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VVVVVV/desktop_version/src/Map.cpp

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#define MAP_DEFINITION
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#include "Map.h"
#include "Alloc.h"
#include "Constants.h"
#include "CustomLevels.h"
#include "Entity.h"
#include "Game.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "Localization.h"
#include "MakeAndPlay.h"
#include "Maths.h"
#include "Music.h"
#include "Script.h"
#include "Unused.h"
#include "UtilityClass.h"
mapclass::mapclass(void)
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{
//Start here!
colstatedelay = 0;
colsuperstate = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
warpx = false;
warpy = false;
extrarow = 0;
showteleporters = false;
showtargets = false;
showtrinkets = false;
finalmode = false;
finalstretch = false;
cursorstate = 0;
cursordelay = 0;
towermode = false;
cameraseekframe = 0;
resumedelay = 0;
final_colormode = false;
final_colorframe = 0;
final_colorframedelay = 0;
final_mapcol = 0;
final_aniframe = 0;
final_aniframedelay = 0;
custommode=false;
custommodeforreal=false;
custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
customzoom=0;
customshowmm=true;
rcol = 0;
//This needs to be in map instead!
invincibility = false;
//We create a blank map
SDL_memset(contents, 0, sizeof(contents));
SDL_memset(roomdeaths, 0, sizeof(roomdeaths));
SDL_memset(roomdeathsfinal, 0, sizeof(roomdeathsfinal));
resetmap();
setroomname("");
hiddenname = "";
roomname_special = false;
specialroomnames.clear();
roomnameset = false;
tileset = 0;
initmapdata();
ypos = 0;
oldypos = 0;
background = 0;
cameramode = 0;
cameraseek = 0;
minitowermode = false;
roomtexton = false;
nexttowercolour_set = false;
}
static char roomname_static[SCREEN_WIDTH_CHARS];
static char* roomname_heap;
void mapclass::destroy(void)
{
VVV_free(roomname_heap);
}
//Areamap starts at 100,100 and extends 20x20
const int mapclass::areamap[] = {
1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4,
1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4,
0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4,
0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4,
0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0,
0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
};
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int mapclass::getwidth(void)
{
if (custommode)
{
return cl.mapwidth;
}
return 20;
}
int mapclass::getheight(void)
{
if (custommode)
{
return cl.mapheight;
}
return 20;
}
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int mapclass::intpol(int a, int b, float c)
{
return static_cast<int>(a + ((b - a) * c));
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}
void mapclass::setteleporter(int x, int y)
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{
if (x < 0 || x >= getwidth() || y < 0 || y >= getheight())
{
return;
}
SDL_Point temp;
temp.x = x;
temp.y = y;
teleporters.push_back(temp);
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}
void mapclass::settrinket(int x, int y)
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{
if (x < 0 || x >= getwidth() || y < 0 || y >= getheight())
{
return;
}
SDL_Point temp;
temp.x = x;
temp.y = y;
shinytrinkets.push_back(temp);
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}
void mapclass::setroomname(const char* name)
{
VVV_free(roomname_heap);
const size_t size = SDL_strlcpy(
roomname_static, name, sizeof(roomname_static)
) + 1;
roomname = roomname_static;
if (size > sizeof(roomname_static))
{
roomname_heap = SDL_strdup(name);
if (roomname_heap != NULL)
{
roomname = roomname_heap;
}
}
}
void mapclass::resetmap(void)
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{
//clear the explored area of the map
SDL_memset(explored, 0, sizeof(explored));
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}
void mapclass::updateroomnames(void)
{
if (roomnameset)
{
return;
}
const int rx = game.roomx;
const int ry = game.roomy;
for (int i = specialroomnames.size() - 1; i >= 0; i--)
{
Roomname* roomname = &specialroomnames[i];
if (rx == roomname->x && ry == roomname->y && (roomname->flag == -1 || (INBOUNDS_ARR(roomname->flag, obj.flags) && obj.flags[roomname->flag])))
{
roomname_special = true;
if (roomname->type == RoomnameType_STATIC)
{
setroomname(roomname->text[0].c_str());
}
if (roomname->type == RoomnameType_GLITCH)
{
roomname->delay--;
if (roomname->delay <= 0)
{
roomname->progress = (roomname->progress + 1) % 2;
roomname->delay = 5;
if (roomname->progress == 0)
{
roomname->delay = 25 + (int) (fRandom() * 10);
}
}
setroomname(roomname->text[roomname->progress].c_str());
}
if (roomname->type == RoomnameType_TRANSFORM)
{
roomname->delay--;
if (roomname->delay <= 0)
{
roomname->progress++;
roomname->delay = 2;
if ((size_t) roomname->progress >= roomname->text.size())
{
roomname->progress = roomname->loop ? 0 : roomname->text.size() - 1;
}
}
setroomname(roomname->text[roomname->progress].c_str());
}
break;
}
}
}
void mapclass::initmapdata(void)
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{
if (custommode)
{
initcustommapdata();
return;
}
teleporters.clear();
shinytrinkets.clear();
//Set up static map information like teleporters and shiny trinkets.
setteleporter(0, 0);
setteleporter(0, 16);
setteleporter(2, 4);
setteleporter(2, 11);
setteleporter(7, 9);
setteleporter(7, 15);
setteleporter(8, 11);
setteleporter(10, 5);
setteleporter(11, 4);
setteleporter(13, 2);
setteleporter(13, 8);
setteleporter(14, 19);
setteleporter(15, 0);
setteleporter(17, 12);
setteleporter(17, 17);
setteleporter(18, 1);
setteleporter(18, 7);
settrinket(14, 4);
settrinket(13, 6);
settrinket(11, 12);
settrinket(15, 12);
settrinket(14, 11);
settrinket(18, 14);
settrinket(11, 7);
settrinket(9, 2);
settrinket(9, 16);
settrinket(2, 18);
settrinket(7, 18);
settrinket(6, 1);
settrinket(17, 3);
settrinket(10, 19);
settrinket(5, 15);
settrinket(1, 10);
settrinket(3, 2);
settrinket(10, 8);
//Special room names
specialroomnames.clear();
{
static const char* lines[] = {
"Television Newsvel",
"TelevisvonvNewsvel",
"TvlvvvsvonvNevsvel",
"vvvvvvsvovvNe svel",
"vhv vvv'vvovv vevl",
"vhv V v'Cvovv vewv",
"vhe 9 v'Cvovv vewv",
"vhe 9 v'Cvovv Newv",
"The 9 O'Cvovk Newv",
"The 9 O'Clock News"
};
roomnamechange(45, 51, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Vwitvhed",
"vVwivcvedv",
"vvvwMvcvMdvv",
"DvvvwMvfvvMdvvv",
"Dvav Mvfvr Mdvvvv",
"Diav M for Mdrver",
"Dial M for Murder"
};
roomnamechange(46, 51, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Gvnsmove",
"Gvnvmovevv",
"Gunvmove1vv6",
"Vunsmoke 19v6",
"Gunsmoke 1966"
};
roomnamechange(47, 51, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Please envoy theve repeats",
"Plse envoy tse rvpvas",
"Plse envoy tse rvpvas",
"Vl envoy te rvevs",
"Vv evo tv vevs",
"Iv vhv Mvrvivs",
"In the Margins"
};
roomnamechange(50, 53, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Try Viggling the Antenna",
"TryJivglvng theAvtevna",
"Tvvivglvng thAvtvvv",
"Vvvgglvnv tvnvva",
"Vvavvnvs vvtv",
"Veavvn's Gvte",
"Heaven's Gate"
};
roomnamechange(50, 54, lines, SDL_arraysize(lines));
}
roomnameglitch(42, 51, "Rear Window", "Rear Vindow");
roomnameglitch(48, 51, "On the Waterfront", "On the Vaterfront");
roomnameglitch(49, 51, "The Untouchables", "The Untouchavles");
}
void mapclass::roomnameglitch(int x, int y, const char* name, const char* text)
{
Roomname roomname;
roomname.x = x;
roomname.y = y;
roomname.type = RoomnameType_GLITCH;
roomname.flag = -1;
roomname.loop = false;
roomname.progress = 1;
roomname.delay = -1;
roomname.text.push_back(name);
roomname.text.push_back(text);
specialroomnames.push_back(roomname);
}
void mapclass::roomnamechange(const int x, const int y, const char** lines, const size_t size)
{
Roomname roomname;
roomname.x = x;
roomname.y = y;
roomname.type = RoomnameType_TRANSFORM;
roomname.flag = 72; // Flag 72 is synced with finalstretch
roomname.loop = false;
roomname.progress = 0;
roomname.delay = 2;
roomname.text.insert(roomname.text.end(), lines, lines + size);
specialroomnames.push_back(roomname);
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}
void mapclass::initcustommapdata(void)
{
shinytrinkets.clear();
for (size_t i = 0; i < customentities.size(); i++)
{
const CustomEntity& ent = customentities[i];
if (ent.t != 9)
{
continue;
}
settrinket(ent.rx, ent.ry);
}
}
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int mapclass::finalat(int x, int y)
{
//return the tile index of the final stretch tiles offset by the colour difference
const int tile = contents[TILE_IDX(x, y)];
if (tile == 740)
{
//Special case: animated tiles
if (final_mapcol == 1)
{
int offset;
if (game.noflashingmode)
{
offset = 0;
}
else
{
offset = int(fRandom() * 11) * 40;
}
return 737 + offset;
}
else
{
int offset;
if (game.noflashingmode)
{
offset = 0;
}
else
{
offset = final_aniframe * 40;
}
return tile - (final_mapcol * 3) + offset;
}
}
else if (tile >= 80)
{
return tile - (final_mapcol * 3);
}
else
{
return tile;
}
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}
int mapclass::maptiletoenemycol(int t)
{
//returns the colour index for enemies that matches the map colour t
switch(t)
{
case 0:
return 11;
break;
case 1:
return 6;
break;
case 2:
return 8;
break;
case 3:
return 12;
break;
case 4:
return 9;
break;
case 5:
return 7;
break;
case 6:
return 18;
break;
}
return 11;
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}
void mapclass::changefinalcol(int t)
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{
//change the map to colour t - for the game's final stretch.
//First up, the tiles. This is just a setting:
final_mapcol = t;
const int temp = 6 - t;
//Next, entities
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1) //something with a movement behavior
{
if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) //treadmill
{
if(temp<3)
{
obj.entities[i].tile = 907 + (temp * 80);
}
else
{
obj.entities[i].tile = 911 + ((temp-3) * 80);
}
if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
}
else if (obj.entities[i].isplatform)
{
obj.entities[i].tile = 915+(temp*40);
}
else //just an enemy
{
obj.entities[i].colour = maptiletoenemycol(temp);
}
}
else if (obj.entities[i].type == 2) //disappearing platforms
{
obj.entities[i].tile = 915+(temp*40);
}
}
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}
void mapclass::setcol(TowerBG& bg_obj, const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
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{
bg_obj.r = intpol(r1, r2, c / 5);
bg_obj.g = intpol(g1, g2, c / 5);
bg_obj.b = intpol(b1, b2, c / 5);
}
void mapclass::updatebgobj(TowerBG& bg_obj)
{
const int check = bg_obj.colstate % 5; //current state of phase
const int cmode = (bg_obj.colstate - check) / 5; // current colour transition;
switch(cmode)
{
case 0:
setcol(bg_obj, 255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(bg_obj, 255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(bg_obj, 159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(bg_obj, 93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(bg_obj, 177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(bg_obj, 255, 93, 255, 255, 93, 107, check);
break;
}
bg_obj.tdrawback = true;
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}
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void mapclass::setbgobjlerp(TowerBG& bg_obj)
{
bg_obj.bypos = ypos / 2;
bg_obj.bscroll = (ypos - oldypos) / 2;
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}
void mapclass::updatetowerglow(TowerBG& bg_obj)
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{
if (colstatedelay <= 0 || colsuperstate > 0)
{
if (colsuperstate > 0) bg_obj.colstate--;
bg_obj.colstate++;
if (bg_obj.colstate >= 30) bg_obj.colstate = 0;
const int check = bg_obj.colstate % 5;
updatebgobj(bg_obj);
if (check == 0)
{
colstatedelay = 45;
}
else
{
colstatedelay = 0;
}
if (colsuperstate > 0) colstatedelay = 0;
}
else
{
colstatedelay--;
}
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}
void mapclass::nexttowercolour(void)
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{
/* Prevent cycling title BG more than once per frame. */
if (nexttowercolour_set)
{
return;
}
nexttowercolour_set = true;
graphics.titlebg.colstate+=5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
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updatebgobj(graphics.titlebg);
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}
void mapclass::settowercolour(int t)
{
graphics.titlebg.colstate=t*5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
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updatebgobj(graphics.titlebg);
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}
bool mapclass::towerspikecollide(int x, int y)
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{
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
return false;
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}
bool mapclass::collide(int x, int y, const bool invincible)
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{
if (towermode)
{
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
if (invincible)
{
if (tower.at(x, y, 0) >= 6 && tower.at(x, y, 0) <= 11) return true;
}
}
else if (tileset == 2)
{
int tile;
if (y == -1) return collide(x, y + 1, invincible);
if (y == 29+extrarow) return collide(x, y - 1, invincible);
if (x == -1) return collide(x + 1, y, invincible);
if (x == 40) return collide(x - 1, y, invincible);
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
tile = contents[TILE_IDX(x, y)];
if (tile >= 12 && tile <= 27) return true;
if (invincible)
{
if (tile >= 6 && tile <= 11) return true;
}
}
else
{
int tile;
if (y == -1) return collide(x, y + 1, invincible);
if (y == 29+extrarow) return collide(x, y - 1, invincible);
if (x == -1) return collide(x + 1, y, invincible);
if (x == 40) return collide(x - 1, y, invincible);
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
tile = contents[TILE_IDX(x, y)];
if (tile == 1) return true;
if (tileset==0 && tile == 59) return true;
if (tile>= 80 && tile < 680) return true;
if (tile == 740 && tileset==1) return true;
if (invincible)
{
if (tile>= 6 && tile <= 9) return true;
if (tile>= 49 && tile <= 50) return true;
if (tileset == 1)
{
if (tile>= 49 && tile < 80) return true;
}
}
}
return false;
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}
void mapclass::settile(int xp, int yp, int t)
{
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow)
{
contents[TILE_IDX(xp, yp)] = t;
}
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}
int mapclass::area(int _rx, int _ry)
{
//THIS IS THE BUG
if (finalmode)
{
return 6;
}
else
{
int lookup = (_rx - 100) + ((_ry - 100) * 20);
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
return areamap[lookup];
}
else
{
return 6;
}
}
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}
bool mapclass::isexplored(const int rx, const int ry)
{
const int roomnum = rx + ry*20;
if (INBOUNDS_ARR(roomnum, explored))
{
return explored[roomnum];
}
return false;
}
void mapclass::setexplored(const int rx, const int ry, const bool status)
{
const int roomnum = rx + ry*20;
if (INBOUNDS_ARR(roomnum, explored))
{
explored[roomnum] = status;
}
}
void mapclass::exploretower(void)
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{
for (int i = 0; i < 20; i++)
{
setexplored(9, i, true);
}
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}
void mapclass::hideship(void)
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{
//remove the ship from the explored areas
setexplored(2, 10, false);
setexplored(3, 10, false);
setexplored(4, 10, false);
setexplored(2, 11, false);
setexplored(3, 11, false);
setexplored(4, 11, false);
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}
void mapclass::showship(void)
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{
//show the ship in the explored areas
setexplored(2, 10, true);
setexplored(3, 10, true);
setexplored(4, 10, true);
setexplored(2, 11, true);
setexplored(3, 11, true);
setexplored(4, 11, true);
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}
void mapclass::resetplayer(void)
{
resetplayer(false);
}
void mapclass::resetplayer(const bool player_died)
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{
bool was_in_tower = towermode;
if (game.roomx != game.saverx || game.roomy != game.savery)
{
gotoroom(game.saverx, game.savery);
}
game.deathseq = -1;
int i = obj.getplayer();
if(INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].vx = 0;
obj.entities[i].vy = 0;
obj.entities[i].ax = 0;
obj.entities[i].ay = 0;
obj.entities[i].xp = game.savex;
obj.entities[i].yp = game.savey;
//Fix conveyor death loop glitch
obj.entities[i].newxp = obj.entities[i].xp;
obj.entities[i].newyp = obj.entities[i].yp;
obj.entities[i].dir = game.savedir;
obj.entities[i].colour = game.savecolour;
if (player_died)
{
game.lifeseq = 10;
obj.entities[i].invis = true;
}
else
{
obj.entities[i].invis = false;
}
if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2))
{
obj.entities[i].size = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].w = 12;
obj.entities[i].h = 21;
}
// If we entered a tower as part of respawn, reposition camera
if (!was_in_tower && towermode)
{
ypos = obj.entities[i].yp - 120;
if (ypos < 0)
{
ypos = 0;
}
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
}
}
Fix dying during collection prompt persisting effects In the main game, if you press R during the trinket collection prompt after collecting a trinket, AND you have never entered Comms Relay, and you respawn in a different room, the trinket collection gamestate will be interrupted, but you will still be left with the advance text prompt, cutscene bars, and muted music. The previous workaround to fix the music would be to mute and then unmute the game, but due to the new music changes, this workaround (which in and of itself is a bug) no longer works. Instead, the music would have to be restarted by going into another zone on the map. Having an advance text prompt outside of a cutscene results in the player being unable to flip, but they can still move around left and right. Speedrunners previously used the no-Comms-Relay interrupting behavior to skip certain trinket collection prompts entirely with a frame-perfect R press, so I can't patch that out. Having an advance text prompt outside of a cutscene is (ab)used in custom levels to intentionally prevent the player from flipping, and furthermore, it's also used in credits warp runs of the main game to increment the gamestate; so I cannot patch that out. The ability to press R everywhere even during cutscenes was added for good reason - to make it less likely that a softlock can happen - so I don't want to revert it. But I still think this is worth fixing because previously, the punishment for missing the frame-perfect window late was simply not skipping the trinket prompt (since the R-press would be ignored), but now the punishment is basically having to reset because of the advance text prompt. I would usually handle this in gamestate 0, but awful custom levels might want to intentionally interrupt the gamestate to do, I don't know, something. No level does that so far, but I'd like to do the least invasive thing. So what I've done is made it so the effects of interruption are undone if you press R and the gamestate is interrupted. This is handled in mapclass::resetplayer().
2021-09-10 20:49:46 +02:00
if (game.state == 0 && !script.running && game.completestop)
{
/* Looks like a collection dialogue was interrupted.
* Undo its effects! */
game.advancetext = false;
graphics.showcutscenebars = false;
if (music.currentsong > -1)
{
music.fadeMusicVolumeIn(3000);
}
}
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
if (game.supercrewmate)
{
if (game.roomx == game.scmprogress + 41)
{
game.scmprogress = game.roomx - 41;
}
else
{
game.scmprogress = game.roomx - 40;
}
}
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}
void mapclass::warpto(int rx, int ry , int t, int tx, int ty)
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{
gotoroom(rx, ry);
game.teleport = false;
if (INBOUNDS_VEC(t, obj.entities))
{
obj.entities[t].xp = tx * 8;
obj.entities[t].yp = (ty * 8) - obj.entities[t].h;
obj.entities[t].lerpoldxp = obj.entities[t].xp;
obj.entities[t].lerpoldyp = obj.entities[t].yp;
}
game.gravitycontrol = 0;
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}
void mapclass::gotoroom(int rx, int ry)
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{
int roomchangedir;
std::vector<entclass> linecrosskludge;
//First, destroy the current room
obj.removeallblocks();
game.activetele = false;
game.readytotele = 0;
game.oldreadytotele = 0;
//Ok, let's save the position of all lines on the screen
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
{
//it's on a screen edge
obj.copylinecross(linecrosskludge, i);
}
}
}
/* Disable all entities in the room, and deallocate any unnecessary entity slots. */
/* However don't disable player entities, but do preserve holes between them (if any). */
bool player_found = false;
for (int i = obj.entities.size() - 1; i >= 0; --i)
{
/* Iterate in reverse order to prevent unnecessary indice shifting */
if (obj.entities[i].rule == 0)
{
player_found = true;
continue;
}
if (!player_found)
{
obj.entities.erase(obj.entities.begin() + i);
}
else
{
obj.disableentity(i);
}
}
if (rx < game.roomx)
{
roomchangedir = 0;
}
else
{
roomchangedir = 1;
}
if (finalmode)
{
//Ok, what way are we moving?
game.roomx = rx;
game.roomy = ry;
if (game.roomy < 10)
{
game.roomy = 11;
}
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 )
{
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
}
else
{
game.currentroomdeaths = 0;
}
//Final level for time trial
if (game.intimetrial && game.roomx == 46 && game.roomy == 54)
{
music.niceplay(Music_PREDESTINEDFATEREMIX);
}
}
else if (custommode)
{
game.roomx = rx;
game.roomy = ry;
if (game.roomx < 100) game.roomx = 100 + cl.mapwidth-1;
if (game.roomy < 100) game.roomy = 100 + cl.mapheight-1;
if (game.roomx > 100 + cl.mapwidth-1) game.roomx = 100;
if (game.roomy > 100 + cl.mapheight-1) game.roomy = 100;
}
else
{
game.roomx = rx;
game.roomy = ry;
if (game.roomx < 100) game.roomx = 119;
if (game.roomy < 100) game.roomy = 119;
if (game.roomx > 119) game.roomx = 100;
if (game.roomy > 119) game.roomy = 100;
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
//Alright, change music depending on where we are:
music.changemusicarea(game.roomx - 100, game.roomy - 100);
}
loadlevel(game.roomx, game.roomy);
//Do we need to reload the background?
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if (redrawbg)
{
graphics.backgrounddrawn = false; //Used for background caching speedup
}
graphics.foregrounddrawn = false; //Used for background caching speedup
game.prevroomx = game.roomx;
game.prevroomy = game.roomy;
//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
if(!game.intimetrial && !custommode)
{
if (!obj.flags[5] && !finalmode)
{
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game.setstate(0);
if (game.roomx == 113 && game.roomy == 104)
{
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game.setstate(50);
}
}
}
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
//set it to an inactive state.
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
//continuations!
const int player_idx = obj.getplayer();
if (INBOUNDS_VEC(player_idx, obj.entities))
{
entclass* player = &obj.entities[player_idx];
player->oldxp = player->xp;
player->oldyp = player->yp;
player->lerpoldxp = player->xp - int(player->vx);
player->lerpoldyp = player->yp - int(player->vy);
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
{
//it's on a screen edge
for (size_t j = 0; j < linecrosskludge.size(); j++)
{
if (obj.entities[i].yp == linecrosskludge[j].yp)
{
//y's match, how about x's?
//we're moving left:
if (roomchangedir == 0)
{
if (obj.entities[i].xp + obj.entities[i].w >= 312 && linecrosskludge[j].xp <= 0)
{
obj.revertlinecross(linecrosskludge, i, j);
}
}
else
{
if (obj.entities[i].xp <= 0 && linecrosskludge[j].xp + linecrosskludge[j].w >= 312)
{
obj.revertlinecross(linecrosskludge, i, j);
}
}
}
}
}
}
}
if (game.companion > 0)
{
//We've changed room? Let's bring our companion along!
spawncompanion();
}
}
void mapclass::spawncompanion(void)
{
int i = obj.getplayer();
if (!INBOUNDS_VEC(i, obj.entities))
{
return;
}
//ok, we'll presume our companion has been destroyed in the room change. So:
switch(game.companion)
{
case 6:
{
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
break;
}
case 7:
if (game.roomy <= 105) //don't jump after him!
{
if (game.roomx == 110)
{
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
}
else
{
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
}
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 8:
if (game.roomy >= 104) //don't jump after him!
{
if (game.roomx == 102)
{
obj.createentity(310, 177, 17, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
else
{
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
}
break;
case 9:
if (!towermode) //don't go back into the tower!
{
if (game.roomx == 110 && obj.entities[i].xp<20)
{
obj.createentity(100, 185, 18, 15, 0, 1);
}
else
{
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
}
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 10:
//intermission 2, choose colour based on lastsaved
if (game.roomy == 51)
{
if (!obj.flags[59])
{
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
}
else if (game.roomy >= 52)
{
if (obj.flags[59])
{
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
else
{
obj.flags[59] = true;
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
}
break;
case 11:
//Intermission 1: We're using the SuperCrewMate instead!
if(game.roomx-41==game.scmprogress)
{
switch(game.scmprogress)
{
case 0:
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 1:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 2:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 3:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 4:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 5:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 6:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 7:
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 8:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 9:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 10:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 11:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 12:
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 13:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
break;
}
}
break;
}
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}
const char* mapclass::currentarea(const int roomx, const int roomy)
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{
/* For translation, the returned value is passed to loc::gettext_roomname_special().
* Returned strings must therefore be found in roomnames_special.xml! */
if (roomx >= 102 && roomx <= 104 && roomy >= 110 && roomy <= 111)
{
return "The Ship";
}
switch (area(roomx, roomy))
{
case 0:
return "Dimension VVVVVV";
break;
case 1:
return "Dimension VVVVVV";
break;
case 2:
return "Laboratory";
break;
case 3:
return "The Tower";
break;
case 4:
return "Warp Zone";
break;
case 5:
return "Space Station";
break;
case 6:
return "Outside Dimension VVVVVV";
break;
case 7:
return "Outside Dimension VVVVVV";
break;
case 8:
return "Outside Dimension VVVVVV";
break;
case 9:
return "Outside Dimension VVVVVV";
break;
case 10:
return "Outside Dimension VVVVVV";
break;
case 11:
return "The Tower";
break;
}
return "???";
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}
static void copy_short_to_int(int* dest, const short* src, const size_t size)
{
size_t i;
for (i = 0; i < size; ++i)
{
dest[i] = src[i];
}
}
void mapclass::loadlevel(int rx, int ry)
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{
int t;
if (!finalmode)
{
setexplored(rx - 100, ry - 100, true);
if (rx == 109 && !custommode)
{
exploretower();
}
}
roomtexton = false;
roomtext.clear();
roomnameset = false;
obj.platformtile = 0;
obj.customplatformtile=0;
obj.vertplatforms = false;
obj.horplatforms = false;
setroomname("");
hiddenname = "";
background = 1;
warpx = false;
warpy = false;
towermode = false;
ypos = 0;
oldypos = 0;
extrarow = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
//Custom stuff for warplines
obj.customwarpmode=false;
obj.customwarpmodevon=false;
obj.customwarpmodehon=false;
if (finalmode)
{
t = 6;
//check if we're in the towers
if (rx == 49 && ry == 52)
{
//entered tower 1
t = 7;
}
else if (rx == 49 && ry == 53)
{
//re entered tower 1
t = 8;
}
else if (rx == 51 && ry == 54)
{
//entered tower 2
t = 9;
}
else if (rx == 51 && ry == 53)
{
//re entered tower 2
t = 10;
}
}
else if (custommode)
{
t= 12;
}
else
{
t = area(rx, ry);
if (t == 3)
{
//correct position for tower
if (ry == 109)
{
//entered from ground floor
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].yp += (671 * 8);
}
ypos = (700-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
}
else if (ry == 104)
{
//you've entered from the top floor
ypos = 0;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
}
}
if (t < 2) //on the world map, want to test if we're in the secret lab
{
if (rx >= 116)
{
if (ry >= 105)
{
if (ry <= 107)
{
if (rx == 119 && ry == 105)
{
//Ah, this is just a normal area
}
else
{
//in the secret lab! Crazy background!
background = 2;
if (rx == 116 && ry == 105) graphics.rcol = 1;
if (rx == 117 && ry == 105) graphics.rcol = 5;
if (rx == 118 && ry == 105) graphics.rcol = 4;
if (rx == 117 && ry == 106) graphics.rcol = 2;
if (rx == 118 && ry == 106) graphics.rcol = 0;
if (rx == 119 && ry == 106) graphics.rcol = 3;
if (rx == 119 && ry == 107) graphics.rcol = 1;
}
}
}
}
}
}
if (rx == 119 && ry == 108 && !custommode)
{
background = 5;
graphics.rcol = 3;
warpx = true;
warpy = true;
}
roomname_special = false;
switch(t)
{
#ifdef MAKEANDPLAY
UNUSED(copy_short_to_int);
#else
case 0:
case 1: //World Map
{
tileset = 1;
extrarow = 1;
const short* tmap = otherlevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(otherlevel.roomname);
roomname_special = otherlevel.roomname_special;
hiddenname = otherlevel.hiddenname;
tileset = otherlevel.roomtileset;
break;
}
case 2: //The Lab
{
const short* tmap = lablevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(lablevel.roomname);
roomname_special = lablevel.roomname_special;
tileset = 1;
background = 2;
graphics.rcol = lablevel.rcol;
break;
}
case 3: //The Tower
graphics.towerbg.tdrawback = true;
minitowermode = false;
tower.minitowermode = false;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
setroomname("The Tower");
tileset = 1;
background = 3;
towermode = true;
//All the entities for here are just loaded here; it's essentially one room after all
obj.createentity(48, 5456, 10, 1, 505007); // (savepoint)
obj.createentity(224, 4528, 10, 1, 505017); // (savepoint)
obj.createentity(232, 4168, 10, 0, 505027); // (savepoint)
obj.createentity(280, 3816, 10, 1, 505037); // (savepoint)
obj.createentity(152, 3552, 10, 1, 505047); // (savepoint)
obj.createentity(216, 3280, 10, 0, 505057); // (savepoint)
obj.createentity(216, 4808, 10, 1, 505067); // (savepoint)
obj.createentity(72, 3096, 10, 0, 505077); // (savepoint)
obj.createentity(176, 2600, 10, 0, 505087); // (savepoint)
obj.createentity(216, 2392, 10, 0, 505097); // (savepoint)
obj.createentity(152, 1184, 10, 1, 505107); // (savepoint)
obj.createentity(152, 912, 10, 1, 505117); // (savepoint)
obj.createentity(152, 536, 10, 1, 505127); // (savepoint)
obj.createentity(120, 5136, 10, 0, 505137); // (savepoint)
obj.createentity(144, 1824, 10, 0, 505147); // (savepoint)
obj.createentity(72, 2904, 10, 0, 505157); // (savepoint)
obj.createentity(224, 1648, 10, 1, 505167); // (savepoint)
obj.createentity(112, 5280, 10, 1, 50517); // (savepoint)
obj.createentity(24, 4216, 9, 7); // (shiny trinket)
obj.createentity(280, 3216, 9, 8); // (shiny trinket)
break;
case 4: //The Warpzone
{
const short* tmap = warplevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(warplevel.roomname);
roomname_special = warplevel.roomname_special;
tileset = 1;
background = 3;
graphics.rcol = warplevel.rcol;
graphics.backgrounddrawn = false;
warpx = warplevel.warpx;
warpy = warplevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
break;
}
case 5: //Space station
{
const short* tmap = spacestation2.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(spacestation2.roomname);
roomname_special = spacestation2.roomname_special;
tileset = 0;
break;
}
case 6: //final level
{
const short* tmap = finallevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(finallevel.roomname);
roomname_special = finallevel.roomname_special;
tileset = 1;
background = 3;
graphics.backgrounddrawn = false;
if (finalstretch)
{
background = 6;
}
else
{
warpx = finallevel.warpx;
warpy = finallevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
}
graphics.rcol = 6;
changefinalcol(final_mapcol);
break;
}
case 7: //Final Level, Tower 1
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 1;
setbgobjlerp(graphics.towerbg);
setroomname("Panic Room");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
ypos = 0;
oldypos = 0;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
case 8: //Final Level, Tower 1 (reentered from below)
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 1;
setbgobjlerp(graphics.towerbg);
setroomname("Panic Room");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp += (71 * 8);
}
game.roomy--;
ypos = (100-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;}
break;
case 9: //Final Level, Tower 2
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
setroomname("The Final Challenge");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp += (71 * 8);
}
game.roomy--;
ypos = (100-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
}
case 10: //Final Level, Tower 2
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
setroomname("The Final Challenge");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
ypos = 0;
oldypos = 0;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
}
case 11: //Tower Hallways //Content is held in final level routine
{
const short* tmap = finallevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(finallevel.roomname);
roomname_special = finallevel.roomname_special;
tileset = 2;
if (rx == 108)
{
background = 7;
rcol = 15;
}
if (rx == 110)
{
background = 8;
rcol = 10;
}
if (rx == 111)
{
background = 9;
rcol = 0;
}
break;
}
#endif
case 12: //Custom level
{
const RoomProperty* const room = cl.getroomprop(rx - 100, ry - 100);
game.customcol = cl.getlevelcol(room->tileset, room->tilecol) + 1;
obj.customplatformtile = game.customcol * 12;
switch (room->tileset)
{
case 0: // Space Station
tileset = 0;
background = 1;
break;
case 1: // Outside
tileset = 1;
background = 1;
break;
case 2: // Lab
tileset = 1;
background = 2;
graphics.rcol = room->tilecol;
break;
case 3: // Warp Zone/intermission
tileset = 1;
background = 6;
break;
case 4: // Ship
tileset = 1;
background = 1;
break;
default:
tileset = 1;
background = 1;
break;
}
// If screen warping, then override all that:
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if (redrawbg)
{
graphics.backgrounddrawn = false;
}
switch (room->warpdir)
{
case 1:
warpx = true;
background = 3;
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
break;
case 2:
warpy = true;
background = 4;
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
break;
case 3:
warpx = true;
warpy = true;
background = 5;
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
break;
}
setroomname(room->roomname.c_str());
extrarow = 1;
const int* tmap = cl.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomtexton = false;
roomtext.clear();
// Entities have to be created HERE, akwardly
int tempcheckpoints = 0;
int tempscriptbox = 0;
for (size_t edi = 0; edi < customentities.size(); edi++)
{
// If entity is in this room, create it
const CustomEntity& ent = customentities[edi];
if (ent.rx != rx - 100 || ent.ry != ry - 100)
{
continue;
}
const int ex = ent.x * 8;
const int ey = ent.y * 8;
// Platform and enemy bounding boxes
int bx1 = 0, by1 = 0, bx2 = 0, by2 = 0;
bool enemy = ent.t == 1;
bool moving_plat = ent.t == 2 && ent.p1 <= 4;
if (enemy || moving_plat)
{
if (enemy)
{
bx1 = room->enemyx1;
by1 = room->enemyy1;
bx2 = room->enemyx2;
by2 = room->enemyy2;
}
else if (moving_plat)
{
bx1 = room->platx1;
by1 = room->platy1;
bx2 = room->platx2;
by2 = room->platy2;
}
// Enlarge bounding boxes to fix warping entities
if (warpx && bx1 == 0 && bx2 == 320)
{
bx1 -= 100;
bx2 += 100;
}
if (warpy && by1 == 0 && by2 == 240)
{
by1 -= 100;
by2 += 100;
}
}
switch (ent.t)
{
case 1: // Enemies
obj.customenemy = room->enemytype;
obj.createentity(ex, ey, 56, ent.p1, 4, bx1, by1, bx2, by2);
break;
case 2: // Platforms and conveyors
if (ent.p1 <= 4)
{
obj.createentity(ex, ey, 2, ent.p1, room->platv, bx1, by1, bx2, by2);
}
else if (ent.p1 >= 5 && ent.p1 <= 8) // Conveyor
{
obj.createentity(ex, ey, 2, ent.p1 + 3, 4);
}
break;
case 3: // Disappearing platforms
obj.createentity(ex, ey, 3);
break;
case 9: // Trinkets
obj.createentity(ex, ey, 9, cl.findtrinket(edi));
break;
case 10: // Checkpoints
obj.createentity(ex, ey, 10, ent.p1, (rx + ry*100) * 20 + tempcheckpoints);
tempcheckpoints++;
break;
case 11: // Gravity Lines
if (ent.p1 == 0) //Horizontal
{
obj.createentity(ent.p2 * 8, ey + 4, 11, ent.p3);
}
else //Vertical
{
obj.createentity(ex + 3, ent.p2 * 8, 12, ent.p3);
}
break;
case 13: // Warp Tokens
obj.createentity(ex, ey, 13, ent.p1, ent.p2);
break;
case 15: // Collectable crewmate
obj.createentity(ex - 4, ey + 1, 55, cl.findcrewmate(edi), ent.p1, ent.p2);
break;
case 17: // Roomtext!
{
roomtexton = true;
Roomtext text;
text.x = ex / 8;
text.y = ey / 8;
text.text = ent.scriptname.c_str();
text.rtl = ent.p1;
roomtext.push_back(text);
break;
}
case 18: // Terminals
{
obj.customscript = ent.scriptname;
int usethistile = ent.p1;
int usethisy = ey;
// This isn't a boolean: we just swap 0 and 1 around and leave the rest alone
if (usethistile == 0)
{
usethistile = 1; // Unflipped
}
else if (usethistile == 1)
{
usethistile = 0; // Flipped;
usethisy -= 8;
}
obj.createentity(ex, usethisy + 8, 20 + SDL_clamp(ent.p2, 0, 1), usethistile);
for (size_t i = 0; i < script.customscripts.size(); i++)
{
if (script.customscripts[i].name == obj.customscript)
{
obj.createblock(ACTIVITY, ex - 8, usethisy + 8, 20, 16, 35);
break;
}
}
break;
}
case 19: //Script Box
if (INBOUNDS_ARR(tempscriptbox, game.customscript))
{
game.customscript[tempscriptbox] = ent.scriptname;
}
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
tempscriptbox++;
break;
case 50: // Warp Lines
obj.customwarpmode=true;
switch (ent.p1)
{
case 0: // Vertical, left
obj.createentity(ex + 4, ent.p2 * 8, 51, ent.p3);
break;
case 1: //Horizontal, right
obj.createentity(ex + 4, ent.p2 * 8, 52, ent.p3);
break;
case 2: //Vertical, top
obj.createentity(ent.p2 * 8, ey + 7, 53, ent.p3);
break;
case 3: // Horizontal, bottom
obj.createentity(ent.p2 * 8, ey, 54, ent.p3);
break;
}
break;
}
}
//do the appear/remove roomname here
break;
}
}
//The room's loaded: now we fill out damage blocks based on the tiles.
if (towermode)
{
}
else
{
for (int j = 0; j < 29 + extrarow; j++)
{
for (int i = 0; i < 40; i++)
{
int tile = contents[TILE_IDX(i, j)];
//Damage blocks
if(tileset==0)
{
if (tile == 6 || tile == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (tile == 7 || tile == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
if (tile == 49 || tile == 50)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==1)
{
if ((tile >= 63 && tile <= 74) ||
(tile >= 6 && tile <= 9))
{
//sticking up) {
if (tile < 10) tile++;
//sticking up
if(tile%2==0)
{
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
else
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8) + 4, 8, 4);
}
if (tile < 11) tile--;
}
if (tile >= 49 && tile <= 62)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==2)
{
if (tile == 6 || tile == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (tile == 7 || tile == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
}
//Breakable blocks
if (tile == 10)
{
settile(i, j, 0);
obj.createentity(i * 8, j * 8, 4);
}
//Directional blocks
if (tile >= 14 && tile <= 17)
{
obj.createblock(3, i * 8, j * 8, 8, 8, tile-14);
}
}
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
{
//put a block underneath
int temp = obj.entities[i].xp / 8.0f;
int temp2 = obj.entities[i].yp / 8.0f;
settile(temp, temp2, 1);
settile(temp+1, temp2, 1);
settile(temp+2, temp2, 1);
settile(temp+3, temp2, 1);
if (obj.entities[i].w == 64)
{
settile(temp+4, temp2, 1);
settile(temp+5, temp2, 1);
settile(temp+6, temp2, 1);
settile(temp+7, temp2, 1);
}
}
}
}
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
if (!finalmode && !custommode)
{
//First up: the extra bits:
//Vermilion's quest:
if (rx == 100 && ry == 105) //On path to verdigris
{
if (game.crewstats[3] && !game.crewstats[4])
{
obj.createentity(87, 105, 18, 15, 0, 18);
obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 107 && ry == 100) //victoria
{
if (game.crewstats[3] && !game.crewstats[5])
{
obj.createentity(140, 137, 18, 15, 0, 18);
obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 114 && ry == 109)
{
if (game.crewstats[3] && !game.crewstats[2])
{
obj.createentity(235, 81, 18, 15, 0, 18);
obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
}
}
//Verdigris fixing the ship
if (rx == 101 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()>4 && game.crewrescued()!=6)
{
obj.createentity(175, 121, 18, 13, 0, 18);
obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
}
}
}
else if (rx == 103 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()<=4 && game.crewrescued()!=6)
{
obj.createentity(53, 161, 18, 13, 1, 18);
obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
}
}
}
if (rx == 104 && ry == 111)
{
//Red
//First: is he rescued?
if (game.crewstats[3])
{
//If so, red will always be at his post
obj.createentity(107, 121, 18, 15, 0, 18);
//What script do we use?
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 103 && ry == 111)
{
//Yellow
//First: is he rescued?
if (game.crewstats[2])
{
obj.createentity(198, 105, 18, 14, 0, 18);
//What script do we use?
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
}
}
else if (rx == 103 && ry == 110)
{
//Green
//First: is he rescued?
if (game.crewstats[4])
{
obj.createentity(242, 177, 18, 13, 0, 18);
//What script do we use?
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
}
}
else if (rx == 104 && ry == 110)
{
//Purple
//First: is she rescued?
if (game.crewstats[1])
{
obj.createentity(140, 177, 18, 20, 0, 18);
//What script do we use?
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
}
}
else if (rx == 102 && ry == 110)
{
//Blue
//First: is she rescued?
if (game.crewstats[5])
{
//A slight varation - she's upside down
obj.createentity(249, 62, 18, 16, 0, 18);
int j = obj.getcrewman(BLUE);
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].rule = 7;
obj.entities[j].tile +=6;
}
//What script do we use?
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
}
}
}
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}
void mapclass::twoframedelayfix(void)
{
// Fixes the two-frame delay in custom levels that use scripts to spawn an entity upon room load.
// Because when the room loads and newscript is set to run, newscript has already ran for that frame,
// and when the script gets loaded script.run() has already ran for that frame, too.
// A bit kludge-y, but it's the least we can do without changing the frame ordering.
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)
|| !custommode
|| game.deathseq != -1)
return;
int block_idx = -1;
// obj.checktrigger() sets block_idx
int activetrigger = obj.checktrigger(&block_idx);
if (activetrigger <= -1
|| !INBOUNDS_VEC(block_idx, obj.blocks)
|| activetrigger < 300)
{
return;
}
game.newscript = obj.blocks[block_idx].script;
obj.removetrigger(activetrigger);
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game.setstate(0);
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game.setstatedelay(0);
script.load(game.newscript);
}