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VVVVVV/desktop_version/src/Script.cpp

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#define SCRIPT_DEFINITION
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#include "Script.h"
#include <limits.h>
#include <SDL_timer.h>
#include "Constants.h"
#include "CustomLevels.h"
#include "Editor.h"
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#include "Entity.h"
#include "Enums.h"
#include "Exit.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
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#include "KeyPoll.h"
#include "Localization.h"
#include "LocalizationStorage.h"
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#include "Map.h"
#include "Music.h"
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
#include "Unreachable.h"
#include "UtilityClass.h"
#include "VFormat.h"
#include "Vlogging.h"
#include "Xoshiro.h"
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scriptclass::scriptclass(void)
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{
position = 0;
scriptdelay = 0;
running = false;
b = 0;
g = 0;
i = 0;
j = 0;
k = 0;
loopcount = 0;
looppoint = 0;
r = 0;
textx = 0;
texty = 0;
textflipme = false;
textcentertext = false;
textpad_left = 0;
textpad_right = 0;
textpadtowidth = 0;
textcase = 1;
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}
void scriptclass::clearcustom(void)
{
customscripts.clear();
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}
static bool argexists[NUM_SCRIPT_ARGS];
static std::string raw_words[NUM_SCRIPT_ARGS];
void scriptclass::tokenize( const std::string& t )
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{
j = 0;
std::string tempword;
std::string temprawword;
char currentletter;
SDL_zeroa(argexists);
for (size_t i = 0; i < t.length(); i++)
{
currentletter = t[i];
if (currentletter == '(' || currentletter == ')' || currentletter == ',')
{
words[j] = tempword;
raw_words[j] = temprawword;
argexists[j] = words[j] != "";
for (size_t ii = 0; ii < words[j].length(); ii++)
{
words[j][ii] = SDL_tolower(words[j][ii]);
}
j++;
tempword = "";
temprawword = "";
}
else if (currentletter == ' ')
{
/* Ignore spaces unless it's part of a script name. */
temprawword += currentletter;
}
else
{
tempword += currentletter;
temprawword += currentletter;
}
if (j >= (int) SDL_arraysize(words))
{
break;
}
}
if (j < (int) SDL_arraysize(words))
{
const bool lastargexists = tempword != "";
if (lastargexists)
{
words[j] = tempword;
raw_words[j] = tempword;
}
argexists[j] = lastargexists;
}
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}
static int getcolorfromname(std::string name)
{
if (name == "player") return CYAN;
else if (name == "cyan") return CYAN;
else if (name == "red") return RED;
else if (name == "green") return GREEN;
else if (name == "yellow") return YELLOW;
else if (name == "blue") return BLUE;
else if (name == "purple") return PURPLE;
else if (name == "customcyan") return CYAN;
else if (name == "gray") return GRAY;
else if (name == "teleporter") return TELEPORTER;
int color = help.Int(name.c_str(), -1);
if (color < 0) return -1; // Not a number (or it's negative), so we give up
return color; // Last effort to give a valid color, maybe they just input the color?
}
static int getcrewmanfromname(std::string name)
{
if (name == "player") return obj.getplayer(); // Return the player
int color = getcolorfromname(name); // Maybe they passed in a crewmate name, or an id?
if (color == -1) return -1; // ...Nope, return -1
return obj.getcrewman(color);
}
void scriptclass::run(void)
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{
if (!running)
{
return;
}
// This counter here will stop the function when it gets too high
short execution_counter = 0;
while(running && scriptdelay<=0 && !game.pausescript)
{
if (INBOUNDS_VEC(position, commands))
{
//Let's split or command in an array of words
tokenize(commands[position]);
//For script assisted input
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Ok, now we run a command based on that string
if (words[0] == "moveplayer")
{
//USAGE: moveplayer(x offset, y offset)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp += ss_toi(words[1]);
obj.entities[player].yp += ss_toi(words[2]);
obj.entities[player].lerpoldxp = obj.entities[player].xp;
obj.entities[player].lerpoldyp = obj.entities[player].yp;
}
scriptdelay = 1;
}
#if !defined(NO_CUSTOM_LEVELS)
if (words[0] == "warpdir")
{
int temprx=ss_toi(words[1])-1;
int tempry=ss_toi(words[2])-1;
const RoomProperty* room;
cl.setroomwarpdir(temprx, tempry, ss_toi(words[3]));
room = cl.getroomprop(temprx, tempry);
//Do we update our own room?
if(game.roomx-100==temprx && game.roomy-100==tempry){
//If screen warping, then override all that:
graphics.backgrounddrawn = false;
map.warpx=false; map.warpy=false;
if(room->warpdir==0){
map.background = 1;
//Be careful, we could be in a Lab or Warp Zone room...
if(room->tileset==2){
//Lab
map.background = 2;
graphics.rcol = room->tilecol;
}else if(room->tileset==3){
//Warp Zone
map.background = 6;
}
}else if(room->warpdir==1){
map.warpx=true;
map.background=3;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}else if(room->warpdir==2){
map.warpy=true;
map.background=4;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}else if(room->warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}
}
}
if (words[0] == "ifwarp")
{
const RoomProperty* const room = cl.getroomprop(ss_toi(words[1])-1, ss_toi(words[2])-1);
if (room->warpdir == ss_toi(words[3]))
{
load("custom_" + raw_words[4]);
position--;
}
}
#endif
if (words[0] == "destroy")
{
if(words[1]=="gravitylines"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==9) obj.disableentity(edi);
if(obj.entities[edi].type==10) obj.disableentity(edi);
}
}else if(words[1]=="warptokens"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==11) obj.disableentity(edi);
}
}else if(words[1]=="platforms"||words[1]=="moving"){
bool fixed=words[1]=="moving";
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(fixed) obj.disableblockat(obj.entities[edi].xp, obj.entities[edi].yp);
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) obj.disableentity(edi);
}
}else if(words[1]=="disappear"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
obj.disableblockat(obj.entities[edi].xp, obj.entities[edi].yp);
if(obj.entities[edi].type==2 && obj.entities[edi].rule==3) obj.disableentity(edi);
}
}
}
if (words[0] == "customiftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
{
load("custom_" + raw_words[2]);
position--;
}
}
if (words[0] == "customiftrinketsless")
{
if (game.trinkets() < ss_toi(words[1]))
{
load("custom_" + raw_words[2]);
position--;
}
}
else if (words[0] == "customifflag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
load("custom_" + raw_words[2]);
position--;
}
}
if (words[0] == "custommap")
{
if(words[1]=="on"){
map.customshowmm=true;
}else if(words[1]=="off"){
map.customshowmm=false;
}
}
if (words[0] == "delay")
{
//USAGE: delay(frames)
scriptdelay = ss_toi(words[1]);
}
if (words[0] == "flag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags))
{
if (words[2] == "on")
{
obj.flags[flag] = true;
}
else if (words[2] == "off")
{
obj.flags[flag] = false;
}
}
}
if (words[0] == "flash")
{
//USAGE: flash(frames)
game.flashlight = ss_toi(words[1]);
}
if (words[0] == "shake")
{
//USAGE: shake(frames)
game.screenshake = ss_toi(words[1]);
}
if (words[0] == "walk")
{
//USAGE: walk(dir,frames)
if (words[1] == "left")
{
game.press_left = true;
}
else if (words[1] == "right")
{
game.press_right = true;
}
scriptdelay = ss_toi(words[2]);
}
if (words[0] == "flip")
{
game.press_action = true;
scriptdelay = 1;
}
if (words[0] == "tofloor")
{
int player = obj.getplayer();
if(INBOUNDS_VEC(player, obj.entities) && obj.entities[player].onroof>0)
{
game.press_action = true;
scriptdelay = 1;
}
}
if (words[0] == "playef")
{
music.playef(ss_toi(words[1]));
}
if (words[0] == "play")
{
music.play(ss_toi(words[1]));
}
if (words[0] == "stopmusic")
{
music.haltdasmusik();
}
if (words[0] == "resumemusic")
{
music.resumefade(0);
}
if (words[0] == "musicfadeout")
{
music.fadeout(false);
}
if (words[0] == "musicfadein")
{
music.fadein();
}
if (words[0] == "trinketscriptmusic")
{
music.play(4);
}
if (words[0] == "gotoposition")
{
//USAGE: gotoposition(x position, y position, gravity position)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp = ss_toi(words[1]);
obj.entities[player].yp = ss_toi(words[2]);
obj.entities[player].lerpoldxp = obj.entities[player].xp;
obj.entities[player].lerpoldyp = obj.entities[player].yp;
}
game.gravitycontrol = ss_toi(words[3]);
}
if (words[0] == "gotoroom")
{
//USAGE: gotoroom(x,y) (manually add 100)
map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100);
}
if (words[0] == "cutscene")
{
graphics.showcutscenebars = true;
}
if (words[0] == "endcutscene")
{
graphics.showcutscenebars = false;
}
if (words[0] == "audiopause")
{
if (words[1] == "on")
{
game.disabletemporaryaudiopause = false;
}
else if (words[1] == "off")
{
game.disabletemporaryaudiopause = true;
}
}
if (words[0] == "untilbars")
{
if (graphics.showcutscenebars)
{
if (graphics.cutscenebarspos < 360)
{
scriptdelay = 1;
position--;
}
}
else
{
if (graphics.cutscenebarspos > 0)
{
scriptdelay = 1;
position--;
}
}
}
else if (words[0] == "text")
{
//oh boy
//first word is the colour.
if (words[1] == "cyan")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "player")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "red")
{
r = 255;
g = 60;
b = 60;
}
else if (words[1] == "green")
{
r = 144;
g = 255;
b = 144;
}
else if (words[1] == "yellow")
{
r = 255;
g = 255;
b = 134;
}
else if (words[1] == "blue")
{
r = 95;
g = 95;
b = 255;
}
else if (words[1] == "purple")
{
r = 255;
g = 134;
b = 255;
}
else if (words[1] == "white")
{
r = 244;
g = 244;
b = 244;
}
else if (words[1] == "gray")
{
r = 174;
g = 174;
b = 174;
}
else if (words[1] == "orange")
{
r = 255;
g = 130;
b = 20;
}
else if (words[1] == "transparent")
{
r = 0;
g = 0;
b = 0;
}
else
{
//use a gray
r = 174;
g = 174;
b = 174;
}
//next are the x,y coordinates
textx = ss_toi(words[2]);
texty = ss_toi(words[3]);
//Number of lines for the textbox!
txt.clear();
for (int i = 0; i < ss_toi(words[4]); i++)
{
position++;
if (INBOUNDS_VEC(position, commands))
{
txt.push_back(commands[position]);
}
}
textcentertext = false;
textpad_left = 0;
textpad_right = 0;
textpadtowidth = 0;
translate_dialogue();
}
else if (words[0] == "position")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
else // Well, are they asking for a crewmate...?
{
i = getcrewmanfromname(words[1]);
if (INBOUNDS_VEC(i, obj.entities))
{
j = obj.entities[i].dir;
}
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "customposition")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "player")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "cyan")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "purple")
{
i = obj.getcustomcrewman(1);
j = obj.entities[i].dir;
}
else if (words[1] == "yellow")
{
i = obj.getcustomcrewman(2);
j = obj.entities[i].dir;
}
else if (words[1] == "red")
{
i = obj.getcustomcrewman(3);
j = obj.entities[i].dir;
}
else if (words[1] == "green")
{
i = obj.getcustomcrewman(4);
j = obj.entities[i].dir;
}
else if (words[1] == "blue")
{
i = obj.getcustomcrewman(5);
j = obj.entities[i].dir;
}
else if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
if(i==0 && words[1]!="player" && words[1]!="cyan"){
//Requested crewmate is not actually on screen
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "backgroundtext")
{
game.backgroundtext = true;
}
else if (words[0] == "flipme")
{
textflipme = !textflipme;
}
else if (words[0] == "speak_active" || words[0] == "speak")
{
//Ok, actually display the textbox we've initilised now!
//If using "speak", don't make the textbox active (so we can use multiple textboxes)
if (txt.empty())
{
txt.resize(1);
}
graphics.createtextboxreal(txt[0], textx, texty, r, g, b, textflipme);
textflipme = false;
if ((int) txt.size() > 1)
{
for (i = 1; i < (int) txt.size(); i++)
{
graphics.addline(txt[i]);
}
}
// Some textbox formatting that can be set by translations...
if (textcentertext)
{
graphics.textboxcentertext();
}
if (textpad_left > 0 || textpad_right > 0)
{
graphics.textboxpad(textpad_left, textpad_right);
}
if (textpadtowidth > 0)
{
graphics.textboxpadtowidth(textpadtowidth);
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= graphics.textboxwidth();
textx += 16;
graphics.textboxmoveto(textx);
}
if (textx == -500 || textx == -1)
{
graphics.textboxcenterx();
}
if (texty == -500)
{
graphics.textboxcentery();
}
graphics.textboxadjust();
if (words[0] == "speak_active")
{
graphics.textboxactive();
}
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "endtext")
{
graphics.textboxremove();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "endtextfast")
{
graphics.textboxremovefast();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "do")
{
//right, loop from this point
looppoint = position;
loopcount = ss_toi(words[1]);
}
else if (words[0] == "loop")
{
//right, loop from this point
loopcount--;
if (loopcount > 0)
{
position = looppoint;
}
}
else if (words[0] == "vvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 30;
obj.entities[i].yp = 46;
obj.entities[i].size = 13;
obj.entities[i].colour = 23;
obj.entities[i].cx = 36;// 6;
obj.entities[i].cy = 12+80;// 2;
obj.entities[i].h = 126-80;// 21;
}
}
else if (words[0] == "undovvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 100;
obj.entities[i].size = 0;
obj.entities[i].colour = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].h = 21;
}
}
else if (words[0] == "createentity")
{
std::string word6 = words[6];
std::string word7 = words[7];
std::string word8 = words[8];
std::string word9 = words[9];
if (!argexists[6]) words[6] = "0";
if (!argexists[7]) words[7] = "0";
if (!argexists[8]) words[8] = "320";
if (!argexists[9]) words[9] = "240";
obj.createentity(
ss_toi(words[1]),
ss_toi(words[2]),
ss_toi(words[3]),
ss_toi(words[4]),
ss_toi(words[5]),
ss_toi(words[6]),
ss_toi(words[7]),
ss_toi(words[8]),
ss_toi(words[9])
);
words[6] = word6;
words[7] = word7;
words[8] = word8;
words[9] = word9;
}
else if (words[0] == "createcrewman")
{
// Note: Do not change the "r" variable, it's used in custom levels
// to have glitchy textbox colors, where the game treats the value
// we set here as the red channel for the color.
r = getcolorfromname(words[3]);
if (r == -1) r = 19;
//convert the command to the right index
if (words[5] == "followplayer") words[5] = "10";
if (words[5] == "followpurple") words[5] = "11";
if (words[5] == "followyellow") words[5] = "12";
if (words[5] == "followred") words[5] = "13";
if (words[5] == "followgreen") words[5] = "14";
if (words[5] == "followblue") words[5] = "15";
if (words[5] == "followposition") words[5] = "16";
if (words[5] == "faceleft")
{
words[5] = "17";
words[6] = "0";
}
if (words[5] == "faceright")
{
words[5] = "17";
words[6] = "1";
}
if (words[5] == "faceplayer")
{
words[5] = "18";
words[6] = "0";
}
if (words[5] == "panic")
{
words[5] = "20";
words[6] = "0";
}
if (ss_toi(words[5]) >= 16)
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
}
else
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]));
}
}
else if (words[0] == "changemood")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changecustommood")
{
if (words[1] == "player")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "cyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "red")
{
i=obj.getcustomcrewman(3);
obj.customcrewmoods[3]=ss_toi(words[2]);
}
else if (words[1] == "green")
{
i=obj.getcustomcrewman(4);
obj.customcrewmoods[4]=ss_toi(words[2]);
}
else if (words[1] == "yellow")
{
i=obj.getcustomcrewman(2);
obj.customcrewmoods[2]=ss_toi(words[2]);
}
else if (words[1] == "blue")
{
i=obj.getcustomcrewman(5);
obj.customcrewmoods[5]=ss_toi(words[2]);
}
else if (words[1] == "purple")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
else if (words[1] == "pink")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changetile")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = ss_toi(words[2]);
}
}
else if (words[0] == "flipgravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
game.gravitycontrol = !game.gravitycontrol;
++game.totalflips;
}
else
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].rule == 7)
{
obj.entities[i].rule = 6;
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities) && obj.getplayer() != i) // Don't destroy player entity
{
obj.entities[i].rule = 7;
obj.entities[i].tile = 6;
}
}
}
else if (words[0] == "changegravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile +=12;
}
}
else if (words[0] == "changedir")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].dir = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "alarmon")
{
game.alarmon = true;
game.alarmdelay = 0;
}
else if (words[0] == "alarmoff")
{
game.alarmon = false;
}
else if (words[0] == "changeai")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (words[2] == "followplayer") words[2] = "10";
if (words[2] == "followpurple") words[2] = "11";
if (words[2] == "followyellow") words[2] = "12";
if (words[2] == "followred") words[2] = "13";
if (words[2] == "followgreen") words[2] = "14";
if (words[2] == "followblue") words[2] = "15";
if (words[2] == "followposition") words[2] = "16";
if (words[2] == "faceleft")
{
words[2] = "17";
words[3] = "0";
}
if (words[2] == "faceright")
{
words[2] = "17";
words[3] = "1";
}
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].state = ss_toi(words[2]);
if (obj.entities[i].state == 16)
{
obj.entities[i].para=ss_toi(words[3]);
}
else if (obj.entities[i].state == 17)
{
obj.entities[i].dir=ss_toi(words[3]);
}
}
}
else if (words[0] == "activateteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
}
else if (words[0] == "changecolour")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = getcolorfromname(words[2]);
}
}
else if (words[0] == "squeak")
{
if (words[1] == "player")
{
music.playef(11);
}
else if (words[1] == "cyan")
{
music.playef(11);
}
else if (words[1] == "red")
{
music.playef(16);
}
else if (words[1] == "green")
{
music.playef(12);
}
else if (words[1] == "yellow")
{
music.playef(14);
}
else if (words[1] == "blue")
{
music.playef(13);
}
else if (words[1] == "purple")
{
music.playef(15);
}
else if (words[1] == "cry")
{
music.playef(2);
}
else if (words[1] == "terminal")
{
music.playef(20);
}
}
else if (words[0] == "blackout")
{
game.blackout = true;
}
else if (words[0] == "blackon")
{
game.blackout = false;
}
else if (words[0] == "setcheckpoint")
{
i = obj.getplayer();
game.savepoint = 0;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savex = obj.entities[i].xp ;
game.savey = obj.entities[i].yp;
}
game.savegc = game.gravitycontrol;
game.saverx = game.roomx;
game.savery = game.roomy;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savedir = obj.entities[i].dir;
}
}
else if (words[0] == "gamestate")
{
// Allow the gamestate command to bypass statelock, at least for now
game.state = ss_toi(words[1]);
game.statedelay = 0;
}
else if (words[0] == "textboxactive")
{
graphics.textboxactive();
}
else if (words[0] == "gamemode")
{
if (words[1] == "teleporter")
{
game.gamestate = GAMEMODE; /* to set prevgamestate */
game.mapmenuchange(TELEPORTERMODE, false);
game.useteleporter = false; //good heavens don't actually use it
}
else if (words[1] == "game")
{
graphics.resumegamemode = true;
game.prevgamestate = GAMEMODE;
}
}
else if (words[0] == "ifexplored")
{
if (map.isexplored(ss_toi(words[1]), ss_toi(words[2])))
{
load(raw_words[3]);
position--;
}
}
else if (words[0] == "iflast")
{
if (game.lastsaved==ss_toi(words[1]))
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "ifskip")
{
if (game.nocutscenes)
{
load(raw_words[1]);
position--;
}
}
else if (words[0] == "ifflag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "ifcrewlost")
{
int crewmate = ss_toi(words[1]);
if (INBOUNDS_ARR(crewmate, game.crewstats) && !game.crewstats[crewmate])
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "iftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "iftrinketsless")
{
if (game.stat_trinkets < ss_toi(words[1]))
{
load(raw_words[2]);
position--;
}
}
else if (words[0] == "hidecoordinates")
{
map.setexplored(ss_toi(words[1]), ss_toi(words[2]), false);
}
else if (words[0] == "showcoordinates")
{
map.setexplored(ss_toi(words[1]), ss_toi(words[2]), true);
}
else if (words[0] == "hideship")
{
map.hideship();
}
else if (words[0] == "showship")
{
map.showship();
}
else if (words[0] == "showsecretlab")
{
map.setexplored(16, 5, true);
map.setexplored(17, 5, true);
map.setexplored(18, 5, true);
map.setexplored(17, 6, true);
map.setexplored(18, 6, true);
map.setexplored(19, 6, true);
map.setexplored(19, 7, true);
map.setexplored(19, 8, true);
}
else if (words[0] == "hidesecretlab")
{
map.setexplored(16, 5, false);
map.setexplored(17, 5, false);
map.setexplored(18, 5, false);
map.setexplored(17, 6, false);
map.setexplored(18, 6, false);
map.setexplored(19, 6, false);
map.setexplored(19, 7, false);
map.setexplored(19, 8, false);
}
else if (words[0] == "showteleporters")
{
map.showteleporters = true;
}
else if (words[0] == "showtargets")
{
map.showtargets = true;
}
else if (words[0] == "showtrinkets")
{
map.showtrinkets = true;
}
else if (words[0] == "hideteleporters")
{
map.showteleporters = false;
}
else if (words[0] == "hidetargets")
{
map.showtargets = false;
}
else if (words[0] == "hidetrinkets")
{
map.showtrinkets = false;
}
else if (words[0] == "hideplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = true;
}
}
else if (words[0] == "showplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = false;
}
}
else if (words[0] == "teleportscript")
{
game.teleportscript = words[1];
}
else if (words[0] == "clearteleportscript")
{
game.teleportscript = "";
}
else if (words[0] == "nocontrol")
{
game.hascontrol = false;
}
else if (words[0] == "hascontrol")
{
game.hascontrol = true;
}
else if (words[0] == "companion")
{
game.companion = ss_toi(words[1]);
}
else if (words[0] == "befadein")
{
graphics.setfade(0);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_NONE;
}
else if (words[0] == "fadein")
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
}
else if (words[0] == "fadeout")
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEOUT;
}
else if (words[0] == "untilfade")
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (FADEMODE_IS_FADING(graphics.fademode))
{
scriptdelay = 1;
position--;
}
}
else if (words[0] == "entersecretlab")
{
game.unlocknum(8);
game.insecretlab = true;
SDL_memset(map.explored, true, sizeof(map.explored));
}
else if (words[0] == "leavesecretlab")
{
game.insecretlab = false;
}
else if (words[0] == "resetgame")
{
map.resetnames();
map.resetmap();
map.resetplayer();
graphics.towerbg.tdrawback = true;
obj.resetallflags();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 0;
}
for (i = 0; i < 100; i++)
{
obj.collect[i] = false;
obj.customcollect[i] = false;
}
game.deathcounts = 0;
game.advancetext = false;
game.hascontrol = true;
game.resetgameclock();
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
//get out of final level mode!
map.finalmode = false;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
map.finalstretch = false;
}
else if (words[0] == "loadscript")
{
load(raw_words[1]);
position--;
}
else if (words[0] == "rollcredits")
{
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
if (map.custommode && !map.custommodeforreal)
{
game.returntoeditor();
ed.note = loc::gettext("Rolled credits");
ed.notedelay = 45;
}
else
#endif
{
game.gamestate = GAMECOMPLETE;
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
game.creditposition = 0;
}
}
else if (words[0] == "finalmode")
{
map.finalmode = true;
map.gotoroom(ss_toi(words[1]), ss_toi(words[2]));
}
else if (words[0] == "rescued")
{
if (words[1] == "red")
{
game.crewstats[3] = true;
}
else if (words[1] == "green")
{
game.crewstats[4] = true;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = true;
}
else if (words[1] == "blue")
{
game.crewstats[5] = true;
}
else if (words[1] == "purple")
{
game.crewstats[1] = true;
}
else if (words[1] == "player")
{
game.crewstats[0] = true;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = true;
}
}
else if (words[0] == "missing")
{
if (words[1] == "red")
{
game.crewstats[3] = false;
}
else if (words[1] == "green")
{
game.crewstats[4] = false;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = false;
}
else if (words[1] == "blue")
{
game.crewstats[5] = false;
}
else if (words[1] == "purple")
{
game.crewstats[1] = false;
}
else if (words[1] == "player")
{
game.crewstats[0] = false;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = false;
}
}
else if (words[0] == "face")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
crewmate = getcrewmanfromname(words[2]);
if (crewmate != -1) j = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp > obj.entities[i].xp + 5)
{
obj.entities[i].dir = 1;
}
else if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp < obj.entities[i].xp - 5)
{
obj.entities[i].dir = 0;
}
}
else if (words[0] == "jukebox")
{
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].type == 13)
{
obj.entities[j].colour = 4;
}
}
if (ss_toi(words[1]) == 1)
{
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 2)
{
obj.createblock(5, 128 - 4, 80, 20, 16, 26);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 3)
{
obj.createblock(5, 176 - 4, 80, 20, 16, 27);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 4)
{
obj.createblock(5, 216 - 4, 80, 20, 16, 28);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 5)
{
obj.createblock(5, 88 - 4, 128, 20, 16, 29);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 6)
{
obj.createblock(5, 176 - 4, 128, 20, 16, 30);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 7)
{
obj.createblock(5, 40 - 4, 40, 20, 16, 31);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 40 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 8)
{
obj.createblock(5, 216 - 4, 128, 20, 16, 32);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 9)
{
obj.createblock(5, 128 - 4, 128, 20, 16, 33);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 10)
{
obj.createblock(5, 264 - 4, 40, 20, 16, 34);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 264 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
}
else if (words[0] == "createactivityzone")
{
int crew_color = i; // stay consistent with past behavior!
if (words[1] == "red")
{
i = 3;
crew_color = RED;
}
else if (words[1] == "green")
{
i = 4;
crew_color = GREEN;
}
else if (words[1] == "yellow")
{
i = 2;
crew_color = YELLOW;
}
else if (words[1] == "blue")
{
i = 5;
crew_color = BLUE;
}
else if (words[1] == "purple")
{
i = 1;
crew_color = PURPLE;
}
int crewman = obj.getcrewman(crew_color);
if (INBOUNDS_VEC(crewman, obj.entities) && crew_color == GREEN)
{
obj.createblock(5, obj.entities[crewman].xp - 32, obj.entities[crewman].yp-20, 96, 60, i, "", (i == 35));
}
else if (INBOUNDS_VEC(crewman, obj.entities))
{
obj.createblock(5, obj.entities[crewman].xp - 32, 0, 96, 240, i, "", (i == 35));
}
}
else if (words[0] == "setactivitycolour")
{
obj.customactivitycolour = words[1];
}
else if (words[0] == "setactivitytext")
{
++position;
if (INBOUNDS_VEC(position, commands))
{
obj.customactivitytext = commands[position];
}
}
else if (words[0] == "setactivityposition")
{
obj.customactivitypositionx = ss_toi(words[1]);
obj.customactivitypositiony = ss_toi(words[2]);
}
else if (words[0] == "createrescuedcrew")
{
//special for final level cutscene
//starting at 180, create the rescued crewmembers (ingoring violet, who's at 155)
i = 215;
if (game.crewstats[2] && game.lastsaved!=2)
{
obj.createentity(i, 153, 18, 14, 0, 17, 0);
i += 25;
}
if (game.crewstats[3] && game.lastsaved!=3)
{
obj.createentity(i, 153, 18, 15, 0, 17, 0);
i += 25;
}
if (game.crewstats[4] && game.lastsaved!=4)
{
obj.createentity(i, 153, 18, 13, 0, 17, 0);
i += 25;
}
if (game.crewstats[5] && game.lastsaved!=5)
{
obj.createentity(i, 153, 18, 16, 0, 17, 0);
i += 25;
}
}
else if (words[0] == "restoreplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 0;
}
}
else if (words[0] == "changeplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = getcolorfromname(words[1]);
}
}
else if (words[0] == "changerespawncolour")
{
game.savecolour = getcolorfromname(words[1]);
}
else if (words[0] == "altstates")
{
obj.altstates = ss_toi(words[1]);
}
else if (words[0] == "activeteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 101;
}
}
else if (words[0] == "foundtrinket")
{
music.silencedasmusik();
music.playef(3);
size_t trinket = ss_toi(words[1]);
if (trinket < SDL_arraysize(obj.collect))
{
obj.collect[trinket] = true;
}
graphics.textboxremovefast();
graphics.createtextboxflipme(loc::gettext("Congratulations!\n\nYou have found a shiny trinket!"), 50, 85, 174, 174, 174);
int h = graphics.textboxwrap(2);
graphics.textboxcentertext();
graphics.textboxpad(1, 1);
graphics.textboxcenterx();
int max_trinkets;
#if !defined(NO_CUSTOM_LEVELS)
if (map.custommode)
{
max_trinkets = cl.numtrinkets();
}
else
#endif
{
max_trinkets = 20;
}
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("{n_trinkets|wordy} out of {max_trinkets|wordy}"),
"n_trinkets:int, max_trinkets:int",
game.trinkets(), max_trinkets
);
graphics.createtextboxflipme(buffer, 50, 95+h, 174, 174, 174);
graphics.textboxwrap(2);
graphics.textboxcentertext();
graphics.textboxpad(1, 1);
graphics.textboxcenterx();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab")
{
music.playef(3);
graphics.textboxremovefast();
graphics.createtextbox(loc::gettext("Congratulations!\n\nYou have found the secret lab!"), 50, 85, 174, 174, 174);
graphics.textboxwrap(2);
graphics.textboxcentertext();
graphics.textboxpad(1, 1);
graphics.textboxcenterx();
graphics.textboxcentery();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab2")
{
graphics.textboxremovefast();
graphics.createtextbox(loc::gettext("The secret lab is separate from the rest of the game. You can now come back here at any time by selecting the new SECRET LAB option in the play menu."), 50, 85, 174, 174, 174);
graphics.textboxwrap(0);
graphics.textboxcenterx();
graphics.textboxcentery();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "everybodysad")
{
for (i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 0)
{
obj.entities[i].tile = 144;
}
}
}
else if (words[0] == "startintermission2")
{
map.finalmode = true; //Enable final level mode
game.savex = 228;
game.savey = 129;
game.saverx = 53;
game.savery = 49;
game.savegc = 0;
game.savedir = 0; //Intermission level 2
game.savepoint = 0;
game.gravitycontrol = 0;
map.gotoroom(46, 54);
}
else if (words[0] == "telesave")
{
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele();
}
else if (words[0] == "createlastrescued")
{
r = graphics.crewcolour(game.lastsaved);
if (r == 0 || r == PURPLE)
{
r = GRAY; // Default to gray if invalid color.
}
obj.createentity(200, 153, 18, r, 0, 19, 30);
i = obj.getcrewman(game.lastsaved);
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "specialline")
{
//Localization is handled with regular cutscene dialogue
switch(ss_toi(words[1]))
{
case 1:
txt.resize(1);
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
break;
case 2:
txt.resize(3);
if (game.crewrescued() < 5)
{
txt[1] = "to helping you find the";
txt[2] = "rest of the crew!";
}
else
{
txt.resize(2);
txt[1] = "to helping you find " + game.unrescued() + "!";
}
break;
}
translate_dialogue();
}
else if (words[0] == "trinketbluecontrol")
{
if (game.trinkets() == 20 && obj.flags[67])
{
load("talkblue_trinket6");
position--;
}
else if (game.trinkets() >= 19 && !obj.flags[67])
{
load("talkblue_trinket5");
position--;
}
else
{
load("talkblue_trinket4");
position--;
}
}
else if (words[0] == "trinketyellowcontrol")
{
if (game.trinkets() >= 19)
{
load("talkyellow_trinket3");
position--;
}
else
{
load("talkyellow_trinket2");
position--;
}
}
else if (words[0] == "redcontrol")
{
if (game.insecretlab)
{
load("talkred_14");
position--;
}
else if (game.roomx != 104)
{
if (game.roomx == 100)
{
load("talkred_10");
position--;
}
else if (game.roomx == 107)
{
load("talkred_11");
position--;
}
else if (game.roomx == 114)
{
load("talkred_12");
position--;
}
}
else if (obj.flags[67])
{
//game complete
load("talkred_13");
position--;
}
else if (obj.flags[35] && !obj.flags[52])
{
//Intermission level
obj.flags[52] = true;
load("talkred_9");
position--;
}
else if (!obj.flags[51])
{
//We're back home!
obj.flags[51] = true;
load("talkred_5");
position--;
}
else if (!obj.flags[48] && game.crewstats[5])
{
//Victoria's back
obj.flags[48] = true;
load("talkred_6");
position--;
}
else if (!obj.flags[49] && game.crewstats[4])
{
//Verdigris' back
obj.flags[49] = true;
load("talkred_7");
position--;
}
else if (!obj.flags[50] && game.crewstats[2])
{
//Vitellary's back
obj.flags[50] = true;
load("talkred_8");
position--;
}
else if (!obj.flags[45] && !game.crewstats[5])
{
obj.flags[45] = true;
load("talkred_2");
position--;
}
else if (!obj.flags[46] && !game.crewstats[4])
{
obj.flags[46] = true;
load("talkred_3");
position--;
}
else if (!obj.flags[47] && !game.crewstats[2])
{
obj.flags[47] = true;
load("talkred_4");
position--;
}
else
{
obj.flags[45] = false;
obj.flags[46] = false;
obj.flags[47] = false;
load("talkred_1");
position--;
}
}
//TODO: Non Urgent fix compiler nesting errors without adding complexity
if (words[0] == "greencontrol")
{
if (game.insecretlab)
{
load("talkgreen_11");
position--;
}
else if (game.roomx == 103 && game.roomy == 109)
{
load("talkgreen_8");
position--;
}
else if (game.roomx == 101 && game.roomy == 109)
{
load("talkgreen_9");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkgreen_10");
position--;
}
else if (obj.flags[34] && !obj.flags[57])
{
//Intermission level
obj.flags[57] = true;
load("talkgreen_7");
position--;
}
else if (!obj.flags[53])
{
//Home!
obj.flags[53] = true;
load("talkgreen_6");
position--;
}
else if (!obj.flags[54] && game.crewstats[2])
{
obj.flags[54] = true;
load("talkgreen_5");
position--;
}
else if (!obj.flags[55] && game.crewstats[3])
{
obj.flags[55] = true;
load("talkgreen_4");
position--;
}
else if (!obj.flags[56] && game.crewstats[5])
{
obj.flags[56] = true;
load("talkgreen_3");
position--;
}
else if (!obj.flags[58])
{
obj.flags[58] = true;
load("talkgreen_2");
position--;
}
else
{
load("talkgreen_1");
position--;
}
}
else if (words[0] == "bluecontrol")
{
if (game.insecretlab)
{
load("talkblue_9");
position--;
}
else if (obj.flags[67])
{
//game complete, everything changes for victoria
if (obj.flags[41] && !obj.flags[42])
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42])
{
//Third trinket conversation
obj.flags[42] = true;
load("talkblue_trinket3");
position--;
}
else
{
//Ok, we've already dealt with the trinket thing; so either you have them all, or you don't. If you do:
if (game.trinkets() >= 20)
{
load("startepilogue");
position--;
}
else
{
load("talkblue_8");
position--;
}
}
}
else if (obj.flags[33] && !obj.flags[40])
{
//Intermission level
obj.flags[40] = true;
load("talkblue_7");
position--;
}
else if (!obj.flags[36] && game.crewstats[5])
{
//Back on the ship!
obj.flags[36] = true;
load("talkblue_3");
position--;
}
else if (!obj.flags[41] && game.crewrescued() <= 4)
{
//First trinket conversation
obj.flags[41] = true;
load("talkblue_trinket1");
position--;
}
else if (obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//Third trinket conversation
obj.flags[42] = true;
load("talkblue_trinket3");
position--;
}
else if (!obj.flags[37] && game.crewstats[2])
{
obj.flags[37] = true;
load("talkblue_4");
position--;
}
else if (!obj.flags[38] && game.crewstats[3])
{
obj.flags[38] = true;
load("talkblue_5");
position--;
}
else if (!obj.flags[39] && game.crewstats[4])
{
obj.flags[39] = true;
load("talkblue_6");
position--;
}
else
{
//if all else fails:
//if yellow is found
if (game.crewstats[2])
{
load("talkblue_2");
position--;
}
else
{
load("talkblue_1");
position--;
}
}
}
else if (words[0] == "yellowcontrol")
{
if (game.insecretlab)
{
load("talkyellow_12");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkyellow_11");
position--;
}
else if (obj.flags[32] && !obj.flags[31])
{
//Intermission level
obj.flags[31] = true;
load("talkyellow_6");
position--;
}
else if (!obj.flags[27] && game.crewstats[2])
{
//Back on the ship!
obj.flags[27] = true;
load("talkyellow_10");
position--;
}
else if (!obj.flags[43] && game.crewrescued() == 5 && !game.crewstats[5])
{
//If by chance we've rescued everyone except Victoria by the end, Vitellary provides you with
//the trinket information instead.
obj.flags[43] = true;
obj.flags[42] = true;
obj.flags[41] = true;
load("talkyellow_trinket1");
position--;
}
else if (!obj.flags[24] && game.crewstats[5])
{
obj.flags[24] = true;
load("talkyellow_8");
position--;
}
else if (!obj.flags[26] && game.crewstats[4])
{
obj.flags[26] = true;
load("talkyellow_7");
position--;
}
else if (!obj.flags[25] && game.crewstats[3])
{
obj.flags[25] = true;
load("talkyellow_9");
position--;
}
else if (!obj.flags[28])
{
obj.flags[28] = true;
load("talkyellow_3");
position--;
}
else if (!obj.flags[29])
{
obj.flags[29] = true;
load("talkyellow_4");
position--;
}
else if (!obj.flags[30])
{
obj.flags[30] = true;
load("talkyellow_5");
position--;
}
else if (!obj.flags[23])
{
obj.flags[23] = true;
load("talkyellow_2");
position--;
}
else
{
load("talkyellow_1");
position--;
obj.flags[23] = false;
}
}
else if (words[0] == "purplecontrol")
{
//Controls Purple's conversion
//Crew rescued:
if (game.insecretlab)
{
load("talkpurple_9");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkpurple_8");
position--;
}
else if (!obj.flags[17] && game.crewstats[4])
{
obj.flags[17] = true;
load("talkpurple_6");
position--;
}
else if (!obj.flags[15] && game.crewstats[5])
{
obj.flags[15] = true;
load("talkpurple_4");
position--;
}
else if (!obj.flags[16] && game.crewstats[3])
{
obj.flags[16] = true;
load("talkpurple_5");
position--;
}
else if (!obj.flags[18] && game.crewstats[2])
{
obj.flags[18] = true;
load("talkpurple_7");
position--;
}
else if (obj.flags[19] && !obj.flags[20] && !obj.flags[21])
{
//intermission one: if played one / not had first conversation / not played two [conversation one]
obj.flags[21] = true;
load("talkpurple_intermission1");
position--;
}
else if (obj.flags[20] && obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
obj.flags[22] = true;
load("talkpurple_intermission2");
position--;
}
else if (obj.flags[20] && !obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
obj.flags[22] = true;
load("talkpurple_intermission3");
position--;
}
else if (!obj.flags[12])
{
//Intro conversation
obj.flags[12] = true;
load("talkpurple_intro");
position--;
}
else if (!obj.flags[14])
{
//Shorter intro conversation
obj.flags[14] = true;
load("talkpurple_3");
position--;
}
else
{
//if all else fails:
//if green is found
if (game.crewstats[4])
{
load("talkpurple_2");
position--;
}
else
{
load("talkpurple_1");
position--;
}
}
}
else if (words[0] == "textcase")
{
// Used to disambiguate identical textboxes for translations (1 by default)
textcase = ss_toi(words[1]);
}
else if (words[0] == "loadtext")
{
if (map.custommode)
{
loc::lang_custom = words[1];
loc::loadtext_custom(NULL);
}
}
else if (words[0] == "iflang")
{
if (loc::lang == words[1])
{
load("custom_" + raw_words[2]);
position--;
}
}
position++;
}
else
{
running = false;
}
// Don't increment if we're at the max, signed int overflow is UB
if (execution_counter == SHRT_MAX)
{
// We must be in an infinite loop
vlog_warn("Warning: execution counter got to %i, stopping script", SHRT_MAX);
running = false;
}
else
{
execution_counter++;
}
}
if(scriptdelay>0)
{
scriptdelay--;
}
2020-01-01 21:29:24 +01:00
}
void scriptclass::translate_dialogue(void)
{
char tc = textcase;
textcase = 1;
if (!loc::is_cutscene_translated(scriptname))
{
return;
}
// English text needs to be un-wordwrapped, translated, and re-wordwrapped
std::string eng;
for (size_t i = 0; i < txt.size(); i++)
{
if (i != 0)
{
eng.append("\n");
}
eng.append(txt[i]);
}
eng = graphics.string_unwordwrap(eng);
const loc::TextboxFormat* format = loc::gettext_cutscene(scriptname, eng, tc);
if (format == NULL || format->text == NULL || format->text[0] == '\0')
{
return;
}
std::string tra;
if (format->tt)
{
tra = std::string(format->text);
size_t pipe;
while (true)
{
pipe = tra.find('|', 0);
if (pipe == std::string::npos)
{
break;
}
tra.replace(pipe, 1, "\n");
}
}
else
{
tra = graphics.string_wordwrap_balanced(format->text, format->wraplimit);
}
textcentertext = format->centertext;
textpad_left = format->pad_left;
textpad_right = format->pad_right;
textpadtowidth = format->padtowidth;
txt.clear();
size_t startline = 0;
size_t newline;
do {
newline = tra.find('\n', startline);
txt.push_back(tra.substr(startline, newline-startline));
startline = newline+1;
} while (newline != std::string::npos);
}
static void gotoerrorloadinglevel(void)
{
game.createmenu(Menu::errorloadinglevel);
map.nexttowercolour();
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN; /* start fade in */
music.currentsong = -1; /* otherwise music.play won't work */
music.play(6); /* title screen music */
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
#define DECLARE_MODE_FUNC(funcname, modename) \
static bool funcname(const enum StartMode mode) \
{ \
return mode >= Start_FIRST_##modename && mode <= Start_LAST_##modename; \
}
DECLARE_MODE_FUNC(is_no_death_mode, NODEATHMODE)
DECLARE_MODE_FUNC(is_intermission_1, INTERMISSION1)
DECLARE_MODE_FUNC(is_intermission_2, INTERMISSION2)
#undef DECLARE_MODE_FUNC
void scriptclass::startgamemode(const enum StartMode mode)
2020-01-01 21:29:24 +01:00
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
if (mode == Start_QUIT)
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
VVV_exit(0);
}
struct
{
bool initialized;
int size;
int cx;
int cy;
int w;
int h;
}
player_hitbox;
SDL_zero(player_hitbox);
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2))
{
/* Preserve player hitbox */
const int player_idx = obj.getplayer();
if (INBOUNDS_VEC(player_idx, obj.entities))
{
const entclass* player = &obj.entities[player_idx];
player_hitbox.initialized = true;
player_hitbox.size = player->size;
player_hitbox.cx = player->cx;
player_hitbox.cy = player->cy;
player_hitbox.w = player->w;
player_hitbox.h = player->h;
}
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
hardreset();
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
if (mode == Start_EDITOR)
{
game.gamestate = EDITORMODE;
}
else
{
game.gamestate = GAMEMODE;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
game.jumpheld = true;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
switch (mode)
{
case Start_MAINGAME:
case Start_MAINGAME_TELESAVE:
case Start_MAINGAME_QUICKSAVE:
case Start_NODEATHMODE_WITHCUTSCENES:
case Start_NODEATHMODE_NOCUTSCENES:
game.nodeathmode = is_no_death_mode(mode);
game.nocutscenes = (mode == Start_NODEATHMODE_NOCUTSCENES);
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
game.start();
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
switch (mode)
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_MAINGAME_TELESAVE:
game.loadtele();
graphics.fademode = FADE_START_FADEIN;
break;
case Start_MAINGAME_QUICKSAVE:
game.loadquick();
graphics.fademode = FADE_START_FADEIN;
break;
default:
graphics.showcutscenebars = true;
graphics.setbars(320);
load("intro");
}
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_TIMETRIAL_SPACESTATION1:
case Start_TIMETRIAL_LABORATORY:
case Start_TIMETRIAL_TOWER:
case Start_TIMETRIAL_SPACESTATION2:
case Start_TIMETRIAL_WARPZONE:
case Start_TIMETRIAL_FINALLEVEL:
music.fadeout();
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
game.timetriallevel = mode - Start_FIRST_TIMETRIAL;
if (map.invincibility)
{
game.sabotage_time_trial();
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
switch (mode)
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_TIMETRIAL_SPACESTATION1:
game.timetrialpar = 75;
game.timetrialshinytarget = 2;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_TIMETRIAL_LABORATORY:
game.timetrialpar = 165;
game.timetrialshinytarget = 4;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_TIMETRIAL_TOWER:
game.timetrialpar = 105;
game.timetrialshinytarget = 2;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_TIMETRIAL_SPACESTATION2:
game.timetrialpar = 200;
game.timetrialshinytarget = 5;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_TIMETRIAL_WARPZONE:
game.timetrialpar = 120;
game.timetrialshinytarget = 1;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_TIMETRIAL_FINALLEVEL:
game.timetrialpar = 135;
game.timetrialshinytarget = 1;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
default:
VVV_unreachable();
}
game.starttrial(game.timetriallevel);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_SECRETLAB:
game.startspecial(0);
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
/* Unlock the entire map */
SDL_memset(obj.collect, true, sizeof(obj.collect[0]) * 20);
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
/* Give all 20 trinkets */
SDL_memset(map.explored, true, sizeof(map.explored));
i = 400; /* previously a nested for-loop set this */
game.insecretlab = true;
map.showteleporters = true;
music.play(11);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_INTERMISSION1_VITELLARY:
case Start_INTERMISSION1_VERMILION:
case Start_INTERMISSION1_VERDIGRIS:
case Start_INTERMISSION1_VICTORIA:
case Start_INTERMISSION2_VITELLARY:
case Start_INTERMISSION2_VERMILION:
case Start_INTERMISSION2_VERDIGRIS:
case Start_INTERMISSION2_VICTORIA:
music.fadeout();
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
switch (mode)
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_INTERMISSION1_VITELLARY:
case Start_INTERMISSION2_VITELLARY:
game.lastsaved = 2;
break;
case Start_INTERMISSION1_VERMILION:
case Start_INTERMISSION2_VERMILION:
game.lastsaved = 3;
break;
case Start_INTERMISSION1_VERDIGRIS:
case Start_INTERMISSION2_VERDIGRIS:
game.lastsaved = 4;
break;
case Start_INTERMISSION1_VICTORIA:
case Start_INTERMISSION2_VICTORIA:
game.lastsaved = 5;
break;
default:
VVV_unreachable();
}
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
if (is_intermission_1(mode))
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
}
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
if (is_intermission_1(mode))
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
load("intermission_1");
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
else if (is_intermission_2(mode))
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
load("intermission_2");
}
break;
#ifndef NO_CUSTOM_LEVELS
# ifndef NO_EDITOR
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_EDITOR:
cl.reset();
ed.reset();
music.fadeout();
map.custommode = true;
map.custommodeforreal = false;
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_EDITORPLAYTESTING:
music.fadeout();
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
//If warpdir() is used during playtesting, we need to set it back after!
for (int j = 0; j < cl.maxheight; j++)
{
for (int i = 0; i < cl.maxwidth; i++)
{
ed.kludgewarpdir[i+(j*cl.maxwidth)]=cl.roomproperties[i+(j*cl.maxwidth)].warpdir;
}
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
game.customstart();
ed.ghosts.clear();
map.custommode = true;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
map.custommodeforreal = false;
2022-11-30 17:17:05 +01:00
map.customshowmm = true;
if (cl.levmusic > 0)
{
music.play(cl.levmusic);
2022-11-30 17:17:05 +01:00
}
else
{
music.currentsong = -1;
}
break;
# endif /* NO_EDITOR */
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_CUSTOM:
case Start_CUSTOM_QUICKSAVE:
{
std::string filename = std::string(cl.ListOfMetaData[game.playcustomlevel].filename);
if (!cl.load(filename))
{
gotoerrorloadinglevel();
break;
}
cl.findstartpoint();
map.custommodeforreal = true;
map.custommode = true;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
map.customshowmm = true;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
music.fadeout();
game.customstart();
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
switch (mode)
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_CUSTOM:
if (cl.levmusic > 0)
{
music.play(cl.levmusic);
}
else
{
music.currentsong = -1;
}
break;
case Start_CUSTOM_QUICKSAVE:
game.customloadquick(cl.ListOfMetaData[game.playcustomlevel].filename);
break;
default:
VVV_unreachable();
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEIN;
break;
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
#endif /* NO_CUSTOM_LEVELS */
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
case Start_QUIT:
VVV_unreachable();
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
game.gravitycontrol = game.savegc;
graphics.flipmode = graphics.setflipmode;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
if (!map.custommode && !graphics.setflipmode)
{
/* Invalidate Flip Mode trophy */
obj.flags[73] = true;
}
obj.entities.clear();
obj.createentity(game.savex, game.savey, 0, 0);
if (player_hitbox.initialized)
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
{
/* Restore player hitbox */
const int player_idx = obj.getplayer();
if (INBOUNDS_VEC(player_idx, obj.entities))
{
entclass* player = &obj.entities[player_idx];
player->size = player_hitbox.size;
player->cx = player_hitbox.cx;
player->cy = player_hitbox.cy;
player->w = player_hitbox.w;
player->h = player_hitbox.h;
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
#ifndef NO_CUSTOM_LEVELS
if (map.custommode)
{
cl.generatecustomminimap();
}
#endif
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
/* If we are spawning in a tower, ensure variables are set correctly */
if (map.towermode)
{
map.resetplayer();
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
map.ypos = obj.entities[i].yp - 120;
map.oldypos = map.ypos;
}
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
map.setbgobjlerp(graphics.towerbg);
map.cameramode = 0;
map.colsuperstate = 0;
}
2020-01-01 21:29:24 +01:00
}
void scriptclass::teleport(void)
2020-01-01 21:29:24 +01:00
{
//er, ok! Teleport to a new area, so!
//A general rule of thumb: if you teleport with a companion, get rid of them!
game.companion = 0;
i = obj.getplayer(); //less likely to have a serious collision error if the player is centered
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 150;
obj.entities[i].yp = 110;
if(game.teleport_to_x==17 && game.teleport_to_y==17) obj.entities[i].xp = 88; //prevent falling!
obj.entities[i].lerpoldxp = obj.entities[i].xp;
obj.entities[i].lerpoldyp = obj.entities[i].yp;
}
if (game.teleportscript == "levelonecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
else if (game.teleportscript == "gamecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
game.gravitycontrol = 0;
map.gotoroom(100+game.teleport_to_x, 100+game.teleport_to_y);
j = obj.getteleporter();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].state = 2;
}
game.teleport_to_new_area = false;
if (INBOUNDS_VEC(j, obj.entities))
{
game.savepoint = obj.entities[j].para;
game.savex = obj.entities[j].xp + 44;
game.savey = obj.entities[j].yp + 44;
}
game.savegc = 0;
game.saverx = game.roomx;
game.savery = game.roomy;
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
game.savedir = obj.entities[player].dir;
}
if(game.teleport_to_x==0 && game.teleport_to_y==0)
{
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game.setstate(4020);
}
else if(game.teleport_to_x==0 && game.teleport_to_y==16)
{
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game.setstate(4030);
}
else if(game.teleport_to_x==7 && game.teleport_to_y==9)
{
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game.setstate(4040);
}
else if(game.teleport_to_x==8 && game.teleport_to_y==11)
{
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game.setstate(4050);
}
else if(game.teleport_to_x==14 && game.teleport_to_y==19)
{
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game.setstate(4030);
}
else if(game.teleport_to_x==17 && game.teleport_to_y==12)
{
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game.setstate(4020);
}
else if(game.teleport_to_x==17 && game.teleport_to_y==17)
{
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game.setstate(4020);
}
else if(game.teleport_to_x==18 && game.teleport_to_y==7)
{
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game.setstate(4060);
}
else
{
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game.setstate(4010);
}
if (game.teleportscript != "")
{
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game.setstate(0);
load(game.teleportscript);
game.teleportscript = "";
}
else
{
//change music based on location
if (game.teleport_to_x == 2 && game.teleport_to_y == 11)
{
/* Special case: Ship music needs to be set here;
* ship teleporter on music map is -1 for jukebox. */
music.niceplay(4);
}
game.savetele_textbox();
}
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}
void scriptclass::hardreset(void)
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{
const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2);
if (game.seed_use_sdl_getticks)
{
/* The RNG is 32-bit. We don't _really_ need 64-bit... */
xoshiro_seed((Uint32) SDL_GetTicks64());
}
else
{
xoshiro_seed(game.framecounter);
}
//Game:
game.hascontrol = true;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.roomx = 0;
game.roomy = 0;
}
game.prevroomx = 0;
game.prevroomy = 0;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
game.tapleft = 0;
game.tapright = 0;
game.startscript = false;
game.newscript = "";
game.alarmon = false;
game.alarmdelay = 0;
game.blackout = false;
game.useteleporter = false;
game.teleport_to_teleporter = 0;
game.nodeathmode = false;
game.nocutscenes = false;
for (i = 0; i < (int) SDL_arraysize(game.crewstats); i++)
{
game.crewstats[i] = false;
}
game.crewstats[0] = true;
game.lastsaved = 0;
game.deathcounts = 0;
game.gameoverdelay = 0;
game.resetgameclock();
game.gamesaved = false;
game.gamesavefailed = false;
game.savetime = "00:00";
game.savearea = "nowhere";
game.savetrinkets = 0;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.saverx = 0;
game.savery = 0;
game.savex = 0;
game.savey = 0;
game.savegc = 0;
}
game.savecolour = 0;
game.intimetrial = false;
game.timetrialcountdown = 0;
game.timetrialshinytarget = 0;
game.timetrialparlost = false;
game.timetrialpar = 0;
game.timetrialcheater = false;
game.totalflips = 0;
game.hardestroom = "Welcome Aboard";
game.hardestroomdeaths = 0;
game.currentroomdeaths=0;
game.swnmode = false;
game.swntimer = 0;
game.swngame = 0;//Not playing sine wave ninja!
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
game.swndeaths = 0;
game.supercrewmate = false;
game.scmhurt = false;
game.scmprogress = 0;
game.swncolstate = 0;
game.swncoldelay = 0;
game.swnrank = 0;
game.swnmessage = 0;
game.creditposx = 0;
game.creditposy = 0;
game.creditposdelay = 0;
game.inintermission = false;
game.insecretlab = false;
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game.unlockstate();
game.state = 0;
game.statedelay = 0;
game.hascontrol = true;
if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0))
{
// Keep the "- Press ACTION to advance text -" prompt around,
// apparently the speedrunners call it the "text storage" glitch
game.advancetext = false;
}
game.pausescript = false;
game.completestop = false;
game.flashlight = 0;
game.screenshake = 0;
game.activeactivity = -1;
game.act_fade = 5;
game.disabletemporaryaudiopause = true;
game.ingame_titlemode = false;
//dwgraphicsclass
graphics.backgrounddrawn = false;
graphics.textboxes.clear();
graphics.flipmode = false; //This will be reset if needs be elsewhere
graphics.showcutscenebars = false;
graphics.setbars(0);
//mapclass
map.warpx = false;
map.warpy = false;
map.showteleporters = false;
map.showtargets = false;
map.showtrinkets = false;
map.finalmode = false;
map.finalstretch = false;
map.final_colormode = false;
map.final_colorframe = 0;
map.final_colorframedelay = 0;
map.final_mapcol = 0;
map.final_aniframe = 0;
map.final_aniframedelay = 0;
map.rcol = 0;
map.resetnames();
map.custommode=false;
map.custommodeforreal=false;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system even more glitchy
map.towermode=false;
}
map.cameraseekframe = 0;
map.resumedelay = 0;
graphics.towerbg.scrolldir = 0;
map.customshowmm=true;
SDL_memset(map.roomdeaths, 0, sizeof(map.roomdeaths));
SDL_memset(map.roomdeathsfinal, 0, sizeof(map.roomdeathsfinal));
map.resetmap();
//entityclass
obj.nearelephant = false;
obj.upsetmode = false;
obj.upset = 0;
obj.trophytext = 0 ;
obj.trophytype = 0;
obj.altstates = 0;
obj.resetallflags();
for (i = 0; i < (int) SDL_arraysize(obj.customcrewmoods); i++){
obj.customcrewmoods[i]=true;
}
SDL_memset(obj.collect, false, sizeof(obj.collect));
SDL_memset(obj.customcollect, false, sizeof(obj.customcollect));
i = 100; //previously a for-loop iterating over collect/customcollect set this to 100
int theplayer = obj.getplayer();
if (INBOUNDS_VEC(theplayer, obj.entities)){
obj.entities[theplayer].tile = 0;
}
/* Disable duplicate player entities */
for (int i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 0 && i != theplayer)
{
obj.disableentity(i);
}
}
obj.customscript = "";
//Script Stuff
position = 0;
commands.clear();
scriptdelay = 0;
scriptname = "null";
running = false;
for (size_t ii = 0; ii < NUM_SCRIPT_ARGS; ++ii)
{
words[ii] = "";
raw_words[ii] = "";
}
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obj.customactivitycolour = "";
obj.customactivitytext = "";
obj.customactivitypositionx = -1;
obj.customactivitypositiony = -1;
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}
void scriptclass::loadcustom(const std::string& t)
{
//this magic function breaks down the custom script and turns into real scripting!
std::string cscriptname="";
for(size_t i=0; i<t.length(); i++){
if(i>=7) cscriptname+=t[i];
}
std::string tstring;
std::vector<std::string>* contents = NULL;
for(size_t i = 0; i < customscripts.size(); i++){
Script& script_ = customscripts[i];
if(script_.name == cscriptname){
contents = &script_.contents;
break;
}
}
if(contents == NULL){
return;
}
std::vector<std::string>& lines = *contents;
//Ok, we've got the relavent script segment, we do a pass to assess it, then run it!
int customcutscenemode=0;
for(size_t i=0; i<lines.size(); i++){
tokenize(lines[i]);
if(words[0] == "say"){
customcutscenemode=1;
}else if(words[0] == "reply"){
customcutscenemode=1;
}
}
if(customcutscenemode==1){
add("cutscene()");
add("untilbars()");
}
int customtextmode=0;
int speakermode=0; //0, terminal, numbers for crew
int squeakmode=0;//default on
//Now run the script
for(size_t i=0; i<lines.size(); i++){
words[0]="nothing"; //Default!
words[1]="1"; //Default!
tokenize(lines[i]);
for (size_t ii = 0; ii < words[0].length(); ii++)
{
words[0][ii] = SDL_tolower(words[0][ii]);
}
if(words[0] == "music"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="0"){
tstring="stopmusic()";
}else{
if(words[1]=="11"){ tstring="play(14)";
}else if(words[1]=="10"){ tstring="play(13)";
}else if(words[1]=="9"){ tstring="play(12)";
}else if(words[1]=="8"){ tstring="play(11)";
}else if(words[1]=="7"){ tstring="play(10)";
}else if(words[1]=="6"){ tstring="play(8)";
}else if(words[1]=="5"){ tstring="play(6)";
}else { tstring="play("+words[1]+")"; }
}
add(tstring);
}else if(words[0] == "playremix"){
add("play(15)");
}else if(words[0] == "flash"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("flash(5)");
add("shake(20)");
add("playef(9)");
}else if(words[0] == "sad" || words[0] == "cry"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,1)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,1)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,1)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,1)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,1)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,1)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,1)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,1)");
add("changecustommood(customcyan,1)");
add("changecustommood(purple,1)");
add("changecustommood(yellow,1)");
add("changecustommood(red,1)");
add("changecustommood(green,1)");
add("changecustommood(blue,1)");
}else{
add("changemood(player,1)");
}
if(squeakmode==0) add("squeak(cry)");
}else if(words[0] == "happy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,0)");
if(squeakmode==0) add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,0)");
if(squeakmode==0) add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,0)");
if(squeakmode==0) add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,0)");
if(squeakmode==0) add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,0)");
if(squeakmode==0) add("squeak(blue)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,0)");
add("changecustommood(customcyan,0)");
add("changecustommood(purple,0)");
add("changecustommood(yellow,0)");
add("changecustommood(red,0)");
add("changecustommood(green,0)");
add("changecustommood(blue,0)");
}else{
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}
}else if(words[0] == "squeak"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("squeak(blue)");
}else if(words[1]=="cry" || words[1]=="sad"){
add("squeak(cry)");
}else if(words[1]=="on"){
squeakmode=0;
}else if(words[1]=="off"){
squeakmode=1;
}
}else if(words[0] == "delay"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "flag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "map"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "warpdir"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "ifwarp"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "iftrinkets"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "ifflag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "iftrinketsless"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "textcase"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "iflang"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "loadtext"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "destroy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "speaker"){
speakermode=0;
if(words[1]=="gray" || words[1]=="grey" || words[1]=="terminal" || words[1]=="0") speakermode=0;
if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="player" || words[1]=="1") speakermode=1;
if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2") speakermode=2;
if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3") speakermode=3;
if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4") speakermode=4;
if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5") speakermode=5;
if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6") speakermode=6;
}else if(words[0] == "say"){
//Speakers!
if(words[2]=="terminal" || words[2]=="gray" || words[2]=="grey" || words[2]=="0") speakermode=0;
if(words[2]=="cyan" || words[2]=="viridian" || words[2]=="player" || words[2]=="1") speakermode=1;
if(words[2]=="purple" || words[2]=="violet" || words[2]=="pink" || words[2]=="2") speakermode=2;
if(words[2]=="yellow" || words[2]=="vitellary" || words[2]=="3") speakermode=3;
if(words[2]=="red" || words[2]=="vermilion" || words[2]=="4") speakermode=4;
if(words[2]=="green" || words[2]=="verdigris" || words[2]=="5") speakermode=5;
if(words[2]=="blue" || words[2]=="victoria" || words[2]=="6") speakermode=6;
switch(speakermode){
case 0:
if(squeakmode==0) add("squeak(terminal)");
add("text(gray,0,114,"+words[1]+")");
break;
case 1: //NOT THE PLAYER
if(squeakmode==0) add("squeak(cyan)");
add("text(cyan,0,0,"+words[1]+")");
break;
case 2:
if(squeakmode==0) add("squeak(purple)");
add("text(purple,0,0,"+words[1]+")");
break;
case 3:
if(squeakmode==0) add("squeak(yellow)");
add("text(yellow,0,0,"+words[1]+")");
break;
case 4:
if(squeakmode==0) add("squeak(red)");
add("text(red,0,0,"+words[1]+")");
break;
case 5:
if(squeakmode==0) add("squeak(green)");
add("text(green,0,0,"+words[1]+")");
break;
case 6:
if(squeakmode==0) add("squeak(blue)");
add("text(blue,0,0,"+words[1]+")");
break;
}
int ti=help.Int(words[1].c_str());
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int nti = ti>=0 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
switch(speakermode){
case 0: add("customposition(center)"); break;
case 1: add("customposition(cyan,above)"); break;
case 2: add("customposition(purple,above)"); break;
case 3: add("customposition(yellow,above)"); break;
case 4: add("customposition(red,above)"); break;
case 5: add("customposition(green,above)"); break;
case 6: add("customposition(blue,above)"); break;
}
add("speak_active");
customtextmode=1;
}else if(words[0] == "reply"){
//For this version, terminal only
if(squeakmode==0) add("squeak(player)");
add("text(cyan,0,0,"+words[1]+")");
int ti=help.Int(words[1].c_str());
2022-11-30 00:04:46 +01:00
int nti = ti>=0 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
add("position(player,above)");
add("speak_active");
customtextmode=1;
}
}
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(customcutscenemode==1){
add("endcutscene()");
add("untilbars()");
}
}