talkred_1");
position--;
}
}
//TODO: Non Urgent fix compiler nesting errors without adding complexity
if (words[0] == "greencontrol")
{
if (game.insecretlab)
{
load("talkgreen_11");
position--;
}
else if (game.roomx == 103 && game.roomy == 109)
{
load("talkgreen_8");
position--;
}
else if (game.roomx == 101 && game.roomy == 109)
{
load("talkgreen_9");
position--;
}
else if (obj.flags[67])
2020-01-01 21:29:24 +01:00
{
//game complete
load("talkgreen_10");
position--;
}
else if (obj.flags[34] && !obj.flags[57])
2020-01-01 21:29:24 +01:00
{
//Intermission level
obj.flags[57] = true;
2020-01-01 21:29:24 +01:00
load("talkgreen_7");
position--;
}
else if (!obj.flags[53])
2020-01-01 21:29:24 +01:00
{
//Home!
obj.flags[53] = true;
2020-01-01 21:29:24 +01:00
load("talkgreen_6");
position--;
}
else if (!obj.flags[54] && game.crewstats[2])
2020-01-01 21:29:24 +01:00
{
obj.flags[54] = true;
2020-01-01 21:29:24 +01:00
load("talkgreen_5");
position--;
}
else if (!obj.flags[55] && game.crewstats[3])
2020-01-01 21:29:24 +01:00
{
obj.flags[55] = true;
2020-01-01 21:29:24 +01:00
load("talkgreen_4");
position--;
}
else if (!obj.flags[56] && game.crewstats[5])
2020-01-01 21:29:24 +01:00
{
obj.flags[56] = true;
2020-01-01 21:29:24 +01:00
load("talkgreen_3");
position--;
}
else if (!obj.flags[58])
2020-01-01 21:29:24 +01:00
{
obj.flags[58] = true;
2020-01-01 21:29:24 +01:00
load("talkgreen_2");
position--;
}
else
{
load("talkgreen_1");
position--;
}
}
else if (words[0] == "bluecontrol")
{
if (game.insecretlab)
{
load("talkblue_9");
position--;
}
else if (obj.flags[67])
2020-01-01 21:29:24 +01:00
{
//game complete, everything changes for victoria
if (obj.flags[41] && !obj.flags[42])
2020-01-01 21:29:24 +01:00
{
//second trinket conversation
obj.flags[42] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42])
2020-01-01 21:29:24 +01:00
{
//Third trinket conversation
obj.flags[42] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_trinket3");
position--;
}
else
{
//Ok, we've already dealt with the trinket thing; so either you have them all, or you don't. If you do:
if (game.trinkets() >= 20)
2020-01-01 21:29:24 +01:00
{
load("startepilogue");
position--;
}
else
{
load("talkblue_8");
position--;
}
}
}
else if (obj.flags[33] && !obj.flags[40])
2020-01-01 21:29:24 +01:00
{
//Intermission level
obj.flags[40] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_7");
position--;
}
else if (!obj.flags[36] && game.crewstats[5])
2020-01-01 21:29:24 +01:00
{
//Back on the ship!
obj.flags[36] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_3");
position--;
}
else if (!obj.flags[41] && game.crewrescued() <= 4)
2020-01-01 21:29:24 +01:00
{
//First trinket conversation
obj.flags[41] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_trinket1");
position--;
}
else if (obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
2020-01-01 21:29:24 +01:00
{
//second trinket conversation
obj.flags[42] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
2020-01-01 21:29:24 +01:00
{
//Third trinket conversation
obj.flags[42] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_trinket3");
position--;
}
else if (!obj.flags[37] && game.crewstats[2])
2020-01-01 21:29:24 +01:00
{
obj.flags[37] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_4");
position--;
}
else if (!obj.flags[38] && game.crewstats[3])
2020-01-01 21:29:24 +01:00
{
obj.flags[38] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_5");
position--;
}
else if (!obj.flags[39] && game.crewstats[4])
2020-01-01 21:29:24 +01:00
{
obj.flags[39] = true;
2020-01-01 21:29:24 +01:00
load("talkblue_6");
position--;
}
else
{
//if all else fails:
//if yellow is found
if (game.crewstats[2])
{
load("talkblue_2");
position--;
}
else
{
load("talkblue_1");
position--;
}
}
}
else if (words[0] == "yellowcontrol")
{
if (game.insecretlab)
{
load("talkyellow_12");
position--;
}
else if (obj.flags[67])
2020-01-01 21:29:24 +01:00
{
//game complete
load("talkyellow_11");
position--;
}
else if (obj.flags[32] && !obj.flags[31])
2020-01-01 21:29:24 +01:00
{
//Intermission level
obj.flags[31] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_6");
position--;
}
else if (!obj.flags[27] && game.crewstats[2])
2020-01-01 21:29:24 +01:00
{
//Back on the ship!
obj.flags[27] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_10");
position--;
}
else if (!obj.flags[43] && game.crewrescued() == 5 && !game.crewstats[5])
2020-01-01 21:29:24 +01:00
{
//If by chance we've rescued everyone except Victoria by the end, Vitellary provides you with
//the trinket information instead.
obj.flags[43] = true;
obj.flags[42] = true;
obj.flags[41] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_trinket1");
position--;
}
else if (!obj.flags[24] && game.crewstats[5])
2020-01-01 21:29:24 +01:00
{
obj.flags[24] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_8");
position--;
}
else if (!obj.flags[26] && game.crewstats[4])
2020-01-01 21:29:24 +01:00
{
obj.flags[26] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_7");
position--;
}
else if (!obj.flags[25] && game.crewstats[3])
2020-01-01 21:29:24 +01:00
{
obj.flags[25] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_9");
position--;
}
else if (!obj.flags[28])
2020-01-01 21:29:24 +01:00
{
obj.flags[28] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_3");
position--;
}
else if (!obj.flags[29])
2020-01-01 21:29:24 +01:00
{
obj.flags[29] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_4");
position--;
}
else if (!obj.flags[30])
2020-01-01 21:29:24 +01:00
{
obj.flags[30] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_5");
position--;
}
else if (!obj.flags[23])
2020-01-01 21:29:24 +01:00
{
obj.flags[23] = true;
2020-01-01 21:29:24 +01:00
load("talkyellow_2");
position--;
}
else
{
load("talkyellow_1");
position--;
obj.flags[23] = false;
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "purplecontrol")
{
//Controls Purple's conversion
//Crew rescued:
if (game.insecretlab)
{
load("talkpurple_9");
position--;
}
else if (obj.flags[67])
2020-01-01 21:29:24 +01:00
{
//game complete
load("talkpurple_8");
position--;
}
else if (!obj.flags[17] && game.crewstats[4])
2020-01-01 21:29:24 +01:00
{
obj.flags[17] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_6");
position--;
}
else if (!obj.flags[15] && game.crewstats[5])
2020-01-01 21:29:24 +01:00
{
obj.flags[15] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_4");
position--;
}
else if (!obj.flags[16] && game.crewstats[3])
2020-01-01 21:29:24 +01:00
{
obj.flags[16] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_5");
position--;
}
else if (!obj.flags[18] && game.crewstats[2])
2020-01-01 21:29:24 +01:00
{
obj.flags[18] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_7");
position--;
}
else if (obj.flags[19] && !obj.flags[20] && !obj.flags[21])
2020-01-01 21:29:24 +01:00
{
//intermission one: if played one / not had first conversation / not played two [conversation one]
obj.flags[21] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_intermission1");
position--;
}
else if (obj.flags[20] && obj.flags[21] && !obj.flags[22])
2020-01-01 21:29:24 +01:00
{
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
obj.flags[22] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_intermission2");
position--;
}
else if (obj.flags[20] && !obj.flags[21] && !obj.flags[22])
2020-01-01 21:29:24 +01:00
{
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
obj.flags[22] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_intermission3");
position--;
}
else if (!obj.flags[12])
2020-01-01 21:29:24 +01:00
{
//Intro conversation
obj.flags[12] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_intro");
position--;
}
else if (!obj.flags[14])
2020-01-01 21:29:24 +01:00
{
//Shorter intro conversation
obj.flags[14] = true;
2020-01-01 21:29:24 +01:00
load("talkpurple_3");
position--;
}
else
{
//if all else fails:
//if green is found
if (game.crewstats[4])
{
load("talkpurple_2");
position--;
}
else
{
load("talkpurple_1");
position--;
}
}
}
position++;
}
else
{
running = false;
}
// Don't increment if we're at the max, signed int overflow is UB
if (execution_counter == SHRT_MAX)
{
// We must be in an infinite loop
printf("Warning: execution counter got to %i, stopping script\n", SHRT_MAX);
running = false;
}
else
{
execution_counter++;
}
2020-01-01 21:29:24 +01:00
}
if(scriptdelay>0)
{
scriptdelay--;
}
}
void scriptclass::resetgametomenu()
2020-01-01 21:29:24 +01:00
{
obj.entities.clear();
Clean up all exit paths to the menu to use common code There are multiple different exit paths to the main menu. In 2.2, they all had a bunch of copy-pasted code. In 2.3 currently, most of them use game.quittomenu(), but there are some stragglers that still use hand-copied code. This is a bit of a problem, because all exit paths should consistently have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level custom assets. Furthermore, most (but not all) of the paths call script.hardreset() too, and some of the stragglers don't. So there could be something persisting through to the title screen (like a really long flash/shake timer) that could only persist if exiting to the title screen through those paths. But, actually, it seems like there's a good reason for some of those to not call script.hardreset() - namely, dying or completing No Death Mode and completing a Time Trial presents some information onscreen that would get reset by script.hardreset(), so I'll fix that in a later commit. So what I've done for this commit is found every exit path that didn't already use game.quittomenu(), and made them use game.quittomenu(). As well, some of them had special handling that existed on top of them already having a corresponding entry in game.quittomenu() (but the path would take the special handling because it never did game.quittomenu()), so I removed that special handling as well (e.g. exiting from a custom level used returntomenu(Menu::levellist) when quittomenu() already had that same returntomenu()). The menu that exiting from the level editor returns to is now handled in game.quittomenu() as well, where the map.custommode branch now also checks for map.custommodeforreal. Unfortunately, it seems like entering the level editor doesn't properly initialize map.custommode, so entering the level editor now initializes map.custommode, too. I've also taken the music.play(6) out of game.quittomenu(), because not all exit paths immediately play Presenting VVVVVV, so all exit paths that DO immediately play Presenting VVVVVV now have music.play(6) special-cased for them, which is fine enough for me. Here is the list of all exit paths to the menu: - Exiting through the pause menu (without glitchrunner mode) - Exiting through the pause menu (with glitchrunner mode) - Completing a custom level - Completing a Time Trial - Dying in No Death Mode - Completing No Death Mode - Completing an Intermission replay - Exiting from the level editor - Completing the main game
2021-01-07 23:20:37 +01:00
game.quittomenu();
game.createmenu(Menu::gameover);
2020-01-01 21:29:24 +01:00
}
void scriptclass::startgamemode( int t )
2020-01-01 21:29:24 +01:00
{
switch(t)
{
case 0: //Normal new game
game.gamestate = GAMEMODE;
hardreset();
game.start();
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
graphics.oldcutscenebarspos = 320;
2020-01-01 21:29:24 +01:00
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
Fix being able to circumvent not-in-Flip-Mode detection So you get a trophy and achievement for completing the game in Flip Mode. Which begs the question, how does the game know that you've played through the game in Flip Mode the entire way, and haven't switched it off at any point? It looks like if you play normally all the way up until the checkpoint in V, and then turn on Flip Mode, the game won't give you the trophy. What gives? Well, actually, what happens is that every time you press Enter on a teleporter, the game will set flag 73 to true if you're NOT in Flip Mode. Then when Game Complete runs, the game will check if flag 73 is off, and then give you the achievement and trophy accordingly. However, what this means is that you could just save your game before pressing Enter on a teleporter, then quit and go into options, turn on Flip Mode, use the teleporter, then save your game (it's automatically saved since you just used a teleporter), quit and go into options, and turn it off. Then you'd get the Flip Mode trophy even though you haven't actually played the entire game in Flip Mode. Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode, so you don't even have to quit to circumvent this detection. To fix both of these exploits, I moved the turning on of flag 73 to starting a new game, loading a quicksave, and loading a telesave (cases 0, 1, and 2 respectively in scriptclass::startgamemode()). I also added a Flip Mode check to the routine that runs whenever you exit an options menu back to the pause menu, so you can't circumvent the detection that way, either.
2020-07-11 01:30:28 +02:00
else obj.flags[73] = true;
2020-01-01 21:29:24 +01:00
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intro");
break;
case 1:
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadtele();
2020-01-01 21:29:24 +01:00
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
Fix being able to circumvent not-in-Flip-Mode detection So you get a trophy and achievement for completing the game in Flip Mode. Which begs the question, how does the game know that you've played through the game in Flip Mode the entire way, and haven't switched it off at any point? It looks like if you play normally all the way up until the checkpoint in V, and then turn on Flip Mode, the game won't give you the trophy. What gives? Well, actually, what happens is that every time you press Enter on a teleporter, the game will set flag 73 to true if you're NOT in Flip Mode. Then when Game Complete runs, the game will check if flag 73 is off, and then give you the achievement and trophy accordingly. However, what this means is that you could just save your game before pressing Enter on a teleporter, then quit and go into options, turn on Flip Mode, use the teleporter, then save your game (it's automatically saved since you just used a teleporter), quit and go into options, and turn it off. Then you'd get the Flip Mode trophy even though you haven't actually played the entire game in Flip Mode. Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode, so you don't even have to quit to circumvent this detection. To fix both of these exploits, I moved the turning on of flag 73 to starting a new game, loading a quicksave, and loading a telesave (cases 0, 1, and 2 respectively in scriptclass::startgamemode()). I also added a Flip Mode check to the routine that runs whenever you exit an options menu back to the pause menu, so you can't circumvent the detection that way, either.
2020-07-11 01:30:28 +02:00
else obj.flags[73] = true;
2020-01-01 21:29:24 +01:00
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 2: //Load Quicksave
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadquick();
2020-01-01 21:29:24 +01:00
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
Fix being able to circumvent not-in-Flip-Mode detection So you get a trophy and achievement for completing the game in Flip Mode. Which begs the question, how does the game know that you've played through the game in Flip Mode the entire way, and haven't switched it off at any point? It looks like if you play normally all the way up until the checkpoint in V, and then turn on Flip Mode, the game won't give you the trophy. What gives? Well, actually, what happens is that every time you press Enter on a teleporter, the game will set flag 73 to true if you're NOT in Flip Mode. Then when Game Complete runs, the game will check if flag 73 is off, and then give you the achievement and trophy accordingly. However, what this means is that you could just save your game before pressing Enter on a teleporter, then quit and go into options, turn on Flip Mode, use the teleporter, then save your game (it's automatically saved since you just used a teleporter), quit and go into options, and turn it off. Then you'd get the Flip Mode trophy even though you haven't actually played the entire game in Flip Mode. Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode, so you don't even have to quit to circumvent this detection. To fix both of these exploits, I moved the turning on of flag 73 to starting a new game, loading a quicksave, and loading a telesave (cases 0, 1, and 2 respectively in scriptclass::startgamemode()). I also added a Flip Mode check to the routine that runs whenever you exit an options menu back to the pause menu, so you can't circumvent the detection that way, either.
2020-07-11 01:30:28 +02:00
else obj.flags[73] = true;
2020-01-01 21:29:24 +01:00
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
//a very special case for here needs to ensure that the tower is set correctly
if (map.towermode)
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.ypos = obj.entities[i].yp - 120;
}
graphics.towerbg.bypos = map.ypos / 2;
2020-01-01 21:29:24 +01:00
map.cameramode = 0;
map.colsuperstate = 0;
}
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 3:
//Start Time Trial 1
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 0;
game.timetrialpar = 75;
game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 4:
//Start Time Trial 2
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 1;
game.timetrialpar = 165;
game.timetrialshinytarget = 4;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 5:
//Start Time Trial 3 tow
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 2;
game.timetrialpar = 105;
game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 6:
//Start Time Trial 4 station
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 3;
game.timetrialpar = 200;
game.timetrialshinytarget = 5;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 7:
//Start Time Trial 5 warp
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 4;
game.timetrialpar = 120;
game.timetrialshinytarget = 1;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 8:
//Start Time Trial 6// final level!
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 5;
game.timetrialpar = 135;
game.timetrialshinytarget = 1;
music.fadeout();
map.finalmode = true; //Enable final level mode
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 9:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
game.nodeathmode = true;
game.start();
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
graphics.oldcutscenebarspos = 320;
2020-01-01 21:29:24 +01:00
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intro");
break;
case 10:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
game.nodeathmode = true;
game.nocutscenes = true;
game.start();
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
graphics.oldcutscenebarspos = 320;
2020-01-01 21:29:24 +01:00
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intro");
break;
case 11:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
game.startspecial(0);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//Secret lab, so reveal the map, give them all 20 trinkets
for (int j = 0; j < 20; j++)
{
obj.collect[j] = true;
for (i = 0; i < 20; i++)
{
map.explored[i + (j * 20)] = 1;
}
}
game.insecretlab = true;
map.showteleporters = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
music.play(11);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 12:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 13:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 14:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 15:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 16:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
case 17:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
case 18:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
case 19:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
#if !defined(NO_CUSTOM_LEVELS)
2020-01-01 21:29:24 +01:00
case 20:
//Level editor
hardreset();
2020-01-01 21:29:24 +01:00
ed.reset();
music.fadeout();
Clean up all exit paths to the menu to use common code There are multiple different exit paths to the main menu. In 2.2, they all had a bunch of copy-pasted code. In 2.3 currently, most of them use game.quittomenu(), but there are some stragglers that still use hand-copied code. This is a bit of a problem, because all exit paths should consistently have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level custom assets. Furthermore, most (but not all) of the paths call script.hardreset() too, and some of the stragglers don't. So there could be something persisting through to the title screen (like a really long flash/shake timer) that could only persist if exiting to the title screen through those paths. But, actually, it seems like there's a good reason for some of those to not call script.hardreset() - namely, dying or completing No Death Mode and completing a Time Trial presents some information onscreen that would get reset by script.hardreset(), so I'll fix that in a later commit. So what I've done for this commit is found every exit path that didn't already use game.quittomenu(), and made them use game.quittomenu(). As well, some of them had special handling that existed on top of them already having a corresponding entry in game.quittomenu() (but the path would take the special handling because it never did game.quittomenu()), so I removed that special handling as well (e.g. exiting from a custom level used returntomenu(Menu::levellist) when quittomenu() already had that same returntomenu()). The menu that exiting from the level editor returns to is now handled in game.quittomenu() as well, where the map.custommode branch now also checks for map.custommodeforreal. Unfortunately, it seems like entering the level editor doesn't properly initialize map.custommode, so entering the level editor now initializes map.custommode, too. I've also taken the music.play(6) out of game.quittomenu(), because not all exit paths immediately play Presenting VVVVVV, so all exit paths that DO immediately play Presenting VVVVVV now have music.play(6) special-cased for them, which is fine enough for me. Here is the list of all exit paths to the menu: - Exiting through the pause menu (without glitchrunner mode) - Exiting through the pause menu (with glitchrunner mode) - Completing a custom level - Completing a Time Trial - Dying in No Death Mode - Completing No Death Mode - Completing an Intermission replay - Exiting from the level editor - Completing the main game
2021-01-07 23:20:37 +01:00
map.custommode = true;
map.custommodeforreal = false;
2020-01-01 21:29:24 +01:00
game.gamestate = EDITORMODE;
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 21: //play custom level (in editor)
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
//If warpdir() is used during playtesting, we need to set it back after!
for (int j = 0; j < ed.maxheight; j++)
{
for (int i = 0; i < ed.maxwidth; i++)
{
ed.kludgewarpdir[i+(j*ed.maxwidth)]=ed.level[i+(j*ed.maxwidth)].warpdir;
}
}
game.customstart();
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
ed.ghosts.clear();
2020-01-01 21:29:24 +01:00
map.custommode = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.entities.empty())
2020-01-01 21:29:24 +01:00
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
if(ed.levmusic>0){
music.play(ed.levmusic);
2020-01-01 21:29:24 +01:00
}else{
music.currentsong=-1;
2020-01-01 21:29:24 +01:00
}
break;
case 22: //play custom level (in game)
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.load(filename);
ed.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
game.customstart();
game.jumpheld = true;
2020-01-01 21:29:24 +01:00
map.custommodeforreal = true;
map.custommode = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2020-01-01 21:29:24 +01:00
ed.generatecustomminimap();
2020-01-01 21:29:24 +01:00
map.customshowmm=true;
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
2020-01-01 21:29:24 +01:00
}
graphics.fademode = 4;
break;
}
case 23: //Continue in custom level
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.load(filename);
ed.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
2020-01-01 21:29:24 +01:00
map.custommodeforreal = true;
map.custommode = true;
2020-01-01 21:29:24 +01:00
game.customstart();
game.customloadquick(ed.ListOfMetaData[game.playcustomlevel].filename);
game.jumpheld = true;
game.gravitycontrol = game.savegc;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
ed.generatecustomminimap();
graphics.fademode = 4;
break;
}
#endif
2020-01-01 21:29:24 +01:00
case 100:
game.savestatsandsettings();
2020-01-01 21:29:24 +01:00
SDL_Quit();
exit(0);
break;
}
}
void scriptclass::teleport()
2020-01-01 21:29:24 +01:00
{
//er, ok! Teleport to a new area, so!
//A general rule of thumb: if you teleport with a companion, get rid of them!
game.companion = 0;
i = obj.getplayer(); //less likely to have a serious collision error if the player is centered
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 150;
obj.entities[i].yp = 110;
if(game.teleport_to_x==17 && game.teleport_to_y==17) obj.entities[i].xp = 88; //prevent falling!
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
obj.entities[i].lerpoldxp = obj.entities[i].xp;
obj.entities[i].lerpoldyp = obj.entities[i].yp;
}
2020-01-01 21:29:24 +01:00
if (game.teleportscript == "levelonecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
else if (game.teleportscript == "gamecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
game.gravitycontrol = 0;
map.gotoroom(100+game.teleport_to_x, 100+game.teleport_to_y);
2020-01-01 21:29:24 +01:00
j = obj.getteleporter();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].state = 2;
}
2020-01-01 21:29:24 +01:00
game.teleport_to_new_area = false;
if (INBOUNDS_VEC(j, obj.entities))
{
game.savepoint = obj.entities[j].para;
game.savex = obj.entities[j].xp + 44;
game.savey = obj.entities[j].yp + 44;
}
2020-01-01 21:29:24 +01:00
game.savegc = 0;
game.saverx = game.roomx;
game.savery = game.roomy;
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
game.savedir = obj.entities[player].dir;
}
2020-01-01 21:29:24 +01:00
if(game.teleport_to_x==0 && game.teleport_to_y==0)
{
game.state = 4020;
}
else if(game.teleport_to_x==0 && game.teleport_to_y==16)
{
game.state = 4030;
}
else if(game.teleport_to_x==7 && game.teleport_to_y==9)
{
game.state = 4040;
}
else if(game.teleport_to_x==8 && game.teleport_to_y==11)
{
game.state = 4050;
}
else if(game.teleport_to_x==14 && game.teleport_to_y==19)
{
game.state = 4030;
}
else if(game.teleport_to_x==17 && game.teleport_to_y==12)
{
game.state = 4020;
}
else if(game.teleport_to_x==17 && game.teleport_to_y==17)
{
game.state = 4020;
}
else if(game.teleport_to_x==18 && game.teleport_to_y==7)
{
game.state = 4060;
}
else
{
game.state = 4010;
}
if (game.teleportscript != "")
{
game.state = 0;
load(game.teleportscript);
game.teleportscript = "";
Fix 1-frame render glitch with running teleport scripts Fixes #402 (Violet appearing 1 frame after the Ship teleporter room appears). The root cause of this bug is due to the game loop order changes made with the over-30-FPS patch. 2.2's game loop order was gameinput(), gamerender(), then gamelogic(). In 2.3, gamerender() was moved to the end as it required special code to render more than 30 frames a second. So 2.3's game loop order is gameinput(), gamelogic(), then gamerender(). In hindsight, I could have preserved the game loop order, but this would require some more complex code in the game loop than what is there currently. Fixing it now would fix rendering glitches such as this one (along with being able to remove script.dontrunnextframe with the two-frame-delay fix), but it could also introduce new rendering glitches we don't yet know about. After discussing this in Discord DMs with flibit, we agreed that the game loop order should be fixed in 2.4 instead. When the game teleports you, gamelogic() runs script.teleport(). This function will gotoroom to the teleporter destination, then it loads the teleport script. Some teleport scripts (such as levelonecomplete, which creates Violet) expect that their entities will be created, and more generally that their script will be ran, on the same frame that the gotoroom happens, i.e. by the time that the next gamerender() happens, i.e. script.run() should be ran before the next gamerender() happens. This would be true on the old game loop order, but with the new game loop order, gamerender() gets ran directly after gamelogic() with no script.run() in between. To fix this, I did the same thing I did with the two-frame-delay fix (#317), where I ran the script for that frame, but in order to prevent running it twice I set script.dontrunnextframe to true.
2020-09-05 23:59:46 +02:00
// FIXME: Remove this once game loop order is fixed in 2.4!
run();
dontrunnextframe = true;
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}
else
{
//change music based on location
if (graphics.setflipmode && game.teleport_to_x == 11 && game.teleport_to_y == 4)
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{
music.niceplay(9);
}
else
{
music.changemusicarea(game.teleport_to_x, game.teleport_to_y);
}
if (!game.intimetrial && !game.nodeathmode && !game.inintermission)
{
if (game.savetele())
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{
graphics.createtextbox(" Game Saved ", -1, graphics.flipmode ? 202 : 12, 174, 174, 174);
graphics.textboxtimer(25);
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}
else
{
graphics.createtextbox(" ERROR: Could not save game! ", -1, graphics.flipmode ? 202 : 12, 255, 60, 60);
graphics.textboxtimer(50);
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}
}
}
}
void scriptclass::hardreset()
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{
//Game:
game.hascontrol = true;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.roomchange = false;
if (!game.glitchrunnermode)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.roomx = 0;
game.roomy = 0;
}
game.prevroomx = 0;
game.prevroomy = 0;
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game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
game.tapleft = 0;
game.tapright = 0;
game.startscript = false;
game.newscript = "";
game.alarmon = false;
game.alarmdelay = 0;
game.blackout = false;
game.useteleporter = false;
game.teleport_to_teleporter = 0;
game.nodeathmode = false;
game.nocutscenes = false;
for (i = 0; i < (int) SDL_arraysize(game.crewstats); i++)
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{
game.crewstats[i] = false;
}
game.crewstats[0] = true;
game.lastsaved = 0;
game.deathcounts = 0;
game.gameoverdelay = 0;
game.frames = 0;
game.seconds = 0;
game.minutes = 0;
game.hours = 0;
game.gamesaved = false;
2020-11-04 03:45:33 +01:00
game.gamesavefailed = false;
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game.savetime = "00:00";
game.savearea = "nowhere";
game.savetrinkets = 0;
if (!game.glitchrunnermode)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.saverx = 0;
game.savery = 0;
}
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game.intimetrial = false;
game.timetrialcountdown = 0;
game.timetrialshinytarget = 0;
game.timetrialparlost = false;
game.timetrialpar = 0;
game.totalflips = 0;
game.hardestroom = "Welcome Aboard";
game.hardestroomdeaths = 0;
game.currentroomdeaths=0;
game.swnmode = false;
game.swntimer = 0;
game.swngame = 0;//Not playing sine wave ninja!
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
game.swndeaths = 0;
game.supercrewmate = false;
game.scmhurt = false;
game.scmprogress = 0;
game.scmmoveme = false;
game.swncolstate = 0;
game.swncoldelay = 0;
game.swnrank = 0;
game.swnmessage = 0;
game.creditposx = 0;
game.creditposy = 0;
game.creditposdelay = 0;
game.inintermission = false;
game.insecretlab = false;
game.state = 0;
game.statedelay = 0;
game.hascontrol = true;
if (!game.glitchrunnermode)
{
// Keep the "- Press ACTION to advance text -" prompt around,
// apparently the speedrunners call it the "text storage" glitch
game.advancetext = false;
}
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game.pausescript = false;
game.flashlight = 0;
game.screenshake = 0;
game.activeactivity = -1;
game.act_fade = 5;
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//dwgraphicsclass
graphics.backgrounddrawn = false;
graphics.textbox.clear();
graphics.flipmode = false; //This will be reset if needs be elsewhere
graphics.showcutscenebars = false;
graphics.cutscenebarspos = 0;
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//mapclass
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map.warpx = false;
map.warpy = false;
map.showteleporters = false;
map.showtargets = false;
map.showtrinkets = false;
map.finalmode = false;
map.finalstretch = false;
map.final_colormode = false;
map.final_colorframe = 0;
map.final_colorframedelay = 0;
map.final_mapcol = 0;
map.final_aniframe = 0;
map.final_aniframedelay = 0;
map.rcol = 0;
map.resetnames();
map.custommode=false;
map.custommodeforreal=false;
if (!game.glitchrunnermode)
{
// Ironically, resetting more variables makes the janky fadeout system even more glitchy
map.towermode=false;
}
map.cameraseekframe = 0;
map.resumedelay = 0;
graphics.towerbg.scrolldir = 0;
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map.customshowmm=true;
SDL_memset(map.roomdeaths, 0, sizeof(map.roomdeaths));
SDL_memset(map.roomdeathsfinal, 0, sizeof(map.roomdeathsfinal));
map.resetmap();
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//entityclass
obj.nearelephant = false;
obj.upsetmode = false;
obj.upset = 0;
obj.trophytext = 0 ;
obj.trophytype = 0;
obj.altstates = 0;
obj.resetallflags();
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for (i = 0; i < (int) SDL_arraysize(obj.customcrewmoods); i++){
obj.customcrewmoods[i]=true;
}
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SDL_memset(obj.collect, false, sizeof(obj.collect));
SDL_memset(obj.customcollect, false, sizeof(obj.customcollect));
i = 100; //previously a for-loop iterating over collect/customcollect set this to 100
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int theplayer = obj.getplayer();
if (INBOUNDS_VEC(theplayer, obj.entities)){
obj.entities[theplayer].tile = 0;
}
// Remove duplicate player entities
for (int i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 0 && i != theplayer)
{
removeentity_iter(i);
theplayer--; // just in case indice of player is not 0
}
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}
//Script Stuff
position = 0;
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
commands.clear();
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scriptdelay = 0;
scriptname = "null";
running = false;
}
void scriptclass::loadcustom(const std::string& t)
{
//this magic function breaks down the custom script and turns into real scripting!
std::string cscriptname="";
for(size_t i=0; i<t.length(); i++){
if(i>=7) cscriptname+=t[i];
}
std::string tstring;
std::vector<std::string>* contents = NULL;
for(size_t i = 0; i < customscripts.size(); i++){
Script& script_ = customscripts[i];
if(script_.name == cscriptname){
contents = &script_.contents;
break;
}
}
if(contents == NULL){
return;
}
std::vector<std::string>& lines = *contents;
//Ok, we've got the relavent script segment, we do a pass to assess it, then run it!
int customcutscenemode=0;
for(size_t i=0; i<lines.size(); i++){
tokenize(lines[i]);
if(words[0] == "say"){
customcutscenemode=1;
}else if(words[0] == "reply"){
customcutscenemode=1;
}
}
if(customcutscenemode==1){
add("cutscene()");
add("untilbars()");
}
int customtextmode=0;
int speakermode=0; //0, terminal, numbers for crew
int squeakmode=0;//default on
//Now run the script
for(size_t i=0; i<lines.size(); i++){
words[0]="nothing"; //Default!
words[1]="1"; //Default!
tokenize(lines[i]);
for (size_t ii = 0; ii < words[0].length(); ii++)
{
words[0][ii] = SDL_tolower(words[0][ii]);
}
if(words[0] == "music"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="0"){
tstring="stopmusic()";
}else{
if(words[1]=="11"){ tstring="play(14)";
}else if(words[1]=="10"){ tstring="play(13)";
}else if(words[1]=="9"){ tstring="play(12)";
}else if(words[1]=="8"){ tstring="play(11)";
}else if(words[1]=="7"){ tstring="play(10)";
}else if(words[1]=="6"){ tstring="play(8)";
}else if(words[1]=="5"){ tstring="play(6)";
}else { tstring="play("+words[1]+")"; }
}
add(tstring);
}else if(words[0] == "playremix"){
add("play(15)");
}else if(words[0] == "flash"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("flash(5)");
add("shake(20)");
add("playef(9)");
}else if(words[0] == "sad" || words[0] == "cry"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,1)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,1)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,1)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,1)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,1)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,1)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,1)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,1)");
add("changecustommood(customcyan,1)");
add("changecustommood(purple,1)");
add("changecustommood(yellow,1)");
add("changecustommood(red,1)");
add("changecustommood(green,1)");
add("changecustommood(blue,1)");
}else{
add("changemood(player,1)");
}
if(squeakmode==0) add("squeak(cry)");
}else if(words[0] == "happy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,0)");
if(squeakmode==0) add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,0)");
if(squeakmode==0) add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,0)");
if(squeakmode==0) add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,0)");
if(squeakmode==0) add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,0)");
if(squeakmode==0) add("squeak(blue)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,0)");
add("changecustommood(customcyan,0)");
add("changecustommood(purple,0)");
add("changecustommood(yellow,0)");
add("changecustommood(red,0)");
add("changecustommood(green,0)");
add("changecustommood(blue,0)");
}else{
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}
}else if(words[0] == "squeak"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("squeak(blue)");
}else if(words[1]=="cry" || words[1]=="sad"){
add("squeak(cry)");
}else if(words[1]=="on"){
squeakmode=0;
}else if(words[1]=="off"){
squeakmode=1;
}
}else if(words[0] == "delay"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "flag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "map"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "warpdir"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "ifwarp"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "iftrinkets"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "ifflag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "iftrinketsless"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "destroy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="gravitylines"){
add("destroy(gravitylines)");
}else if(words[1]=="warptokens"){
add("destroy(warptokens)");
}else if(words[1]=="platforms"){
add("destroy(platforms)");
}
}else if(words[0] == "speaker"){
speakermode=0;
if(words[1]=="gray" || words[1]=="grey" || words[1]=="terminal" || words[1]=="0") speakermode=0;
if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="player" || words[1]=="1") speakermode=1;
if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2") speakermode=2;
if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3") speakermode=3;
if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4") speakermode=4;
if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5") speakermode=5;
if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6") speakermode=6;
}else if(words[0] == "say"){
//Speakers!
if(words[2]=="terminal" || words[2]=="gray" || words[2]=="grey" || words[2]=="0") speakermode=0;
if(words[2]=="cyan" || words[2]=="viridian" || words[2]=="player" || words[2]=="1") speakermode=1;
if(words[2]=="purple" || words[2]=="violet" || words[2]=="pink" || words[2]=="2") speakermode=2;
if(words[2]=="yellow" || words[2]=="vitellary" || words[2]=="3") speakermode=3;
if(words[2]=="red" || words[2]=="vermilion" || words[2]=="4") speakermode=4;
if(words[2]=="green" || words[2]=="verdigris" || words[2]=="5") speakermode=5;
if(words[2]=="blue" || words[2]=="victoria" || words[2]=="6") speakermode=6;
switch(speakermode){
case 0:
if(squeakmode==0) add("squeak(terminal)");
add("text(gray,0,114,"+words[1]+")");
break;
case 1: //NOT THE PLAYER
if(squeakmode==0) add("squeak(cyan)");
add("text(cyan,0,0,"+words[1]+")");
break;
case 2:
if(squeakmode==0) add("squeak(purple)");
add("text(purple,0,0,"+words[1]+")");
break;
case 3:
if(squeakmode==0) add("squeak(yellow)");
add("text(yellow,0,0,"+words[1]+")");
break;
case 4:
if(squeakmode==0) add("squeak(red)");
add("text(red,0,0,"+words[1]+")");
break;
case 5:
if(squeakmode==0) add("squeak(green)");
add("text(green,0,0,"+words[1]+")");
break;
case 6:
if(squeakmode==0) add("squeak(blue)");
add("text(blue,0,0,"+words[1]+")");
break;
}
int ti=help.Int(words[1].c_str());
int nti = ti>=0 && ti<=50 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
switch(speakermode){
case 0: add("customposition(center)"); break;
case 1: add("customposition(cyan,above)"); break;
case 2: add("customposition(purple,above)"); break;
case 3: add("customposition(yellow,above)"); break;
case 4: add("customposition(red,above)"); break;
case 5: add("customposition(green,above)"); break;
case 6: add("customposition(blue,above)"); break;
}
add("speak_active");
customtextmode=1;
}else if(words[0] == "reply"){
//For this version, terminal only
if(squeakmode==0) add("squeak(player)");
add("text(cyan,0,0,"+words[1]+")");
int ti=help.Int(words[1].c_str());
int nti = ti>=0 && ti<=50 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
add("position(player,above)");
add("speak_active");
customtextmode=1;
}
}
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(customcutscenemode==1){
add("endcutscene()");
add("untilbars()");
}
}