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VVVVVV/mobile_version/src/scriptclass.as

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2020-01-01 21:29:24 +01:00
package {
import flash.ui.Keyboard;
import flash.display.*;
import flash.geom.*;
import flash.events.*;
import flash.net.*;
import bigroom.input.KeyPoll;
import flash.system.fscommand;
public class scriptclass extends Sprite {
public var GAMEMODE:int = 0;
public var TITLEMODE:int = 1;
public var CLICKTOSTART:int = 2;
public var FOCUSMODE:int = 3;
public var MAPMODE:int = 4;
public var TELEPORTERMODE:int = 5;
public var GAMECOMPLETE:int = 6;
public var GAMECOMPLETE2:int = 7;
public var EDITORMODE:int = 8;
include "includes/scripts.as";
include "includes/terminalscripts.as";
public function scriptclass():void {
//Init
for (i = 0; i < 500; i++) {
commands.push(new String);
}
for (i = 0; i < 40; i++) {
words.push(new String);
txt.push(new String);
}
position = 0; scriptlength = 0; scriptdelay = 0;
running = false;
}
public function clearcustom():void{
editor.customscript.length = 0;
}
public function add(t:String):void {
commands[scriptlength] = t;
scriptlength++;
}
public function tokenize(t:String):void {
j = 0; tempword = "";
for (i = 0; i < t.length; i++) {
currentletter = t.substr(i, 1);
if (currentletter == "(" || currentletter == ")" || currentletter == ",") {
words[j] = tempword;
words[j] = words[j].toLowerCase();
j++; tempword = "";
}else if (currentletter == " ") {
//don't do anything - i.e. strip out spaces.
}else {
tempword += currentletter;
}
}
if (tempword != "") {
words[j] = tempword;
}
}
public function run(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
while(running && scriptdelay<=0 && !game.pausescript){
if (position < scriptlength) {
//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)
i = obj.getplayer();
obj.entities[i].xp += int(words[1]);
obj.entities[i].yp += int(words[2]);
scriptdelay = 1;
}else if (words[0] == "warpdir"){
var temprx:int = int(words[1]) - 1;
var tempry:int = int(words[2]) - 1;
var curlevel:int = temprx + (editor.maxwidth * (tempry));
editor.level[curlevel].warpdir = int(words[3]);
//If screen warping, then override all that:
dwgfx.backgrounddrawn = false;
//Do we update our own room?
if (game.roomx - 100 == temprx && game.roomy - 100 == tempry) {
map.warpx = false; map.warpy = false;
if (editor.level[curlevel].warpdir == 0) {
map.background = 1;
}else if(editor.level[curlevel].warpdir==1){
map.warpx=true;
map.background=3;
dwgfx.rcol = editor.getwarpbackground(temprx, tempry);
}else if(editor.level[curlevel].warpdir==2){
map.warpy=true;
map.background=4;
dwgfx.rcol = editor.getwarpbackground(temprx,tempry);
}else if(editor.level[curlevel].warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
dwgfx.rcol = editor.getwarpbackground(temprx,tempry);
}
}
}else if (words[0] == "ifwarp"){
if (editor.level[int(words[1]) - 1 + (editor.maxwidth * (int(words[2]) - 1))].warpdir == int(words[3])) {
load("custom_"+words[4]);
position--;
}
}else if (words[0] == "destroy"){
if(words[1]=="gravitylines"){
for (var edi:int = 0; edi < obj.nentity; edi++) {
if(obj.entities[edi].type==9) obj.entities[edi].active=false;
if(obj.entities[edi].type==10) obj.entities[edi].active=false;
}
}else if(words[1]=="warptokens"){
for (edi = 0; edi < obj.nentity; edi++) {
if(obj.entities[edi].type==11) obj.entities[edi].active=false;
}
}else if(words[1]=="platforms"){
for (edi = 0; edi < obj.nentity; edi++) {
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) obj.entities[edi].active=false;
}
}
}else if (words[0] == "customiftrinkets"){
if (game.trinkets >= int(words[1])) {
load("custom_" + words[2]);
position--;
}
}else if (words[0] == "customiftrinketsless"){
if (game.stat_trinkets < int(words[1])) {
load("custom_" + words[2]);
position--;
}
}else if (words[0] == "customifflag"){
if (obj.flags[int(words[1])] == 1) {
load("custom_" + words[2]);
position--;
}
}else if (words[0] == "custommap"){
if (words[1] == "on") {
map.customshowmm = true;
}else if (words[1] == "off") {
map.customshowmm = false;
}
}else if (words[0] == "delay") {
//USAGE: delay(frames)
scriptdelay = int(words[1]);
}else if (words[0] == "flag") {
if(words[2]=="on"){
obj.changeflag(int(words[1]), 1);
}else if(words[2]=="off"){
obj.changeflag(int(words[1]), 0);
}
}else if (words[0] == "flash") {
//USAGE: flash(frames)
game.flashlight = int(words[1]);
}else if (words[0] == "shake") {
//USAGE: shake(frames)
game.screenshake = int(words[1]);
}else 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 = int(words[2]);
}else if (words[0] == "flip") {
game.press_action = true;
scriptdelay = 1;
}else if (words[0] == "tofloor") {
if(obj.entities[obj.getplayer()].onroof>0){
game.press_action = true;
scriptdelay = 1;
}
}else if (words[0] == "playef") {
music.playef(int(words[1]), int(words[2]));
}else if (words[0] == "play") {
music.play(int(words[1]));
}else if (words[0] == "stopmusic") {
music.haltdasmusik();
}else if (words[0] == "resumemusic") {
music.play(music.resumesong);
}else if (words[0] == "musicfadeout") {
music.fadeout();
}else if (words[0] == "musicfadein") {
music.musicfadein = 90;
}else if (words[0] == "trinketscriptmusic"){
music.play(4);
}else if (words[0] == "gotoposition") {
//USAGE: gotoposition(x position, y position, gravity position)
i = obj.getplayer();
obj.entities[i].xp = int(words[1]);
obj.entities[i].yp = int(words[2]);
game.gravitycontrol = int(words[3]);
}else if (words[0] == "gotoroom") {
//USAGE: gotoroom(x,y) (manually add 100)
map.gotoroom(int(words[1])+100, int(words[2])+100, dwgfx, game, obj, music);
}else if (words[0] == "cutscene") {
dwgfx.showcutscenebars = true;
}else if (words[0] == "endcutscene") {
dwgfx.showcutscenebars = false;
}else if (words[0] == "untilbars") {
if (dwgfx.showcutscenebars) {
if (dwgfx.cutscenebarspos < 360) { scriptdelay = 1; position--; }
}else {
if (dwgfx.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] == "gray") { r = 174; g = 174; b = 174;
}else {
//use a gray
r = 174; g = 174; b = 174;
}
//next are the x,y coordinates
textx = int(words[2]);
texty = int(words[3]);
//Number of lines for the textbox!
txtnumlines = int(words[4]);
for (i = 0; i < txtnumlines; i++) {
position++;
txt[i] = 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] == "player") {
i = obj.getplayer();
j = obj.entities[i].dir;
}else if (words[1] == "cyan") {
i = obj.getcrewman(0);
j = obj.entities[i].dir;
}else if (words[1] == "purple") {
i = obj.getcrewman(1);
j = obj.entities[i].dir;
}else if (words[1] == "yellow") {
i = obj.getcrewman(2);
j = obj.entities[i].dir;
}else if (words[1] == "red") {
i = obj.getcrewman(3);
j = obj.entities[i].dir;
}else if (words[1] == "green") {
i = obj.getcrewman(4);
j = obj.entities[i].dir;
}else if (words[1] == "blue") {
i = obj.getcrewman(5);
j = obj.entities[i].dir;
}else if (words[1] == "centerx") {
words[2] = "donothing"; j = -1;
textx = -500;
}else if (words[1] == "centery") {
words[2] = "donothing"; j = -1;
texty = -500;
}else if (words[1] == "center") {
words[2] = "donothing"; j = -1;
textx = -500; texty = -500;
}
//next is whether to position above or below
if (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 - (txtnumlines*8);
}else if (j == 0) { //Right
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txtnumlines * 8);
}
}else {
if (j == 1) { //left
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}else if (j == 0) { //Right
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}else if (words[0] == "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 (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 - (txtnumlines*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txtnumlines * 8);
}
}else{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}else if (words[0] == "backgroundtext") {
game.backgroundtext = true;
}else if (words[0] == "flipme") {
if(dwgfx.flipmode) texty += 2*(120 - texty);
}else if (words[0] == "speak_active") {
//Ok, actually display the textbox we've initilised now!
dwgfx.createtextbox(txt[0], textx, texty, r, g, b);
if (txtnumlines > 1) {
for (i = 1; i < txtnumlines; i++) {
dwgfx.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 -= dwgfx.textboxwidth();
textx += 16;
dwgfx.textboxmoveto(textx);
}
if (textx == -500) {
dwgfx.textboxcenterx();
}
if (texty == -500) {
dwgfx.textboxcentery();
}
dwgfx.textboxadjust();
dwgfx.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;
}
if (game.mobilemenu) {
if (game.controlstyle == 0) {
/*
for (var vti:int = 0; vti < key.touchPoints; vti++) {
if (key.touchid[vti] != key.controlstick) {
game.jumpheld = true;
}
}
*/
if (key.touchPoints > 0) {
game.jumpheld = true;
}
}else {
if (key.touchPoints > 0) {
game.jumpheld = true;
}
}
}
}
game.backgroundtext = false;
}else if (words[0] == "speak") {
//Exactly as above, except don't make the textbox active (so we can use multiple textboxes)
dwgfx.createtextbox(txt[0], textx, texty, r, g, b);
if (txtnumlines > 1) {
for (i = 1; i < txtnumlines; i++) {
dwgfx.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 -= dwgfx.textboxwidth();
textx += 16;
dwgfx.textboxmoveto(textx);
}
if (textx == -500) {
dwgfx.textboxcenterx();
}
if (texty == -500) {
dwgfx.textboxcentery();
}
dwgfx.textboxadjust();
//dwgfx.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") {
dwgfx.textboxremove();
game.hascontrol = true;
game.advancetext = false;
}else if (words[0] == "endtextfast") {
dwgfx.textboxremovefast();
game.hascontrol = true;
game.advancetext = false;
}else if (words[0] == "do") {
//right, loop from this point
looppoint = position;
loopcount = int(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();
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();
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") {
obj.createentity(game, int(words[1]), int(words[2]), int(words[3]), int(words[4]), int(words[5]));
}else if (words[0] == "createcrewman") {
if (words[3] == "cyan") { r=0;
}else if (words[3] == "red") { r=15;
}else if (words[3] == "green") { r=13;
}else if (words[3] == "yellow") { r=14;
}else if (words[3] == "blue") { r=16;
}else if (words[3] == "purple") { r=20;
}else if (words[3] == "gray") { r=19;
}else { r = 19; }
//convert the command to the right index
if (words[5] == "followplayer") words[5] = "10";
if (words[5] == "followpurple") words[5] = "11";
if (words[5] == "followyellow") words[5] = "12";
if (words[5] == "followred") words[5] = "13";
if (words[5] == "followgreen") words[5] = "14";
if (words[5] == "followblue") words[5] = "15";
if (words[5] == "followposition") words[5] = "16";
if (words[5] == "faceleft") { words[5] = "17"; words[6] = "0"; }
if (words[5] == "faceright") {words[5] = "17"; words[6] = "1"; }
if (words[5] == "faceplayer") { words[5] = "18"; words[6] = "0"; }
if (words[5] == "panic") { words[5] = "20"; words[6] = "0"; }
if (int(words[5]) >= 16) {
obj.createentity(game, int(words[1]), int(words[2]), 18, r, int(words[4]), int(words[5]), int(words[6]));
}else{
obj.createentity(game, int(words[1]), int(words[2]), 18, r, int(words[4]), int(words[5]));
}
}else if (words[0] == "changemood") {
if (words[1] == "player") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
if (int(words[2]) == 0) {
obj.entities[i].tile = 0;
}else {
obj.entities[i].tile = 144;
}
}else if (words[0] == "changecustommood"){
if (words[1] == "player"){
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0] = int(words[2]);
}else if (words[1] == "cyan"){
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=int(words[2]);
}else if (words[1] == "customcyan"){
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=int(words[2]);
}else if (words[1] == "red"){
i=obj.getcustomcrewman(3);
obj.customcrewmoods[3]=int(words[2]);
}else if (words[1] == "green"){
i=obj.getcustomcrewman(4);
obj.customcrewmoods[4]=int(words[2]);
}else if (words[1] == "yellow"){
i=obj.getcustomcrewman(2);
obj.customcrewmoods[2]=int(words[2]);
}else if (words[1] == "blue"){
i=obj.getcustomcrewman(5);
obj.customcrewmoods[5]=int(words[2]);
}else if (words[1] == "purple"){
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=int(words[2]);
}else if (words[1] == "pink"){
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=int(words[2]);
}
if (int(words[2]) == 0){
obj.entities[i].tile = 0;
}else{
obj.entities[i].tile = 144;
}
}else if (words[0] == "changetile") {
if (words[1] == "player") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
obj.entities[i].tile = int(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") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
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!
if (words[1] == "player") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
obj.entities[i].tile +=12;
}else if (words[0] == "changedir") {
if (words[1] == "player") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
if (int(words[2]) == 0) {
obj.entities[i].dir = 0;
}else {
obj.entities[i].dir = 1;
}
}else if (words[0] == "alarmon") {
game.alarmon = true; game.alarmdelay = 0;
}else if (words[0] == "alarmoff") {
game.alarmon = false;
}else if (words[0] == "changeai") {
if (words[1] == "player") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
if (words[2] == "followplayer") words[2] = "10";
if (words[2] == "followpurple") words[2] = "11";
if (words[2] == "followyellow") words[2] = "12";
if (words[2] == "followred") words[2] = "13";
if (words[2] == "followgreen") words[2] = "14";
if (words[2] == "followblue") words[2] = "15";
if (words[2] == "followposition") words[2] = "16";
if (words[2] == "faceleft") { words[2] = "17"; words[3] = "0"; }
if (words[2] == "faceright") { words[2] = "17"; words[3] = "1"; }
obj.entities[i].state = int(words[2]);
if (obj.entities[i].state == 16) {
obj.entities[i].para=int(words[3]);
}else if (obj.entities[i].state == 17) {
obj.entities[i].dir=int(words[3]);
}
}else if (words[0] == "alarmon") {
game.alarmon = true; game.alarmdelay = 0;
}else if (words[0] == "alarmoff") {
game.alarmon = false;
}else if (words[0] == "activateteleporter") {
i = obj.getteleporter();
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}else if (words[0] == "changecolour") {
if (words[1] == "player") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
if (words[2] == "cyan") { obj.entities[i].colour = 0;
}else if (words[2] == "red") { obj.entities[i].colour = 15;
}else if (words[2] == "green") { obj.entities[i].colour = 13;
}else if (words[2] == "yellow") { obj.entities[i].colour = 14;
}else if (words[2] == "blue") { obj.entities[i].colour = 16;
}else if (words[2] == "purple") { obj.entities[i].colour = 20;
}else if (words[2] == "teleporter") { obj.entities[i].colour = 102;
}
}else if (words[0] == "squeak") {
if (words[1] == "player") { music.playef(11, 10);
}else if (words[1] == "cyan") { music.playef(11, 10);
}else if (words[1] == "red") { music.playef(16, 10);
}else if (words[1] == "green") { music.playef(12, 10);
}else if (words[1] == "yellow") { music.playef(14, 10);
}else if (words[1] == "blue") { music.playef(13, 10);
}else if (words[1] == "purple") { music.playef(15, 10);
}else if (words[1] == "cry") { music.playef(2, 10);
}else if (words[1] == "terminal") { music.playef(20, 10);
}
}else if (words[0] == "blackout") {
game.blackout = true;
}else if (words[0] == "blackon") {
game.blackout = false;
}else if (words[0] == "mobilecontrolsfixmap") {
map.explored[6 + (10 * 20)] = 0;
map.explored[7 + (10 * 20)] = 0;
map.explored[8 + (10 * 20)] = 0;
map.explored[5 + (9 * 20)] = 0;
map.explored[6 + (9 * 20)] = 0;
map.explored[7 + (9 * 20)] = 0;
}else if (words[0] == "domobilecontrols") {
if (game.mobilemenu && game.controlstyle == 0) {
if (game.showcontroltutorial == 0) {
game.showcontroltutorial = 1; game.savemystats = true;
game.gamestate = game.CONTROLTUTORIALMODE;
game.controltutorialstate = 0;
game.controltutorialstatedelay = 0;
game.controllerp1 = 0;
game.controllerp2 = 0;
game.controllerp3 = 0;
map.contents[25 + map.vmult[8]] = 495;
map.contents[26 + map.vmult[8]] = 495;
map.contents[34 + map.vmult[8]] = 495;
map.contents[35 + map.vmult[8]] = 495;
map.contents[36 + map.vmult[4]] = 0;
map.contents[37 + map.vmult[4]] = 0;
map.contents[38 + map.vmult[4]] = 0;
map.contents[39 + map.vmult[4]] = 0;
map.contents[36 + map.vmult[5]] = 0;
map.contents[37 + map.vmult[5]] = 0;
map.contents[38 + map.vmult[5]] = 0;
map.contents[39 + map.vmult[5]] = 0;
map.contents[36 + map.vmult[6]] = 0;
map.contents[37 + map.vmult[6]] = 0;
map.contents[38 + map.vmult[6]] = 0;
map.contents[39 + map.vmult[6]] = 0;
map.contents[36 + map.vmult[7]] = 0;
map.contents[37 + map.vmult[7]] = 0;
map.contents[38 + map.vmult[7]] = 0;
map.contents[39 + map.vmult[7]] = 0;
/*
map.contents[3 + map.vmult[7]] = 495;
map.contents[3 + map.vmult[6]] = 495;
map.contents[9 + map.vmult[7]] = 495;
map.contents[9 + map.vmult[6]] = 495;
map.contents[30 + map.vmult[7]] = 495;
map.contents[30 + map.vmult[6]] = 495;
*/
}
}
}else if (words[0] == "setcheckpoint") {
i = obj.getplayer();
game.savepoint = 0;
game.savex = obj.entities[i].xp ;
game.savey = obj.entities[i].yp;
game.savegc = game.gravitycontrol;
game.saverx = game.roomx; game.savery = game.roomy;
game.savedir = obj.entities[i].dir;
}else if (words[0] == "gamestate") {
game.state = int(words[1]);
game.statedelay = 0;
}else if (words[0] == "textboxactive") {
dwgfx.textboxactive();
}else if (words[0] == "gamemode") {
if (words[1] == "teleporter") {
game.gamestate = 5;
dwgfx.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) dwgfx.menuoffset -= 10;
dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
dwgfx.resumegamemode = false;
game.useteleporter = false; //good heavens don't actually use it
}else if (words[1] == "game") {
dwgfx.resumegamemode = true;
}
}else if (words[0] == "ifexplored") {
if (map.explored[int(words[1]) + (20 * int(words[2]))] == 1) {
load(words[3]); position--;
}
}else if (words[0] == "iflast") {
if (game.lastsaved==int(words[1])) {
load(words[2]); position--;
}
}else if (words[0] == "ifskip") {
if (game.nocutscenes) {
load(words[1]); position--;
}
}else if (words[0] == "ifflag") {
if (obj.flags[int(words[1])]==1) {
load(words[2]); position--;
}
}else if (words[0] == "ifcrewlost") {
if (game.crewstats[int(words[1])]==false) {
load(words[2]); position--;
}
}else if (words[0] == "iftrinkets") {
if (game.trinkets >= int(words[1])){
load(words[2]); position--;
}
}else if (words[0] == "iftrinketsless") {
if (game.stat_trinkets < int(words[1])){
load(words[2]); position--;
}
}else if (words[0] == "hidecoordinates") {
map.explored[int(words[1]) + (20 * int(words[2]))] = 0;
}else if (words[0] == "showcoordinates") {
map.explored[int(words[1]) + (20 * int(words[2]))] = 1;
}else if (words[0] == "hideship") {
map.hideship();
}else if (words[0] == "showship") {
map.showship();
}else if (words[0] == "showsecretlab") {
map.explored[16 + (20 * 5)] = 1;
map.explored[17 + (20 * 5)] = 1;
map.explored[18 + (20 * 5)] = 1;
map.explored[17 + (20 * 6)] = 1;
map.explored[18 + (20 * 6)] = 1;
map.explored[19 + (20 * 6)] = 1;
map.explored[19 + (20 * 7)] = 1;
map.explored[19 + (20 * 8)] = 1;
}else if (words[0] == "hidesecretlab") {
map.explored[16 + (20 * 5)] = 0;
map.explored[17 + (20 * 5)] = 0;
map.explored[18 + (20 * 5)] = 0;
map.explored[17 + (20 * 6)] = 0;
map.explored[18 + (20 * 6)] = 0;
map.explored[19 + (20 * 6)] = 0;
map.explored[19 + (20 * 7)] = 0;
map.explored[19 + (20 * 8)] = 0;
}else if (words[0] == "showteleporters") {
map.showteleporters = true;
}else if (words[0] == "showtargets") {
map.showtargets = true;
}else if (words[0] == "showtrinkets") {
map.showtrinkets = true;
}else if (words[0] == "hideteleporters") {
map.showteleporters = false;
}else if (words[0] == "hidetargets") {
map.showtargets = false;
}else if (words[0] == "hidetrinkets") {
map.showtrinkets = false;
}else if (words[0] == "hideplayer") {
obj.entities[obj.getplayer()].invis = true;
}else if (words[0] == "showplayer") {
obj.entities[obj.getplayer()].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 = int(words[1]);
}else if (words[0] == "befadein") {
dwgfx.fadeamount = 0;
dwgfx.fademode= 0;
}else if (words[0] == "fadein") {
dwgfx.fademode = 4;
}else if (words[0] == "fadeout") {
dwgfx.fademode = 2;
}else if (words[0] == "untilfade") {
if (dwgfx.fademode>1) {
scriptdelay = 1; position--;
}
}else if (words[0] == "entersecretlab") {
game.unlock[8] = true;
game.insecretlab = true;
}else if (words[0] == "leavesecretlab") {
game.insecretlab = false;
}else if (words[0] == "resetgame") {
map.resetnames();
map.resetmap();
map.resetplayer(dwgfx, game, obj, music);
map.tdrawback = true;
obj.resetallflags();
i = obj.getplayer();
obj.entities[i].tile = 0;
game.trinkets = 0; for (i = 0; i < 100; i++) { obj.collect[i] = 0; obj.customcollect[i] = 0; }
game.deathcounts = 0; game.advancetext = false; game.hascontrol = true;
game.frames = 0; game.seconds = 0; game.minutes = 0; game.hours = 0;
game.gravitycontrol = 0; game.teleport = false; game.companion = 0; game.roomchange = false;
game.teleport_to_new_area = false; game.teleport_to_x = 0; game.teleport_to_y = 0;
game.teleportscript = "";
//get out of final level mode!
map.finalmode = false;
map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
map.finalstretch = false;
}else if (words[0] == "loadscript") {
load(words[1]); position--;
}else if (words[0] == "rollcredits") {
game.gamestate = 6;
dwgfx.fademode = 4;
game.creditposition = 0;
}else if (words[0] == "finalmode") {
map.finalmode = true;
map.finalx = int(words[1]); map.finaly = int(words[2]);
game.roomx = map.finalx; game.roomy = map.finaly;
map.gotoroom(game.roomx, game.roomy, dwgfx, game, obj, music);
}else if (words[0] == "rescued") {
if (words[1] == "red") { game.crewstats[3] = true;
}else if (words[1] == "green") { game.crewstats[4] = true;
}else if (words[1] == "yellow") { game.crewstats[2] = true;
}else if (words[1] == "blue") { game.crewstats[5] = true;
}else if (words[1] == "purple") { game.crewstats[1] = true;
}else if (words[1] == "player") { game.crewstats[0] = true;
}else if (words[1] == "cyan") { game.crewstats[0] = true;
}
}else if (words[0] == "missing") {
if (words[1] == "red") { game.crewstats[3] = false;
}else if (words[1] == "green") { game.crewstats[4] = false;
}else if (words[1] == "yellow") { game.crewstats[2] = false;
}else if (words[1] == "blue") { game.crewstats[5] = false;
}else if (words[1] == "purple") { game.crewstats[1] = false;
}else if (words[1] == "player") { game.crewstats[0] = false;
}else if (words[1] == "cyan") { game.crewstats[0] = false;
}
}else if (words[0] == "face") {
if (words[1] == "player") { i=obj.getplayer();
}else if (words[1] == "cyan") { i=obj.getcrewman(0);
}else if (words[1] == "red") { i=obj.getcrewman(3);
}else if (words[1] == "green") { i=obj.getcrewman(4);
}else if (words[1] == "yellow") { i=obj.getcrewman(2);
}else if (words[1] == "blue") { i=obj.getcrewman(5);
}else if (words[1] == "purple") { i=obj.getcrewman(1);
}
if (words[2] == "player") { j=obj.getplayer();
}else if (words[2] == "cyan") { j=obj.getcrewman(0);
}else if (words[2] == "red") { j=obj.getcrewman(3);
}else if (words[2] == "green") { j=obj.getcrewman(4);
}else if (words[2] == "yellow") { j=obj.getcrewman(2);
}else if (words[2] == "blue") { j=obj.getcrewman(5);
}else if (words[2] == "purple") { j=obj.getcrewman(1);
}
if (obj.entities[j].xp > obj.entities[i].xp + 5) { obj.entities[i].dir = 1;
}else if (obj.entities[j].xp < obj.entities[i].xp - 5) { obj.entities[i].dir = 0; }
}else if (words[0] == "jukebox") {
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].type == 13 && obj.entities[j].active) {obj.entities[j].colour = 4;}}
if (int(words[1]) == 1) {
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 88 && obj.entities[j].yp==80) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 2) {
obj.createblock(5, 128 - 4, 80, 20, 16, 26);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 128 && obj.entities[j].yp==80) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 3) {
obj.createblock(5, 176 - 4, 80, 20, 16, 27);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 176 && obj.entities[j].yp==80) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 4) {
obj.createblock(5, 216 - 4, 80, 20, 16, 28);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 216 && obj.entities[j].yp==80) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 5) {
obj.createblock(5, 88 - 4, 128, 20, 16, 29);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 88 && obj.entities[j].yp==128) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 6) {
obj.createblock(5, 176 - 4, 128, 20, 16, 30);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 176 && obj.entities[j].yp==128) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 7) {
obj.createblock(5, 40 - 4, 40, 20, 16, 31);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 40 && obj.entities[j].yp==40) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 8) {
obj.createblock(5, 216 - 4, 128, 20, 16, 32);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 216 && obj.entities[j].yp==128) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 9) {
obj.createblock(5, 128 - 4, 128, 20, 16, 33);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 128 && obj.entities[j].yp==128) {obj.entities[j].colour = 5;}}
}else if (int(words[1]) == 10) {
obj.createblock(5, 264 - 4, 40, 20, 16, 34);
for (j = 0; j < obj.nentity; j++) {if (obj.entities[j].xp == 264 && obj.entities[j].yp==40) {obj.entities[j].colour = 5;}}
}
}else if (words[0] == "createactivityzone") {
if (words[1] == "red") { i=3;
}else if (words[1] == "green") { i=4;
}else if (words[1] == "yellow") { i=2;
}else if (words[1] == "blue") { i=5;
}else if (words[1] == "purple") { i=1;
}
if (i == 4) {
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, obj.entities[obj.getcrewman(i)].yp-20, 96, 60, i);
}else{
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, 0, 96, 240, i);
}
}else if (words[0] == "createrescuedcrew") {
//special for final level cutscene
//starting at 180, create the rescued crewmembers (ingoring violet, who's at 155)
i = 215;
if (game.crewstats[2] && game.lastsaved!=2) {obj.createentity(game, i, 153, 18, 14, 0, 17, 0); i += 25; }
if (game.crewstats[3] && game.lastsaved!=3) {obj.createentity(game, i, 153, 18, 15, 0, 17, 0); i += 25; }
if (game.crewstats[4] && game.lastsaved!=4) {obj.createentity(game, i, 153, 18, 13, 0, 17, 0); i += 25; }
if (game.crewstats[5] && game.lastsaved!=5) {obj.createentity(game, i, 153, 18, 16, 0, 17, 0); i += 25; }
}else if (words[0] == "restoreplayercolour") {
i = obj.getplayer();
obj.entities[i].colour = 0;
}else if (words[0] == "changeplayercolour") {
i = obj.getplayer();
if (words[1] == "cyan") { obj.entities[i].colour = 0;
}else if (words[1] == "red") { obj.entities[i].colour = 15;
}else if (words[1] == "green") { obj.entities[i].colour = 13;
}else if (words[1] == "yellow") { obj.entities[i].colour = 14;
}else if (words[1] == "blue") { obj.entities[i].colour = 16;
}else if (words[1] == "purple") { obj.entities[i].colour = 20;
}else if (words[1] == "teleporter") { obj.entities[i].colour = 102;
}
}else if (words[0] == "altstates") {
obj.altstates = int(words[1]);
}else if (words[0] == "activeteleporter") {
i = obj.getteleporter();
obj.entities[i].colour = 101;
}else if (words[0] == "foundtrinket") {
music.silencedasmusik();
music.playef(3,10);
game.trinkets++;
obj.collect[int(words[1])] = 1;
dwgfx.textboxremovefast();
dwgfx.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
dwgfx.addline("");
dwgfx.addline("You have found a shiny trinket!");
dwgfx.textboxcenterx();
dwgfx.createtextbox(" " + help.number(game.trinkets) + " out of Twenty ", 50, 135, 174, 174, 174);
dwgfx.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(3,10);
dwgfx.textboxremovefast();
dwgfx.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
dwgfx.addline("");
dwgfx.addline("You have found the secret lab!");
dwgfx.textboxcenterx();
dwgfx.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") {
dwgfx.textboxremovefast();
dwgfx.createtextbox("The secret lab is separate from", 50, 85, 174, 174, 174);
2020-01-01 21:29:24 +01:00
dwgfx.addline("the rest of the game. You can");
dwgfx.addline("now come back here at any time");
dwgfx.addline("by selecting the new SECRET LAB");
dwgfx.addline("option in the play menu.");
dwgfx.textboxcenterx();
dwgfx.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 < obj.nentity; 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
map.finalx = 46; map.finaly = 54; //Current
game.savex = 228; game.savey = 129; game.saverx = 53; game.savery = 49;
game.savegc = 0; game.savedir = 0; //Intermission level 2
game.savepoint = 0;
game.gravitycontrol = 0;
map.gotoroom(46, 54, dwgfx, game, obj, music);
}else if (words[0] == "telesave") {
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) {
//game.savetele(map, obj, music, help);
game.savequick(map, obj, music, help);
}
}else if (words[0] == "createlastrescued") {
if (game.lastsaved==2) { r=14;
}else if (game.lastsaved==3) { r=15;
}else if (game.lastsaved==4) { r=13;
}else if (game.lastsaved==5) { r=16;
}else { r = 19; }
obj.createentity(game, 200, 153, 18, r, 0, 19, 30);
i = obj.getcrewman(game.lastsaved);
obj.entities[i].dir = 1;
}else if (words[0] == "specialline") {
switch(int(words[1])) {
case 1:
txtnumlines = 1;
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
break;
case 2:
txtnumlines = 3;
if (game.crewrescued() < 5) {
txt[1] = "to helping you find the";
txt[2] = "rest of the crew!";
}else {
txtnumlines = 2;
txt[1] = "to helping you find " + game.unrescued() + "!";
}
break;
}
}else if (words[0] == "trinketbluecontrol") {
if (game.trinkets == 20 && obj.flags[67] == 1) {
load("talkblue_trinket6"); position--;
}else if (game.trinkets >= 19 && obj.flags[67] == 0) {
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] == 1) {
//game complete
load("talkred_13"); position--;
}else if (obj.flags[35] == 1 && obj.flags[52] == 0) {
//Intermission level
obj.flags[52] = 1;
load("talkred_9"); position--;
}else if (obj.flags[51] == 0) {
//We're back home!
obj.flags[51] = 1;
load("talkred_5"); position--;
}else if (obj.flags[48] == 0 && game.crewstats[5]) {
//Victoria's back
obj.flags[48] = 1;
load("talkred_6"); position--;
}else if (obj.flags[49] == 0 && game.crewstats[4]) {
//Verdigris' back
obj.flags[49] = 1;
load("talkred_7"); position--;
}else if (obj.flags[50] == 0 && game.crewstats[2]) {
//Vitellary's back
obj.flags[50] = 1;
load("talkred_8"); position--;
}else if (obj.flags[45] == 0 && !game.crewstats[5]) {
obj.flags[45] = 1;
load("talkred_2"); position--;
}else if (obj.flags[46] == 0 && !game.crewstats[4]) {
obj.flags[46] = 1;
load("talkred_3"); position--;
}else if (obj.flags[47] == 0 && !game.crewstats[2]) {
obj.flags[47] = 1;
load("talkred_4"); position--;
}else {
obj.flags[45] = 0;
obj.flags[46] = 0;
obj.flags[47] = 0;
load("talkred_1"); position--;
}
}else 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] == 1) {
//game complete
load("talkgreen_10"); position--;
}else if (obj.flags[34] == 1 && obj.flags[57] == 0) {
//Intermission level
obj.flags[57] = 1;
load("talkgreen_7"); position--;
}else if (obj.flags[53] == 0) {
//Home!
obj.flags[53] = 1;
load("talkgreen_6"); position--;
}else if (obj.flags[54] == 0 && game.crewstats[2]) {
obj.flags[54] = 1;
load("talkgreen_5"); position--;
}else if (obj.flags[55] == 0 && game.crewstats[3]) {
obj.flags[55] = 1;
load("talkgreen_4"); position--;
}else if (obj.flags[56] == 0 && game.crewstats[5]) {
obj.flags[56] = 1;
load("talkgreen_3"); position--;
}else if (obj.flags[58] == 0) {
obj.flags[58] = 1;
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] == 1) {
//game complete, everything changes for victoria
if (obj.flags[41] == 1 && obj.flags[42] == 0) {
//second trinket conversation
obj.flags[42] = 1;
load("talkblue_trinket2"); position--;
}else if (obj.flags[41] == 0 && obj.flags[42] == 0) {
//Third trinket conversation
obj.flags[42] = 1;
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] == 1 && obj.flags[40] == 0) {
//Intermission level
obj.flags[40] = 1;
load("talkblue_7"); position--;
}else if (obj.flags[36] == 0 && game.crewstats[5]) {
//Back on the ship!
obj.flags[36] = 1;
load("talkblue_3"); position--;
}else if (obj.flags[41] == 0 && game.crewrescued() <= 4) {
//First trinket conversation
obj.flags[41] = 1;
load("talkblue_trinket1"); position--;
}else if (obj.flags[41] == 1 && obj.flags[42] == 0 && game.crewrescued() == 5) {
//second trinket conversation
obj.flags[42] = 1;
load("talkblue_trinket2"); position--;
}else if (obj.flags[41] == 0 && obj.flags[42] == 0 && game.crewrescued() == 5) {
//Third trinket conversation
obj.flags[42] = 1;
load("talkblue_trinket3"); position--;
}else if (obj.flags[37] == 0 && game.crewstats[2]) {
obj.flags[37] = 1;
load("talkblue_4"); position--;
}else if (obj.flags[38] == 0 && game.crewstats[3]) {
obj.flags[38] = 1;
load("talkblue_5"); position--;
}else if (obj.flags[39] == 0 && game.crewstats[4]) {
obj.flags[39] = 1;
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] == 1) {
//game complete
load("talkyellow_11"); position--;
}else if (obj.flags[32] == 1 && obj.flags[31] == 0) {
//Intermission level
obj.flags[31] = 1;
load("talkyellow_6"); position--;
}else if (obj.flags[27] == 0 && game.crewstats[2]) {
//Back on the ship!
obj.flags[27] = 1;
load("talkyellow_10"); position--;
}else if (obj.flags[43] == 0 && 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] = 1; obj.flags[42] = 1; obj.flags[41] = 1;
load("talkyellow_trinket1"); position--;
}else if (obj.flags[24] == 0 && game.crewstats[5]) {
obj.flags[24] = 1;
load("talkyellow_8"); position--;
}else if (obj.flags[26] == 0 && game.crewstats[4]) {
obj.flags[26] = 1;
load("talkyellow_7"); position--;
}else if (obj.flags[25] == 0 && game.crewstats[3]) {
obj.flags[25] = 1;
load("talkyellow_9"); position--;
}else if (obj.flags[28] == 0) {
obj.flags[28] = 1;
load("talkyellow_3"); position--;
}else if (obj.flags[29] == 0) {
obj.flags[29] = 1;
load("talkyellow_4"); position--;
}else if (obj.flags[30] == 0) {
obj.flags[30] = 1;
load("talkyellow_5"); position--;
}else if (obj.flags[23] == 0) {
obj.flags[23] = 1;
load("talkyellow_2"); position--;
}else {
load("talkyellow_1"); position--;
obj.flags[23] = 0;
}
}else if (words[0] == "purplecontrol") {
//Controls Purple's conversion
//Crew rescued:
if (game.insecretlab) {
load("talkpurple_9"); position--;
}else if (obj.flags[67] == 1) {
//game complete
load("talkpurple_8"); position--;
}else if (obj.flags[17] == 0 && game.crewstats[4]) {
obj.flags[17] = 1;
load("talkpurple_6"); position--;
}else if (obj.flags[15] == 0 && game.crewstats[5]) {
obj.flags[15] = 1;
load("talkpurple_4"); position--;
}else if (obj.flags[16] == 0 && game.crewstats[3]) {
obj.flags[16] = 1;
load("talkpurple_5"); position--;
}else if (obj.flags[18] == 0 && game.crewstats[2]) {
obj.flags[18] = 1;
load("talkpurple_7"); position--;
}else if (obj.flags[19] == 1 && obj.flags[20] == 0 && obj.flags[21] == 0) {
//intermission one: if played one / not had first conversation / not played two [conversation one]
obj.flags[21] = 1;
load("talkpurple_intermission1"); position--;
}else if (obj.flags[20] == 1 && obj.flags[21] == 1 && obj.flags[22] == 0) {
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
obj.flags[22] = 1;
load("talkpurple_intermission2"); position--;
}else if (obj.flags[20] == 1 && obj.flags[21] == 0 && obj.flags[22] == 0) {
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
obj.flags[22] = 1;
load("talkpurple_intermission3"); position--;
}else if (obj.flags[12] == 0) {
//Intro conversation
obj.flags[12] = 1;
load("talkpurple_intro"); position--;
}else if (obj.flags[14] == 0) {
//Shorter intro conversation
obj.flags[14] = 1;
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;
}
}
if(scriptdelay>0){
scriptdelay--;
}
}
public function resetgametomenu(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
game.gamestate = TITLEMODE;
dwgfx.flipmode = false;
obj.nentity = 0;
dwgfx.fademode = 4;
game.createmenu("gameover");
}
public function startgamemode(t:int, key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
game.showloadingnotice = false;
switch(t) {
case 0: //Normal new game
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.start(obj, music);
game.jumpheld = true;
dwgfx.showcutscenebars = true;
dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music); }
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intro");
break;
case 1:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.start(obj, music);
game.loadtele(map, obj, music);
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music); }
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 2: //Load Quicksave
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.start(obj, music);
game.loadquick(map, obj, music);
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
//a very special case for here needs to ensure that the tower is set correctly
if (map.towermode) {
map.resetplayer(dwgfx, game, obj, music);
i = obj.getplayer();
map.ypos = obj.entities[i].yp - 120;
map.bypos = map.ypos / 2;
map.cameramode = 0;
map.colsuperstate = 0;
}
dwgfx.fademode = 4;
break;
case 3:
//Start Time Trial 1
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true; game.intimetrial = true; game.timetrialcountdown = 150; game.timetrialparlost = false;
game.timetriallevel = 0; game.timetrialpar = 75; game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE; game.starttrial(game.timetriallevel, obj, music); game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 4:
//Start Time Trial 2
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true; game.intimetrial = true; game.timetrialcountdown = 150; game.timetrialparlost = false;
game.timetriallevel = 1; game.timetrialpar = 165; game.timetrialshinytarget = 4;
music.fadeout();
game.gamestate = GAMEMODE; game.starttrial(game.timetriallevel, obj, music); game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 5:
//Start Time Trial 3 tow
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true; game.intimetrial = true; game.timetrialcountdown = 150; game.timetrialparlost = false;
game.timetriallevel = 2; game.timetrialpar = 105; game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE; game.starttrial(game.timetriallevel, obj, music); game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 6:
//Start Time Trial 4 station
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true; game.intimetrial = true; game.timetrialcountdown = 150; game.timetrialparlost = false;
game.timetriallevel = 3; game.timetrialpar = 200; game.timetrialshinytarget = 5;
music.fadeout();
game.gamestate = GAMEMODE; game.starttrial(game.timetriallevel, obj, music); game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 7:
//Start Time Trial 5 warp
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true; game.intimetrial = true; game.timetrialcountdown = 150; game.timetrialparlost = false;
game.timetriallevel = 4; game.timetrialpar = 120; game.timetrialshinytarget = 1;
music.fadeout();
game.gamestate = GAMEMODE; game.starttrial(game.timetriallevel, obj, music); game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 8:
//Start Time Trial 6// final level!
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true; game.intimetrial = true; game.timetrialcountdown = 150; game.timetrialparlost = false;
game.timetriallevel = 5; game.timetrialpar = 135; game.timetrialshinytarget = 1;
music.fadeout();
map.finalmode = true; //Enable final level mode
map.finalx = 46; map.finaly = 54; //Current
map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.gamestate = GAMEMODE; game.starttrial(game.timetriallevel, obj, music); game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else { map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 9:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.nodeathmode = true;
game.start(obj, music);
game.jumpheld = true;
dwgfx.showcutscenebars = true;
dwgfx.cutscenebarspos = 320;
//game.starttest(obj, music);
//music.play(4);
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intro");
break;
case 10:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.nodeathmode = true; game.nocutscenes = true;
game.start(obj, music);
game.jumpheld = true;
dwgfx.showcutscenebars = true;
dwgfx.cutscenebarspos = 320;
//game.starttest(obj, music);
//music.play(4);
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intro");
break;
case 11:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.startspecial(0, obj, music);
game.jumpheld = true;
//Secret lab, so reveal the map, give them all 20 trinkets
for (j = 0; j < 20; j++) {
obj.collect[i] = true;
for (i = 0; i < 20; i++) {
map.explored[i + (j * 20)] = 1;
}
}
game.trinkets = 20;
game.insecretlab = true;
map.showteleporters = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
music.play(11);
dwgfx.fademode = 4;
break;
case 12:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true; game.companion = 11; game.supercrewmate = true; game.scmprogress = 0;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 13:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true; game.companion = 11; game.supercrewmate = true; game.scmprogress = 0;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 14:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true; game.companion = 11; game.supercrewmate = true; game.scmprogress = 0;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 15:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true; game.companion = 11; game.supercrewmate = true; game.scmprogress = 0;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 16:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 17:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 18:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 19:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true; map.finalx = 41; map.finaly = 56; map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){ obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else {map.resetplayer(dwgfx, game, obj, music);}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 20:
//Level editor
hardreset(key, dwgfx, game, map, obj, help, music);
editor.reset();
music.fadeout();
game.gamestate = EDITORMODE;
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 21: //play custom level (in editor)
game.gamestate = GAMEMODE;
music.fadeout();
hardreset(key, dwgfx, game, map, obj, help, music);
game.customstart(obj, music);
game.jumpheld = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
//dwgfx.showcutscenebars = true;
//dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
if(editor.levmusic>0){
music.play(editor.levmusic);
}else{
music.currentsong=-1;
}
//load("intro");
break;
case 22: //play custom level (in game)
//Initilise the level
//First up, find the start point
editor.weirdloadthing(editor.ListOfMetaData[game.playcustomlevel].file_num);
editor.findstartpoint(game);
game.showloadingnotice = true;
game.gamestate = GAMEMODE;
music.fadeout();
hardreset(key, dwgfx, game, map, obj, help, music);
game.customstart(obj, music);
game.jumpheld = true;
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
//dwgfx.showcutscenebars = true;
//dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
editor.generatecustomminimap(dwgfx, map);
map.customshowmm=true;
if(editor.levmusic>0){
music.play(editor.levmusic);
}else{
music.currentsong=-1;
}
dwgfx.fademode = 4;
//load("intro");
break;
case 23: //Continue in custom level
//Initilise the level
//First up, find the start point
editor.weirdloadthing(editor.ListOfMetaData[game.playcustomlevel].file_num);
editor.findstartpoint(game);
game.showloadingnotice = true;
game.gamestate = GAMEMODE;
music.fadeout();
hardreset(key, dwgfx, game, map, obj, help, music);
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
game.customstart(obj, music);
game.customloadquick(editor.ListOfMetaData[game.playcustomlevel].file_num, map, obj, music);
game.jumpheld = true;
game.gravitycontrol = game.savegc;
//dwgfx.showcutscenebars = true;
//dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0){
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}else{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
/* Handled by load
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
}
*/
editor.generatecustomminimap(dwgfx, map);
dwgfx.fademode = 4;
//load("intro");
break;
case 100:
game.savestats(map, dwgfx);
fscommand("quit");
break;
}
}
public function teleport(dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
//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
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!
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, dwgfx, game, obj, music);
j = obj.getteleporter();
obj.entities[j].state = 2;
game.teleport_to_new_area = false;
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;
game.savedir = obj.entities[obj.getplayer()].dir;
if(game.teleport_to_x==0 && game.teleport_to_y==0){ game.state = 4020;
}else if(game.teleport_to_x==0 && game.teleport_to_y==16){ game.state = 4030;
}else if(game.teleport_to_x==7 && game.teleport_to_y==9){ game.state = 4040;
}else if(game.teleport_to_x==8 && game.teleport_to_y==11){ game.state = 4050;
}else if(game.teleport_to_x==14 && game.teleport_to_y==19){ game.state = 4030;
}else if(game.teleport_to_x==17 && game.teleport_to_y==12){ game.state = 4020;
}else if(game.teleport_to_x==17 && game.teleport_to_y==17){ game.state = 4020;
}else if(game.teleport_to_x==18 && game.teleport_to_y==7){ game.state = 4060;
}else { game.state = 4010; }
if (game.teleportscript != "") {
game.state = 0;
load(game.teleportscript);
game.teleportscript = "";
}else{
//change music based on location
if (dwgfx.setflipmode && game.teleport_to_x == 11 && game.teleport_to_y == 4) {
music.niceplay(9);
}else{
music.changemusicarea(game.teleport_to_x, game.teleport_to_y);
}
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) {
if (dwgfx.flipmode) {
dwgfx.createtextbox(" Game Saved ", -1, 202, 174, 174, 174);
dwgfx.textboxtimer(25);
}else{
dwgfx.createtextbox(" Game Saved ", -1, 12, 174, 174, 174);
dwgfx.textboxtimer(25);
}
game.savetele(map, obj, music, help);
}
}
}
public function hardreset(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
//Gameclass:
game.hascontrol = true;
game.gravitycontrol = 0; game.teleport = false; game.companion = 0; game.roomchange = false;
game.teleport_to_new_area = false; game.teleport_to_x = 0; game.teleport_to_y = 0;
game.teleportscript = "";
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 < 6; i++) {
game.crewstats[i] = false;;
}
game.crewstats[0] = true;
game.lastsaved = 0;
game.deathcounts = 0; game.gameoverdelay = 0;
game.frames = 0; game.seconds = 0; game.minutes = 0; game.hours = 0;
game.gamesaved = false;
game.savetime = "00:00"; game.savearea = "nowhere"; game.savetrinkets = 0;
game.intimetrial = false;
game.timetrialcountdown = 0; game.timetrialshinytarget = 0;
game.timetrialparlost = false; game.timetrialpar = 0; game.timetrialresulttime = 0;
game.totalflips = 0;
game.hardestroom = "Welcome Aboard"; game.hardestroomdeaths = 0; game.currentroomdeaths=0;
game.swnmode = false; game.swntimer = 0; game.swngame = 0;//Not playing sine wave ninja!
game.swnstate = 0; game.swnstate2 = 0; game.swnstate3 = 0; game.swnstate4 = 0; game.swndelay = 0; game.swndeaths = 0;
game.supercrewmate = false; game.scmhurt = false; game.scmprogress = 0; game.scmmoveme = false;
game.swncolstate = 0; game.swncoldelay = 0;
game.swnrank = 0; game.swnmessage = 0;
game.creditposx = 0; game.creditposy = 0; game.creditposdelay = 0;
game.inintermission = false;
game.insecretlab = false;
game.state = 0; game.statedelay = 0;
//dwgraphicsclass
dwgfx.backgrounddrawn = false;
dwgfx.textboxremovefast();
dwgfx.flipmode = false; //This will be reset if needs be elsewhere
//mapclass
map.warpx = false; map.warpy = false;
map.showteleporters = false; map.showtargets = false; map.showtrinkets = false;
map.finalmode = false; map.finalstretch = false;
map.finalx = 50; map.finaly = 50;
map.final_colormode = false; map.final_colorframe = 0; map.final_colorframedelay = 0;
map.final_mapcol = 0;
map.final_aniframe = 0; map.final_aniframedelay = 0;
map.rcol = 0;
map.resetnames();
map.custommode=false;
map.custommodeforreal=false;
map.customshowmm=true;
for (j = 0; j < 20; j++) {
for (i = 0; i < 20; i++) {
map.roomdeaths[i] = 0;
map.roomdeathsfinal[i] = 0;
map.explored[i + (j * 20)] = 0;
}
}
//entityclass
obj.nearelephant = false;
obj.upsetmode = false; obj.upset = 0;
obj.trophytext = 0 ; obj.trophytype = 0;
obj.altstates = 0;
for (i = 0; i < 100; i++) {
obj.flags[i] = false;
}
for (i = 0; i < 6; i++){
obj.customcrewmoods[i]=1;
}
for (i = 0; i < 20; i++) {
obj.collect[i] = 0;
obj.customcollect[i] = 0;
}
if (obj.getplayer() > -1) {
obj.entities[obj.getplayer()].tile = 0;
}
//Script Stuff
position = 0; scriptlength = 0; scriptdelay = 0;
scriptname = "null"; running = false;
}
//Script contents
public var commands:Array = new Array();
public var words:Array = new Array();
public var txt:Array = new Array();
public var scriptname:String;
public var position:int, scriptlength:int;
public var looppoint:int, loopcount:int;
public var scriptdelay:int, running:Boolean;
public var tempword:String, currentletter:String;
//Textbox stuff
public var textx:int, texty:int;
public var r:int, g:int, b:int;
public var txtnumlines:int;
//Misc
public var i:int, j:int, k:int;
}
}