mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 01:59:43 +01:00
1998 lines
49 KiB
C++
1998 lines
49 KiB
C++
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#include "Map.h"
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#include "MakeAndPlay.h"
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extern editorclass ed;
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mapclass::mapclass()
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{
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//Start here!
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r = 196;
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g = 196;
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b = 196;
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colstate = 0;
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colstatedelay = 0;
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colsuperstate = 0;
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spikeleveltop = 0;
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spikelevelbottom = 0;
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warpx = false;
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warpy = false;
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extrarow = 0;
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showteleporters = false;
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showtargets = false;
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showtrinkets = false;
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finalmode = false;
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finalstretch = false;
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finalx = 50;
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finaly = 50;
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cursorstate = 0;
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cursordelay = 0;
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final_colormode = false;
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final_colorframe = 0;
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final_colorframedelay = 0;
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final_mapcol = 0;
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final_aniframe = 0;
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final_aniframedelay = 0;
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custommode=false;
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custommodeforreal=false;
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customtrinkets=0;
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customx=0; customy=0;
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customwidth=20; customheight=20;
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custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
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customzoom=0;
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customshowmm=true;
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rcol = 0;
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//This needs to be in map instead!
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invincibility = false;
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//We init the lookup table:
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for (int i = 0; i < 30; i++)
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{
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vmult.push_back(int(i * 40));
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teleporters.push_back(point());
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shinytrinkets.push_back(point());
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}
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//We create a blank map
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for (int j = 0; j < 30; j++)
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{
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for (int i = 0; i < 40; i++)
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{
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contents.push_back(0);
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}
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}
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for (int j = 0; j < 20; j++)
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{
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for (int i = 0; i < 20; i++)
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{
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areamap.push_back(0);
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roomdeaths.push_back(0);
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roomdeathsfinal.push_back(0);
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explored.push_back(0);
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}
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}
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tileset = 0;
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initmapdata();
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for (int i = 0; i < 8; i++)
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{
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specialnames.push_back(std::string());
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}
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resetnames();
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//roomtext
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for (int i = 0; i < 100; i++)
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{
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roomtextx[i]=0;
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roomtexty[i]=0;
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roomtext.push_back(std::string());
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}
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roomtexton = false;
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roomtextnumlines = 0;
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//Areamap starts at 100,100 and extends 20x20
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std::vector<std::string> tmap;
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tmap.push_back("1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4");
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tmap.push_back("1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4");
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tmap.push_back("0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4");
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tmap.push_back("0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4");
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tmap.push_back("0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0");
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tmap.push_back("0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0");
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tmap.push_back("0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0");
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fillareamap(tmap);
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}
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int mapclass::RGB(int red,int green,int blue)
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{
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return (blue | (green << 8) | (red << 16));
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}
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int mapclass::intpol(int a, int b, float c)
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{
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return static_cast<int>(a + ((b - a) * c));
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}
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void mapclass::setteleporter(int t, int x, int y)
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{
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teleporters[t].x = x;
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teleporters[t].y = y;
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}
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void mapclass::settrinket(int t, int x, int y)
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{
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shinytrinkets[t].x = x;
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shinytrinkets[t].y = y;
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}
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void mapclass::resetmap()
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{
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//clear the explored area of the map
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for (int j = 0; j < 20; j++)
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{
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for (int i = 0; i < 20; i++)
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{
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explored[i + (j * 20)] = 0;
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}
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}
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}
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void mapclass::resetnames()
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{
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//Reset all the special names
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specialnames[0] = "Rear Window";
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specialnames[1] = "On the Waterfront";
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specialnames[2] = "The Untouchables";
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specialnames[3] = "Television Newsveel";
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specialnames[4] = "Vwitched";
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specialnames[5] = "Gvnsmoke";
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specialnames[6] = "Please enjoy these repeats";
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specialnames[7] = "Try Jiggling the Antenna";
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glitchmode = 0;
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glitchdelay = 0;
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}
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void mapclass::transformname(int t)
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{
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//transform special names into new ones, one step at a time
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/*
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if (specialnames[3] == "") { specialnames[3] = ;
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}else if (specialnames[3] == "") { specialnames[3] = ;
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}
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*/
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glitchdelay--;
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if(glitchdelay<=0)
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{
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switch(t)
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{
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case 3:
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//Television Newsveel -> The 9 O'Clock News
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if (specialnames[3] == "Television Newsveel")
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{
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specialnames[3] = "Television Newsvel";
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}
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else if (specialnames[3] == "Television Newsvel")
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{
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specialnames[3] = "TelevisvonvNewsvel";
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}
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else if (specialnames[3] == "TelevisvonvNewsvel")
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{
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specialnames[3] = "TvlvvvsvonvNevsvel";
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}
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else if (specialnames[3] == "TvlvvvsvonvNevsvel")
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{
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specialnames[3] = "vvvvvvsvovvNe svel";
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}
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else if (specialnames[3] == "vvvvvvsvovvNe svel")
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{
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specialnames[3] = "vhv vvv'vvovv vevl";
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}
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else if (specialnames[3] == "vhv vvv'vvovv vevl")
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{
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specialnames[3] = "vhv V v'Cvovv vewv";
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}
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else if (specialnames[3] == "vhv V v'Cvovv vewv")
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{
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specialnames[3] = "vhe 9 v'Cvovv vewv";
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}
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else if (specialnames[3] == "vhe 9 v'Cvovv vewv")
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{
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specialnames[3] = "vhe 9 v'Cvovv Newv";
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}
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else if (specialnames[3] == "vhe 9 v'Cvovv Newv")
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{
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specialnames[3] = "The 9 O'Cvovk Newv";
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}
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else if (specialnames[3] == "The 9 O'Cvovk Newv")
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{
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specialnames[3] = "The 9 O'Clock News";
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}
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break;
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case 4:
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//Vwitched -> Dial M for Murder
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if (specialnames[4] == "Vwitched")
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{
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specialnames[4] = "Vwitvhed";
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}
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else if (specialnames[4] == "Vwitvhed")
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{
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specialnames[4] = "vVwivcvedv";
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}
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else if (specialnames[4] == "vVwivcvedv")
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{
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specialnames[4] = "vvvwMvcvMdvv";
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}
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else if (specialnames[4] == "vvvwMvcvMdvv")
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{
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specialnames[4] = "DvvvwMvfvvMdvvv";
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}
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else if (specialnames[4] == "DvvvwMvfvvMdvvv")
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{
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specialnames[4] = "Dvav Mvfvr Mdvvvv";
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}
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else if (specialnames[4] == "Dvav Mvfvr Mdvvvv")
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{
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specialnames[4] = "Diav M for Mdrver";
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}
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else if (specialnames[4] == "Diav M for Mdrver")
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{
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specialnames[4] = "Dial M for Murder";
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}
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break;
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case 5:
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//Gvnsmoke -> Gunsmoke 1966
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if (specialnames[5] == "Gvnsmoke")
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{
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specialnames[5] = "Gvnsmove";
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}
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else if (specialnames[5] == "Gvnsmove")
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{
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specialnames[5] = "Gvnvmovevv";
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}
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else if (specialnames[5] == "Gvnvmovevv")
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{
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specialnames[5] = "Gunvmove1vv6";
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}
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else if (specialnames[5] == "Gunvmove1vv6")
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{
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specialnames[5] = "Vunsmoke 19v6";
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}
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else if (specialnames[5] == "Vunsmoke 19v6")
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{
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specialnames[5] = "Gunsmoke 1966";
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}
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break;
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case 6:
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//Please enjoy these repeats -> In the Margins
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if (specialnames[6] == "Please enjoy these repeats")
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{
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specialnames[6] = "Please envoy theve repeats";
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}
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else if (specialnames[6] == "Please envoy theve repeats")
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{
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specialnames[6] = "Plse envoy tse rvpvas";
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}
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else if (specialnames[6] == "Plase envoy these rvpeas")
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{
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specialnames[6] = "Plse envoy tse rvpvas";
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}
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else if (specialnames[6] == "Plse envoy tse rvpvas")
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{
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specialnames[6] = "Vl envoy te rvevs";
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}
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else if (specialnames[6] == "Vl envoy te rvevs")
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{
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specialnames[6] = "Vv evo tv vevs";
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}
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else if (specialnames[6] == "Vv evo tv vevs")
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{
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specialnames[6] = "Iv vhv Mvrvivs";
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}
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else if (specialnames[6] == "Iv vhv Mvrvivs")
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{
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specialnames[6] = "In the Margins";
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}
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break;
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case 7:
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//Try Jiggling the Antenna -> Heaven's Gate
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if (specialnames[7] == "Try Jiggling the Antenna")
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{
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specialnames[7] = "Try Viggling the Antenna";
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}
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else if (specialnames[7] == "Try Viggling the Antenna")
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{
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specialnames[7] = "TryJivglvng theAvtevna";
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}
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else if (specialnames[7] == "TryJivglvng theAvtevna")
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{
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specialnames[7] = "Tvvivglvng thAvtvvv";
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}
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else if (specialnames[7] == "Tvvivglvng thAvtvvv")
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{
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specialnames[7] = "Vvvgglvnv tvnvva";
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}
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else if (specialnames[7] == "Vvvgglvnv tvnvva")
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{
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specialnames[7] = "Vvavvnvs vvtv";
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}
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else if (specialnames[7] == "Vvavvnvs vvtv")
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{
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specialnames[7] = "Veavvn's Gvte";
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}
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else if (specialnames[7] == "Veavvn's Gvte")
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{
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specialnames[7] = "Heaven's Gate";
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}
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break;
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}
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glitchdelay = 5;
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}
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else
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{
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glitchdelay--;
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}
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}
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std::string mapclass::getglitchname(int x, int y)
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{
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//Returns the name in the final area.
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if (roomname == "glitch")
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{
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//8 Cases!
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//First, the three "glitches"
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glitchdelay--;
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if (glitchdelay <= -5)
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{
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glitchmode = (glitchmode + 1) % 2;
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glitchdelay = 0;
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if (glitchmode == 0) glitchdelay = 20 +int(fRandom() * 10);
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}
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if (x == 42 && y == 51)
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{
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if (glitchmode == 0)
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{
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return specialnames[0];
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}
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else return "Rear Vindow";
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}
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else if (x == 48 && y == 51)
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{
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if (glitchmode == 0)
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{
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return specialnames[1];
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}
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else return "On the Vaterfront";
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}
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else if (x == 49 && y == 51)
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{
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if (glitchmode == 0)
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{
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return specialnames[2];
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}
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else return "The Untouchavles";
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}
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}
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else if (roomname == "change")
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{
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if (finalstretch)
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{
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if (x == 45 && y == 51) transformname(3);
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if (x == 46 && y == 51) transformname(4);
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if (x == 47 && y == 51) transformname(5);
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if (x == 50 && y == 53) transformname(6);
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if (x == 50 && y == 54) transformname(7);
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}
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||
|
|
||
|
if (x == 45 && y == 51) return specialnames[3];
|
||
|
if (x == 46 && y == 51) return specialnames[4];
|
||
|
if (x == 47 && y == 51) return specialnames[5];
|
||
|
if (x == 50 && y == 53) return specialnames[6];
|
||
|
if (x == 50 && y == 54) return specialnames[7];
|
||
|
return roomname;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return roomname;
|
||
|
}
|
||
|
return roomname;
|
||
|
}
|
||
|
|
||
|
void mapclass::initmapdata()
|
||
|
{
|
||
|
//Set up static map information like teleporters and shiny trinkets.
|
||
|
numteleporters = 17;
|
||
|
setteleporter(0, 0, 0);
|
||
|
setteleporter(1, 0, 16);
|
||
|
setteleporter(2, 2, 4);
|
||
|
setteleporter(3, 2, 11);
|
||
|
setteleporter(4, 7, 9);
|
||
|
setteleporter(5, 7, 15);
|
||
|
setteleporter(6, 8, 11);
|
||
|
setteleporter(7, 10, 5);
|
||
|
setteleporter(8, 11, 4);
|
||
|
setteleporter(9, 13, 2);
|
||
|
setteleporter(10, 13, 8);
|
||
|
setteleporter(11, 14, 19);
|
||
|
setteleporter(12, 15, 0);
|
||
|
setteleporter(13, 17, 12);
|
||
|
setteleporter(14, 17, 17);
|
||
|
setteleporter(15, 18, 1);
|
||
|
setteleporter(16, 18, 7);
|
||
|
|
||
|
numshinytrinkets = 18;
|
||
|
settrinket(0, 14, 4);
|
||
|
settrinket(1, 13, 6);
|
||
|
settrinket(2, 11, 12);
|
||
|
settrinket(3, 15, 12);
|
||
|
settrinket(4, 14, 11);
|
||
|
settrinket(5, 18, 14);
|
||
|
settrinket(6, 11, 7);
|
||
|
settrinket(7, 9, 2);
|
||
|
settrinket(8, 9, 16);
|
||
|
settrinket(9, 2, 18);
|
||
|
settrinket(10, 7, 18);
|
||
|
settrinket(11, 6, 1);
|
||
|
settrinket(12, 17, 3);
|
||
|
settrinket(13, 10, 19);
|
||
|
settrinket(14, 5, 15);
|
||
|
settrinket(15, 1, 10);
|
||
|
settrinket(16, 3, 2);
|
||
|
settrinket(17, 10, 8);
|
||
|
}
|
||
|
|
||
|
int mapclass::finalat(int x, int y)
|
||
|
{
|
||
|
//return the tile index of the final stretch tiles offset by the colour difference
|
||
|
if (contents[x + vmult[y]] == 740)
|
||
|
{
|
||
|
//Special case: animated tiles
|
||
|
if (final_mapcol == 1)
|
||
|
{
|
||
|
// return contents[x + vmult[y]] - (final_mapcol * 3) + (int(fRandom()*12)*40);
|
||
|
// Windows hits fRandom() == 1 frequently! For fuck sake! -flibit
|
||
|
return 737 + (std::min(int(fRandom() * 12), 11) * 40);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return contents[x + vmult[y]] - (final_mapcol * 3) + (final_aniframe * 40);
|
||
|
}
|
||
|
}
|
||
|
else if (contents[x + vmult[y]] >= 80)
|
||
|
{
|
||
|
return contents[x + vmult[y]] - (final_mapcol * 3);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return contents[x + vmult[y]];
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int mapclass::maptiletoenemycol(int t)
|
||
|
{
|
||
|
//returns the colour index for enemies that matches the map colour t
|
||
|
switch(t)
|
||
|
{
|
||
|
case 0:
|
||
|
return 11;
|
||
|
break;
|
||
|
case 1:
|
||
|
return 6;
|
||
|
break;
|
||
|
case 2:
|
||
|
return 8;
|
||
|
break;
|
||
|
case 3:
|
||
|
return 12;
|
||
|
break;
|
||
|
case 4:
|
||
|
return 9;
|
||
|
break;
|
||
|
case 5:
|
||
|
return 7;
|
||
|
break;
|
||
|
case 6:
|
||
|
return 18;
|
||
|
break;
|
||
|
}
|
||
|
return 11;
|
||
|
}
|
||
|
|
||
|
void mapclass::changefinalcol(int t, entityclass& obj, Game& game)
|
||
|
{
|
||
|
//change the map to colour t - for the game's final stretch.
|
||
|
//First up, the tiles. This is just a setting:
|
||
|
final_mapcol = t;
|
||
|
temp = 6 - t;
|
||
|
//Next, entities
|
||
|
for (int i = 0; i < obj.nentity; i++)
|
||
|
{
|
||
|
if (obj.entities[i].type == 1) //something with a movement behavior
|
||
|
{
|
||
|
if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) //treadmill
|
||
|
{
|
||
|
if(temp<3)
|
||
|
{
|
||
|
obj.entities[i].tile = 907 + (temp * 80);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
obj.entities[i].tile = 911 + ((temp-3) * 80);
|
||
|
}
|
||
|
if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
|
||
|
}
|
||
|
else if (obj.entities[i].isplatform)
|
||
|
{
|
||
|
obj.entities[i].tile = 915+(temp*40);
|
||
|
}
|
||
|
else //just an enemy
|
||
|
{
|
||
|
obj.entities[i].colour = maptiletoenemycol(temp);
|
||
|
}
|
||
|
}
|
||
|
else if (obj.entities[i].type == 2) //disappearing platforms
|
||
|
{
|
||
|
obj.entities[i].tile = 915+(temp*40);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mapclass::setcol(const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
|
||
|
{
|
||
|
r = intpol(r1, r2, c / 5);
|
||
|
g = intpol(g1, g2, c / 5);
|
||
|
b = intpol(b1, b2, c / 5);
|
||
|
}
|
||
|
|
||
|
void mapclass::updatetowerglow()
|
||
|
{
|
||
|
if (colstatedelay <= 0 || colsuperstate > 0)
|
||
|
{
|
||
|
if (colsuperstate > 0) colstate--;
|
||
|
colstate++;
|
||
|
if (colstate >= 30) colstate = 0;
|
||
|
check = colstate % 5; //current state of phase
|
||
|
cmode = (colstate - check) / 5; // current colour transition
|
||
|
|
||
|
switch(cmode)
|
||
|
{
|
||
|
case 0:
|
||
|
setcol(255, 93, 107, 255, 255, 93, check);
|
||
|
break;
|
||
|
case 1:
|
||
|
setcol(255, 255, 93, 159, 255, 93, check);
|
||
|
break;
|
||
|
case 2:
|
||
|
setcol(159, 255, 93, 93, 245, 255, check);
|
||
|
break;
|
||
|
case 3:
|
||
|
setcol(93, 245, 255, 177, 93, 255, check);
|
||
|
break;
|
||
|
case 4:
|
||
|
setcol(177, 93, 255, 255, 93, 255, check);
|
||
|
break;
|
||
|
case 5:
|
||
|
setcol(255, 93, 255, 255, 93, 107, check);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (check == 0)
|
||
|
{
|
||
|
colstatedelay = 45;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
colstatedelay = 0;
|
||
|
}
|
||
|
if (colsuperstate > 0) colstatedelay = 0;
|
||
|
|
||
|
tdrawback = true;
|
||
|
towercol = RGB(r*0.04f, g*0.04f, b*0.04f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
colstatedelay--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mapclass::nexttowercolour()
|
||
|
{
|
||
|
colstate+=5;
|
||
|
if (colstate >= 30) colstate = 0;
|
||
|
check = colstate % 5; //current state of phase
|
||
|
cmode = (colstate - check) / 5; // current colour transition
|
||
|
|
||
|
switch(cmode)
|
||
|
{
|
||
|
case 0:
|
||
|
setcol(255, 93, 107, 255, 255, 93, check);
|
||
|
break;
|
||
|
case 1:
|
||
|
setcol(255, 255, 93, 159, 255, 93, check);
|
||
|
break;
|
||
|
case 2:
|
||
|
setcol(159, 255, 93, 93, 245, 255, check);
|
||
|
break;
|
||
|
case 3:
|
||
|
setcol(93, 245, 255, 177, 93, 255, check);
|
||
|
break;
|
||
|
case 4:
|
||
|
setcol(177, 93, 255, 255, 93, 255, check);
|
||
|
break;
|
||
|
case 5:
|
||
|
setcol(255, 93, 255, 255, 93, 107, check);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
tdrawback = true;
|
||
|
towercol = RGB(r*0.04, g*0.04, b*0.04);
|
||
|
}
|
||
|
|
||
|
void mapclass::settowercolour(int t)
|
||
|
{
|
||
|
colstate=t*5;
|
||
|
if (colstate >= 30) colstate = 0;
|
||
|
check = colstate % 5; //current state of phase
|
||
|
cmode = (colstate - check) / 5; // current colour transition
|
||
|
|
||
|
switch(cmode)
|
||
|
{
|
||
|
case 0:
|
||
|
setcol(255, 93, 107, 255, 255, 93, check);
|
||
|
break;
|
||
|
case 1:
|
||
|
setcol(255, 255, 93, 159, 255, 93, check);
|
||
|
break;
|
||
|
case 2:
|
||
|
setcol(159, 255, 93, 93, 245, 255, check);
|
||
|
break;
|
||
|
case 3:
|
||
|
setcol(93, 245, 255, 177, 93, 255, check);
|
||
|
break;
|
||
|
case 4:
|
||
|
setcol(177, 93, 255, 255, 93, 255, check);
|
||
|
break;
|
||
|
case 5:
|
||
|
setcol(255, 93, 255, 255, 93, 107, check);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
tdrawback = true;
|
||
|
towercol = RGB(r*0.04, g*0.04, b*0.04);
|
||
|
}
|
||
|
|
||
|
bool mapclass::spikecollide(int x, int y)
|
||
|
{
|
||
|
if (invincibility) return false;
|
||
|
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool mapclass::collide(int x, int y)
|
||
|
{
|
||
|
if (towermode)
|
||
|
{
|
||
|
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
|
||
|
}
|
||
|
else if (tileset == 2)
|
||
|
{
|
||
|
if (y == -1) return collide(x, y + 1);
|
||
|
if (y == 29+extrarow) return collide(x, y - 1);
|
||
|
if (x == -1) return collide(x + 1, y);
|
||
|
if (x == 40) return collide(x - 1, y);
|
||
|
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
|
||
|
if (contents[x + vmult[y]] >= 12 && contents[x + vmult[y]] <= 27) return true;
|
||
|
if (invincibility)
|
||
|
{
|
||
|
if (contents[x + vmult[y]] >= 6 && contents[x + vmult[y]] <= 11) return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (y == -1) return collide(x, y + 1);
|
||
|
if (y == 29+extrarow) return collide(x, y - 1);
|
||
|
if (x == -1) return collide(x + 1, y);
|
||
|
if (x == 40) return collide(x - 1, y);
|
||
|
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
|
||
|
if (contents[x + vmult[y]] == 1) return true;
|
||
|
if (tileset==0 && contents[x + vmult[y]] == 59) return true;
|
||
|
if (contents[x + vmult[y]]>= 80 && contents[x + vmult[y]] < 680) return true;
|
||
|
if (contents[x + vmult[y]] == 740 && tileset==1) return true;
|
||
|
if (invincibility)
|
||
|
{
|
||
|
if (contents[x + vmult[y]]>= 6 && contents[x + vmult[y]] <= 9) return true;
|
||
|
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] <= 50) return true;
|
||
|
if (tileset == 1)
|
||
|
{
|
||
|
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] < 80) return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void mapclass::fillareamap(std::vector<std::string>& tmap)
|
||
|
{
|
||
|
|
||
|
for (j = 0; j < 20; j++)
|
||
|
{
|
||
|
std::vector<std::string> maprow = split(tmap[j], ',');
|
||
|
for (int i = 0; i < 20; i++)
|
||
|
{
|
||
|
areamap[i + (j * 20)] = atoi(maprow[i].c_str());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mapclass::settile(int xp, int yp, int t)
|
||
|
{
|
||
|
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow)
|
||
|
{
|
||
|
contents[xp + vmult[yp]] = t;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mapclass::fillcontent(std::vector<std::string>& tmap)
|
||
|
{
|
||
|
|
||
|
for (j = 0; j < 29+extrarow; j++)
|
||
|
{
|
||
|
std::vector<std::string> maprow = split(tmap[j], ',');
|
||
|
|
||
|
for(int i = 0; i < 40; i++)
|
||
|
{
|
||
|
contents[i + vmult[j]] = atoi(maprow[i].c_str());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
int mapclass::area(int _rx, int _ry)
|
||
|
{
|
||
|
//THIS IS THE BUG
|
||
|
if (finalmode)
|
||
|
{
|
||
|
return 6;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int lookup = (_rx - 100) + ((_ry - 100) * 20);
|
||
|
//lookup = std::max(0,lookup);
|
||
|
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
|
||
|
return areamap[lookup];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return 6;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mapclass::exploretower()
|
||
|
{
|
||
|
for (int i = 0; i < 20; i++)
|
||
|
{
|
||
|
explored[9 + (i * 20)] = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mapclass::hideship()
|
||
|
{
|
||
|
//remove the ship from the explored areas
|
||
|
explored[2 + (10 * 20)] = 0;
|
||
|
explored[3 + (10 * 20)] = 0;
|
||
|
explored[4 + (10 * 20)] = 0;
|
||
|
explored[2 + (11 * 20)] = 0;
|
||
|
explored[3 + (11 * 20)] = 0;
|
||
|
explored[4 + (11 * 20)] = 0;
|
||
|
}
|
||
|
|
||
|
void mapclass::showship()
|
||
|
{
|
||
|
//remove the ship from the explored areas
|
||
|
explored[2 + (10 * 20)] = 1;
|
||
|
explored[3 + (10 * 20)] = 1;
|
||
|
explored[4 + (10 * 20)] = 1;
|
||
|
explored[2 + (11 * 20)] = 1;
|
||
|
explored[3 + (11 * 20)] = 1;
|
||
|
explored[4 + (11 * 20)] = 1;
|
||
|
}
|
||
|
|
||
|
void mapclass::resetplayer(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music)
|
||
|
{
|
||
|
if (game.roomx != game.saverx || game.roomy != game.savery)
|
||
|
{
|
||
|
gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
|
||
|
}
|
||
|
|
||
|
game.deathseq = -1;
|
||
|
int i = obj.getplayer();
|
||
|
if(i>-1)
|
||
|
{
|
||
|
obj.entities[i].vx = 0;
|
||
|
obj.entities[i].vy = 0;
|
||
|
obj.entities[i].ax = 0;
|
||
|
obj.entities[i].ay = 0;
|
||
|
obj.entities[i].xp = game.savex;
|
||
|
obj.entities[i].yp = game.savey;
|
||
|
obj.entities[i].dir = game.savedir;
|
||
|
obj.entities[i].colour = 0;
|
||
|
game.lifeseq = 10;
|
||
|
obj.entities[i].invis = true;
|
||
|
}
|
||
|
|
||
|
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
|
||
|
if (game.supercrewmate)
|
||
|
{
|
||
|
if (game.roomx == game.scmprogress + 41)
|
||
|
{
|
||
|
game.scmprogress = game.roomx - 41;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
game.scmprogress = game.roomx - 40;
|
||
|
}
|
||
|
if (game.scmprogress != 0)
|
||
|
{
|
||
|
game.scmmoveme = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
game.scmmoveme = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mapclass::warpto(int rx, int ry , int t, int tx, int ty, Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music)
|
||
|
{
|
||
|
gotoroom(rx, ry, dwgfx, game, obj, music);
|
||
|
game.teleport = false;
|
||
|
obj.entities[t].xp = tx * 8;
|
||
|
obj.entities[t].yp = (ty * 8) - obj.entities[t].h;
|
||
|
game.gravitycontrol = 0;
|
||
|
}
|
||
|
|
||
|
void mapclass::gotoroom(int rx, int ry, Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music)
|
||
|
{
|
||
|
//First, destroy the current room
|
||
|
obj.removeallblocks();
|
||
|
game.activetele = false;
|
||
|
game.readytotele = 0;
|
||
|
|
||
|
//Ok, let's save the position of all lines on the screen
|
||
|
obj.nlinecrosskludge = 0;
|
||
|
for (int i = 0; i < obj.nentity; i++)
|
||
|
{
|
||
|
if (obj.entities[i].type == 9 && obj.entities[i].active)
|
||
|
{
|
||
|
//It's a horizontal line
|
||
|
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
|
||
|
{
|
||
|
//it's on a screen edge
|
||
|
obj.copylinecross(i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < obj.nentity; i++)
|
||
|
{
|
||
|
//Of course the player's always gonna be object zero, this is just in case
|
||
|
if (obj.entities[i].rule != 0) obj.entities[i].active = false;
|
||
|
}
|
||
|
obj.cleanup();
|
||
|
|
||
|
game.door_up = rx + ((ry - 1) * 100);
|
||
|
game.door_down = rx + ((ry + 1) * 100);
|
||
|
game.door_right = rx + 1 + (ry * 100);
|
||
|
game.door_left = rx -1 + (ry * 100);
|
||
|
|
||
|
if (rx < game.roomx)
|
||
|
{
|
||
|
game.roomchangedir = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
game.roomchangedir = 1;
|
||
|
}
|
||
|
|
||
|
if (finalmode)
|
||
|
{
|
||
|
//Ok, what way are we moving?
|
||
|
/*if (rx - finalx >= 1) finalx++;
|
||
|
if (rx - finalx <= -1) finalx--;
|
||
|
if (ry - finaly >= 1) finaly++;
|
||
|
if (ry - finaly <= -1) finaly--;*/
|
||
|
finalx = rx;
|
||
|
finaly = ry;
|
||
|
game.roomx = finalx;
|
||
|
game.roomy = finaly;
|
||
|
game.roomchange = true;
|
||
|
rx = finalx;
|
||
|
ry = finaly;
|
||
|
|
||
|
if (game.roomy < 10)
|
||
|
{
|
||
|
game.roomy = 11;
|
||
|
finaly = 11;
|
||
|
}
|
||
|
|
||
|
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 )
|
||
|
{
|
||
|
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
game.currentroomdeaths = 0;
|
||
|
}
|
||
|
|
||
|
//Final level for time trial
|
||
|
if (game.intimetrial)
|
||
|
{
|
||
|
if (game.roomx == 46 && game.roomy == 54) music.niceplay(15); //Final level remix
|
||
|
}
|
||
|
}
|
||
|
else if (custommode)
|
||
|
{
|
||
|
game.roomx = rx;
|
||
|
game.roomy = ry;
|
||
|
game.roomchange = true;
|
||
|
if (game.roomx < 100) game.roomx = 100 + ed.mapwidth-1;
|
||
|
if (game.roomy < 100) game.roomy = 100 + ed.mapheight-1;
|
||
|
if (game.roomx > 100 + ed.mapwidth-1) game.roomx = 100;
|
||
|
if (game.roomy > 100 + ed.mapheight-1) game.roomy = 100;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
game.roomx = rx;
|
||
|
game.roomy = ry;
|
||
|
game.roomchange = true;
|
||
|
if (game.roomx < 100) game.roomx = 119;
|
||
|
if (game.roomy < 100) game.roomy = 119;
|
||
|
if (game.roomx > 119) game.roomx = 100;
|
||
|
if (game.roomy > 119) game.roomy = 100;
|
||
|
|
||
|
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
|
||
|
|
||
|
//Alright, change music depending on where we are:
|
||
|
//Tower
|
||
|
if (game.roomx == 107 && game.roomy == 106) music.niceplay(4);
|
||
|
if (game.roomx == 107 && game.roomy == 107) music.niceplay(4);
|
||
|
if (game.roomx == 107 && game.roomy == 108) music.niceplay(4);
|
||
|
if (game.roomx == 107 && game.roomy == 109) music.niceplay(4);
|
||
|
if (game.roomx == 108 && game.roomy == 109)
|
||
|
{
|
||
|
if (dwgfx.setflipmode)
|
||
|
{
|
||
|
music.niceplay(9);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
music.niceplay(2);
|
||
|
}
|
||
|
}
|
||
|
if (game.roomx == 109)
|
||
|
{
|
||
|
if (dwgfx.setflipmode)
|
||
|
{
|
||
|
music.niceplay(9);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
music.niceplay(2);
|
||
|
}
|
||
|
}
|
||
|
//Warp Zone
|
||
|
if (game.roomx == 112 && game.roomy == 101) music.niceplay(4);
|
||
|
if (game.roomx == 113 && game.roomy == 101) music.niceplay(4);
|
||
|
if (game.roomx == 113 && game.roomy == 102) music.niceplay(4);
|
||
|
if (game.roomx == 114 && game.roomy == 101) music.niceplay(12);
|
||
|
if (game.roomx == 115 && game.roomy == 101) music.niceplay(12);
|
||
|
if (game.roomx == 115 && game.roomy == 102) music.niceplay(12);
|
||
|
//Lab
|
||
|
if (game.roomx == 101 && game.roomy == 115) music.niceplay(4);
|
||
|
if (game.roomx == 100 && game.roomy == 115) music.niceplay(4);
|
||
|
if (game.roomx == 101 && game.roomy == 116) music.niceplay(4);
|
||
|
if (game.roomx == 100 && game.roomy == 116) music.niceplay(4);
|
||
|
if (game.roomx == 102 && game.roomy == 116) music.niceplay(3);
|
||
|
if (game.roomx == 102 && game.roomy == 117) music.niceplay(3);
|
||
|
if (game.roomx == 101 && game.roomy == 117) music.niceplay(3);
|
||
|
//Space Station
|
||
|
if (game.intimetrial)
|
||
|
{
|
||
|
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
|
||
|
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
|
||
|
if (game.roomx == 112 && game.roomy == 114) music.niceplay(1);
|
||
|
if (game.roomx == 112 && game.roomy == 115) music.niceplay(1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
|
||
|
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
|
||
|
if (game.roomx == 112 && game.roomy == 114) music.niceplay(4);
|
||
|
if (game.roomx == 112 && game.roomy == 115) music.niceplay(4);
|
||
|
}
|
||
|
//Leaving the Ship
|
||
|
if (game.roomx == 104 && game.roomy == 112) music.niceplay(4);
|
||
|
}
|
||
|
temp = rx + (ry * 100);
|
||
|
loadlevel(game.roomx, game.roomy, dwgfx, game, obj, music);
|
||
|
|
||
|
|
||
|
dwgfx.backgrounddrawn = false; //Used for background caching speedup
|
||
|
dwgfx.foregrounddrawn = false; //Used for background caching speedup
|
||
|
|
||
|
//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
|
||
|
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
|
||
|
if(!game.intimetrial && !custommode)
|
||
|
{
|
||
|
if (obj.flags[5] == 0 && !finalmode)
|
||
|
{
|
||
|
game.state = 0;
|
||
|
if (game.roomx == 113 && game.roomy == 104)
|
||
|
{
|
||
|
game.state = 50;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
|
||
|
//set it to an inactive state.
|
||
|
|
||
|
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
|
||
|
//continuations!
|
||
|
|
||
|
temp = obj.getplayer();
|
||
|
if(temp>-1)
|
||
|
{
|
||
|
obj.entities[temp].oldxp = obj.entities[temp].xp;
|
||
|
obj.entities[temp].oldyp = obj.entities[temp].yp;
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < obj.nentity; i++)
|
||
|
{
|
||
|
if (obj.entities[i].type == 9 && obj.entities[i].active)
|
||
|
{
|
||
|
//It's a horizontal line
|
||
|
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
|
||
|
{
|
||
|
//it's on a screen edge
|
||
|
for (j = 0; j < obj.nlinecrosskludge; j++)
|
||
|
{
|
||
|
if (obj.entities[i].yp == obj.linecrosskludge[j].yp)
|
||
|
{
|
||
|
//y's match, how about x's?
|
||
|
//we're moving left:
|
||
|
if (game.roomchangedir == 0)
|
||
|
{
|
||
|
if (obj.entities[i].xp + obj.entities[i].w >= 312 && obj.linecrosskludge[j].xp <= 0)
|
||
|
{
|
||
|
obj.revertlinecross(i, j);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (obj.entities[i].xp <= 0 && obj.linecrosskludge[j].xp + obj.linecrosskludge[j].w >= 312)
|
||
|
{
|
||
|
obj.revertlinecross(i, j);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::string mapclass::currentarea(int t)
|
||
|
{
|
||
|
switch(t)
|
||
|
{
|
||
|
case 0:
|
||
|
return "Dimension VVVVVV";
|
||
|
break;
|
||
|
case 1:
|
||
|
return "Dimension VVVVVV";
|
||
|
break;
|
||
|
case 2:
|
||
|
return "Laboratory";
|
||
|
break;
|
||
|
case 3:
|
||
|
return "The Tower";
|
||
|
break;
|
||
|
case 4:
|
||
|
return "Warpzone";
|
||
|
break;
|
||
|
case 5:
|
||
|
return "Space Station";
|
||
|
break;
|
||
|
case 6:
|
||
|
return "Outside Dimension VVVVVV";
|
||
|
break;
|
||
|
case 7:
|
||
|
return "Outside Dimension VVVVVV";
|
||
|
break;
|
||
|
case 8:
|
||
|
return "Outside Dimension VVVVVV";
|
||
|
break;
|
||
|
case 9:
|
||
|
return "Outside Dimension VVVVVV";
|
||
|
break;
|
||
|
case 10:
|
||
|
return "Outside Dimension VVVVVV";
|
||
|
break;
|
||
|
case 11:
|
||
|
return "The Tower";
|
||
|
break;
|
||
|
}
|
||
|
return "???";
|
||
|
}
|
||
|
|
||
|
void mapclass::loadlevel(int rx, int ry, Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music)
|
||
|
{
|
||
|
int t;
|
||
|
//t = rx + (ry * 100);
|
||
|
//roomname = "[UNTITLED] (" + String(rx)+","+String(ry)+")";
|
||
|
if (!finalmode)
|
||
|
{
|
||
|
explored[rx - 100 + ((ry - 100) * 20)] = 1;
|
||
|
if (rx == 109 && !custommode)
|
||
|
{
|
||
|
exploretower();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
roomtexton = false;
|
||
|
roomtextnumlines = 0;
|
||
|
|
||
|
obj.platformtile = 0;
|
||
|
obj.customplatformtile=0;
|
||
|
obj.vertplatforms = false;
|
||
|
obj.horplatforms = false;
|
||
|
roomname = "";
|
||
|
background = 1;
|
||
|
warpx = false;
|
||
|
warpy = false;
|
||
|
|
||
|
towermode = false;
|
||
|
ypos = 0;
|
||
|
extrarow = 0;
|
||
|
|
||
|
//Custom stuff for warplines
|
||
|
obj.customwarpmode=false;
|
||
|
obj.customwarpmodevon=false;
|
||
|
obj.customwarpmodehon=false;
|
||
|
|
||
|
std::vector<std::string> tmap;
|
||
|
|
||
|
if (finalmode)
|
||
|
{
|
||
|
t = 6;
|
||
|
//check if we're in the towers
|
||
|
if (rx == 49 && ry == 52)
|
||
|
{
|
||
|
//entered tower 1
|
||
|
t = 7;
|
||
|
}
|
||
|
else if (rx == 49 && ry == 53)
|
||
|
{
|
||
|
//re entered tower 1
|
||
|
t = 8;
|
||
|
}
|
||
|
else if (rx == 51 && ry == 54)
|
||
|
{
|
||
|
//entered tower 2
|
||
|
t = 9;
|
||
|
}
|
||
|
else if (rx == 51 && ry == 53)
|
||
|
{
|
||
|
//re entered tower 2
|
||
|
t = 10;
|
||
|
}
|
||
|
}
|
||
|
else if (custommode)
|
||
|
{
|
||
|
t= 12;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
t = area(rx, ry);
|
||
|
|
||
|
if (t == 3)
|
||
|
{
|
||
|
//correct position for tower
|
||
|
if (ry == 109)
|
||
|
{
|
||
|
//entered from ground floor
|
||
|
int player = obj.getplayer();
|
||
|
obj.entities[player].yp += (671 * 8);
|
||
|
|
||
|
ypos = (700-29) * 8;
|
||
|
bypos = ypos / 2;
|
||
|
cameramode = 0;
|
||
|
colstate = 0;
|
||
|
colsuperstate = 0;
|
||
|
}
|
||
|
else if (ry == 104)
|
||
|
{
|
||
|
//you've entered from the top floor
|
||
|
ypos = 0;
|
||
|
bypos = 0;
|
||
|
cameramode = 0;
|
||
|
colstate = 0;
|
||
|
colsuperstate = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (t < 2) //on the world map, want to test if we're in the secret lab
|
||
|
{
|
||
|
if (rx >= 116)
|
||
|
{
|
||
|
if (ry >= 105)
|
||
|
{
|
||
|
if (ry <= 107)
|
||
|
{
|
||
|
if (rx == 119 && ry == 105)
|
||
|
{
|
||
|
//Ah, this is just a normal area
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//in the secret lab! Crazy background!
|
||
|
background = 2;
|
||
|
if (rx == 116 && ry == 105) dwgfx.rcol = 1;
|
||
|
if (rx == 117 && ry == 105) dwgfx.rcol = 5;
|
||
|
if (rx == 118 && ry == 105) dwgfx.rcol = 4;
|
||
|
if (rx == 117 && ry == 106) dwgfx.rcol = 2;
|
||
|
if (rx == 118 && ry == 106) dwgfx.rcol = 0;
|
||
|
if (rx == 119 && ry == 106) dwgfx.rcol = 3;
|
||
|
if (rx == 119 && ry == 107) dwgfx.rcol = 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (rx == 119 && ry == 108)
|
||
|
{
|
||
|
background = 5;
|
||
|
dwgfx.rcol = 3;
|
||
|
warpx = true;
|
||
|
warpy = true;
|
||
|
}
|
||
|
|
||
|
switch(t)
|
||
|
{
|
||
|
case 0:
|
||
|
#if !defined(MAKEANDPLAY)
|
||
|
case 1: //World Map
|
||
|
tileset = 1;
|
||
|
extrarow = 1;
|
||
|
tmap = otherlevel.loadlevel(rx, ry, game, obj);
|
||
|
fillcontent(tmap);
|
||
|
roomname = otherlevel.roomname;
|
||
|
tileset = otherlevel.roomtileset;
|
||
|
//do the appear/remove roomname here
|
||
|
|
||
|
if (otherlevel.roomtexton)
|
||
|
{
|
||
|
roomtexton = true;
|
||
|
roomtextx[0] = otherlevel.roomtextx;
|
||
|
roomtexty[0] = otherlevel.roomtexty;
|
||
|
roomtextnumlines = otherlevel.roomtextnumlines;
|
||
|
for (int i = 0; i < roomtextnumlines; i++)
|
||
|
{
|
||
|
roomtext[i] = otherlevel.roomtext[i];
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case 2: //The Lab
|
||
|
tmap = lablevel.loadlevel(rx, ry, game, obj);
|
||
|
fillcontent(tmap);
|
||
|
roomname = lablevel.roomname;
|
||
|
tileset = 1;
|
||
|
background = 2;
|
||
|
dwgfx.rcol = lablevel.rcol;
|
||
|
break;
|
||
|
case 3: //The Tower
|
||
|
tdrawback = true;
|
||
|
minitowermode = false;
|
||
|
tower.minitowermode = false;
|
||
|
bscroll = 0;
|
||
|
scrolldir = 0;
|
||
|
|
||
|
roomname = "The Tower";
|
||
|
tileset = 1;
|
||
|
background = 3;
|
||
|
towermode = true;
|
||
|
//bypos = 0; ypos = 0; cameramode = 0;
|
||
|
|
||
|
//All the entities for here are just loaded here; it's essentially one room after all
|
||
|
|
||
|
|
||
|
obj.createentity(game, 48, 5456, 10, 1, 505007); // (savepoint)
|
||
|
obj.createentity(game, 224, 4528, 10, 1, 505017); // (savepoint)
|
||
|
obj.createentity(game, 232, 4168, 10, 0, 505027); // (savepoint)
|
||
|
obj.createentity(game, 280, 3816, 10, 1, 505037); // (savepoint)
|
||
|
obj.createentity(game, 152, 3552, 10, 1, 505047); // (savepoint)
|
||
|
obj.createentity(game, 216, 3280, 10, 0, 505057); // (savepoint)
|
||
|
obj.createentity(game, 216, 4808, 10, 1, 505067); // (savepoint)
|
||
|
obj.createentity(game, 72, 3096, 10, 0, 505077); // (savepoint)
|
||
|
obj.createentity(game, 176, 2600, 10, 0, 505087); // (savepoint)
|
||
|
obj.createentity(game, 216, 2392, 10, 0, 505097); // (savepoint)
|
||
|
obj.createentity(game, 152, 1184, 10, 1, 505107); // (savepoint)
|
||
|
obj.createentity(game, 152, 912, 10, 1, 505117); // (savepoint)
|
||
|
obj.createentity(game, 152, 536, 10, 1, 505127); // (savepoint)
|
||
|
obj.createentity(game, 120, 5136, 10, 0, 505137); // (savepoint)
|
||
|
obj.createentity(game, 144, 1824, 10, 0, 505147); // (savepoint)
|
||
|
obj.createentity(game, 72, 2904, 10, 0, 505157); // (savepoint)
|
||
|
obj.createentity(game, 224, 1648, 10, 1, 505167); // (savepoint)
|
||
|
obj.createentity(game, 112, 5280, 10, 1, 50517); // (savepoint)
|
||
|
|
||
|
obj.createentity(game, 24, 4216, 9, 7); // (shiny trinket)
|
||
|
obj.createentity(game, 280, 3216, 9, 8); // (shiny trinket)
|
||
|
break;
|
||
|
case 4: //The Warpzone
|
||
|
tmap = warplevel.loadlevel(rx, ry, game, obj);
|
||
|
fillcontent(tmap);
|
||
|
roomname = warplevel.roomname;
|
||
|
tileset = 1;
|
||
|
background = 3;
|
||
|
dwgfx.rcol = warplevel.rcol;
|
||
|
dwgfx.backgrounddrawn = false;
|
||
|
|
||
|
warpx = warplevel.warpx;
|
||
|
warpy = warplevel.warpy;
|
||
|
background = 5;
|
||
|
if (warpy) background = 4;
|
||
|
if (warpx) background = 3;
|
||
|
if (warpx && warpy) background = 5;
|
||
|
break;
|
||
|
case 5: //Space station
|
||
|
tmap = spacestation2.loadlevel(rx, ry, game, obj);
|
||
|
fillcontent(tmap);
|
||
|
roomname = spacestation2.roomname;
|
||
|
tileset = 0;
|
||
|
break;
|
||
|
case 6: //final level
|
||
|
tmap = finallevel.loadlevel(finalx, finaly, game, obj);
|
||
|
fillcontent(tmap);
|
||
|
roomname = finallevel.roomname;
|
||
|
tileset = 1;
|
||
|
background = 3;
|
||
|
dwgfx.rcol = finallevel.rcol;
|
||
|
dwgfx.backgrounddrawn = false;
|
||
|
|
||
|
if (finalstretch)
|
||
|
{
|
||
|
background = 6;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warpx = finallevel.warpx;
|
||
|
warpy = finallevel.warpy;
|
||
|
background = 5;
|
||
|
if (warpy) background = 4;
|
||
|
if (warpx) background = 3;
|
||
|
if (warpx && warpy) background = 5;
|
||
|
}
|
||
|
|
||
|
dwgfx.rcol = 6;
|
||
|
changefinalcol(final_mapcol, obj, game);
|
||
|
break;
|
||
|
case 7: //Final Level, Tower 1
|
||
|
tdrawback = true;
|
||
|
minitowermode = true;
|
||
|
tower.minitowermode = true;
|
||
|
bscroll = 0;
|
||
|
scrolldir = 1;
|
||
|
|
||
|
roomname = "Panic Room";
|
||
|
tileset = 1;
|
||
|
background = 3;
|
||
|
towermode = true;
|
||
|
|
||
|
tower.loadminitower1();
|
||
|
|
||
|
ypos = 0;
|
||
|
bypos = 0;
|
||
|
cameramode = 0;
|
||
|
colstate = 0;
|
||
|
colsuperstate = 0;
|
||
|
break;
|
||
|
case 8: //Final Level, Tower 1 (reentered from below)
|
||
|
{
|
||
|
tdrawback = true;
|
||
|
minitowermode = true;
|
||
|
tower.minitowermode = true;
|
||
|
bscroll = 0;
|
||
|
scrolldir = 1;
|
||
|
|
||
|
roomname = "Panic Room";
|
||
|
tileset = 1;
|
||
|
background = 3;
|
||
|
towermode = true;
|
||
|
|
||
|
tower.loadminitower1();
|
||
|
|
||
|
int i = obj.getplayer();
|
||
|
obj.entities[i].yp += (71 * 8);
|
||
|
game.roomy--;
|
||
|
finaly--;
|
||
|
|
||
|
ypos = (100-29) * 8;
|
||
|
bypos = ypos/2;
|
||
|
cameramode = 0;
|
||
|
colstate = 0;
|
||
|
colsuperstate = 0;}
|
||
|
break;
|
||
|
case 9: //Final Level, Tower 2
|
||
|
{
|
||
|
tdrawback = true;
|
||
|
minitowermode = true;
|
||
|
tower.minitowermode = true;
|
||
|
bscroll = 0;
|
||
|
scrolldir = 0;
|
||
|
final_colorframe = 2;
|
||
|
|
||
|
roomname = "The Final Challenge";
|
||
|
tileset = 1;
|
||
|
background = 3;
|
||
|
towermode = true;
|
||
|
|
||
|
tower.loadminitower2();
|
||
|
|
||
|
obj.createentity(game, 56, 556, 11, 136); // (horizontal gravity line)
|
||
|
obj.createentity(game, 184, 592, 10, 0, 50500); // (savepoint)
|
||
|
obj.createentity(game, 184, 644, 11, 88); // (horizontal gravity line)
|
||
|
obj.createentity(game, 56, 460, 11, 136); // (horizontal gravity line)
|
||
|
obj.createentity(game, 216, 440, 10, 0, 50501); // (savepoint)
|
||
|
obj.createentity(game, 104, 508, 11, 168); // (horizontal gravity line)
|
||
|
obj.createentity(game, 219, 264, 12, 56); // (vertical gravity line)
|
||
|
obj.createentity(game, 120, 332, 11, 96); // (horizontal gravity line)
|
||
|
obj.createentity(game, 219, 344, 12, 56); // (vertical gravity line)
|
||
|
obj.createentity(game, 224, 332, 11, 48); // (horizontal gravity line)
|
||
|
obj.createentity(game, 56, 212, 11, 144); // (horizontal gravity line)
|
||
|
obj.createentity(game, 32, 20, 11, 96); // (horizontal gravity line)
|
||
|
obj.createentity(game, 72, 156, 11, 200); // (horizontal gravity line)
|
||
|
|
||
|
int i = obj.getplayer();
|
||
|
obj.entities[i].yp += (71 * 8);
|
||
|
game.roomy--;
|
||
|
finaly--;
|
||
|
|
||
|
ypos = (100-29) * 8;
|
||
|
bypos = ypos/2;
|
||
|
cameramode = 0;
|
||
|
colstate = 0;
|
||
|
colsuperstate = 0;
|
||
|
}
|
||
|
break;
|
||
|
case 10: //Final Level, Tower 2
|
||
|
{
|
||
|
|
||
|
tdrawback = true;
|
||
|
minitowermode = true;
|
||
|
tower.minitowermode = true;
|
||
|
bscroll = 0;
|
||
|
scrolldir = 0;
|
||
|
final_colorframe = 2;
|
||
|
|
||
|
roomname = "The Final Challenge";
|
||
|
tileset = 1;
|
||
|
background = 3;
|
||
|
towermode = true;
|
||
|
|
||
|
tower.loadminitower2();
|
||
|
|
||
|
obj.createentity(game, 56, 556, 11, 136); // (horizontal gravity line)
|
||
|
obj.createentity(game, 184, 592, 10, 0, 50500); // (savepoint)
|
||
|
obj.createentity(game, 184, 644, 11, 88); // (horizontal gravity line)
|
||
|
obj.createentity(game, 56, 460, 11, 136); // (horizontal gravity line)
|
||
|
obj.createentity(game, 216, 440, 10, 0, 50501); // (savepoint)
|
||
|
obj.createentity(game, 104, 508, 11, 168); // (horizontal gravity line)
|
||
|
obj.createentity(game, 219, 264, 12, 56); // (vertical gravity line)
|
||
|
obj.createentity(game, 120, 332, 11, 96); // (horizontal gravity line)
|
||
|
obj.createentity(game, 219, 344, 12, 56); // (vertical gravity line)
|
||
|
obj.createentity(game, 224, 332, 11, 48); // (horizontal gravity line)
|
||
|
obj.createentity(game, 56, 212, 11, 144); // (horizontal gravity line)
|
||
|
obj.createentity(game, 32, 20, 11, 96); // (horizontal gravity line)
|
||
|
obj.createentity(game, 72, 156, 11, 200); // (horizontal gravity line)
|
||
|
|
||
|
ypos = 0;
|
||
|
bypos = 0;
|
||
|
cameramode = 0;
|
||
|
colstate = 0;
|
||
|
colsuperstate = 0;
|
||
|
}
|
||
|
break;
|
||
|
case 11: //Tower Hallways //Content is held in final level routine
|
||
|
{
|
||
|
tmap = finallevel.loadlevel(rx, ry, game, obj);
|
||
|
fillcontent(tmap);
|
||
|
roomname = finallevel.roomname;
|
||
|
tileset = 2;
|
||
|
if (rx == 108)
|
||
|
{
|
||
|
background = 7;
|
||
|
rcol = 15;
|
||
|
}
|
||
|
if (rx == 110)
|
||
|
{
|
||
|
background = 8;
|
||
|
rcol = 10;
|
||
|
}
|
||
|
if (rx == 111)
|
||
|
{
|
||
|
background = 9;
|
||
|
rcol = 0;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
#endif
|
||
|
case 12: //Custom level
|
||
|
int curlevel=(rx-100)+((ry-100)*ed.maxwidth);
|
||
|
game.customcol=ed.getlevelcol(curlevel)+1;
|
||
|
obj.customplatformtile=game.customcol*12;
|
||
|
switch(ed.level[curlevel].tileset){
|
||
|
case 0: //Space Station
|
||
|
tileset = 0;
|
||
|
background = 1;
|
||
|
break;
|
||
|
case 1: //Outside
|
||
|
tileset = 1;
|
||
|
background = 1;
|
||
|
break;
|
||
|
case 2: //Lab
|
||
|
tileset = 1;
|
||
|
background = 2;
|
||
|
dwgfx.rcol = ed.level[curlevel].tilecol;
|
||
|
break;
|
||
|
case 3: //Warp Zone/intermission
|
||
|
tileset = 1;
|
||
|
background = 6;
|
||
|
break;
|
||
|
case 4://Ship
|
||
|
tileset = 1;
|
||
|
background = 1;
|
||
|
break;
|
||
|
default:
|
||
|
tileset = 1;
|
||
|
background = 1;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
//If screen warping, then override all that:
|
||
|
dwgfx.backgrounddrawn = false;
|
||
|
if(ed.level[curlevel].warpdir>0){
|
||
|
if(ed.level[curlevel].warpdir==1){
|
||
|
warpx=true;
|
||
|
background=3;
|
||
|
dwgfx.rcol = ed.getwarpbackground(rx-100,ry-100);
|
||
|
}else if(ed.level[curlevel].warpdir==2){
|
||
|
warpy=true;
|
||
|
background=4;
|
||
|
dwgfx.rcol = ed.getwarpbackground(rx-100,ry-100);
|
||
|
}else if(ed.level[curlevel].warpdir==3){
|
||
|
warpx=true; warpy=true;
|
||
|
background = 5;
|
||
|
dwgfx.rcol = ed.getwarpbackground(rx-100,ry-100);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
roomname="";
|
||
|
if(ed.level[curlevel].roomname!=""){
|
||
|
roomname=ed.level[curlevel].roomname;
|
||
|
}
|
||
|
extrarow = 1;
|
||
|
ed.loadlevel(rx, ry);
|
||
|
|
||
|
|
||
|
roomtexton = false;
|
||
|
roomtextnumlines=0;
|
||
|
|
||
|
for (int edj = 0; edj < 30; edj++){
|
||
|
for(int edi = 0; edi < 40; edi++){
|
||
|
contents[edi + vmult[edj]] = ed.swapmap[edi + vmult[edj]];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Entities have to be created HERE, akwardly
|
||
|
int tempcheckpoints=0;
|
||
|
int tempscriptbox=0;
|
||
|
for(int edi=0; edi<EditorData::GetInstance().numedentities; edi++){
|
||
|
//If entity is in this room, create it
|
||
|
int tsx=(edentity[edi].x-(edentity[edi].x%40))/40;
|
||
|
int tsy=(edentity[edi].y-(edentity[edi].y%30))/30;
|
||
|
if(tsx==rx-100 && tsy==ry-100){
|
||
|
switch(edentity[edi].t){
|
||
|
case 1: //Enemies
|
||
|
int bx1, by1, bx2, by2;
|
||
|
bx1=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyx1;
|
||
|
by1=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyy1;
|
||
|
bx2=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyx2;
|
||
|
by2=ed.level[rx-100+((ry-100)*ed.maxwidth)].enemyy2;
|
||
|
|
||
|
if(warpx){ if(bx1==0 && bx2==320){ bx1=-100; bx2=420; } }
|
||
|
if(warpy){ if(by1==0 && by2==240){ by1=-100; by2=340; } }
|
||
|
|
||
|
obj.customenemy=ed.level[tsx+((ed.maxwidth)*tsy)].enemytype;
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 56,
|
||
|
edentity[edi].p1, 4, bx1, by1, bx2, by2);
|
||
|
break;
|
||
|
case 2: //Platforms and Threadmills
|
||
|
if(edentity[edi].p1<=4){
|
||
|
int bx1, by1, bx2, by2;
|
||
|
bx1=ed.level[rx-100+((ry-100)*ed.maxwidth)].platx1;
|
||
|
by1=ed.level[rx-100+((ry-100)*ed.maxwidth)].platy1;
|
||
|
bx2=ed.level[rx-100+((ry-100)*ed.maxwidth)].platx2;
|
||
|
by2=ed.level[rx-100+((ry-100)*ed.maxwidth)].platy2;
|
||
|
|
||
|
if(warpx){ if(bx1==0 && bx2==320){ bx1=-100; bx2=420; } }
|
||
|
if(warpy){ if(by1==0 && by2==240){ by1=-100; by2=340; } }
|
||
|
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 2,
|
||
|
edentity[edi].p1, ed.level[rx-100+((ry-100)*ed.mapwidth)].platv, bx1, by1, bx2, by2);
|
||
|
}else if(edentity[edi].p1>=5 && edentity[edi].p1<=8){ //Threadmill
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 2,
|
||
|
edentity[edi].p1+3, 4);
|
||
|
}
|
||
|
break;
|
||
|
case 3: //Disappearing platforms
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 3);
|
||
|
break;
|
||
|
case 9:
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 9, ed.findtrinket(edi));
|
||
|
break;
|
||
|
case 10: //Checkpoints
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 10,
|
||
|
edentity[edi].p1,((rx+(ry*100))*20)+tempcheckpoints);
|
||
|
tempcheckpoints++;
|
||
|
break;
|
||
|
case 11: //Gravity Lines
|
||
|
if(edentity[edi].p1==0){ //Horizontal
|
||
|
obj.createentity(game, (edentity[edi].p2*8),(edentity[edi].y*8)- ((ry-100)*30*8)+4, 11, edentity[edi].p3);
|
||
|
}else{ //Vertical
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8)+3,(edentity[edi].p2*8), 12, edentity[edi].p3);
|
||
|
}
|
||
|
break;
|
||
|
case 13: //Warp Tokens
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8), 13, edentity[edi].p1, edentity[edi].p2);
|
||
|
break;
|
||
|
case 15: //Collectable crewmate
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8)-4,(edentity[edi].y*8)- ((ry-100)*30*8)+1, 55, ed.findcrewmate(edi), edentity[edi].p1, edentity[edi].p2);
|
||
|
break;
|
||
|
case 17: //Roomtext!
|
||
|
roomtexton = true;
|
||
|
roomtextx[roomtextnumlines] = edentity[edi].x - ((rx-100)*40);
|
||
|
roomtexty[roomtextnumlines] = edentity[edi].y - ((ry-100)*30);
|
||
|
roomtext[roomtextnumlines] = edentity[edi].scriptname;
|
||
|
roomtextnumlines++;
|
||
|
break;
|
||
|
case 18: //Terminals
|
||
|
obj.customscript=edentity[edi].scriptname;
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8),(edentity[edi].y*8)- ((ry-100)*30*8)+8, 20, 1);
|
||
|
obj.createblock(5, (edentity[edi].x*8)- ((rx-100)*40*8)-8, (edentity[edi].y*8)- ((ry-100)*30*8)+8, 20, 16, 35);
|
||
|
break;
|
||
|
case 19: //Script Box
|
||
|
game.customscript[tempscriptbox]=edentity[edi].scriptname;
|
||
|
obj.createblock(1, (edentity[edi].x*8)- ((rx-100)*40*8), (edentity[edi].y*8)- ((ry-100)*30*8),
|
||
|
edentity[edi].p1*8, edentity[edi].p2*8, 300+tempscriptbox);
|
||
|
tempscriptbox++;
|
||
|
break;
|
||
|
case 50: //Warp Lines
|
||
|
obj.customwarpmode=true;
|
||
|
if(edentity[edi].p1==0){ //
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8)+4,(edentity[edi].p2*8), 51, edentity[edi].p3);
|
||
|
}else if(edentity[edi].p1==1){ //Horizontal, right
|
||
|
obj.createentity(game, (edentity[edi].x*8)- ((rx-100)*40*8)+4,(edentity[edi].p2*8), 52, edentity[edi].p3);
|
||
|
}else if(edentity[edi].p1==2){ //Vertical, top
|
||
|
obj.createentity(game, (edentity[edi].p2*8),(edentity[edi].y*8)- ((ry-100)*30*8)+7, 53, edentity[edi].p3);
|
||
|
}else if(edentity[edi].p1==3){
|
||
|
obj.createentity(game, (edentity[edi].p2*8),(edentity[edi].y*8)- ((ry-100)*30*8), 54, edentity[edi].p3);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
customtrinkets=ed.numtrinkets;
|
||
|
customcrewmates=ed.numcrewmates;
|
||
|
|
||
|
//do the appear/remove roomname here
|
||
|
/*
|
||
|
|
||
|
if (otherlevel.roomtexton)
|
||
|
{
|
||
|
roomtexton = true;
|
||
|
roomtextx[0] = otherlevel.roomtextx;
|
||
|
roomtexty[0] = otherlevel.roomtexty;
|
||
|
roomtextnumlines = otherlevel.roomtextnumlines;
|
||
|
for (int i = 0; i < roomtextnumlines; i++)
|
||
|
{
|
||
|
roomtext[i] = otherlevel.roomtext[i];
|
||
|
}
|
||
|
}*/
|
||
|
break;
|
||
|
}
|
||
|
//The room's loaded: now we fill out damage blocks based on the tiles.
|
||
|
if (towermode)
|
||
|
{
|
||
|
for (int j = 0; j < 700; j++)
|
||
|
{
|
||
|
for (int i = 0; i < 40; i++)
|
||
|
{
|
||
|
//Damage blocks
|
||
|
//if (tower.contents[i + tower.vmult[j]] >=6 && tower.contents[i + tower.vmult[j]] <= 11) obj.createblock(2, (i * 8) + 1, j * 8, 6, 8);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (int j = 0; j < 29 + extrarow; j++)
|
||
|
{
|
||
|
for (int i = 0; i < 40; i++)
|
||
|
{
|
||
|
//Damage blocks
|
||
|
if(tileset==0)
|
||
|
{
|
||
|
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
|
||
|
{
|
||
|
//sticking up
|
||
|
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
|
||
|
}
|
||
|
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
|
||
|
{
|
||
|
//Sticking down
|
||
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
||
|
}
|
||
|
if (contents[i + vmult[j]] == 49 || contents[i + vmult[j]] == 50)
|
||
|
{
|
||
|
//left or right
|
||
|
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
|
||
|
}
|
||
|
}
|
||
|
else if(tileset==1)
|
||
|
{
|
||
|
//if (contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9) obj.createblock(2, (i * 8), (j * 8)+1, 8, 6);
|
||
|
//if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 79) obj.createblock(2, (i * 8) + 1, (j * 8) + 1, 6, 6);
|
||
|
if ((contents[i + vmult[j]] >= 63 && contents[i + vmult[j]] <= 74) ||
|
||
|
(contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9))
|
||
|
{
|
||
|
//sticking up) {
|
||
|
if (contents[i + vmult[j]] < 10) contents[i + vmult[j]]++;
|
||
|
//sticking up
|
||
|
if(contents[i + vmult[j]]%2==0)
|
||
|
{
|
||
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Sticking down
|
||
|
obj.createblock(2, (i * 8), (j * 8) + 4, 8, 4);
|
||
|
}
|
||
|
if (contents[i + vmult[j]] < 11) contents[i + vmult[j]]--;
|
||
|
}
|
||
|
if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 62)
|
||
|
{
|
||
|
//left or right
|
||
|
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
|
||
|
}
|
||
|
}
|
||
|
else if(tileset==2)
|
||
|
{
|
||
|
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
|
||
|
{
|
||
|
//sticking up
|
||
|
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
|
||
|
}
|
||
|
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
|
||
|
{
|
||
|
//Sticking down
|
||
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
||
|
}
|
||
|
}
|
||
|
//Breakable blocks
|
||
|
if (contents[i + vmult[j]] == 10)
|
||
|
{
|
||
|
contents[i + vmult[j]] = 0;
|
||
|
obj.createentity(game, i * 8, j * 8, 4);
|
||
|
}
|
||
|
//Directional blocks
|
||
|
if (contents[i + vmult[j]] >= 14 && contents[i + vmult[j]] <= 17)
|
||
|
{
|
||
|
obj.createblock(3, i * 8, j * 8, 8, 8, contents[i + vmult[j]]-14);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < obj.nentity; i++)
|
||
|
{
|
||
|
if (obj.entities[i].active)
|
||
|
{
|
||
|
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
|
||
|
{
|
||
|
//put a block underneath
|
||
|
temp = obj.entities[i].xp / 8.0f;
|
||
|
temp2 = obj.entities[i].yp / 8.0f;
|
||
|
settile(temp, temp2, 1);
|
||
|
settile(temp+1, temp2, 1);
|
||
|
settile(temp+2, temp2, 1);
|
||
|
settile(temp+3, temp2, 1);
|
||
|
if (obj.entities[i].w == 64)
|
||
|
{
|
||
|
settile(temp+4, temp2, 1);
|
||
|
settile(temp+5, temp2, 1);
|
||
|
settile(temp+6, temp2, 1);
|
||
|
settile(temp+7, temp2, 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
|
||
|
if (!finalmode)
|
||
|
{
|
||
|
//First up: the extra bits:
|
||
|
//Vermilion's quest:
|
||
|
if (rx == 100 && ry == 105) //On path to verdigris
|
||
|
{
|
||
|
if (game.crewstats[3] && !game.crewstats[4])
|
||
|
{
|
||
|
obj.createentity(game, 87, 105, 18, 15, 0, 18);
|
||
|
obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
|
||
|
}
|
||
|
}
|
||
|
else if (rx == 107 && ry == 100) //victoria
|
||
|
{
|
||
|
if (game.crewstats[3] && !game.crewstats[5])
|
||
|
{
|
||
|
obj.createentity(game, 140, 137, 18, 15, 0, 18);
|
||
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
|
||
|
}
|
||
|
}
|
||
|
else if (rx == 114 && ry == 109)
|
||
|
{
|
||
|
if (game.crewstats[3] && !game.crewstats[2])
|
||
|
{
|
||
|
obj.createentity(game, 235, 81, 18, 15, 0, 18);
|
||
|
obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Verdigris fixing the ship
|
||
|
if (rx == 101 && ry == 109)
|
||
|
{
|
||
|
if (game.crewstats[4])
|
||
|
{
|
||
|
if(game.crewrescued()>4 && game.crewrescued()!=6)
|
||
|
{
|
||
|
obj.createentity(game, 175, 121, 18, 13, 0, 18);
|
||
|
obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (rx == 103 && ry == 109)
|
||
|
{
|
||
|
if (game.crewstats[4])
|
||
|
{
|
||
|
if(game.crewrescued()<=4 && game.crewrescued()!=6)
|
||
|
{
|
||
|
obj.createentity(game, 53, 161, 18, 13, 1, 18);
|
||
|
obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (rx == 104 && ry == 111)
|
||
|
{
|
||
|
//Red
|
||
|
//First: is he rescued?
|
||
|
if (game.crewstats[3])
|
||
|
{
|
||
|
//If so, red will always be at his post
|
||
|
obj.createentity(game, 107, 121, 18, 15, 0, 18);
|
||
|
//What script do we use?
|
||
|
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
|
||
|
}
|
||
|
}
|
||
|
else if (rx == 103 && ry == 111)
|
||
|
{
|
||
|
//Yellow
|
||
|
//First: is he rescued?
|
||
|
if (game.crewstats[2])
|
||
|
{
|
||
|
obj.createentity(game, 198, 105, 18, 14, 0, 18);
|
||
|
//What script do we use?
|
||
|
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
|
||
|
}
|
||
|
}
|
||
|
else if (rx == 103 && ry == 110)
|
||
|
{
|
||
|
//Green
|
||
|
//First: is he rescued?
|
||
|
if (game.crewstats[4])
|
||
|
{
|
||
|
obj.createentity(game, 242, 177, 18, 13, 0, 18);
|
||
|
//What script do we use?
|
||
|
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
|
||
|
}
|
||
|
}
|
||
|
else if (rx == 104 && ry == 110)
|
||
|
{
|
||
|
//Purple
|
||
|
//First: is she rescued?
|
||
|
if (game.crewstats[1])
|
||
|
{
|
||
|
obj.createentity(game, 140, 177, 18, 20, 0, 18);
|
||
|
//What script do we use?
|
||
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
|
||
|
}
|
||
|
}
|
||
|
else if (rx == 102 && ry == 110)
|
||
|
{
|
||
|
//Blue
|
||
|
//First: is she rescued?
|
||
|
if (game.crewstats[5])
|
||
|
{
|
||
|
//A slight varation - she's upside down
|
||
|
obj.createentity(game, 249, 62, 18, 16, 0, 18);
|
||
|
j = obj.getcrewman(5);
|
||
|
obj.entities[j].rule = 7;
|
||
|
obj.entities[j].tile +=6;
|
||
|
//What script do we use?
|
||
|
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Make sure our crewmates are facing the player if appliciable
|
||
|
for (int i = 0; i < obj.nentity; i++)
|
||
|
{
|
||
|
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 7)
|
||
|
{
|
||
|
if (obj.entities[i].state == 18)
|
||
|
{
|
||
|
//face the player
|
||
|
j = obj.getplayer();
|
||
|
if (obj.entities[j].xp > obj.entities[i].xp + 5)
|
||
|
{
|
||
|
obj.entities[i].dir = 1;
|
||
|
}
|
||
|
else if (obj.entities[j].xp < obj.entities[i].xp - 5)
|
||
|
{
|
||
|
obj.entities[i].dir = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|