2020-01-01 21:29:24 +01:00
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#include "Script.h"
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2020-07-19 21:05:41 +02:00
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#include "editor.h"
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2020-01-01 21:29:24 +01:00
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#include "Entity.h"
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2020-07-19 21:05:41 +02:00
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#include "Enums.h"
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2020-07-19 21:43:29 +02:00
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#include "Graphics.h"
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2020-01-01 21:29:24 +01:00
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#include "KeyPoll.h"
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#include "Map.h"
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2020-07-19 21:43:29 +02:00
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#include "Music.h"
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2020-07-19 21:05:41 +02:00
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#include "UtilityClass.h"
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2020-01-01 21:29:24 +01:00
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2020-09-08 05:58:32 +02:00
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#include <limits.h>
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2020-01-01 21:29:24 +01:00
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scriptclass::scriptclass()
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{
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2020-04-02 22:26:22 +02:00
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//Start SDL
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2020-01-01 21:29:24 +01:00
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//Init
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position = 0;
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scriptdelay = 0;
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running = false;
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Fix the two-frame-delay when entering a room with an "init" script
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.
Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.
That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.
So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.
And with all that work, the two-frame (now three-frame) delay is fixed.
2020-06-28 02:08:57 +02:00
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dontrunnextframe = false;
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2020-01-01 21:29:24 +01:00
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2020-01-11 01:37:23 +01:00
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b = 0;
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g = 0;
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i = 0;
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j = 0;
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k = 0;
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loopcount = 0;
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looppoint = 0;
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r = 0;
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textx = 0;
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texty = 0;
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2020-01-01 21:29:24 +01:00
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}
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void scriptclass::clearcustom(){
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Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
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customscripts.clear();
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2020-01-01 21:29:24 +01:00
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}
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2020-07-05 01:01:35 +02:00
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void scriptclass::tokenize( const std::string& t )
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2020-01-01 21:29:24 +01:00
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{
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j = 0;
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2020-07-03 01:03:40 +02:00
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std::string tempword;
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2020-07-03 01:04:51 +02:00
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char currentletter;
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2020-01-01 21:29:24 +01:00
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for (size_t i = 0; i < t.length(); i++)
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{
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2020-07-03 01:04:51 +02:00
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currentletter = t[i];
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if (currentletter == '(' || currentletter == ')' || currentletter == ',')
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2020-01-01 21:29:24 +01:00
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{
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words[j] = tempword;
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2020-07-03 23:54:23 +02:00
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for (size_t ii = 0; ii < words[j].length(); ii++)
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{
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words[j][ii] = SDL_tolower(words[j][ii]);
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}
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2020-01-01 21:29:24 +01:00
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j++;
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tempword = "";
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}
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2020-07-03 01:04:51 +02:00
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else if (currentletter == ' ')
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2020-01-01 21:29:24 +01:00
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{
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//don't do anything - i.e. strip out spaces.
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}
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else
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{
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tempword += currentletter;
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}
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2020-07-03 01:09:55 +02:00
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if (j >= (int) SDL_arraysize(words))
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{
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break;
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}
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2020-01-01 21:29:24 +01:00
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}
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2020-07-03 01:09:55 +02:00
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if (tempword != "" && j < (int) SDL_arraysize(words))
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2020-01-01 21:29:24 +01:00
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{
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words[j] = tempword;
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}
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}
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2020-03-31 21:38:52 +02:00
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void scriptclass::run()
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2020-01-01 21:29:24 +01:00
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{
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2020-09-08 05:58:32 +02:00
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// This counter here will stop the function when it gets too high
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short execution_counter = 0;
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2020-01-01 21:29:24 +01:00
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while(running && scriptdelay<=0 && !game.pausescript)
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{
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2020-09-10 06:58:59 +02:00
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if (INBOUNDS_VEC(position, commands))
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2020-01-01 21:29:24 +01:00
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{
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//Let's split or command in an array of words
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tokenize(commands[position]);
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//For script assisted input
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game.press_left = false;
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game.press_right = false;
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game.press_action = false;
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game.press_map = false;
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//Ok, now we run a command based on that string
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if (words[0] == "moveplayer")
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{
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//USAGE: moveplayer(x offset, y offset)
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int player = obj.getplayer();
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Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
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if (INBOUNDS_VEC(player, obj.entities))
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2020-06-13 05:36:08 +02:00
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{
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obj.entities[player].xp += ss_toi(words[1]);
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obj.entities[player].yp += ss_toi(words[2]);
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}
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2020-01-01 21:29:24 +01:00
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scriptdelay = 1;
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}
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2020-04-02 22:26:22 +02:00
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#if !defined(NO_CUSTOM_LEVELS)
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2020-01-01 21:29:24 +01:00
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if (words[0] == "warpdir")
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{
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2020-04-02 22:26:22 +02:00
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int temprx=ss_toi(words[1])-1;
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int tempry=ss_toi(words[2])-1;
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int curlevel=temprx+(ed.maxwidth*(tempry));
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Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
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bool inbounds = curlevel >= 0 && curlevel < 400;
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if (inbounds)
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{
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ed.level[curlevel].warpdir=ss_toi(words[3]);
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}
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2020-04-02 22:26:22 +02:00
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//Do we update our own room?
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Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
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if(inbounds && game.roomx-100==temprx && game.roomy-100==tempry){
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2020-06-26 07:31:46 +02:00
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//If screen warping, then override all that:
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graphics.backgrounddrawn = false;
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2020-04-02 22:26:22 +02:00
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map.warpx=false; map.warpy=false;
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if(ed.level[curlevel].warpdir==0){
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map.background = 1;
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//Be careful, we could be in a Lab or Warp Zone room...
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if(ed.level[curlevel].tileset==2){
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//Lab
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map.background = 2;
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graphics.rcol = ed.level[curlevel].tilecol;
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}else if(ed.level[curlevel].tileset==3){
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//Warp Zone
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map.background = 6;
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}
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}else if(ed.level[curlevel].warpdir==1){
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map.warpx=true;
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map.background=3;
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graphics.rcol = ed.getwarpbackground(temprx,tempry);
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}else if(ed.level[curlevel].warpdir==2){
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map.warpy=true;
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map.background=4;
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graphics.rcol = ed.getwarpbackground(temprx,tempry);
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}else if(ed.level[curlevel].warpdir==3){
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map.warpx=true; map.warpy=true;
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map.background = 5;
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graphics.rcol = ed.getwarpbackground(temprx,tempry);
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}
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}
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2020-01-01 21:29:24 +01:00
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}
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if (words[0] == "ifwarp")
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{
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Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
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int room = ss_toi(words[1])-1+(ed.maxwidth*(ss_toi(words[2])-1));
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if (room >= 0 && room < 400 && ed.level[room].warpdir == ss_toi(words[3]))
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2020-01-01 21:29:24 +01:00
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{
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load("custom_"+words[4]);
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position--;
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}
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}
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2020-04-02 22:26:22 +02:00
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#endif
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2020-01-01 21:29:24 +01:00
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if (words[0] == "destroy")
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{
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if(words[1]=="gravitylines"){
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2020-04-03 22:50:16 +02:00
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for(size_t edi=0; edi<obj.entities.size(); edi++){
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if(obj.entities[edi].type==9) removeentity_iter(edi);
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if(obj.entities[edi].type==10) removeentity_iter(edi);
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2020-04-02 22:26:22 +02:00
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}
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2020-01-01 21:29:24 +01:00
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}else if(words[1]=="warptokens"){
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2020-04-03 22:50:16 +02:00
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for(size_t edi=0; edi<obj.entities.size(); edi++){
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if(obj.entities[edi].type==11) removeentity_iter(edi);
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2020-04-02 22:26:22 +02:00
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}
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2020-01-01 21:29:24 +01:00
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}else if(words[1]=="platforms"){
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2020-04-03 22:50:16 +02:00
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for(size_t edi=0; edi<obj.entities.size(); edi++){
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if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) removeentity_iter(edi);
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2020-04-02 22:26:22 +02:00
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}
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2020-01-01 21:29:24 +01:00
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}
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}
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if (words[0] == "customiftrinkets")
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{
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2020-04-07 08:46:27 +02:00
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if (game.trinkets() >= ss_toi(words[1]))
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2020-01-01 21:29:24 +01:00
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{
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load("custom_"+words[2]);
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position--;
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}
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}
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if (words[0] == "customiftrinketsless")
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{
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2020-04-07 08:46:27 +02:00
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if (game.trinkets() < ss_toi(words[1]))
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2020-01-01 21:29:24 +01:00
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{
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load("custom_"+words[2]);
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position--;
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}
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}
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2020-04-02 22:26:22 +02:00
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else if (words[0] == "customifflag")
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2020-01-01 21:29:24 +01:00
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{
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2020-07-03 03:22:19 +02:00
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size_t flag = ss_toi(words[1]);
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if (flag < SDL_arraysize(obj.flags) && obj.flags[flag])
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2020-01-01 21:29:24 +01:00
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{
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load("custom_"+words[2]);
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position--;
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}
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}
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if (words[0] == "custommap")
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{
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if(words[1]=="on"){
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2020-04-02 22:26:22 +02:00
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map.customshowmm=true;
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2020-01-01 21:29:24 +01:00
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}else if(words[1]=="off"){
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2020-04-02 22:26:22 +02:00
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map.customshowmm=false;
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2020-01-01 21:29:24 +01:00
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}
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}
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if (words[0] == "delay")
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{
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//USAGE: delay(frames)
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scriptdelay = ss_toi(words[1]);
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}
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2020-04-02 22:26:22 +02:00
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if (words[0] == "flag")
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2020-01-01 21:29:24 +01:00
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{
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if(ss_toi(words[1])>=0 && ss_toi(words[1])<100){
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if(words[2]=="on"){
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2020-04-09 08:46:41 +02:00
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obj.flags[ss_toi(words[1])] = true;
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2020-01-01 21:29:24 +01:00
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}else if(words[2]=="off"){
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2020-04-09 08:46:41 +02:00
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obj.flags[ss_toi(words[1])] = false;
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2020-01-01 21:29:24 +01:00
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}
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}
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}
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if (words[0] == "flash")
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{
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//USAGE: flash(frames)
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game.flashlight = ss_toi(words[1]);
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}
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if (words[0] == "shake")
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{
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//USAGE: shake(frames)
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game.screenshake = ss_toi(words[1]);
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}
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|
|
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")
|
|
|
|
{
|
2020-06-13 05:36:08 +02:00
|
|
|
int player = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if(INBOUNDS_VEC(player, obj.entities) && obj.entities[player].onroof>0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.press_action = true;
|
|
|
|
scriptdelay = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (words[0] == "playef")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(ss_toi(words[1]));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
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.
2020-06-27 10:31:09 +02:00
|
|
|
music.resume();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-04-02 22:26:22 +02:00
|
|
|
if (words[0] == "musicfadeout")
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
music.fadeout();
|
2020-01-13 04:33:58 +01:00
|
|
|
music.dontquickfade = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
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.
2020-06-27 10:31:09 +02:00
|
|
|
music.fadein();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (words[0] == "trinketscriptmusic")
|
|
|
|
{
|
|
|
|
music.play(4);
|
|
|
|
}
|
|
|
|
if (words[0] == "gotoposition")
|
|
|
|
{
|
|
|
|
//USAGE: gotoposition(x position, y position, gravity position)
|
|
|
|
int player = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[player].xp = ss_toi(words[1]);
|
|
|
|
obj.entities[player].yp = ss_toi(words[2]);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.gravitycontrol = ss_toi(words[3]);
|
|
|
|
|
|
|
|
}
|
|
|
|
if (words[0] == "gotoroom")
|
|
|
|
{
|
|
|
|
//USAGE: gotoroom(x,y) (manually add 100)
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (words[0] == "cutscene")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.showcutscenebars = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (words[0] == "endcutscene")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.showcutscenebars = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (words[0] == "untilbars")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.showcutscenebars)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.cutscenebarspos < 360)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
scriptdelay = 1;
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.cutscenebarspos > 0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2020-07-01 12:03:35 +02:00
|
|
|
else if (words[1] == "white")
|
|
|
|
{
|
|
|
|
r = 244;
|
|
|
|
g = 244;
|
|
|
|
b = 244;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
else if (words[1] == "gray")
|
|
|
|
{
|
|
|
|
r = 174;
|
|
|
|
g = 174;
|
|
|
|
b = 174;
|
|
|
|
}
|
2020-07-01 12:03:35 +02:00
|
|
|
else if (words[1] == "orange")
|
|
|
|
{
|
|
|
|
r = 255;
|
|
|
|
g = 130;
|
|
|
|
b = 20;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
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!
|
2020-04-04 03:04:55 +02:00
|
|
|
txt.clear();
|
|
|
|
for (int i = 0; i < ss_toi(words[4]); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
position++;
|
2020-09-10 06:58:59 +02:00
|
|
|
if (INBOUNDS_VEC(position, commands))
|
2020-05-27 09:40:24 +02:00
|
|
|
{
|
|
|
|
txt.push_back(commands[position]);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
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();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
j = obj.entities[i].dir;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
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
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if (j == 1) //left
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
|
2020-04-04 03:04:55 +02:00
|
|
|
texty = obj.entities[i].yp - 16 - (txt.size()*8);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (j == 0) //Right
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp - 16;
|
2020-04-04 03:04:55 +02:00
|
|
|
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
else if (INBOUNDS_VEC(i, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
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"){
|
2020-04-02 22:26:22 +02:00
|
|
|
//Requested crewmate is not actually on screen
|
|
|
|
words[2] = "donothing";
|
2020-01-01 21:29:24 +01:00
|
|
|
j = -1;
|
|
|
|
textx = -500;
|
|
|
|
texty = -500;
|
|
|
|
}
|
|
|
|
|
|
|
|
//next is whether to position above or below
|
|
|
|
if (words[2] == "above")
|
|
|
|
{
|
|
|
|
if (j == 1) //left
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
|
2020-04-04 03:04:55 +02:00
|
|
|
texty = obj.entities[i].yp - 16 - (txt.size()*8);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (j == 0) //Right
|
|
|
|
{
|
|
|
|
textx = obj.entities[i].xp - 16;
|
2020-04-04 03:04:55 +02:00
|
|
|
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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")
|
|
|
|
{
|
2020-04-04 03:04:55 +02:00
|
|
|
if(graphics.flipmode) texty += 2*(120 - texty) - 8*(txt.size()+2);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-05-23 21:24:54 +02:00
|
|
|
else if (words[0] == "speak_active" || words[0] == "speak")
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Ok, actually display the textbox we've initilised now!
|
2020-05-23 21:24:54 +02:00
|
|
|
//If using "speak", don't make the textbox active (so we can use multiple textboxes)
|
2020-05-23 21:47:56 +02:00
|
|
|
if (txt.empty())
|
|
|
|
{
|
|
|
|
txt.resize(1);
|
|
|
|
}
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.createtextbox(txt[0], textx, texty, r, g, b);
|
2020-04-04 03:04:55 +02:00
|
|
|
if ((int) txt.size() > 1)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-04 03:04:55 +02:00
|
|
|
for (i = 1; i < (int) txt.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.addline(txt[i]);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//the textbox cannot be outside the screen. Fix if it is.
|
|
|
|
if (textx <= -1000)
|
|
|
|
{
|
|
|
|
//position to the left of the player
|
|
|
|
textx += 10000;
|
2020-03-31 21:38:52 +02:00
|
|
|
textx -= graphics.textboxwidth();
|
2020-01-01 21:29:24 +01:00
|
|
|
textx += 16;
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxmoveto(textx);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-01-31 22:36:36 +01:00
|
|
|
if (textx == -500 || textx == -1)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxcenterx();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if (texty == -500)
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxcentery();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxadjust();
|
2020-05-23 21:24:54 +02:00
|
|
|
if (words[0] == "speak_active")
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-05-23 21:24:54 +02:00
|
|
|
graphics.textboxactive();
|
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] == "endtext")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxremove();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.hascontrol = true;
|
|
|
|
game.advancetext = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "endtextfast")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxremovefast();
|
2020-01-01 21:29:24 +01:00
|
|
|
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();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "undovvvvvvman")
|
|
|
|
{
|
|
|
|
//Create the super VVVVVV combo!
|
|
|
|
i = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
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")
|
|
|
|
{
|
2020-07-02 20:34:21 +02:00
|
|
|
std::string word6 = words[6];
|
|
|
|
std::string word7 = words[7];
|
|
|
|
std::string word8 = words[8];
|
|
|
|
std::string word9 = words[9];
|
Expose all 9 arguments of createentity()
For whatever reason, not all arguments of createentity() are exposed in
the command.
We have to keep in mind that (1) unspecified arguments default to 0
(instead of the 320 and 240 for argument 8 and 9 that createentity()
usually defaults to), and that (2) arguments persist across commands.
(Why not get rid of argument persistence, you say? Unfortunately, some
levels rely on argument persistence to call gotoposition() without
specifying the third argument, even though you're supposed to specify
all three arguments.)
To add these arguments without breaking levels, I re-added the
createentity() defaults of 320 and 240 for args 8 and 9, and then I
reset the new arguments afterwards when I'm done. Technically this could
be bad if other commands used those higher arguments, but none of them
really do. (Except createcrewman(), but it only sets argument 6 to 0
sometimes anyway, but argument 6 is already supposed to default to 0.)
2020-06-30 22:35:02 +02:00
|
|
|
if (words[6] == "") words[6] = "0";
|
|
|
|
if (words[7] == "") words[7] = "0";
|
|
|
|
if (words[8] == "") words[8] = "320";
|
|
|
|
if (words[9] == "") words[9] = "240";
|
2020-07-02 20:34:21 +02:00
|
|
|
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)
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
obj.entities[i].tile = 0;
|
|
|
|
}
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
else if (INBOUNDS_VEC(i, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
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 (ss_toi(words[2]) == 0)
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[i].tile = ss_toi(words[2]);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
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")
|
|
|
|
{
|
2020-01-14 14:51:33 +01:00
|
|
|
game.gravitycontrol = !game.gravitycontrol;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-01-14 14:51:33 +01:00
|
|
|
else
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-01-14 14:51:33 +01:00
|
|
|
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);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
Fix flipgravity() rule conversion being inverted
In 2.0, 2.1, and 2.2, calling flipgravity() on an entity that wasn't
rule 6 would change it to rule 7. In 2.3 currently, doing this will only
change it to rule 7 if it's already rule 6, starting with the
introduction of the change where if an entity was rule 7 it would be
changed to rule 6.
The crewmate conversion trick has been restored, but converting an
entity to a crewmate will change its rule to 6, not 7 like in pre-2.3.
If you want it to be changed to rule 7 instead of 6, you'd have to call
flipgravity() twice in 2.3 and only once in pre-2.3, which would make
maintaining compatibility between versions a bit harder.
So to fix this, I'm inverting it so that if you call flipgravity() on an
entity that isn't rule 7, it will be converted to rule 7, and only if
it's rule 7 will it be converted to rule 6.
2020-09-24 08:40:16 +02:00
|
|
|
if (obj.entities[i].rule == 7)
|
2020-01-14 14:51:33 +01:00
|
|
|
{
|
Fix flipgravity() rule conversion being inverted
In 2.0, 2.1, and 2.2, calling flipgravity() on an entity that wasn't
rule 6 would change it to rule 7. In 2.3 currently, doing this will only
change it to rule 7 if it's already rule 6, starting with the
introduction of the change where if an entity was rule 7 it would be
changed to rule 6.
The crewmate conversion trick has been restored, but converting an
entity to a crewmate will change its rule to 6, not 7 like in pre-2.3.
If you want it to be changed to rule 7 instead of 6, you'd have to call
flipgravity() twice in 2.3 and only once in pre-2.3, which would make
maintaining compatibility between versions a bit harder.
So to fix this, I'm inverting it so that if you call flipgravity() on an
entity that isn't rule 7, it will be converted to rule 7, and only if
it's rule 7 will it be converted to rule 6.
2020-09-24 08:40:16 +02:00
|
|
|
obj.entities[i].rule = 6;
|
|
|
|
obj.entities[i].tile = 0;
|
2020-01-14 14:51:33 +01:00
|
|
|
}
|
Allow calling flipgravity() on duplicate player entities
This is a followup to b7cf6855b0ad1e30ac33bc9a53ef4268fdf686cf and
10ed0058fd760f764cc7b849e6f0e22f1e4dc6bb.
In 2.2, if you had a duplicate player entity, there'd be no way to get
rid of it. Except for the recently-discovered Arbitrary Entity
Manipulation glitch, where you set `i` to the indice of the entity and
call flipgravity() on it, turning its rule to 7 and making it no longer
a player entity.
However, I patched this useful mechanic out when I made it so that you'd
no longer be able to convert entities with rule 0 to rule 6
(10ed0058fd760f764cc7b849e6f0e22f1e4dc6bb, upheld in
b7cf6855b0ad1e30ac33bc9a53ef4268fdf686cf), because doing so would mean
being able to softlock the game by not having any player entity.
So, in this patch, I'm making it so that you CAN convert duplicate
player entities to crewmates (and thus basically destroy them), but you
can't do that to the TRUE player entity (i.e. the first entity indice
that has rule 0, which is basically always indice 0).
2020-09-18 05:02:29 +02:00
|
|
|
else if (obj.getplayer() != i) // Don't destroy player entity
|
2020-01-14 14:51:33 +01:00
|
|
|
{
|
Fix flipgravity() rule conversion being inverted
In 2.0, 2.1, and 2.2, calling flipgravity() on an entity that wasn't
rule 6 would change it to rule 7. In 2.3 currently, doing this will only
change it to rule 7 if it's already rule 6, starting with the
introduction of the change where if an entity was rule 7 it would be
changed to rule 6.
The crewmate conversion trick has been restored, but converting an
entity to a crewmate will change its rule to 6, not 7 like in pre-2.3.
If you want it to be changed to rule 7 instead of 6, you'd have to call
flipgravity() twice in 2.3 and only once in pre-2.3, which would make
maintaining compatibility between versions a bit harder.
So to fix this, I'm inverting it so that if you call flipgravity() on an
entity that isn't rule 7, it will be converted to rule 7, and only if
it's rule 7 will it be converted to rule 6.
2020-09-24 08:40:16 +02:00
|
|
|
obj.entities[i].rule = 7;
|
|
|
|
obj.entities[i].tile = 6;
|
2020-01-14 14:51:33 +01:00
|
|
|
}
|
|
|
|
}
|
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);
|
|
|
|
}
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[i].tile +=12;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
obj.entities[i].dir = 0;
|
|
|
|
}
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
else if (INBOUNDS_VEC(i, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
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";
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-13 05:36:08 +02:00
|
|
|
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();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 04:31:08 +02:00
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-13 05:36:08 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(11);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "cyan")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(11);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "red")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(16);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "green")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(12);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "yellow")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(14);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "blue")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(13);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "purple")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(15);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "cry")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(2);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[1] == "terminal")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(20);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
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;
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
game.savex = obj.entities[i].xp ;
|
|
|
|
game.savey = obj.entities[i].yp;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.savegc = game.gravitycontrol;
|
|
|
|
game.saverx = game.roomx;
|
|
|
|
game.savery = game.roomy;
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
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")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxactive();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "gamemode")
|
|
|
|
{
|
|
|
|
if (words[1] == "teleporter")
|
|
|
|
{
|
|
|
|
//TODO this draw the teleporter screen. This is a problem. :(
|
2020-04-17 05:15:53 +02:00
|
|
|
game.gamestate = TELEPORTERMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.menuoffset = 240; //actually this should count the roomname
|
2020-04-29 05:46:33 +02:00
|
|
|
graphics.oldmenuoffset = 240;
|
|
|
|
if (map.extrarow)
|
|
|
|
{
|
|
|
|
graphics.menuoffset -= 10;
|
|
|
|
graphics.oldmenuoffset -= 10;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.resumegamemode = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
game.useteleporter = false; //good heavens don't actually use it
|
|
|
|
}
|
|
|
|
else if (words[1] == "game")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.resumegamemode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "ifexplored")
|
|
|
|
{
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
|
2020-07-03 06:01:09 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-07-03 03:22:19 +02:00
|
|
|
size_t flag = ss_toi(words[1]);
|
|
|
|
if (flag < SDL_arraysize(obj.flags) && obj.flags[flag])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
load(words[2]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "ifcrewlost")
|
|
|
|
{
|
2020-07-03 03:10:52 +02:00
|
|
|
size_t crewmate = ss_toi(words[1]);
|
|
|
|
if (crewmate < SDL_arraysize(game.crewstats) && game.crewstats[crewmate]==false)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
load(words[2]);
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "iftrinkets")
|
|
|
|
{
|
2020-04-07 08:46:27 +02:00
|
|
|
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")
|
|
|
|
{
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
|
2020-07-03 06:01:09 +02:00
|
|
|
if (INBOUNDS_ARR(room, map.explored))
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
{
|
2020-07-03 06:01:09 +02:00
|
|
|
map.explored[room] = false;
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "showcoordinates")
|
|
|
|
{
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
|
2020-07-03 06:01:09 +02:00
|
|
|
if (INBOUNDS_ARR(room, map.explored))
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
{
|
2020-07-03 06:01:09 +02:00
|
|
|
map.explored[room] = true;
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
}
|
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")
|
|
|
|
{
|
2020-06-13 05:36:08 +02:00
|
|
|
int player = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[player].invis = true;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "showplayer")
|
|
|
|
{
|
2020-06-13 05:36:08 +02:00
|
|
|
int player = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
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")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fadeamount = 0;
|
|
|
|
graphics.fademode= 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "fadein")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "fadeout")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 2;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "untilfade")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.fademode>1)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
scriptdelay = 1;
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (words[0] == "entersecretlab")
|
|
|
|
{
|
2020-07-03 04:56:26 +02:00
|
|
|
game.unlocknum(8);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.insecretlab = true;
|
|
|
|
}
|
|
|
|
else if (words[0] == "leavesecretlab")
|
|
|
|
{
|
|
|
|
game.insecretlab = false;
|
|
|
|
}
|
|
|
|
else if (words[0] == "resetgame")
|
|
|
|
{
|
|
|
|
map.resetnames();
|
|
|
|
map.resetmap();
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
map.tdrawback = true;
|
|
|
|
|
|
|
|
obj.resetallflags();
|
|
|
|
i = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[i].tile = 0;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
for (i = 0; i < 100; i++)
|
|
|
|
{
|
2020-04-09 08:56:36 +02:00
|
|
|
obj.collect[i] = false;
|
2020-04-09 08:58:03 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-04-17 05:15:53 +02:00
|
|
|
game.gamestate = GAMECOMPLETE;
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.creditposition = 0;
|
|
|
|
}
|
|
|
|
else if (words[0] == "finalmode")
|
|
|
|
{
|
|
|
|
map.finalmode = true;
|
|
|
|
map.finalx = ss_toi(words[1]);
|
|
|
|
map.finaly = ss_toi(words[2]);
|
|
|
|
game.roomx = map.finalx;
|
|
|
|
game.roomy = map.finaly;
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.roomx, game.roomy);
|
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);
|
|
|
|
}
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
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;
|
|
|
|
}
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-04-03 22:50:16 +02:00
|
|
|
for (j = 0; j < (int) obj.entities.size(); j++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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);
|
2020-04-03 22:50:16 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (i == 4)
|
|
|
|
{
|
|
|
|
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, obj.entities[obj.getcrewman(i)].yp-20, 96, 60, i);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, 0, 96, 240, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
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)
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
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)
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
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)
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
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();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[i].colour = 0;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "changeplayercolour")
|
|
|
|
{
|
|
|
|
i = obj.getplayer();
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-13 05:36:08 +02:00
|
|
|
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();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 04:31:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[i].colour = 101;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "foundtrinket")
|
|
|
|
{
|
|
|
|
//music.silencedasmusik();
|
|
|
|
music.haltdasmusik();
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(3);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-03 04:17:32 +02:00
|
|
|
size_t trinket = ss_toi(words[1]);
|
|
|
|
if (trinket < SDL_arraysize(obj.collect))
|
Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 06:55:41 +02:00
|
|
|
{
|
|
|
|
obj.collect[trinket] = true;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxremovefast();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
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
|
|
|
|
2020-01-23 15:50:09 +01:00
|
|
|
std::string usethisnum;
|
2020-04-09 06:56:47 +02:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-01-23 15:50:09 +01:00
|
|
|
if (map.custommode)
|
|
|
|
{
|
2020-04-09 07:09:11 +02:00
|
|
|
usethisnum = help.number(ed.numtrinkets());
|
2020-01-23 15:50:09 +01:00
|
|
|
}
|
|
|
|
else
|
2020-04-09 06:56:47 +02:00
|
|
|
#endif
|
2020-01-23 15:50:09 +01:00
|
|
|
{
|
|
|
|
usethisnum = "Twenty";
|
|
|
|
}
|
2020-04-07 08:46:27 +02:00
|
|
|
graphics.createtextbox(" " + help.number(game.trinkets()) + " out of " + usethisnum + " ", 50, 135, 174, 174, 174);
|
2020-03-31 21:38:52 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-04-02 01:36:35 +02:00
|
|
|
music.playef(3);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxremovefast();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.textboxremovefast();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-04-03 22:50:16 +02:00
|
|
|
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
|
|
|
|
map.finalx = 46;
|
|
|
|
map.finaly = 54; //Current
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(46, 54);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (words[0] == "telesave")
|
|
|
|
{
|
2020-03-31 02:16:02 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(200, 153, 18, r, 0, 19, 30);
|
2020-01-01 21:29:24 +01:00
|
|
|
i = obj.getcrewman(game.lastsaved);
|
|
|
|
obj.entities[i].dir = 1;
|
|
|
|
}
|
|
|
|
else if (words[0] == "specialline")
|
|
|
|
{
|
|
|
|
switch(ss_toi(words[1]))
|
|
|
|
{
|
|
|
|
case 1:
|
2020-04-04 03:04:55 +02:00
|
|
|
txt.resize(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
|
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-04 03:04:55 +02:00
|
|
|
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
|
|
|
|
{
|
2020-04-04 03:04:55 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
if (game.trinkets() == 20 && obj.flags[67])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
load("talkblue_trinket6");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
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")
|
|
|
|
{
|
2020-04-07 08:46:27 +02:00
|
|
|
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--;
|
|
|
|
}
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[67])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkred_13");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[35] && !obj.flags[52])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Intermission level
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[52] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_9");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[51])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//We're back home!
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[51] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_5");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[48] && game.crewstats[5])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Victoria's back
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[48] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_6");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[49] && game.crewstats[4])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Verdigris' back
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[49] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_7");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[50] && game.crewstats[2])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Vitellary's back
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[50] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_8");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[45] && !game.crewstats[5])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[45] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_2");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[46] && !game.crewstats[4])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[46] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_3");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[47] && !game.crewstats[2])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[47] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkred_4");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
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--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[67])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkgreen_10");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[34] && !obj.flags[57])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Intermission level
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[57] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkgreen_7");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[53])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Home!
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[53] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkgreen_6");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[54] && game.crewstats[2])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[54] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkgreen_5");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[55] && game.crewstats[3])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[55] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkgreen_4");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[56] && game.crewstats[5])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[56] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkgreen_3");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[58])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
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--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[67])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//game complete, everything changes for victoria
|
2020-04-09 08:34:26 +02:00
|
|
|
if (obj.flags[41] && !obj.flags[42])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//second trinket conversation
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[42] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_trinket2");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[41] && !obj.flags[42])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Third trinket conversation
|
2020-04-09 08:34:26 +02:00
|
|
|
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:
|
2020-04-07 08:46:27 +02:00
|
|
|
if (game.trinkets() >= 20)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
load("startepilogue");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkblue_8");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[33] && !obj.flags[40])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Intermission level
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[40] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_7");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[36] && game.crewstats[5])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Back on the ship!
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[36] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_3");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[41] && game.crewrescued() <= 4)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//First trinket conversation
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[41] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_trinket1");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//second trinket conversation
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[42] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_trinket2");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Third trinket conversation
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[42] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_trinket3");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[37] && game.crewstats[2])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[37] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_4");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[38] && game.crewstats[3])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[38] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkblue_5");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[39] && game.crewstats[4])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
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--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[67])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkyellow_11");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[32] && !obj.flags[31])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Intermission level
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[31] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_6");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[27] && game.crewstats[2])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Back on the ship!
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[27] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_10");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
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.
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[43] = true;
|
|
|
|
obj.flags[42] = true;
|
|
|
|
obj.flags[41] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_trinket1");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[24] && game.crewstats[5])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[24] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_8");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[26] && game.crewstats[4])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[26] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_7");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[25] && game.crewstats[3])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[25] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_9");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[28])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[28] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_3");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[29])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[29] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_4");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[30])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[30] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_5");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[23])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[23] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkyellow_2");
|
|
|
|
position--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
load("talkyellow_1");
|
|
|
|
position--;
|
2020-04-09 08:34:26 +02:00
|
|
|
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--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (obj.flags[67])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//game complete
|
|
|
|
load("talkpurple_8");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[17] && game.crewstats[4])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[17] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_6");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[15] && game.crewstats[5])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[15] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_4");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[16] && game.crewstats[3])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[16] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_5");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[18] && game.crewstats[2])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[18] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_7");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
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]
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[21] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_intermission1");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
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]
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[22] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_intermission2");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
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]
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[22] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_intermission3");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[12])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Intro conversation
|
2020-04-09 08:34:26 +02:00
|
|
|
obj.flags[12] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
load("talkpurple_intro");
|
|
|
|
position--;
|
|
|
|
}
|
2020-04-09 08:34:26 +02:00
|
|
|
else if (!obj.flags[14])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Shorter intro conversation
|
2020-04-09 08:34:26 +02:00
|
|
|
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;
|
|
|
|
}
|
2020-09-08 05:58:32 +02:00
|
|
|
// 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--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
void scriptclass::resetgametomenu()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.gamestate = TITLEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.flipmode = false;
|
2020-04-03 22:50:16 +02:00
|
|
|
obj.entities.clear();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-05-05 03:44:06 +02:00
|
|
|
map.tdrawback = true;
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::gameover);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
void scriptclass::startgamemode( int t )
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
switch(t)
|
|
|
|
{
|
|
|
|
case 0: //Normal new game
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-03-31 02:16:02 +02:00
|
|
|
game.start();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.showcutscenebars = true;
|
|
|
|
graphics.cutscenebarspos = 320;
|
2020-04-29 02:16:24 +02:00
|
|
|
graphics.oldcutscenebarspos = 320;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
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
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intro");
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-03-31 02:16:02 +02:00
|
|
|
game.start();
|
|
|
|
game.loadtele();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.gravitycontrol = game.savegc;
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
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
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 2: //Load Quicksave
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-03-31 02:16:02 +02:00
|
|
|
game.start();
|
|
|
|
game.loadquick();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.gravitycontrol = game.savegc;
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
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
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
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)
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
i = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
map.ypos = obj.entities[i].yp - 120;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
map.bypos = map.ypos / 2;
|
|
|
|
map.cameramode = 0;
|
|
|
|
map.colsuperstate = 0;
|
|
|
|
}
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
//Start Time Trial 1
|
2020-03-31 21:38:52 +02:00
|
|
|
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;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.starttrial(game.timetriallevel);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
//Start Time Trial 2
|
2020-03-31 21:38:52 +02:00
|
|
|
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;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.starttrial(game.timetriallevel);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
//Start Time Trial 3 tow
|
2020-03-31 21:38:52 +02:00
|
|
|
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;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.starttrial(game.timetriallevel);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
//Start Time Trial 4 station
|
2020-03-31 21:38:52 +02:00
|
|
|
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;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.starttrial(game.timetriallevel);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
//Start Time Trial 5 warp
|
2020-03-31 21:38:52 +02:00
|
|
|
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;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.starttrial(game.timetriallevel);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
//Start Time Trial 6// final level!
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 46;
|
|
|
|
map.finaly = 54; //Current
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.starttrial(game.timetriallevel);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 9:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.nodeathmode = true;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.start();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.showcutscenebars = true;
|
|
|
|
graphics.cutscenebarspos = 320;
|
2020-04-29 02:16:24 +02:00
|
|
|
graphics.oldcutscenebarspos = 320;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
|
|
|
|
load("intro");
|
|
|
|
break;
|
|
|
|
case 10:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.nodeathmode = true;
|
|
|
|
game.nocutscenes = true;
|
|
|
|
|
2020-03-31 02:16:02 +02:00
|
|
|
game.start();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.showcutscenebars = true;
|
|
|
|
graphics.cutscenebarspos = 320;
|
2020-04-29 02:16:24 +02:00
|
|
|
graphics.oldcutscenebarspos = 320;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
|
|
|
|
load("intro");
|
|
|
|
break;
|
|
|
|
case 11:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 02:16:02 +02:00
|
|
|
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
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
music.play(11);
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 12:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 13:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 14:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_1");
|
|
|
|
break;
|
|
|
|
case 16:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
|
|
|
case 17:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
|
|
|
case 18:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
|
|
|
case 19:
|
|
|
|
game.gamestate = GAMEMODE;
|
2020-03-31 21:38:52 +02:00
|
|
|
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.finalx = 41;
|
|
|
|
map.finaly = 56;
|
|
|
|
map.final_colormode = false;
|
|
|
|
map.final_mapcol = 0;
|
|
|
|
map.final_colorframe = 0;
|
2020-03-31 02:16:02 +02:00
|
|
|
game.startspecial(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
load("intermission_2");
|
|
|
|
break;
|
2020-02-10 03:21:19 +01:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-01-01 21:29:24 +01:00
|
|
|
case 20:
|
|
|
|
//Level editor
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.reset();
|
|
|
|
music.fadeout();
|
|
|
|
|
|
|
|
game.gamestate = EDITORMODE;
|
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 21: //play custom level (in editor)
|
|
|
|
game.gamestate = GAMEMODE;
|
|
|
|
music.fadeout();
|
2020-03-31 21:38:52 +02:00
|
|
|
hardreset();
|
2020-01-31 04:06:16 +01:00
|
|
|
//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;
|
|
|
|
}
|
|
|
|
}
|
2020-03-31 02:16:02 +02:00
|
|
|
game.customstart();
|
2020-01-01 21:29:24 +01:00
|
|
|
game.jumpheld = true;
|
|
|
|
|
2020-06-13 00:20:39 +02:00
|
|
|
ed.ghosts.clear();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
map.custommode = true;
|
|
|
|
map.customx = 100;
|
|
|
|
map.customy = 100;
|
|
|
|
|
|
|
|
//set flipmode
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
map.resetplayer();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.levmusic>0){
|
2020-04-02 22:26:22 +02:00
|
|
|
music.play(ed.levmusic);
|
2020-01-01 21:29:24 +01:00
|
|
|
}else{
|
2020-04-02 22:26:22 +02:00
|
|
|
music.currentsong=-1;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
2020-04-02 22:26:22 +02:00
|
|
|
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;
|
2020-04-02 22:26:22 +02:00
|
|
|
map.custommode = true;
|
|
|
|
map.customx = 100;
|
|
|
|
map.customy = 100;
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-04-02 22:26:22 +02:00
|
|
|
{
|
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer();
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
ed.generatecustomminimap();
|
2020-01-01 21:29:24 +01:00
|
|
|
map.customshowmm=true;
|
2020-04-02 22:26:22 +02:00
|
|
|
if(ed.levmusic>0){
|
|
|
|
music.play(ed.levmusic);
|
|
|
|
}else{
|
|
|
|
music.currentsong=-1;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-04-02 22:26:22 +02:00
|
|
|
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;
|
2020-04-02 22:26:22 +02:00
|
|
|
map.custommode = true;
|
|
|
|
map.customx = 100;
|
|
|
|
map.customy = 100;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-02 22:26:22 +02:00
|
|
|
game.customstart();
|
2020-03-31 02:16:02 +02:00
|
|
|
game.customloadquick(ed.ListOfMetaData[game.playcustomlevel].filename);
|
2020-04-02 22:26:22 +02:00
|
|
|
game.jumpheld = true;
|
|
|
|
game.gravitycontrol = game.savegc;
|
|
|
|
|
|
|
|
|
|
|
|
//set flipmode
|
|
|
|
if (graphics.setflipmode) graphics.flipmode = true;
|
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
if(obj.entities.empty())
|
2020-04-02 22:26:22 +02:00
|
|
|
{
|
|
|
|
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.resetplayer();
|
|
|
|
}
|
|
|
|
map.gotoroom(game.saverx, game.savery);
|
2020-06-30 21:30:19 +02:00
|
|
|
map.initmapdata();
|
2020-03-31 21:52:10 +02:00
|
|
|
ed.generatecustomminimap();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.fademode = 4;
|
2020-04-02 22:26:22 +02:00
|
|
|
break;
|
|
|
|
}
|
2020-02-10 01:53:01 +01:00
|
|
|
#endif
|
2020-01-01 21:29:24 +01:00
|
|
|
case 100:
|
2020-03-31 02:16:02 +02:00
|
|
|
game.savestats();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
SDL_Quit();
|
|
|
|
exit(0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
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
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
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!
|
2020-07-22 00:01:08 +02:00
|
|
|
obj.entities[i].oldxp = obj.entities[i].xp;
|
|
|
|
obj.entities[i].oldyp = obj.entities[i].yp;
|
2020-06-13 05:36:08 +02:00
|
|
|
}
|
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;
|
2020-03-31 10:09:42 +02:00
|
|
|
map.gotoroom(100+game.teleport_to_x, 100+game.teleport_to_y);
|
2020-01-01 21:29:24 +01:00
|
|
|
j = obj.getteleporter();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
2020-06-13 04:31:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[j].state = 2;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.teleport_to_new_area = false;
|
|
|
|
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
2020-06-13 04:31:08 +02:00
|
|
|
{
|
|
|
|
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;
|
2020-06-13 05:36:08 +02:00
|
|
|
int player = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
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;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//change music based on location
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.setflipmode && game.teleport_to_x == 11 && game.teleport_to_y == 4)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
music.niceplay(9);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.changemusicarea(game.teleport_to_x, game.teleport_to_y);
|
|
|
|
}
|
|
|
|
if (!game.intimetrial && !game.nodeathmode && !game.inintermission)
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
if (graphics.flipmode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.createtextbox(" Game Saved ", -1, 202, 174, 174, 174);
|
|
|
|
graphics.textboxtimer(25);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.createtextbox(" Game Saved ", -1, 12, 174, 174, 174);
|
|
|
|
graphics.textboxtimer(25);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 02:16:02 +02:00
|
|
|
game.savetele();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:38:52 +02:00
|
|
|
void scriptclass::hardreset()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Game:
|
|
|
|
game.hascontrol = true;
|
|
|
|
game.gravitycontrol = 0;
|
|
|
|
game.teleport = false;
|
|
|
|
game.companion = 0;
|
|
|
|
game.roomchange = false;
|
2020-06-25 23:49:54 +02:00
|
|
|
if (!game.glitchrunnermode)
|
|
|
|
{
|
|
|
|
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
|
|
|
|
game.roomx = 0;
|
|
|
|
game.roomy = 0;
|
|
|
|
}
|
2020-01-27 23:46:11 +01:00
|
|
|
game.prevroomx = 0;
|
|
|
|
game.prevroomy = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
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;
|
|
|
|
|
2020-07-03 03:10:52 +02:00
|
|
|
for (i = 0; i < (int) SDL_arraysize(game.crewstats); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
game.savetime = "00:00";
|
|
|
|
game.savearea = "nowhere";
|
|
|
|
game.savetrinkets = 0;
|
2020-06-25 23:49:54 +02:00
|
|
|
if (!game.glitchrunnermode)
|
|
|
|
{
|
|
|
|
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
|
|
|
|
game.saverx = 0;
|
|
|
|
game.savery = 0;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
game.intimetrial = false;
|
|
|
|
game.timetrialcountdown = 0;
|
|
|
|
game.timetrialshinytarget = 0;
|
|
|
|
game.timetrialparlost = false;
|
|
|
|
game.timetrialpar = 0;
|
|
|
|
game.timetrialresulttime = 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;
|
|
|
|
|
2020-04-02 22:26:22 +02:00
|
|
|
game.hascontrol = true;
|
2020-06-25 23:39:51 +02:00
|
|
|
if (!game.glitchrunnermode)
|
|
|
|
{
|
|
|
|
// Keep the "- Press ACTION to advance text -" prompt around,
|
|
|
|
// apparently the speedrunners call it the "text storage" glitch
|
|
|
|
game.advancetext = false;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-01-23 01:16:27 +01:00
|
|
|
game.pausescript = false;
|
|
|
|
|
2020-04-27 04:33:07 +02:00
|
|
|
game.flashlight = 0;
|
|
|
|
game.screenshake = 0;
|
|
|
|
|
2020-05-20 06:32:53 +02:00
|
|
|
game.activeactivity = -1;
|
|
|
|
game.act_fade = 5;
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
//dwgraphicsclass
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.backgrounddrawn = false;
|
2020-07-11 09:10:06 +02:00
|
|
|
graphics.textbox.clear();
|
2020-03-31 21:38:52 +02:00
|
|
|
graphics.flipmode = false; //This will be reset if needs be elsewhere
|
|
|
|
graphics.showcutscenebars = false;
|
|
|
|
graphics.cutscenebarspos = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-02 22:26:22 +02:00
|
|
|
//mapclass
|
2020-01-01 21:29:24 +01:00
|
|
|
map.warpx = false;
|
|
|
|
map.warpy = false;
|
|
|
|
map.showteleporters = false;
|
|
|
|
map.showtargets = false;
|
|
|
|
map.showtrinkets = false;
|
|
|
|
map.finalmode = false;
|
|
|
|
map.finalstretch = false;
|
|
|
|
map.finalx = 50;
|
|
|
|
map.finaly = 50;
|
|
|
|
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;
|
2020-06-25 23:49:54 +02:00
|
|
|
if (!game.glitchrunnermode)
|
|
|
|
{
|
|
|
|
// Ironically, resetting more variables makes the janky fadeout system even more glitchy
|
|
|
|
map.towermode=false;
|
|
|
|
}
|
2020-01-25 00:18:15 +01:00
|
|
|
map.cameraseekframe = 0;
|
|
|
|
map.resumedelay = 0;
|
2020-04-29 23:28:11 +02:00
|
|
|
map.scrolldir = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
map.customshowmm=true;
|
|
|
|
|
2020-07-03 06:01:09 +02:00
|
|
|
SDL_memset(map.roomdeaths, 0, sizeof(map.roomdeaths));
|
|
|
|
SDL_memset(map.roomdeathsfinal, 0, sizeof(map.roomdeathsfinal));
|
|
|
|
map.resetmap();
|
2020-01-01 21:29:24 +01:00
|
|
|
//entityclass
|
|
|
|
obj.nearelephant = false;
|
|
|
|
obj.upsetmode = false;
|
|
|
|
obj.upset = 0;
|
|
|
|
|
|
|
|
obj.trophytext = 0 ;
|
|
|
|
obj.trophytype = 0;
|
|
|
|
obj.altstates = 0;
|
|
|
|
|
2020-07-03 03:22:19 +02:00
|
|
|
obj.resetallflags();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-03 03:10:52 +02:00
|
|
|
for (i = 0; i < (int) SDL_arraysize(obj.customcrewmoods); i++){
|
|
|
|
obj.customcrewmoods[i]=true;
|
2020-04-02 22:26:22 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-03 04:17:32 +02:00
|
|
|
SDL_memset(obj.collect, false, sizeof(obj.collect));
|
|
|
|
SDL_memset(obj.customcollect, false, sizeof(obj.customcollect));
|
2020-05-20 01:41:29 +02:00
|
|
|
i = 100; //previously a for-loop iterating over collect/customcollect set this to 100
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-06-16 01:19:25 +02:00
|
|
|
int theplayer = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(theplayer, obj.entities)){
|
2020-06-16 01:19:25 +02:00
|
|
|
obj.entities[theplayer].tile = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remove duplicate player entities
|
|
|
|
for (int i = 0; i < (int) obj.entities.size(); i++)
|
|
|
|
{
|
2020-07-11 21:21:24 +02:00
|
|
|
if (obj.entities[i].rule == 0 && i != theplayer)
|
2020-06-16 01:19:25 +02:00
|
|
|
{
|
|
|
|
removeentity_iter(i);
|
|
|
|
theplayer--; // just in case indice of player is not 0
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
//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();
|
2020-01-01 21:29:24 +01:00
|
|
|
scriptdelay = 0;
|
|
|
|
scriptname = "null";
|
|
|
|
running = false;
|
|
|
|
}
|
2020-05-18 19:08:34 +02:00
|
|
|
|
2020-07-05 01:01:35 +02:00
|
|
|
void scriptclass::loadcustom(const std::string& t)
|
2020-05-18 19:08:34 +02:00
|
|
|
{
|
2020-05-18 19:09:57 +02:00
|
|
|
//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;
|
|
|
|
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
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;
|
2020-05-18 19:09:57 +02:00
|
|
|
}
|
|
|
|
}
|
2020-06-12 02:37:46 +02:00
|
|
|
if(contents == NULL){
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2020-06-12 02:38:43 +02:00
|
|
|
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]);
|
2020-07-03 23:54:23 +02:00
|
|
|
for (size_t ii = 0; ii < words[0].length(); ii++)
|
|
|
|
{
|
|
|
|
words[0][ii] = SDL_tolower(words[0][ii]);
|
|
|
|
}
|
2020-06-12 02:38:43 +02:00
|
|
|
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:
|
2020-05-18 19:09:57 +02:00
|
|
|
if(squeakmode==0) add("squeak(purple)");
|
2020-06-12 02:38:43 +02:00
|
|
|
add("text(purple,0,0,"+words[1]+")");
|
|
|
|
break;
|
|
|
|
case 3:
|
2020-05-18 19:09:57 +02:00
|
|
|
if(squeakmode==0) add("squeak(yellow)");
|
2020-06-12 02:38:43 +02:00
|
|
|
add("text(yellow,0,0,"+words[1]+")");
|
|
|
|
break;
|
|
|
|
case 4:
|
2020-05-18 19:09:57 +02:00
|
|
|
if(squeakmode==0) add("squeak(red)");
|
2020-06-12 02:38:43 +02:00
|
|
|
add("text(red,0,0,"+words[1]+")");
|
|
|
|
break;
|
|
|
|
case 5:
|
2020-05-18 19:09:57 +02:00
|
|
|
if(squeakmode==0) add("squeak(green)");
|
2020-06-12 02:38:43 +02:00
|
|
|
add("text(green,0,0,"+words[1]+")");
|
|
|
|
break;
|
|
|
|
case 6:
|
2020-05-18 19:09:57 +02:00
|
|
|
if(squeakmode==0) add("squeak(blue)");
|
2020-06-12 02:38:43 +02:00
|
|
|
add("text(blue,0,0,"+words[1]+")");
|
|
|
|
break;
|
|
|
|
}
|
2020-08-07 06:31:29 +02:00
|
|
|
int ti=help.Int(words[1].c_str());
|
2020-06-12 02:38:43 +02:00
|
|
|
int nti = ti>=0 && ti<=50 ? ti : 1;
|
|
|
|
for(int ti2=0; ti2<nti; ti2++){
|
|
|
|
i++;
|
2020-09-10 06:58:59 +02:00
|
|
|
if(INBOUNDS_VEC(i, lines)){
|
2020-06-12 02:38:43 +02:00
|
|
|
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]+")");
|
|
|
|
|
2020-08-07 06:31:29 +02:00
|
|
|
int ti=help.Int(words[1].c_str());
|
2020-06-12 02:38:43 +02:00
|
|
|
int nti = ti>=0 && ti<=50 ? ti : 1;
|
|
|
|
for(int ti2=0; ti2<nti; ti2++){
|
|
|
|
i++;
|
2020-09-10 06:58:59 +02:00
|
|
|
if(INBOUNDS_VEC(i, lines)){
|
2020-06-12 02:38:43 +02:00
|
|
|
add(lines[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
add("position(player,above)");
|
|
|
|
add("speak_active");
|
|
|
|
customtextmode=1;
|
2020-05-18 19:09:57 +02:00
|
|
|
}
|
2020-06-12 02:38:43 +02:00
|
|
|
}
|
2020-05-18 19:09:57 +02:00
|
|
|
|
2020-06-12 02:38:43 +02:00
|
|
|
if(customtextmode==1){ add("endtext"); customtextmode=0;}
|
|
|
|
if(customcutscenemode==1){
|
|
|
|
add("endcutscene()");
|
|
|
|
add("untilbars()");
|
|
|
|
}
|
2020-05-18 19:08:34 +02:00
|
|
|
}
|