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VVVVVV/desktop_version/src/Script.cpp

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#define SCRIPT_DEFINITION
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#include "Script.h"
#include <limits.h>
#include <SDL_timer.h>
#include "CustomLevels.h"
#include "Editor.h"
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#include "Entity.h"
#include "Enums.h"
#include "Exit.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
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#include "KeyPoll.h"
#include "Map.h"
#include "Music.h"
#include "UtilityClass.h"
#include "Vlogging.h"
#include "Xoshiro.h"
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scriptclass::scriptclass(void)
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{
position = 0;
scriptdelay = 0;
running = false;
b = 0;
g = 0;
i = 0;
j = 0;
k = 0;
loopcount = 0;
looppoint = 0;
r = 0;
textx = 0;
texty = 0;
textflipme = false;
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}
void scriptclass::clearcustom(void)
{
customscripts.clear();
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}
static bool argexists[NUM_SCRIPT_ARGS];
static std::string raw_words[NUM_SCRIPT_ARGS];
void scriptclass::tokenize( const std::string& t )
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{
j = 0;
std::string tempword;
std::string temprawword;
char currentletter;
SDL_zeroa(argexists);
for (size_t i = 0; i < t.length(); i++)
{
currentletter = t[i];
if (currentletter == '(' || currentletter == ')' || currentletter == ',')
{
words[j] = tempword;
raw_words[j] = temprawword;
argexists[j] = words[j] != "";
for (size_t ii = 0; ii < words[j].length(); ii++)
{
words[j][ii] = SDL_tolower(words[j][ii]);
}
j++;
tempword = "";
temprawword = "";
}
else if (currentletter == ' ')
{
/* Ignore spaces unless it's part of a script name. */
temprawword += currentletter;
}
else
{
tempword += currentletter;
temprawword += currentletter;
}
if (j >= (int) SDL_arraysize(words))
{
break;
}
}
if (j < (int) SDL_arraysize(words))
{
const bool lastargexists = tempword != "";
if (lastargexists)
{
words[j] = tempword;
raw_words[j] = tempword;
}
argexists[j] = lastargexists;
}
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}
static int getcolorfromname(std::string name)
{
if (name == "player") return CYAN;
else if (name == "cyan") return CYAN;
else if (name == "red") return RED;
else if (name == "green") return GREEN;
else if (name == "yellow") return YELLOW;
else if (name == "blue") return BLUE;
else if (name == "purple") return PURPLE;
else if (name == "customcyan") return CYAN;
else if (name == "gray") return GRAY;
else if (name == "teleporter") return TELEPORTER;
int color = help.Int(name.c_str(), -1);
if (color < 0) return -1; // Not a number (or it's negative), so we give up
return color; // Last effort to give a valid color, maybe they just input the color?
}
static int getcrewmanfromname(std::string name)
{
if (name == "player") return obj.getplayer(); // Return the player
int color = getcolorfromname(name); // Maybe they passed in a crewmate name, or an id?
if (color == -1) return -1; // ...Nope, return -1
return obj.getcrewman(color);
}
void scriptclass::run(void)
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{
if (!running)
{
return;
}
// This counter here will stop the function when it gets too high
short execution_counter = 0;
while(running && scriptdelay<=0 && !game.pausescript)
{
if (INBOUNDS_VEC(position, commands))
{
//Let's split or command in an array of words
tokenize(commands[position]);
//For script assisted input
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Ok, now we run a command based on that string
if (words[0] == "moveplayer")
{
//USAGE: moveplayer(x offset, y offset)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp += ss_toi(words[1]);
obj.entities[player].yp += ss_toi(words[2]);
obj.entities[player].lerpoldxp = obj.entities[player].xp;
obj.entities[player].lerpoldyp = obj.entities[player].yp;
}
scriptdelay = 1;
}
#if !defined(NO_CUSTOM_LEVELS)
if (words[0] == "warpdir")
{
int temprx=ss_toi(words[1])-1;
int tempry=ss_toi(words[2])-1;
const RoomProperty* room;
cl.setroomwarpdir(temprx, tempry, ss_toi(words[3]));
room = cl.getroomprop(temprx, tempry);
//Do we update our own room?
if(game.roomx-100==temprx && game.roomy-100==tempry){
//If screen warping, then override all that:
graphics.backgrounddrawn = false;
map.warpx=false; map.warpy=false;
if(room->warpdir==0){
map.background = 1;
//Be careful, we could be in a Lab or Warp Zone room...
if(room->tileset==2){
//Lab
map.background = 2;
graphics.rcol = room->tilecol;
}else if(room->tileset==3){
//Warp Zone
map.background = 6;
}
}else if(room->warpdir==1){
map.warpx=true;
map.background=3;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}else if(room->warpdir==2){
map.warpy=true;
map.background=4;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}else if(room->warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}
}
}
if (words[0] == "ifwarp")
{
const RoomProperty* const room = cl.getroomprop(ss_toi(words[1])-1, ss_toi(words[2])-1);
if (room->warpdir == ss_toi(words[3]))
{
load("custom_" + raw_words[4]);
position--;
}
}
#endif
if (words[0] == "destroy")
{
if(words[1]=="gravitylines"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==9) obj.disableentity(edi);
if(obj.entities[edi].type==10) obj.disableentity(edi);
}
}else if(words[1]=="warptokens"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==11) obj.disableentity(edi);
}
}else if(words[1]=="platforms"||words[1]=="moving"){
bool fixed=words[1]=="moving";
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(fixed) obj.disableblockat(obj.entities[edi].xp, obj.entities[edi].yp);
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) obj.disableentity(edi);
}
}else if(words[1]=="disappear"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
obj.disableblockat(obj.entities[edi].xp, obj.entities[edi].yp);
if(obj.entities[edi].type==2 && obj.entities[edi].rule==3) obj.disableentity(edi);
}
}
}
if (words[0] == "customiftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
{
load("custom_" + raw_words[2]);
position--;
}
}
if (words[0] == "customiftrinketsless")
{
if (game.trinkets() < ss_toi(words[1]))
{
load("custom_" + raw_words[2]);
position--;
}
}
else if (words[0] == "customifflag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
load("custom_" + raw_words[2]);
position--;
}
}
if (words[0] == "custommap")
{
if(words[1]=="on"){
map.customshowmm=true;
}else if(words[1]=="off"){
map.customshowmm=false;
}
}
if (words[0] == "delay")
{
//USAGE: delay(frames)
scriptdelay = ss_toi(words[1]);
}
if (words[0] == "flag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags))
{
if (words[2] == "on")
{
obj.flags[flag] = true;
}
else if (words[2] == "off")
{
obj.flags[flag] = false;
}
}
}
if (words[0] == "flash")
{
//USAGE: flash(frames)
game.flashlight = ss_toi(words[1]);
}
if (words[0] == "shake")
{
//USAGE: shake(frames)
game.screenshake = ss_toi(words[1]);
}
if (words[0] == "walk")
{
//USAGE: walk(dir,frames)
if (words[1] == "left")
{
game.press_left = true;
}
else if (words[1] == "right")
{
game.press_right = true;
}
scriptdelay = ss_toi(words[2]);
}
if (words[0] == "flip")
{
game.press_action = true;
scriptdelay = 1;
}
if (words[0] == "tofloor")
{
int player = obj.getplayer();
if(INBOUNDS_VEC(player, obj.entities) && obj.entities[player].onroof>0)
{
game.press_action = true;
scriptdelay = 1;
}
}
if (words[0] == "playef")
{
music.playef(ss_toi(words[1]));
}
if (words[0] == "play")
{
music.play(ss_toi(words[1]));
}
if (words[0] == "stopmusic")
{
music.haltdasmusik();
}
if (words[0] == "resumemusic")
{
music.resumefade(0);
}
if (words[0] == "musicfadeout")
{
music.fadeout(false);
}
if (words[0] == "musicfadein")
{
music.fadein();
}
if (words[0] == "trinketscriptmusic")
{
music.play(4);
}
if (words[0] == "gotoposition")
{
//USAGE: gotoposition(x position, y position, gravity position)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp = ss_toi(words[1]);
obj.entities[player].yp = ss_toi(words[2]);
obj.entities[player].lerpoldxp = obj.entities[player].xp;
obj.entities[player].lerpoldyp = obj.entities[player].yp;
}
game.gravitycontrol = ss_toi(words[3]);
}
if (words[0] == "gotoroom")
{
//USAGE: gotoroom(x,y) (manually add 100)
map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100);
}
if (words[0] == "cutscene")
{
graphics.showcutscenebars = true;
}
if (words[0] == "endcutscene")
{
graphics.showcutscenebars = false;
}
if (words[0] == "audiopause")
{
if (words[1] == "on")
{
game.disabletemporaryaudiopause = false;
}
else if (words[1] == "off")
{
game.disabletemporaryaudiopause = true;
}
}
if (words[0] == "untilbars")
{
if (graphics.showcutscenebars)
{
if (graphics.cutscenebarspos < 360)
{
scriptdelay = 1;
position--;
}
}
else
{
if (graphics.cutscenebarspos > 0)
{
scriptdelay = 1;
position--;
}
}
}
else if (words[0] == "text")
{
//oh boy
//first word is the colour.
if (words[1] == "cyan")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "player")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "red")
{
r = 255;
g = 60;
b = 60;
}
else if (words[1] == "green")
{
r = 144;
g = 255;
b = 144;
}
else if (words[1] == "yellow")
{
r = 255;
g = 255;
b = 134;
}
else if (words[1] == "blue")
{
r = 95;
g = 95;
b = 255;
}
else if (words[1] == "purple")
{
r = 255;
g = 134;
b = 255;
}
else if (words[1] == "white")
{
r = 244;
g = 244;
b = 244;
}
else if (words[1] == "gray")
{
r = 174;
g = 174;
b = 174;
}
else if (words[1] == "orange")
{
r = 255;
g = 130;
b = 20;
}
else if (words[1] == "transparent")
{
r = 0;
g = 0;
b = 0;
}
else
{
//use a gray
r = 174;
g = 174;
b = 174;
}
//next are the x,y coordinates
textx = ss_toi(words[2]);
texty = ss_toi(words[3]);
//Number of lines for the textbox!
txt.clear();
for (int i = 0; i < ss_toi(words[4]); i++)
{
position++;
if (INBOUNDS_VEC(position, commands))
{
txt.push_back(commands[position]);
}
}
}
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] == "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;
}
else // Well, are they asking for a crewmate...?
{
i = getcrewmanfromname(words[1]);
if (INBOUNDS_VEC(i, obj.entities))
{
j = obj.entities[i].dir;
}
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "customposition")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "player")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "cyan")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "purple")
{
i = obj.getcustomcrewman(1);
j = obj.entities[i].dir;
}
else if (words[1] == "yellow")
{
i = obj.getcustomcrewman(2);
j = obj.entities[i].dir;
}
else if (words[1] == "red")
{
i = obj.getcustomcrewman(3);
j = obj.entities[i].dir;
}
else if (words[1] == "green")
{
i = obj.getcustomcrewman(4);
j = obj.entities[i].dir;
}
else if (words[1] == "blue")
{
i = obj.getcustomcrewman(5);
j = obj.entities[i].dir;
}
else if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
if(i==0 && words[1]!="player" && words[1]!="cyan"){
//Requested crewmate is not actually on screen
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
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")
{
textflipme = !textflipme;
}
else if (words[0] == "speak_active" || words[0] == "speak")
{
//Ok, actually display the textbox we've initilised now!
//If using "speak", don't make the textbox active (so we can use multiple textboxes)
if (txt.empty())
{
txt.resize(1);
}
graphics.createtextboxreal(txt[0], textx, texty, r, g, b, textflipme);
textflipme = false;
if ((int) txt.size() > 1)
{
for (i = 1; i < (int) txt.size(); i++)
{
graphics.addline(txt[i]);
}
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= graphics.textboxwidth();
textx += 16;
graphics.textboxmoveto(textx);
}
if (textx == -500 || textx == -1)
{
graphics.textboxcenterx();
}
if (texty == -500)
{
graphics.textboxcentery();
}
graphics.textboxadjust();
if (words[0] == "speak_active")
{
graphics.textboxactive();
}
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "endtext")
{
graphics.textboxremove();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "endtextfast")
{
graphics.textboxremovefast();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "do")
{
//right, loop from this point
looppoint = position;
loopcount = ss_toi(words[1]);
}
else if (words[0] == "loop")
{
//right, loop from this point
loopcount--;
if (loopcount > 0)
{
position = looppoint;
}
}
else if (words[0] == "vvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 30;
obj.entities[i].yp = 46;
obj.entities[i].size = 13;
obj.entities[i].colour = 23;
obj.entities[i].cx = 36;// 6;
obj.entities[i].cy = 12+80;// 2;
obj.entities[i].h = 126-80;// 21;
}
}
else if (words[0] == "undovvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 100;
obj.entities[i].size = 0;
obj.entities[i].colour = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].h = 21;
}
}
else if (words[0] == "createentity")
{
std::string word6 = words[6];
std::string word7 = words[7];
std::string word8 = words[8];
std::string word9 = words[9];
if (!argexists[6]) words[6] = "0";
if (!argexists[7]) words[7] = "0";
if (!argexists[8]) words[8] = "320";
if (!argexists[9]) words[9] = "240";
obj.createentity(
ss_toi(words[1]),
ss_toi(words[2]),
ss_toi(words[3]),
ss_toi(words[4]),
ss_toi(words[5]),
ss_toi(words[6]),
ss_toi(words[7]),
ss_toi(words[8]),
ss_toi(words[9])
);
words[6] = word6;
words[7] = word7;
words[8] = word8;
words[9] = word9;
}
else if (words[0] == "createcrewman")
{
// Note: Do not change the "r" variable, it's used in custom levels
// to have glitchy textbox colors, where the game treats the value
// we set here as the red channel for the color.
r = getcolorfromname(words[3]);
if (r == -1) r = 19;
//convert the command to the right index
if (words[5] == "followplayer") words[5] = "10";
if (words[5] == "followpurple") words[5] = "11";
if (words[5] == "followyellow") words[5] = "12";
if (words[5] == "followred") words[5] = "13";
if (words[5] == "followgreen") words[5] = "14";
if (words[5] == "followblue") words[5] = "15";
if (words[5] == "followposition") words[5] = "16";
if (words[5] == "faceleft")
{
words[5] = "17";
words[6] = "0";
}
if (words[5] == "faceright")
{
words[5] = "17";
words[6] = "1";
}
if (words[5] == "faceplayer")
{
words[5] = "18";
words[6] = "0";
}
if (words[5] == "panic")
{
words[5] = "20";
words[6] = "0";
}
if (ss_toi(words[5]) >= 16)
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
}
else
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]));
}
}
else if (words[0] == "changemood")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changecustommood")
{
if (words[1] == "player")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "cyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "red")
{
i=obj.getcustomcrewman(3);
obj.customcrewmoods[3]=ss_toi(words[2]);
}
else if (words[1] == "green")
{
i=obj.getcustomcrewman(4);
obj.customcrewmoods[4]=ss_toi(words[2]);
}
else if (words[1] == "yellow")
{
i=obj.getcustomcrewman(2);
obj.customcrewmoods[2]=ss_toi(words[2]);
}
else if (words[1] == "blue")
{
i=obj.getcustomcrewman(5);
obj.customcrewmoods[5]=ss_toi(words[2]);
}
else if (words[1] == "purple")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
else if (words[1] == "pink")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changetile")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = ss_toi(words[2]);
}
}
else if (words[0] == "flipgravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
game.gravitycontrol = !game.gravitycontrol;
++game.totalflips;
}
else
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].rule == 7)
{
obj.entities[i].rule = 6;
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities) && obj.getplayer() != i) // Don't destroy player entity
{
obj.entities[i].rule = 7;
obj.entities[i].tile = 6;
}
}
}
else if (words[0] == "changegravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile +=12;
}
}
else if (words[0] == "changedir")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].dir = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
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")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (words[2] == "followplayer") words[2] = "10";
if (words[2] == "followpurple") words[2] = "11";
if (words[2] == "followyellow") words[2] = "12";
if (words[2] == "followred") words[2] = "13";
if (words[2] == "followgreen") words[2] = "14";
if (words[2] == "followblue") words[2] = "15";
if (words[2] == "followposition") words[2] = "16";
if (words[2] == "faceleft")
{
words[2] = "17";
words[3] = "0";
}
if (words[2] == "faceright")
{
words[2] = "17";
words[3] = "1";
}
if (INBOUNDS_VEC(i, obj.entities))
{
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]);
}
}
}
else if (words[0] == "activateteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
}
else if (words[0] == "changecolour")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = getcolorfromname(words[2]);
}
}
else if (words[0] == "squeak")
{
if (words[1] == "player")
{
music.playef(11);
}
else if (words[1] == "cyan")
{
music.playef(11);
}
else if (words[1] == "red")
{
music.playef(16);
}
else if (words[1] == "green")
{
music.playef(12);
}
else if (words[1] == "yellow")
{
music.playef(14);
}
else if (words[1] == "blue")
{
music.playef(13);
}
else if (words[1] == "purple")
{
music.playef(15);
}
else if (words[1] == "cry")
{
music.playef(2);
}
else if (words[1] == "terminal")
{
music.playef(20);
}
}
else if (words[0] == "blackout")
{
game.blackout = true;
}
else if (words[0] == "blackon")
{
game.blackout = false;
}
else if (words[0] == "setcheckpoint")
{
i = obj.getplayer();
game.savepoint = 0;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savex = obj.entities[i].xp ;
game.savey = obj.entities[i].yp;
}
game.savegc = game.gravitycontrol;
game.saverx = game.roomx;
game.savery = game.roomy;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savedir = obj.entities[i].dir;
}
}
else if (words[0] == "gamestate")
{
2022-12-07 00:35:06 +01:00
// Allow the gamestate command bypass statelock, at least for now
game.state = ss_toi(words[1]);
game.statedelay = 0;
}
else if (words[0] == "textboxactive")
{
graphics.textboxactive();
}
else if (words[0] == "gamemode")
{
if (words[1] == "teleporter")
{
game.gamestate = GAMEMODE; /* to set prevgamestate */
game.mapmenuchange(TELEPORTERMODE, false);
game.useteleporter = false; //good heavens don't actually use it
}
else if (words[1] == "game")
{
graphics.resumegamemode = true;
game.prevgamestate = GAMEMODE;
}
}
else if (words[0] == "ifexplored")
{
if (map.isexplored(ss_toi(words[1]), ss_toi(words[2])))
{
load(raw_words[3]);
position--;
}
}
else if (words[0] == "iflast")
{
if (game.lastsaved==ss_toi(words[1]))
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "ifskip")
{
if (game.nocutscenes)
{
load(raw_words[1]);
position--;
}
}
else if (words[0] == "ifflag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "ifcrewlost")
{
int crewmate = ss_toi(words[1]);
if (INBOUNDS_ARR(crewmate, game.crewstats) && !game.crewstats[crewmate])
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "iftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "iftrinketsless")
{
if (game.stat_trinkets < ss_toi(words[1]))
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "hidecoordinates")
{
map.setexplored(ss_toi(words[1]), ss_toi(words[2]), false);
}
else if (words[0] == "showcoordinates")
{
map.setexplored(ss_toi(words[1]), ss_toi(words[2]), true);
}
else if (words[0] == "hideship")
{
map.hideship();
}
else if (words[0] == "showship")
{
map.showship();
}
else if (words[0] == "showsecretlab")
{
map.setexplored(16, 5, true);
map.setexplored(17, 5, true);
map.setexplored(18, 5, true);
map.setexplored(17, 6, true);
map.setexplored(18, 6, true);
map.setexplored(19, 6, true);
map.setexplored(19, 7, true);
map.setexplored(19, 8, true);
}
else if (words[0] == "hidesecretlab")
{
map.setexplored(16, 5, false);
map.setexplored(17, 5, false);
map.setexplored(18, 5, false);
map.setexplored(17, 6, false);
map.setexplored(18, 6, false);
map.setexplored(19, 6, false);
map.setexplored(19, 7, false);
map.setexplored(19, 8, false);
}
else if (words[0] == "showteleporters")
{
map.showteleporters = true;
}
else if (words[0] == "showtargets")
{
map.showtargets = true;
}
else if (words[0] == "showtrinkets")
{
map.showtrinkets = true;
}
else if (words[0] == "hideteleporters")
{
map.showteleporters = false;
}
else if (words[0] == "hidetargets")
{
map.showtargets = false;
}
else if (words[0] == "hidetrinkets")
{
map.showtrinkets = false;
}
else if (words[0] == "hideplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = true;
}
}
else if (words[0] == "showplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = false;
}
}
else if (words[0] == "teleportscript")
{
game.teleportscript = words[1];
}
else if (words[0] == "clearteleportscript")
{
game.teleportscript = "";
}
else if (words[0] == "nocontrol")
{
game.hascontrol = false;
}
else if (words[0] == "hascontrol")
{
game.hascontrol = true;
}
else if (words[0] == "companion")
{
game.companion = ss_toi(words[1]);
}
else if (words[0] == "befadein")
{
graphics.setfade(0);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_NONE;
}
else if (words[0] == "fadein")
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
}
else if (words[0] == "fadeout")
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEOUT;
}
else if (words[0] == "untilfade")
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (FADEMODE_IS_FADING(graphics.fademode))
{
scriptdelay = 1;
position--;
}
}
else if (words[0] == "entersecretlab")
{
game.unlocknum(8);
game.insecretlab = true;
SDL_memset(map.explored, true, sizeof(map.explored));
}
else if (words[0] == "leavesecretlab")
{
game.insecretlab = false;
}
else if (words[0] == "resetgame")
{
map.resetnames();
map.resetmap();
map.resetplayer();
graphics.towerbg.tdrawback = true;
obj.resetallflags();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 0;
}
for (i = 0; i < 100; i++)
{
obj.collect[i] = false;
obj.customcollect[i] = false;
}
game.deathcounts = 0;
game.advancetext = false;
game.hascontrol = true;
game.resetgameclock();
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
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(raw_words[1]);
position--;
}
else if (words[0] == "rollcredits")
{
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
if (map.custommode && !map.custommodeforreal)
{
game.returntoeditor();
ed.note = "Rolled credits";
ed.notedelay = 45;
}
else
#endif
{
game.gamestate = GAMECOMPLETE;
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
game.creditposition = 0;
}
}
else if (words[0] == "finalmode")
{
map.finalmode = true;
map.gotoroom(ss_toi(words[1]), ss_toi(words[2]));
}
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")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
crewmate = getcrewmanfromname(words[2]);
if (crewmate != -1) j = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp > obj.entities[i].xp + 5)
{
obj.entities[i].dir = 1;
}
else if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp < obj.entities[i].xp - 5)
{
obj.entities[i].dir = 0;
}
}
else if (words[0] == "jukebox")
{
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].type == 13)
{
obj.entities[j].colour = 4;
}
}
if (ss_toi(words[1]) == 1)
{
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 2)
{
obj.createblock(5, 128 - 4, 80, 20, 16, 26);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 3)
{
obj.createblock(5, 176 - 4, 80, 20, 16, 27);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 4)
{
obj.createblock(5, 216 - 4, 80, 20, 16, 28);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 5)
{
obj.createblock(5, 88 - 4, 128, 20, 16, 29);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 6)
{
obj.createblock(5, 176 - 4, 128, 20, 16, 30);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 7)
{
obj.createblock(5, 40 - 4, 40, 20, 16, 31);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 40 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 8)
{
obj.createblock(5, 216 - 4, 128, 20, 16, 32);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 9)
{
obj.createblock(5, 128 - 4, 128, 20, 16, 33);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 10)
{
obj.createblock(5, 264 - 4, 40, 20, 16, 34);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 264 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
}
else if (words[0] == "createactivityzone")
{
int crew_color = i; // stay consistent with past behavior!
if (words[1] == "red")
{
i = 3;
crew_color = RED;
}
else if (words[1] == "green")
{
i = 4;
crew_color = GREEN;
}
else if (words[1] == "yellow")
{
i = 2;
crew_color = YELLOW;
}
else if (words[1] == "blue")
{
i = 5;
crew_color = BLUE;
}
else if (words[1] == "purple")
{
i = 1;
crew_color = PURPLE;
}
int crewman = obj.getcrewman(crew_color);
if (INBOUNDS_VEC(crewman, obj.entities) && crew_color == GREEN)
{
obj.createblock(5, obj.entities[crewman].xp - 32, obj.entities[crewman].yp-20, 96, 60, i, "", (i == 35));
}
else if (INBOUNDS_VEC(crewman, obj.entities))
{
obj.createblock(5, obj.entities[crewman].xp - 32, 0, 96, 240, i, "", (i == 35));
}
}
else if (words[0] == "setactivitycolour")
{
obj.customactivitycolour = words[1];
}
else if (words[0] == "setactivitytext")
{
++position;
if (INBOUNDS_VEC(position, commands))
{
obj.customactivitytext = commands[position];
}
}
else if (words[0] == "setactivityposition")
{
obj.customactivitypositionx = ss_toi(words[1]);
obj.customactivitypositiony = ss_toi(words[2]);
}
else if (words[0] == "createrescuedcrew")
{
//special for final level cutscene
//starting at 180, create the rescued crewmembers (ingoring violet, who's at 155)
i = 215;
if (game.crewstats[2] && game.lastsaved!=2)
{
obj.createentity(i, 153, 18, 14, 0, 17, 0);
i += 25;
}
if (game.crewstats[3] && game.lastsaved!=3)
{
obj.createentity(i, 153, 18, 15, 0, 17, 0);
i += 25;
}
if (game.crewstats[4] && game.lastsaved!=4)
{
obj.createentity(i, 153, 18, 13, 0, 17, 0);
i += 25;
}
if (game.crewstats[5] && game.lastsaved!=5)
{
obj.createentity(i, 153, 18, 16, 0, 17, 0);
i += 25;
}
}
else if (words[0] == "restoreplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 0;
}
}
else if (words[0] == "changeplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = getcolorfromname(words[1]);
}
}
else if (words[0] == "changerespawncolour")
{
game.savecolour = getcolorfromname(words[1]);
}
else if (words[0] == "altstates")
{
obj.altstates = ss_toi(words[1]);
}
else if (words[0] == "activeteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 101;
}
}
else if (words[0] == "foundtrinket")
{
music.silencedasmusik();
music.playef(3);
size_t trinket = ss_toi(words[1]);
if (trinket < SDL_arraysize(obj.collect))
{
obj.collect[trinket] = true;
}
graphics.textboxremovefast();
graphics.createtextboxflipme(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found a shiny trinket!");
graphics.textboxcenterx();
std::string usethisnum;
#if !defined(NO_CUSTOM_LEVELS)
if (map.custommode)
{
usethisnum = help.number_words(cl.numtrinkets());
}
else
#endif
{
usethisnum = "Twenty";
}
graphics.createtextboxflipme(" " + help.number_words(game.trinkets()) + " out of " + usethisnum + " ", 50, 135, 174, 174, 174);
graphics.textboxcenterx();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab")
{
music.playef(3);
graphics.textboxremovefast();
graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found the secret lab!");
graphics.textboxcenterx();
graphics.textboxcentery();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab2")
{
graphics.textboxremovefast();
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();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "everybodysad")
{
for (i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 0)
{
obj.entities[i].tile = 144;
}
}
}
else if (words[0] == "startintermission2")
{
map.finalmode = true; //Enable final level mode
game.savex = 228;
game.savey = 129;
game.saverx = 53;
game.savery = 49;
game.savegc = 0;
game.savedir = 0; //Intermission level 2
game.savepoint = 0;
game.gravitycontrol = 0;
map.gotoroom(46, 54);
}
else if (words[0] == "telesave")
{
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele();
}
else if (words[0] == "createlastrescued")
{
r = graphics.crewcolour(game.lastsaved);
if (r == 0 || r == PURPLE)
{
r = GRAY; // Default to gray if invalid color.
}
obj.createentity(200, 153, 18, r, 0, 19, 30);
i = obj.getcrewman(game.lastsaved);
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "specialline")
{
switch(ss_toi(words[1]))
{
case 1:
txt.resize(1);
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
break;
case 2:
txt.resize(3);
if (game.crewrescued() < 5)
{
txt[1] = "to helping you find the";
txt[2] = "rest of the crew!";
}
else
{
txt.resize(2);
txt[1] = "to helping you find " + game.unrescued() + "!";
}
break;
}
}
else if (words[0] == "trinketbluecontrol")
{
if (game.trinkets() == 20 && obj.flags[67])
{
load("talkblue_trinket6");
position--;
}
else if (game.trinkets() >= 19 && !obj.flags[67])
{
load("talkblue_trinket5");
position--;
}
else
{
load("talkblue_trinket4");
position--;
}
}
else if (words[0] == "trinketyellowcontrol")
{
if (game.trinkets() >= 19)
{
load("talkyellow_trinket3");
position--;
}
else
{
load("talkyellow_trinket2");
position--;
}
}
else if (words[0] == "redcontrol")
{
if (game.insecretlab)
{
load("talkred_14");
position--;
}
else if (game.roomx != 104)
{
if (game.roomx == 100)
{
load("talkred_10");
position--;
}
else if (game.roomx == 107)
{
load("talkred_11");
position--;
}
else if (game.roomx == 114)
{
load("talkred_12");
position--;
}
}
else if (obj.flags[67])
{
//game complete
load("talkred_13");
position--;
}
else if (obj.flags[35] && !obj.flags[52])
{
//Intermission level
obj.flags[52] = true;
load("talkred_9");
position--;
}
else if (!obj.flags[51])
{
//We're back home!
obj.flags[51] = true;
load("talkred_5");
position--;
}
else if (!obj.flags[48] && game.crewstats[5])
{
//Victoria's back
obj.flags[48] = true;
load("talkred_6");
position--;
}
else if (!obj.flags[49] && game.crewstats[4])
{
//Verdigris' back
obj.flags[49] = true;
load("talkred_7");
position--;
}
else if (!obj.flags[50] && game.crewstats[2])
{
//Vitellary's back
obj.flags[50] = true;
load("talkred_8");
position--;
}
else if (!obj.flags[45] && !game.crewstats[5])
{
obj.flags[45] = true;
load("talkred_2");
position--;
}
else if (!obj.flags[46] && !game.crewstats[4])
{
obj.flags[46] = true;
load("talkred_3");
position--;
}
else if (!obj.flags[47] && !game.crewstats[2])
{
obj.flags[47] = true;
load("talkred_4");
position--;
}
else
{
obj.flags[45] = false;
obj.flags[46] = false;
obj.flags[47] = false;
load("talkred_1");
position--;
}
}
//TODO: Non Urgent fix compiler nesting errors without adding complexity
if (words[0] == "greencontrol")
{
if (game.insecretlab)
{
load("talkgreen_11");
position--;
}
else if (game.roomx == 103 && game.roomy == 109)
{
load("talkgreen_8");
position--;
}
else if (game.roomx == 101 && game.roomy == 109)
{
load("talkgreen_9");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkgreen_10");
position--;
}
else if (obj.flags[34] && !obj.flags[57])
{
//Intermission level
obj.flags[57] = true;
load("talkgreen_7");
position--;
}
else if (!obj.flags[53])
{
//Home!
obj.flags[53] = true;
load("talkgreen_6");
position--;
}
else if (!obj.flags[54] && game.crewstats[2])
{
obj.flags[54] = true;
load("talkgreen_5");
position--;
}
else if (!obj.flags[55] && game.crewstats[3])
{
obj.flags[55] = true;
load("talkgreen_4");
position--;
}
else if (!obj.flags[56] && game.crewstats[5])
{
obj.flags[56] = true;
load("talkgreen_3");
position--;
}
else if (!obj.flags[58])
{
obj.flags[58] = true;
load("talkgreen_2");
position--;
}
else
{
load("talkgreen_1");
position--;
}
}
else if (words[0] == "bluecontrol")
{
if (game.insecretlab)
{
load("talkblue_9");
position--;
}
else if (obj.flags[67])
{
//game complete, everything changes for victoria
if (obj.flags[41] && !obj.flags[42])
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42])
{
//Third trinket conversation
obj.flags[42] = true;
load("talkblue_trinket3");
position--;
}
else
{
//Ok, we've already dealt with the trinket thing; so either you have them all, or you don't. If you do:
if (game.trinkets() >= 20)
{
load("startepilogue");
position--;
}
else
{
load("talkblue_8");
position--;
}
}
}
else if (obj.flags[33] && !obj.flags[40])
{
//Intermission level
obj.flags[40] = true;
load("talkblue_7");
position--;
}
else if (!obj.flags[36] && game.crewstats[5])
{
//Back on the ship!
obj.flags[36] = true;
load("talkblue_3");
position--;
}
else if (!obj.flags[41] && game.crewrescued() <= 4)
{
//First trinket conversation
obj.flags[41] = true;
load("talkblue_trinket1");
position--;
}
else if (obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//Third trinket conversation
obj.flags[42] = true;
load("talkblue_trinket3");
position--;
}
else if (!obj.flags[37] && game.crewstats[2])
{
obj.flags[37] = true;
load("talkblue_4");
position--;
}
else if (!obj.flags[38] && game.crewstats[3])
{
obj.flags[38] = true;
load("talkblue_5");
position--;
}
else if (!obj.flags[39] && game.crewstats[4])
{
obj.flags[39] = true;
load("talkblue_6");
position--;
}
else
{
//if all else fails:
//if yellow is found
if (game.crewstats[2])
{
load("talkblue_2");
position--;
}
else
{
load("talkblue_1");
position--;
}
}
}
else if (words[0] == "yellowcontrol")
{
if (game.insecretlab)
{
load("talkyellow_12");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkyellow_11");
position--;
}
else if (obj.flags[32] && !obj.flags[31])
{
//Intermission level
obj.flags[31] = true;
load("talkyellow_6");
position--;
}
else if (!obj.flags[27] && game.crewstats[2])
{
//Back on the ship!
obj.flags[27] = true;
load("talkyellow_10");
position--;
}
else if (!obj.flags[43] && game.crewrescued() == 5 && !game.crewstats[5])
{
//If by chance we've rescued everyone except Victoria by the end, Vitellary provides you with
//the trinket information instead.
obj.flags[43] = true;
obj.flags[42] = true;
obj.flags[41] = true;
load("talkyellow_trinket1");
position--;
}
else if (!obj.flags[24] && game.crewstats[5])
{
obj.flags[24] = true;
load("talkyellow_8");
position--;
}
else if (!obj.flags[26] && game.crewstats[4])
{
obj.flags[26] = true;
load("talkyellow_7");
position--;
}
else if (!obj.flags[25] && game.crewstats[3])
{
obj.flags[25] = true;
load("talkyellow_9");
position--;
}
else if (!obj.flags[28])
{
obj.flags[28] = true;
load("talkyellow_3");
position--;
}
else if (!obj.flags[29])
{
obj.flags[29] = true;
load("talkyellow_4");
position--;
}
else if (!obj.flags[30])
{
obj.flags[30] = true;
load("talkyellow_5");
position--;
}
else if (!obj.flags[23])
{
obj.flags[23] = true;
load("talkyellow_2");
position--;
}
else
{
load("talkyellow_1");
position--;
obj.flags[23] = false;
}
}
else if (words[0] == "purplecontrol")
{
//Controls Purple's conversion
//Crew rescued:
if (game.insecretlab)
{
load("talkpurple_9");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkpurple_8");
position--;
}
else if (!obj.flags[17] && game.crewstats[4])
{
obj.flags[17] = true;
load("talkpurple_6");
position--;
}
else if (!obj.flags[15] && game.crewstats[5])
{
obj.flags[15] = true;
load("talkpurple_4");
position--;
}
else if (!obj.flags[16] && game.crewstats[3])
{
obj.flags[16] = true;
load("talkpurple_5");
position--;
}
else if (!obj.flags[18] && game.crewstats[2])
{
obj.flags[18] = true;
load("talkpurple_7");
position--;
}
else if (obj.flags[19] && !obj.flags[20] && !obj.flags[21])
{
//intermission one: if played one / not had first conversation / not played two [conversation one]
obj.flags[21] = true;
load("talkpurple_intermission1");
position--;
}
else if (obj.flags[20] && obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
obj.flags[22] = true;
load("talkpurple_intermission2");
position--;
}
else if (obj.flags[20] && !obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
obj.flags[22] = true;
load("talkpurple_intermission3");
position--;
}
else if (!obj.flags[12])
{
//Intro conversation
obj.flags[12] = true;
load("talkpurple_intro");
position--;
}
else if (!obj.flags[14])
{
//Shorter intro conversation
obj.flags[14] = true;
load("talkpurple_3");
position--;
}
else
{
//if all else fails:
//if green is found
if (game.crewstats[4])
{
load("talkpurple_2");
position--;
}
else
{
load("talkpurple_1");
position--;
}
}
}
position++;
}
else
{
running = false;
}
// Don't increment if we're at the max, signed int overflow is UB
if (execution_counter == SHRT_MAX)
{
// We must be in an infinite loop
vlog_warn("Warning: execution counter got to %i, stopping script", SHRT_MAX);
running = false;
}
else
{
execution_counter++;
}
}
if(scriptdelay>0)
{
scriptdelay--;
}
2020-01-01 21:29:24 +01:00
}
void scriptclass::resetgametomenu(void)
2020-01-01 21:29:24 +01:00
{
obj.entities.clear();
game.quittomenu();
game.createmenu(Menu::gameover);
2020-01-01 21:29:24 +01:00
}
static void gotoerrorloadinglevel(void)
{
game.createmenu(Menu::errorloadinglevel);
map.nexttowercolour();
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN; /* start fade in */
music.currentsong = -1; /* otherwise music.play won't work */
music.play(6); /* title screen music */
}
void scriptclass::startgamemode( int t )
2020-01-01 21:29:24 +01:00
{
switch(t)
{
case 0: //Normal new game
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.setbars(320);
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 1:
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadtele();
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
case 2: //Load Quicksave
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadquick();
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
//a very special case for here needs to ensure that the tower is set correctly
if (map.towermode)
{
map.resetplayer();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.ypos = obj.entities[i].yp - 120;
map.oldypos = map.ypos;
}
map.setbgobjlerp(graphics.towerbg);
map.cameramode = 0;
map.colsuperstate = 0;
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
//Start Time Trial
music.fadeout();
hardreset();
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = t - 3;
switch (t)
{
case 3:
game.timetrialpar = 75;
game.timetrialshinytarget = 2;
break;
case 4:
game.timetrialpar = 165;
game.timetrialshinytarget = 4;
break;
case 5:
game.timetrialpar = 105;
game.timetrialshinytarget = 2;
break;
case 6:
game.timetrialpar = 200;
game.timetrialshinytarget = 5;
break;
case 7:
game.timetrialpar = 120;
game.timetrialshinytarget = 1;
break;
case 8:
game.timetrialpar = 135;
game.timetrialshinytarget = 1;
map.finalmode = true; //Enable final level mode
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
break;
}
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if (obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
case 9:
game.gamestate = GAMEMODE;
hardreset();
game.nodeathmode = true;
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.setbars(320);
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 10:
game.gamestate = GAMEMODE;
hardreset();
game.nodeathmode = true;
game.nocutscenes = true;
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.setbars(320);
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 11:
game.gamestate = GAMEMODE;
hardreset();
game.startspecial(0);
game.jumpheld = true;
//Secret lab, so reveal the map, give them all 20 trinkets
SDL_memset(obj.collect, true, sizeof(obj.collect[0]) * 20);
SDL_memset(map.explored, true, sizeof(map.explored));
i = 400; /* previously a nested for-loop set this */
game.insecretlab = true;
map.showteleporters = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
music.play(11);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
case 12:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 13:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 14:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 15:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 16:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 17:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 18:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 19:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
#ifndef NO_CUSTOM_LEVELS
# ifndef NO_EDITOR
case 20:
//Level editor
hardreset();
cl.reset();
ed.reset();
music.fadeout();
map.custommode = true;
map.custommodeforreal = false;
game.gamestate = EDITORMODE;
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
case 21: //play custom level (in editor)
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
//If warpdir() is used during playtesting, we need to set it back after!
for (int j = 0; j < cl.maxheight; j++)
{
for (int i = 0; i < cl.maxwidth; i++)
{
ed.kludgewarpdir[i+(j*cl.maxwidth)]=cl.roomproperties[i+(j*cl.maxwidth)].warpdir;
}
}
game.customstart();
game.jumpheld = true;
ed.ghosts.clear();
map.custommode = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
2022-11-30 17:17:05 +01:00
cl.generatecustomminimap();
map.customshowmm = true;
if (cl.levmusic > 0)
{
music.play(cl.levmusic);
2022-11-30 17:17:05 +01:00
}
else
{
music.currentsong = -1;
}
break;
# endif /* NO_EDITOR */
case 22: //play custom level (in game)
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(cl.ListOfMetaData[game.playcustomlevel].filename);
if (!cl.load(filename))
{
gotoerrorloadinglevel();
break;
}
cl.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
game.customstart();
game.jumpheld = true;
map.custommodeforreal = true;
map.custommode = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
cl.generatecustomminimap();
map.customshowmm=true;
if(cl.levmusic>0){
music.play(cl.levmusic);
}else{
music.currentsong=-1;
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
}
case 23: //Continue in custom level
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(cl.ListOfMetaData[game.playcustomlevel].filename);
if (!cl.load(filename))
{
gotoerrorloadinglevel();
break;
}
cl.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
map.custommodeforreal = true;
map.custommode = true;
game.customstart();
game.customloadquick(cl.ListOfMetaData[game.playcustomlevel].filename);
game.jumpheld = true;
game.gravitycontrol = game.savegc;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
cl.generatecustomminimap();
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
}
#endif /* NO_CUSTOM_LEVELS */
case 100:
VVV_exit(0);
break;
}
2020-01-01 21:29:24 +01:00
}
void scriptclass::teleport(void)
2020-01-01 21:29:24 +01:00
{
//er, ok! Teleport to a new area, so!
//A general rule of thumb: if you teleport with a companion, get rid of them!
game.companion = 0;
i = obj.getplayer(); //less likely to have a serious collision error if the player is centered
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 150;
obj.entities[i].yp = 110;
if(game.teleport_to_x==17 && game.teleport_to_y==17) obj.entities[i].xp = 88; //prevent falling!
obj.entities[i].lerpoldxp = obj.entities[i].xp;
obj.entities[i].lerpoldyp = obj.entities[i].yp;
}
if (game.teleportscript == "levelonecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
else if (game.teleportscript == "gamecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
game.gravitycontrol = 0;
map.gotoroom(100+game.teleport_to_x, 100+game.teleport_to_y);
j = obj.getteleporter();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].state = 2;
}
game.teleport_to_new_area = false;
if (INBOUNDS_VEC(j, obj.entities))
{
game.savepoint = obj.entities[j].para;
game.savex = obj.entities[j].xp + 44;
game.savey = obj.entities[j].yp + 44;
}
game.savegc = 0;
game.saverx = game.roomx;
game.savery = game.roomy;
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
game.savedir = obj.entities[player].dir;
}
if(game.teleport_to_x==0 && game.teleport_to_y==0)
{
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game.setstate(4020);
}
else if(game.teleport_to_x==0 && game.teleport_to_y==16)
{
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game.setstate(4030);
}
else if(game.teleport_to_x==7 && game.teleport_to_y==9)
{
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game.setstate(4040);
}
else if(game.teleport_to_x==8 && game.teleport_to_y==11)
{
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game.setstate(4050);
}
else if(game.teleport_to_x==14 && game.teleport_to_y==19)
{
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game.setstate(4030);
}
else if(game.teleport_to_x==17 && game.teleport_to_y==12)
{
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game.setstate(4020);
}
else if(game.teleport_to_x==17 && game.teleport_to_y==17)
{
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game.setstate(4020);
}
else if(game.teleport_to_x==18 && game.teleport_to_y==7)
{
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game.setstate(4060);
}
else
{
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game.setstate(4010);
}
if (game.teleportscript != "")
{
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game.setstate(0);
load(game.teleportscript);
game.teleportscript = "";
}
else
{
//change music based on location
if (game.teleport_to_x == 2 && game.teleport_to_y == 11)
{
/* Special case: Ship music needs to be set here;
* ship teleporter on music map is -1 for jukebox. */
music.niceplay(4);
}
game.savetele_textbox();
}
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}
void scriptclass::hardreset(void)
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{
const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2);
if (game.seed_use_sdl_getticks)
{
/* The RNG is 32-bit. We don't _really_ need 64-bit... */
xoshiro_seed((Uint32) SDL_GetTicks64());
}
else
{
xoshiro_seed(game.framecounter);
}
//Game:
game.hascontrol = true;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.roomx = 0;
game.roomy = 0;
}
game.prevroomx = 0;
game.prevroomy = 0;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
game.tapleft = 0;
game.tapright = 0;
game.startscript = false;
game.newscript = "";
game.alarmon = false;
game.alarmdelay = 0;
game.blackout = false;
game.useteleporter = false;
game.teleport_to_teleporter = 0;
game.nodeathmode = false;
game.nocutscenes = false;
for (i = 0; i < (int) SDL_arraysize(game.crewstats); i++)
{
game.crewstats[i] = false;
}
game.crewstats[0] = true;
game.lastsaved = 0;
game.deathcounts = 0;
game.gameoverdelay = 0;
game.resetgameclock();
game.gamesaved = false;
game.gamesavefailed = false;
game.savetime = "00:00";
game.savearea = "nowhere";
game.savetrinkets = 0;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.saverx = 0;
game.savery = 0;
}
game.savecolour = 0;
game.intimetrial = false;
game.timetrialcountdown = 0;
game.timetrialshinytarget = 0;
game.timetrialparlost = false;
game.timetrialpar = 0;
game.totalflips = 0;
game.hardestroom = "Welcome Aboard";
game.hardestroomdeaths = 0;
game.currentroomdeaths=0;
game.swnmode = false;
game.swntimer = 0;
game.swngame = 0;//Not playing sine wave ninja!
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
game.swndeaths = 0;
game.supercrewmate = false;
game.scmhurt = false;
game.scmprogress = 0;
game.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;
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game.unlockstate();
game.state = 0;
game.statedelay = 0;
game.hascontrol = true;
if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0))
{
// Keep the "- Press ACTION to advance text -" prompt around,
// apparently the speedrunners call it the "text storage" glitch
game.advancetext = false;
}
game.pausescript = false;
game.completestop = false;
game.flashlight = 0;
game.screenshake = 0;
game.activeactivity = -1;
game.act_fade = 5;
game.disabletemporaryaudiopause = true;
game.ingame_titlemode = false;
//dwgraphicsclass
graphics.backgrounddrawn = false;
graphics.textboxes.clear();
graphics.flipmode = false; //This will be reset if needs be elsewhere
graphics.showcutscenebars = false;
graphics.setbars(0);
//mapclass
map.warpx = false;
map.warpy = false;
map.showteleporters = false;
map.showtargets = false;
map.showtrinkets = false;
map.finalmode = false;
map.finalstretch = false;
map.final_colormode = false;
map.final_colorframe = 0;
map.final_colorframedelay = 0;
map.final_mapcol = 0;
map.final_aniframe = 0;
map.final_aniframedelay = 0;
map.rcol = 0;
map.resetnames();
map.custommode=false;
map.custommodeforreal=false;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system even more glitchy
map.towermode=false;
}
map.cameraseekframe = 0;
map.resumedelay = 0;
graphics.towerbg.scrolldir = 0;
map.customshowmm=true;
SDL_memset(map.roomdeaths, 0, sizeof(map.roomdeaths));
SDL_memset(map.roomdeathsfinal, 0, sizeof(map.roomdeathsfinal));
map.resetmap();
//entityclass
obj.nearelephant = false;
obj.upsetmode = false;
obj.upset = 0;
obj.trophytext = 0 ;
obj.trophytype = 0;
obj.altstates = 0;
obj.resetallflags();
for (i = 0; i < (int) SDL_arraysize(obj.customcrewmoods); i++){
obj.customcrewmoods[i]=true;
}
SDL_memset(obj.collect, false, sizeof(obj.collect));
SDL_memset(obj.customcollect, false, sizeof(obj.customcollect));
i = 100; //previously a for-loop iterating over collect/customcollect set this to 100
int theplayer = obj.getplayer();
if (INBOUNDS_VEC(theplayer, obj.entities)){
obj.entities[theplayer].tile = 0;
}
/* Disable duplicate player entities */
for (int i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 0 && i != theplayer)
{
obj.disableentity(i);
}
}
obj.customscript = "";
//Script Stuff
position = 0;
commands.clear();
scriptdelay = 0;
scriptname = "null";
running = false;
for (size_t ii = 0; ii < NUM_SCRIPT_ARGS; ++ii)
{
words[ii] = "";
raw_words[ii] = "";
}
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obj.customactivitycolour = "";
obj.customactivitytext = "";
obj.customactivitypositionx = -1;
obj.customactivitypositiony = -1;
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}
void scriptclass::loadcustom(const std::string& t)
{
//this magic function breaks down the custom script and turns into real scripting!
std::string cscriptname="";
for(size_t i=0; i<t.length(); i++){
if(i>=7) cscriptname+=t[i];
}
std::string tstring;
std::vector<std::string>* contents = NULL;
for(size_t i = 0; i < customscripts.size(); i++){
Script& script_ = customscripts[i];
if(script_.name == cscriptname){
contents = &script_.contents;
break;
}
}
if(contents == NULL){
return;
}
std::vector<std::string>& lines = *contents;
//Ok, we've got the relavent script segment, we do a pass to assess it, then run it!
int customcutscenemode=0;
for(size_t i=0; i<lines.size(); i++){
tokenize(lines[i]);
if(words[0] == "say"){
customcutscenemode=1;
}else if(words[0] == "reply"){
customcutscenemode=1;
}
}
if(customcutscenemode==1){
add("cutscene()");
add("untilbars()");
}
int customtextmode=0;
int speakermode=0; //0, terminal, numbers for crew
int squeakmode=0;//default on
//Now run the script
for(size_t i=0; i<lines.size(); i++){
words[0]="nothing"; //Default!
words[1]="1"; //Default!
tokenize(lines[i]);
for (size_t ii = 0; ii < words[0].length(); ii++)
{
words[0][ii] = SDL_tolower(words[0][ii]);
}
if(words[0] == "music"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="0"){
tstring="stopmusic()";
}else{
if(words[1]=="11"){ tstring="play(14)";
}else if(words[1]=="10"){ tstring="play(13)";
}else if(words[1]=="9"){ tstring="play(12)";
}else if(words[1]=="8"){ tstring="play(11)";
}else if(words[1]=="7"){ tstring="play(10)";
}else if(words[1]=="6"){ tstring="play(8)";
}else if(words[1]=="5"){ tstring="play(6)";
}else { tstring="play("+words[1]+")"; }
}
add(tstring);
}else if(words[0] == "playremix"){
add("play(15)");
}else if(words[0] == "flash"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("flash(5)");
add("shake(20)");
add("playef(9)");
}else if(words[0] == "sad" || words[0] == "cry"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,1)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,1)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,1)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,1)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,1)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,1)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,1)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,1)");
add("changecustommood(customcyan,1)");
add("changecustommood(purple,1)");
add("changecustommood(yellow,1)");
add("changecustommood(red,1)");
add("changecustommood(green,1)");
add("changecustommood(blue,1)");
}else{
add("changemood(player,1)");
}
if(squeakmode==0) add("squeak(cry)");
}else if(words[0] == "happy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,0)");
if(squeakmode==0) add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,0)");
if(squeakmode==0) add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,0)");
if(squeakmode==0) add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,0)");
if(squeakmode==0) add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,0)");
if(squeakmode==0) add("squeak(blue)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,0)");
add("changecustommood(customcyan,0)");
add("changecustommood(purple,0)");
add("changecustommood(yellow,0)");
add("changecustommood(red,0)");
add("changecustommood(green,0)");
add("changecustommood(blue,0)");
}else{
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}
}else if(words[0] == "squeak"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("squeak(blue)");
}else if(words[1]=="cry" || words[1]=="sad"){
add("squeak(cry)");
}else if(words[1]=="on"){
squeakmode=0;
}else if(words[1]=="off"){
squeakmode=1;
}
}else if(words[0] == "delay"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "flag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "map"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "warpdir"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "ifwarp"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "iftrinkets"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "ifflag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "iftrinketsless"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "destroy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "speaker"){
speakermode=0;
if(words[1]=="gray" || words[1]=="grey" || words[1]=="terminal" || words[1]=="0") speakermode=0;
if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="player" || words[1]=="1") speakermode=1;
if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2") speakermode=2;
if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3") speakermode=3;
if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4") speakermode=4;
if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5") speakermode=5;
if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6") speakermode=6;
}else if(words[0] == "say"){
//Speakers!
if(words[2]=="terminal" || words[2]=="gray" || words[2]=="grey" || words[2]=="0") speakermode=0;
if(words[2]=="cyan" || words[2]=="viridian" || words[2]=="player" || words[2]=="1") speakermode=1;
if(words[2]=="purple" || words[2]=="violet" || words[2]=="pink" || words[2]=="2") speakermode=2;
if(words[2]=="yellow" || words[2]=="vitellary" || words[2]=="3") speakermode=3;
if(words[2]=="red" || words[2]=="vermilion" || words[2]=="4") speakermode=4;
if(words[2]=="green" || words[2]=="verdigris" || words[2]=="5") speakermode=5;
if(words[2]=="blue" || words[2]=="victoria" || words[2]=="6") speakermode=6;
switch(speakermode){
case 0:
if(squeakmode==0) add("squeak(terminal)");
add("text(gray,0,114,"+words[1]+")");
break;
case 1: //NOT THE PLAYER
if(squeakmode==0) add("squeak(cyan)");
add("text(cyan,0,0,"+words[1]+")");
break;
case 2:
if(squeakmode==0) add("squeak(purple)");
add("text(purple,0,0,"+words[1]+")");
break;
case 3:
if(squeakmode==0) add("squeak(yellow)");
add("text(yellow,0,0,"+words[1]+")");
break;
case 4:
if(squeakmode==0) add("squeak(red)");
add("text(red,0,0,"+words[1]+")");
break;
case 5:
if(squeakmode==0) add("squeak(green)");
add("text(green,0,0,"+words[1]+")");
break;
case 6:
if(squeakmode==0) add("squeak(blue)");
add("text(blue,0,0,"+words[1]+")");
break;
}
int ti=help.Int(words[1].c_str());
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int nti = ti>=0 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
switch(speakermode){
case 0: add("customposition(center)"); break;
case 1: add("customposition(cyan,above)"); break;
case 2: add("customposition(purple,above)"); break;
case 3: add("customposition(yellow,above)"); break;
case 4: add("customposition(red,above)"); break;
case 5: add("customposition(green,above)"); break;
case 6: add("customposition(blue,above)"); break;
}
add("speak_active");
customtextmode=1;
}else if(words[0] == "reply"){
//For this version, terminal only
if(squeakmode==0) add("squeak(player)");
add("text(cyan,0,0,"+words[1]+")");
int ti=help.Int(words[1].c_str());
2022-11-30 00:04:46 +01:00
int nti = ti>=0 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
add("position(player,above)");
add("speak_active");
customtextmode=1;
}
}
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(customcutscenemode==1){
add("endcutscene()");
add("untilbars()");
}
}