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VVVVVV/desktop_version/src/Script.cpp

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2020-01-01 21:29:24 +01:00
#include "Script.h"
#include "Graphics.h"
#include "Entity.h"
#include "Music.h"
#include "KeyPoll.h"
#include "Map.h"
scriptclass::scriptclass()
{
//Start SDL
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//Init
words.resize(40);
txt.resize(40);
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position = 0;
scriptdelay = 0;
running = false;
b = 0;
g = 0;
i = 0;
j = 0;
k = 0;
loopcount = 0;
looppoint = 0;
r = 0;
textx = 0;
texty = 0;
txtnumlines = 0;
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}
void scriptclass::clearcustom(){
customscript.clear();
}
void scriptclass::tokenize( std::string t )
{
j = 0;
tempword = "";
for (size_t i = 0; i < t.length(); i++)
{
currentletter = t.substr(i, 1);
if (currentletter == "(" || currentletter == ")" || currentletter == ",")
{
words[j] = tempword;
std::transform(words[j].begin(), words[j].end(), words[j].begin(), ::tolower);
j++;
tempword = "";
}
else if (currentletter == " ")
{
//don't do anything - i.e. strip out spaces.
}
else
{
tempword += currentletter;
}
}
if (tempword != "")
{
words[j] = tempword;
}
}
void scriptclass::run()
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{
while(running && scriptdelay<=0 && !game.pausescript)
{
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
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if (position < (int) commands.size())
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{
//Let's split or command in an array of words
tokenize(commands[position]);
//For script assisted input
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Ok, now we run a command based on that string
if (words[0] == "moveplayer")
{
//USAGE: moveplayer(x offset, y offset)
int player = obj.getplayer();
obj.entities[player].xp += ss_toi(words[1]);
obj.entities[player].yp += ss_toi(words[2]);
scriptdelay = 1;
}
#if !defined(NO_CUSTOM_LEVELS)
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if (words[0] == "warpdir")
{
int temprx=ss_toi(words[1])-1;
int tempry=ss_toi(words[2])-1;
int curlevel=temprx+(ed.maxwidth*(tempry));
ed.level[curlevel].warpdir=ss_toi(words[3]);
//If screen warping, then override all that:
graphics.backgrounddrawn = false;
//Do we update our own room?
if(game.roomx-100==temprx && game.roomy-100==tempry){
map.warpx=false; map.warpy=false;
if(ed.level[curlevel].warpdir==0){
map.background = 1;
//Be careful, we could be in a Lab or Warp Zone room...
if(ed.level[curlevel].tileset==2){
//Lab
map.background = 2;
graphics.rcol = ed.level[curlevel].tilecol;
}else if(ed.level[curlevel].tileset==3){
//Warp Zone
map.background = 6;
}
}else if(ed.level[curlevel].warpdir==1){
map.warpx=true;
map.background=3;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==2){
map.warpy=true;
map.background=4;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}
}
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}
if (words[0] == "ifwarp")
{
if (ed.level[ss_toi(words[1])-1+(ed.maxwidth*(ss_toi(words[2])-1))].warpdir == ss_toi(words[3]))
{
load("custom_"+words[4]);
position--;
}
}
#endif
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if (words[0] == "destroy")
{
if(words[1]=="gravitylines"){
for(int edi=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;
}
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}else if(words[1]=="warptokens"){
for(int edi=0; edi<obj.nentity; edi++){
if(obj.entities[edi].type==11) obj.entities[edi].active=false;
}
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}else if(words[1]=="platforms"){
for(int edi=0; edi<obj.nentity; edi++){
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) obj.entities[edi].active=false;
}
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}
}
if (words[0] == "customiftrinkets")
{
if (game.trinkets >= ss_toi(words[1]))
{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "customiftrinketsless")
{
if (game.trinkets < ss_toi(words[1]))
{
load("custom_"+words[2]);
position--;
}
}
else if (words[0] == "customifflag")
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{
if (obj.flags[ss_toi(words[1])]==1)
{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "custommap")
{
if(words[1]=="on"){
map.customshowmm=true;
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}else if(words[1]=="off"){
map.customshowmm=false;
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}
}
if (words[0] == "delay")
{
//USAGE: delay(frames)
scriptdelay = ss_toi(words[1]);
}
if (words[0] == "flag")
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{
if(ss_toi(words[1])>=0 && ss_toi(words[1])<100){
if(words[2]=="on"){
obj.changeflag(ss_toi(words[1]),1);
}else if(words[2]=="off"){
obj.changeflag(ss_toi(words[1]),0);
}
}
}
if (words[0] == "flash")
{
//USAGE: flash(frames)
game.flashlight = ss_toi(words[1]);
}
if (words[0] == "shake")
{
//USAGE: shake(frames)
game.screenshake = ss_toi(words[1]);
}
if (words[0] == "walk")
{
//USAGE: walk(dir,frames)
if (words[1] == "left")
{
game.press_left = true;
}
else if (words[1] == "right")
{
game.press_right = true;
}
scriptdelay = ss_toi(words[2]);
}
if (words[0] == "flip")
{
game.press_action = true;
scriptdelay = 1;
}
if (words[0] == "tofloor")
{
if(obj.entities[obj.getplayer()].onroof>0)
{
game.press_action = true;
scriptdelay = 1;
}
}
if (words[0] == "playef")
{
music.playef(ss_toi(words[1]));
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}
if (words[0] == "play")
{
music.play(ss_toi(words[1]));
}
if (words[0] == "stopmusic")
{
music.haltdasmusik();
}
if (words[0] == "resumemusic")
{
music.play(music.resumesong);
}
if (words[0] == "musicfadeout")
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{
music.fadeout();
music.dontquickfade = true;
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}
if (words[0] == "musicfadein")
{
music.musicfadein = 90;
//if(!game.muted) music.fadeMusicVolumeIn(3000);
}
if (words[0] == "trinketscriptmusic")
{
music.play(4);
}
if (words[0] == "gotoposition")
{
//USAGE: gotoposition(x position, y position, gravity position)
int player = obj.getplayer();
obj.entities[player].xp = ss_toi(words[1]);
obj.entities[player].yp = ss_toi(words[2]);
game.gravitycontrol = ss_toi(words[3]);
}
if (words[0] == "gotoroom")
{
//USAGE: gotoroom(x,y) (manually add 100)
map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100);
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}
if (words[0] == "cutscene")
{
graphics.showcutscenebars = true;
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}
if (words[0] == "endcutscene")
{
graphics.showcutscenebars = false;
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}
if (words[0] == "untilbars")
{
if (graphics.showcutscenebars)
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{
if (graphics.cutscenebarspos < 360)
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{
scriptdelay = 1;
position--;
}
}
else
{
if (graphics.cutscenebarspos > 0)
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{
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 = ss_toi(words[2]);
texty = ss_toi(words[3]);
//Number of lines for the textbox!
txtnumlines = ss_toi(words[4]);
for (int 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";
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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(graphics.flipmode) texty += 2*(120 - texty) - 8*(txtnumlines+2);
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}
else if (words[0] == "speak_active")
{
//Ok, actually display the textbox we've initilised now!
graphics.createtextbox(txt[0], textx, texty, r, g, b);
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if (txtnumlines > 1)
{
for (i = 1; i < txtnumlines; i++)
{
graphics.addline(txt[i]);
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}
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= graphics.textboxwidth();
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textx += 16;
graphics.textboxmoveto(textx);
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}
if (textx == -500 || textx == -1)
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{
graphics.textboxcenterx();
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}
if (texty == -500)
{
graphics.textboxcentery();
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}
graphics.textboxadjust();
graphics.textboxactive();
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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] == "speak")
{
//Exactly as above, except don't make the textbox active (so we can use multiple textboxes)
graphics.createtextbox(txt[0], textx, texty, r, g, b);
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if (txtnumlines > 1)
{
for (i = 1; i < txtnumlines; i++)
{
graphics.addline(txt[i]);
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}
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= graphics.textboxwidth();
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textx += 16;
graphics.textboxmoveto(textx);
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}
if (textx == -500 || textx == -1)
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{
graphics.textboxcenterx();
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}
if (texty == -500)
{
graphics.textboxcentery();
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}
graphics.textboxadjust();
//graphics.textboxactive();
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if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "endtext")
{
graphics.textboxremove();
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game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "endtextfast")
{
graphics.textboxremovefast();
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game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "do")
{
//right, loop from this point
looppoint = position;
loopcount = ss_toi(words[1]);
}
else if (words[0] == "loop")
{
//right, loop from this point
loopcount--;
if (loopcount > 0)
{
position = looppoint;
}
}
else if (words[0] == "vvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
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(ss_toi(words[1]), ss_toi(words[2]), ss_toi(words[3]), ss_toi(words[4]), ss_toi(words[5]));
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}
else if (words[0] == "createcrewman")
{
if (words[3] == "cyan")
{
r=0;
}
else if (words[3] == "red")
{
r=15;
}
else if (words[3] == "green")
{
r=13;
}
else if (words[3] == "yellow")
{
r=14;
}
else if (words[3] == "blue")
{
r=16;
}
else if (words[3] == "purple")
{
r=20;
}
else if (words[3] == "gray")
{
r=19;
}
else
{
r = 19;
}
//convert the command to the right index
if (words[5] == "followplayer") words[5] = "10";
if (words[5] == "followpurple") words[5] = "11";
if (words[5] == "followyellow") words[5] = "12";
if (words[5] == "followred") words[5] = "13";
if (words[5] == "followgreen") words[5] = "14";
if (words[5] == "followblue") words[5] = "15";
if (words[5] == "followposition") words[5] = "16";
if (words[5] == "faceleft")
{
words[5] = "17";
words[6] = "0";
}
if (words[5] == "faceright")
{
words[5] = "17";
words[6] = "1";
}
if (words[5] == "faceplayer")
{
words[5] = "18";
words[6] = "0";
}
if (words[5] == "panic")
{
words[5] = "20";
words[6] = "0";
}
if (ss_toi(words[5]) >= 16)
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
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}
else
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]));
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "changemood")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
else if (words[1] == "pink")
{
i=obj.getcrewman(1);
}
if (ss_toi(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]=ss_toi(words[2]);
}
else if (words[1] == "cyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "red")
{
i=obj.getcustomcrewman(3);
obj.customcrewmoods[3]=ss_toi(words[2]);
}
else if (words[1] == "green")
{
i=obj.getcustomcrewman(4);
obj.customcrewmoods[4]=ss_toi(words[2]);
}
else if (words[1] == "yellow")
{
i=obj.getcustomcrewman(2);
obj.customcrewmoods[2]=ss_toi(words[2]);
}
else if (words[1] == "blue")
{
i=obj.getcustomcrewman(5);
obj.customcrewmoods[5]=ss_toi(words[2]);
}
else if (words[1] == "purple")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
else if (words[1] == "pink")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
if (ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changetile")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
obj.entities[i].tile = ss_toi(words[2]);
}
else if (words[0] == "flipgravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
game.gravitycontrol = !game.gravitycontrol;
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}
else
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{
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);
}
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if (obj.entities[i].rule == 6)
{
obj.entities[i].rule = 7;
obj.entities[i].tile = 6;
}
else if (obj.entities[i].rule == 7)
{
obj.entities[i].rule = 6;
obj.entities[i].tile = 0;
}
}
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}
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 (ss_toi(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 = ss_toi(words[2]);
if (obj.entities[i].state == 16)
{
obj.entities[i].para=ss_toi(words[3]);
}
else if (obj.entities[i].state == 17)
{
obj.entities[i].dir=ss_toi(words[3]);
}
}
else if (words[0] == "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);
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}
else if (words[1] == "cyan")
{
music.playef(11);
2020-01-01 21:29:24 +01:00
}
else if (words[1] == "red")
{
music.playef(16);
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}
else if (words[1] == "green")
{
music.playef(12);
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}
else if (words[1] == "yellow")
{
music.playef(14);
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}
else if (words[1] == "blue")
{
music.playef(13);
2020-01-01 21:29:24 +01:00
}
else if (words[1] == "purple")
{
music.playef(15);
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}
else if (words[1] == "cry")
{
music.playef(2);
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}
else if (words[1] == "terminal")
{
music.playef(20);
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "blackout")
{
game.blackout = true;
}
else if (words[0] == "blackon")
{
game.blackout = false;
}
else if (words[0] == "setcheckpoint")
{
i = obj.getplayer();
game.savepoint = 0;
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 = ss_toi(words[1]);
game.statedelay = 0;
}
else if (words[0] == "textboxactive")
{
graphics.textboxactive();
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}
else if (words[0] == "gamemode")
{
if (words[1] == "teleporter")
{
//TODO this draw the teleporter screen. This is a problem. :(
game.gamestate = 5;
graphics.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) graphics.menuoffset -= 10;
2020-01-01 21:29:24 +01:00
graphics.resumegamemode = false;
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game.useteleporter = false; //good heavens don't actually use it
}
else if (words[1] == "game")
{
graphics.resumegamemode = true;
2020-01-01 21:29:24 +01:00
}
}
else if (words[0] == "ifexplored")
{
if (map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] == 1)
{
load(words[3]);
position--;
}
}
else if (words[0] == "iflast")
{
if (game.lastsaved==ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifskip")
{
if (game.nocutscenes)
{
load(words[1]);
position--;
}
}
else if (words[0] == "ifflag")
{
if (obj.flags[ss_toi(words[1])]==1)
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifcrewlost")
{
if (game.crewstats[ss_toi(words[1])]==false)
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinkets")
{
if (game.trinkets >= ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinketsless")
{
if (game.stat_trinkets < ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "hidecoordinates")
{
map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] = 0;
}
else if (words[0] == "showcoordinates")
{
map.explored[ss_toi(words[1]) + (20 * ss_toi(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 = ss_toi(words[1]);
}
else if (words[0] == "befadein")
{
graphics.fadeamount = 0;
graphics.fademode= 0;
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "fadein")
{
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "fadeout")
{
graphics.fademode = 2;
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "untilfade")
{
if (graphics.fademode>1)
2020-01-01 21:29:24 +01:00
{
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();
2020-01-01 21:29:24 +01:00
map.tdrawback = true;
obj.resetallflags();
i = obj.getplayer();
obj.entities[i].tile = 0;
game.trinkets = 0;
game.crewmates=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;
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
game.creditposition = 0;
}
else if (words[0] == "finalmode")
{
map.finalmode = true;
map.finalx = ss_toi(words[1]);
map.finaly = ss_toi(words[2]);
game.roomx = map.finalx;
game.roomy = map.finaly;
map.gotoroom(game.roomx, game.roomy);
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "rescued")
{
if (words[1] == "red")
{
game.crewstats[3] = true;
}
else if (words[1] == "green")
{
game.crewstats[4] = true;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = true;
}
else if (words[1] == "blue")
{
game.crewstats[5] = true;
}
else if (words[1] == "purple")
{
game.crewstats[1] = true;
}
else if (words[1] == "player")
{
game.crewstats[0] = true;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = true;
}
}
else if (words[0] == "missing")
{
if (words[1] == "red")
{
game.crewstats[3] = false;
}
else if (words[1] == "green")
{
game.crewstats[4] = false;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = false;
}
else if (words[1] == "blue")
{
game.crewstats[5] = false;
}
else if (words[1] == "purple")
{
game.crewstats[1] = false;
}
else if (words[1] == "player")
{
game.crewstats[0] = false;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = false;
}
}
else if (words[0] == "face")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (words[2] == "player")
{
j=obj.getplayer();
}
else if (words[2] == "cyan")
{
j=obj.getcrewman(0);
}
else if (words[2] == "red")
{
j=obj.getcrewman(3);
}
else if (words[2] == "green")
{
j=obj.getcrewman(4);
}
else if (words[2] == "yellow")
{
j=obj.getcrewman(2);
}
else if (words[2] == "blue")
{
j=obj.getcrewman(5);
}
else if (words[2] == "purple")
{
j=obj.getcrewman(1);
}
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 (ss_toi(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 (ss_toi(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 (ss_toi(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 (ss_toi(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 (ss_toi(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 (ss_toi(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 (ss_toi(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 (ss_toi(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 (ss_toi(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 (ss_toi(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(i, 153, 18, 14, 0, 17, 0);
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i += 25;
}
if (game.crewstats[3] && game.lastsaved!=3)
{
obj.createentity(i, 153, 18, 15, 0, 17, 0);
2020-01-01 21:29:24 +01:00
i += 25;
}
if (game.crewstats[4] && game.lastsaved!=4)
{
obj.createentity(i, 153, 18, 13, 0, 17, 0);
2020-01-01 21:29:24 +01:00
i += 25;
}
if (game.crewstats[5] && game.lastsaved!=5)
{
obj.createentity(i, 153, 18, 16, 0, 17, 0);
2020-01-01 21:29:24 +01:00
i += 25;
}
}
else if (words[0] == "restoreplayercolour")
{
i = obj.getplayer();
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 = ss_toi(words[1]);
}
else if (words[0] == "activeteleporter")
{
i = obj.getteleporter();
obj.entities[i].colour = 101;
}
else if (words[0] == "foundtrinket")
{
//music.silencedasmusik();
music.haltdasmusik();
music.playef(3);
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game.trinkets++;
obj.collect[ss_toi(words[1])] = 1;
graphics.textboxremovefast();
2020-01-01 21:29:24 +01:00
graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found a shiny trinket!");
graphics.textboxcenterx();
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std::string usethisnum;
if (map.custommode)
{
usethisnum = help.number(map.customtrinkets);
}
else
{
usethisnum = "Twenty";
}
graphics.createtextbox(" " + help.number(game.trinkets) + " out of " + usethisnum + " ", 50, 135, 174, 174, 174);
graphics.textboxcenterx();
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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);
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graphics.textboxremovefast();
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graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found the secret lab!");
graphics.textboxcenterx();
graphics.textboxcentery();
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if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab2")
{
graphics.textboxremovefast();
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graphics.createtextbox("The secret lab is separate from", 50, 85, 174, 174, 174);
graphics.addline("the rest of the game. You can");
graphics.addline("now come back here at any time");
graphics.addline("by selecting the new SECRET LAB");
graphics.addline("option in the play menu.");
graphics.textboxcenterx();
graphics.textboxcentery();
2020-01-01 21:29:24 +01:00
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "everybodysad")
{
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);
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}
else if (words[0] == "telesave")
{
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele();
2020-01-01 21:29:24 +01:00
}
else if (words[0] == "createlastrescued")
{
if (game.lastsaved==2)
{
r=14;
}
else if (game.lastsaved==3)
{
r=15;
}
else if (game.lastsaved==4)
{
r=13;
}
else if (game.lastsaved==5)
{
r=16;
}
else
{
r = 19;
}
obj.createentity(200, 153, 18, r, 0, 19, 30);
2020-01-01 21:29:24 +01:00
i = obj.getcrewman(game.lastsaved);
obj.entities[i].dir = 1;
}
else if (words[0] == "specialline")
{
switch(ss_toi(words[1]))
{
case 1:
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--;
}
}
//TODO: Non Urgent fix compiler nesting errors without adding complexity
if (words[0] == "greencontrol")
{
if (game.insecretlab)
{
load("talkgreen_11");
position--;
}
else if (game.roomx == 103 && game.roomy == 109)
{
load("talkgreen_8");
position--;
}
else if (game.roomx == 101 && game.roomy == 109)
{
load("talkgreen_9");
position--;
}
else if (obj.flags[67] == 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--;
}
}
void scriptclass::resetgametomenu()
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{
game.gamestate = TITLEMODE;
graphics.flipmode = false;
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obj.nentity = 0;
graphics.fademode = 4;
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game.createmenu("gameover");
}
void scriptclass::startgamemode( int t )
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{
switch(t)
{
case 0: //Normal new game
game.gamestate = GAMEMODE;
hardreset();
game.start();
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game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
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//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
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if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
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}
map.gotoroom(game.saverx, game.savery);
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load("intro");
break;
case 1:
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadtele();
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game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
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if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
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}
else
{
map.resetplayer();
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}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
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break;
case 2: //Load Quicksave
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadquick();
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game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
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if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
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}
map.gotoroom(game.saverx, game.savery);
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//a very special case for here needs to ensure that the tower is set correctly
if (map.towermode)
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
i = obj.getplayer();
map.ypos = obj.entities[i].yp - 120;
map.bypos = map.ypos / 2;
map.cameramode = 0;
map.colsuperstate = 0;
}
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 3:
//Start Time Trial 1
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 0;
game.timetrialpar = 75;
game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 4:
//Start Time Trial 2
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 1;
game.timetrialpar = 165;
game.timetrialshinytarget = 4;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 5:
//Start Time Trial 3 tow
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 2;
game.timetrialpar = 105;
game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 6:
//Start Time Trial 4 station
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 3;
game.timetrialpar = 200;
game.timetrialshinytarget = 5;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 7:
//Start Time Trial 5 warp
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 4;
game.timetrialpar = 120;
game.timetrialshinytarget = 1;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 8:
//Start Time Trial 6// final level!
hardreset();
2020-01-01 21:29:24 +01:00
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 5;
game.timetrialpar = 135;
game.timetrialshinytarget = 1;
music.fadeout();
map.finalmode = true; //Enable final level mode
map.finalx = 46;
map.finaly = 54; //Current
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 9:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
game.nodeathmode = true;
game.start();
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
2020-01-01 21:29:24 +01:00
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intro");
break;
case 10:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
game.nodeathmode = true;
game.nocutscenes = true;
game.start();
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
2020-01-01 21:29:24 +01:00
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intro");
break;
case 11:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
game.startspecial(0);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//Secret lab, so reveal the map, give them all 20 trinkets
for (int j = 0; j < 20; j++)
{
obj.collect[j] = true;
for (i = 0; i < 20; i++)
{
map.explored[i + (j * 20)] = 1;
}
}
game.trinkets = 20;
game.insecretlab = true;
map.showteleporters = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
music.play(11);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 12:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 13:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 14:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 15:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_1");
break;
case 16:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
case 17:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
case 18:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
case 19:
game.gamestate = GAMEMODE;
hardreset();
2020-01-01 21:29:24 +01:00
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
load("intermission_2");
break;
#if !defined(NO_CUSTOM_LEVELS)
2020-01-01 21:29:24 +01:00
case 20:
//Level editor
hardreset();
2020-01-01 21:29:24 +01:00
ed.reset();
music.fadeout();
game.gamestate = EDITORMODE;
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
graphics.fademode = 4;
2020-01-01 21:29:24 +01:00
break;
case 21: //play custom level (in editor)
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
//If warpdir() is used during playtesting, we need to set it back after!
for (int j = 0; j < ed.maxheight; j++)
{
for (int i = 0; i < ed.maxwidth; i++)
{
ed.kludgewarpdir[i+(j*ed.maxwidth)]=ed.level[i+(j*ed.maxwidth)].warpdir;
}
}
game.customstart();
2020-01-01 21:29:24 +01:00
game.jumpheld = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
2020-01-01 21:29:24 +01:00
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
2020-01-01 21:29:24 +01:00
}
else
{
map.resetplayer();
2020-01-01 21:29:24 +01:00
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
if(ed.levmusic>0){
music.play(ed.levmusic);
2020-01-01 21:29:24 +01:00
}else{
music.currentsong=-1;
2020-01-01 21:29:24 +01:00
}
break;
case 22: //play custom level (in game)
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.load(filename);
ed.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
game.customstart();
game.jumpheld = true;
2020-01-01 21:29:24 +01:00
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
2020-01-01 21:29:24 +01:00
ed.generatecustomminimap();
2020-01-01 21:29:24 +01:00
map.customshowmm=true;
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
2020-01-01 21:29:24 +01:00
}
graphics.fademode = 4;
break;
}
case 23: //Continue in custom level
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.load(filename);
ed.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
2020-01-01 21:29:24 +01:00
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
2020-01-01 21:29:24 +01:00
game.customstart();
game.customloadquick(ed.ListOfMetaData[game.playcustomlevel].filename);
game.jumpheld = true;
game.gravitycontrol = game.savegc;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
ed.generatecustomminimap();
graphics.fademode = 4;
break;
}
#endif
2020-01-01 21:29:24 +01:00
case 100:
game.savestats();
2020-01-01 21:29:24 +01:00
SDL_Quit();
exit(0);
break;
}
}
void scriptclass::teleport()
2020-01-01 21:29:24 +01:00
{
//er, ok! Teleport to a new area, so!
//A general rule of thumb: if you teleport with a companion, get rid of them!
game.companion = 0;
i = obj.getplayer(); //less likely to have a serious collision error if the player is centered
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);
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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 (graphics.setflipmode && game.teleport_to_x == 11 && game.teleport_to_y == 4)
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{
music.niceplay(9);
}
else
{
music.changemusicarea(game.teleport_to_x, game.teleport_to_y);
}
if (!game.intimetrial && !game.nodeathmode && !game.inintermission)
{
if (graphics.flipmode)
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{
graphics.createtextbox(" Game Saved ", -1, 202, 174, 174, 174);
graphics.textboxtimer(25);
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}
else
{
graphics.createtextbox(" Game Saved ", -1, 12, 174, 174, 174);
graphics.textboxtimer(25);
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}
game.savetele();
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}
}
}
void scriptclass::hardreset()
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{
//Game:
game.hascontrol = true;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.roomchange = false;
game.roomx = 0;
game.roomy = 0;
game.prevroomx = 0;
game.prevroomy = 0;
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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.saverx = 0;
game.savery = 0;
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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.crewmates=0;
game.state = 0;
game.statedelay = 0;
game.hascontrol = true;
game.advancetext = false;
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game.pausescript = false;
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//dwgraphicsclass
graphics.backgrounddrawn = false;
graphics.textboxremovefast();
graphics.flipmode = false; //This will be reset if needs be elsewhere
graphics.showcutscenebars = false;
graphics.cutscenebarspos = 0;
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//mapclass
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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.towermode=false;
map.cameraseekframe = 0;
map.resumedelay = 0;
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map.customshowmm=true;
for (j = 0; j < 20; j++)
{
for (i = 0; i < 20; i++)
{
map.roomdeaths[i + (j * 20)] = 0;
map.roomdeathsfinal[i + (j * 20)] = 0;
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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;
}
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for (i = 0; i < 100; i++)
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{
obj.collect[i] = 0;
obj.customcollect[i] = 0;
}
if (obj.getplayer() > -1){
obj.entities[obj.getplayer()].tile = 0;
}
//Script Stuff
position = 0;
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
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commands.clear();
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scriptdelay = 0;
scriptname = "null";
running = false;
}