2020-09-28 04:15:06 +02:00
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#define MAP_DEFINITION
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2020-01-01 21:29:24 +01:00
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#include "Map.h"
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2020-07-19 21:05:41 +02:00
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#include "editor.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Graphics.h"
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2020-07-19 21:43:29 +02:00
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#include "MakeAndPlay.h"
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2020-07-19 21:05:41 +02:00
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#include "Music.h"
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2020-07-19 21:43:29 +02:00
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#include "Script.h"
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2020-07-19 21:05:41 +02:00
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#include "UtilityClass.h"
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2020-01-01 21:29:24 +01:00
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mapclass::mapclass()
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{
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//Start here!
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r = 196;
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g = 196;
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b = 196;
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colstate = 0;
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colstatedelay = 0;
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colsuperstate = 0;
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spikeleveltop = 0;
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spikelevelbottom = 0;
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2020-04-30 21:58:08 +02:00
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oldspikeleveltop = 0;
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oldspikelevelbottom = 0;
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2020-01-01 21:29:24 +01:00
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warpx = false;
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warpy = false;
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extrarow = 0;
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showteleporters = false;
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showtargets = false;
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showtrinkets = false;
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finalmode = false;
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finalstretch = false;
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finalx = 50;
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finaly = 50;
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cursorstate = 0;
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cursordelay = 0;
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2020-06-25 23:49:54 +02:00
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towermode = false;
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cameraseekframe = 0;
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resumedelay = 0;
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2020-01-01 21:29:24 +01:00
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final_colormode = false;
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final_colorframe = 0;
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final_colorframedelay = 0;
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final_mapcol = 0;
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final_aniframe = 0;
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final_aniframedelay = 0;
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custommode=false;
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custommodeforreal=false;
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customx=0; customy=0;
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customwidth=20; customheight=20;
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custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
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customzoom=0;
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customshowmm=true;
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rcol = 0;
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//This needs to be in map instead!
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invincibility = false;
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//We init the lookup table:
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2020-07-03 11:06:46 +02:00
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for (size_t i = 0; i < SDL_arraysize(vmult); i++)
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2020-01-01 21:29:24 +01:00
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{
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2020-07-03 11:06:46 +02:00
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vmult[i] = i * 40;
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2020-01-01 21:29:24 +01:00
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}
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//We create a blank map
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2020-07-03 11:06:46 +02:00
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SDL_memset(contents, 0, sizeof(contents));
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2020-01-01 21:29:24 +01:00
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2020-07-03 06:01:09 +02:00
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SDL_memset(roomdeaths, 0, sizeof(roomdeaths));
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SDL_memset(roomdeathsfinal, 0, sizeof(roomdeathsfinal));
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resetmap();
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2020-01-01 21:29:24 +01:00
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tileset = 0;
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initmapdata();
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resetnames();
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2020-07-03 06:13:23 +02:00
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ypos = 0;
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oldypos = 0;
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bypos = 0;
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2020-07-06 22:04:34 +02:00
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background = 0;
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cameramode = 0;
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cameraseek = 0;
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minitowermode = false;
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scrolldir = 0;
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check = 0;
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cmode = 0;
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towercol = 0;
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tdrawback = false;
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bscroll = 0;
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roomtexton = false;
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kludge_bypos = 0;
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kludge_colstate = 0;
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kludge_scrolldir = 0;
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2020-07-03 06:13:23 +02:00
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}
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//Areamap starts at 100,100 and extends 20x20
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const int mapclass::areamap[] = {
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2020-05-18 02:05:07 +02:00
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1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4,
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1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4,
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0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4,
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0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4,
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0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0,
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0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
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0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
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2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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2020-07-03 06:13:23 +02:00
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};
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2020-01-01 21:29:24 +01:00
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int mapclass::RGB(int red,int green,int blue)
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{
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return (blue | (green << 8) | (red << 16));
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}
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int mapclass::intpol(int a, int b, float c)
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{
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return static_cast<int>(a + ((b - a) * c));
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}
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2020-04-15 04:29:19 +02:00
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void mapclass::setteleporter(int x, int y)
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2020-01-01 21:29:24 +01:00
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{
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2020-04-15 04:25:12 +02:00
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point temp;
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temp.x = x;
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temp.y = y;
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teleporters.push_back(temp);
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2020-01-01 21:29:24 +01:00
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}
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2020-04-15 04:37:00 +02:00
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void mapclass::settrinket(int x, int y)
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2020-01-01 21:29:24 +01:00
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{
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2020-04-15 04:34:10 +02:00
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point temp;
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temp.x = x;
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temp.y = y;
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shinytrinkets.push_back(temp);
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2020-01-01 21:29:24 +01:00
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}
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void mapclass::resetmap()
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{
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//clear the explored area of the map
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2020-07-03 06:01:09 +02:00
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SDL_memset(explored, 0, sizeof(explored));
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2020-01-01 21:29:24 +01:00
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}
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void mapclass::resetnames()
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{
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//Reset all the special names
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specialnames[0] = "Rear Window";
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specialnames[1] = "On the Waterfront";
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specialnames[2] = "The Untouchables";
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specialnames[3] = "Television Newsveel";
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specialnames[4] = "Vwitched";
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specialnames[5] = "Gvnsmoke";
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specialnames[6] = "Please enjoy these repeats";
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specialnames[7] = "Try Jiggling the Antenna";
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glitchmode = 0;
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glitchdelay = 0;
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}
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void mapclass::transformname(int t)
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{
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//transform special names into new ones, one step at a time
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glitchdelay--;
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if(glitchdelay<=0)
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{
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switch(t)
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{
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case 3:
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//Television Newsveel -> The 9 O'Clock News
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if (specialnames[3] == "Television Newsveel")
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{
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specialnames[3] = "Television Newsvel";
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}
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else if (specialnames[3] == "Television Newsvel")
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{
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specialnames[3] = "TelevisvonvNewsvel";
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}
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else if (specialnames[3] == "TelevisvonvNewsvel")
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{
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specialnames[3] = "TvlvvvsvonvNevsvel";
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}
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else if (specialnames[3] == "TvlvvvsvonvNevsvel")
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{
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specialnames[3] = "vvvvvvsvovvNe svel";
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}
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else if (specialnames[3] == "vvvvvvsvovvNe svel")
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{
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specialnames[3] = "vhv vvv'vvovv vevl";
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}
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else if (specialnames[3] == "vhv vvv'vvovv vevl")
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{
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specialnames[3] = "vhv V v'Cvovv vewv";
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}
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else if (specialnames[3] == "vhv V v'Cvovv vewv")
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{
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specialnames[3] = "vhe 9 v'Cvovv vewv";
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}
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else if (specialnames[3] == "vhe 9 v'Cvovv vewv")
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{
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specialnames[3] = "vhe 9 v'Cvovv Newv";
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}
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else if (specialnames[3] == "vhe 9 v'Cvovv Newv")
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{
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specialnames[3] = "The 9 O'Cvovk Newv";
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}
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else if (specialnames[3] == "The 9 O'Cvovk Newv")
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{
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specialnames[3] = "The 9 O'Clock News";
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}
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break;
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case 4:
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//Vwitched -> Dial M for Murder
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if (specialnames[4] == "Vwitched")
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{
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specialnames[4] = "Vwitvhed";
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}
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else if (specialnames[4] == "Vwitvhed")
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{
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specialnames[4] = "vVwivcvedv";
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}
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else if (specialnames[4] == "vVwivcvedv")
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{
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specialnames[4] = "vvvwMvcvMdvv";
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}
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else if (specialnames[4] == "vvvwMvcvMdvv")
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{
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specialnames[4] = "DvvvwMvfvvMdvvv";
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}
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else if (specialnames[4] == "DvvvwMvfvvMdvvv")
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{
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specialnames[4] = "Dvav Mvfvr Mdvvvv";
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}
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else if (specialnames[4] == "Dvav Mvfvr Mdvvvv")
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{
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specialnames[4] = "Diav M for Mdrver";
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}
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else if (specialnames[4] == "Diav M for Mdrver")
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{
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specialnames[4] = "Dial M for Murder";
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}
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break;
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case 5:
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//Gvnsmoke -> Gunsmoke 1966
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if (specialnames[5] == "Gvnsmoke")
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{
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specialnames[5] = "Gvnsmove";
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}
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else if (specialnames[5] == "Gvnsmove")
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{
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specialnames[5] = "Gvnvmovevv";
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}
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else if (specialnames[5] == "Gvnvmovevv")
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{
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specialnames[5] = "Gunvmove1vv6";
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}
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else if (specialnames[5] == "Gunvmove1vv6")
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{
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specialnames[5] = "Vunsmoke 19v6";
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}
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else if (specialnames[5] == "Vunsmoke 19v6")
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{
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specialnames[5] = "Gunsmoke 1966";
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}
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break;
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case 6:
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//Please enjoy these repeats -> In the Margins
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if (specialnames[6] == "Please enjoy these repeats")
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{
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specialnames[6] = "Please envoy theve repeats";
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}
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else if (specialnames[6] == "Please envoy theve repeats")
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{
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specialnames[6] = "Plse envoy tse rvpvas";
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}
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else if (specialnames[6] == "Plase envoy these rvpeas")
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{
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specialnames[6] = "Plse envoy tse rvpvas";
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}
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else if (specialnames[6] == "Plse envoy tse rvpvas")
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{
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specialnames[6] = "Vl envoy te rvevs";
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}
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else if (specialnames[6] == "Vl envoy te rvevs")
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{
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specialnames[6] = "Vv evo tv vevs";
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}
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else if (specialnames[6] == "Vv evo tv vevs")
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{
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specialnames[6] = "Iv vhv Mvrvivs";
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}
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else if (specialnames[6] == "Iv vhv Mvrvivs")
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{
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specialnames[6] = "In the Margins";
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}
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break;
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case 7:
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//Try Jiggling the Antenna -> Heaven's Gate
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if (specialnames[7] == "Try Jiggling the Antenna")
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{
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specialnames[7] = "Try Viggling the Antenna";
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}
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else if (specialnames[7] == "Try Viggling the Antenna")
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{
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specialnames[7] = "TryJivglvng theAvtevna";
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}
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else if (specialnames[7] == "TryJivglvng theAvtevna")
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{
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specialnames[7] = "Tvvivglvng thAvtvvv";
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}
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else if (specialnames[7] == "Tvvivglvng thAvtvvv")
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{
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specialnames[7] = "Vvvgglvnv tvnvva";
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}
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|
else if (specialnames[7] == "Vvvgglvnv tvnvva")
|
|
|
|
{
|
|
|
|
specialnames[7] = "Vvavvnvs vvtv";
|
|
|
|
}
|
|
|
|
else if (specialnames[7] == "Vvavvnvs vvtv")
|
|
|
|
{
|
|
|
|
specialnames[7] = "Veavvn's Gvte";
|
|
|
|
}
|
|
|
|
else if (specialnames[7] == "Veavvn's Gvte")
|
|
|
|
{
|
|
|
|
specialnames[7] = "Heaven's Gate";
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
glitchdelay = 5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
glitchdelay--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string mapclass::getglitchname(int x, int y)
|
|
|
|
{
|
|
|
|
//Returns the name in the final area.
|
|
|
|
if (roomname == "glitch")
|
|
|
|
{
|
|
|
|
//8 Cases!
|
|
|
|
//First, the three "glitches"
|
|
|
|
glitchdelay--;
|
|
|
|
if (glitchdelay <= -5)
|
|
|
|
{
|
|
|
|
glitchmode = (glitchmode + 1) % 2;
|
|
|
|
glitchdelay = 0;
|
|
|
|
if (glitchmode == 0) glitchdelay = 20 +int(fRandom() * 10);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (x == 42 && y == 51)
|
|
|
|
{
|
|
|
|
if (glitchmode == 0)
|
|
|
|
{
|
|
|
|
return specialnames[0];
|
|
|
|
}
|
|
|
|
else return "Rear Vindow";
|
|
|
|
}
|
|
|
|
else if (x == 48 && y == 51)
|
|
|
|
{
|
|
|
|
if (glitchmode == 0)
|
|
|
|
{
|
|
|
|
return specialnames[1];
|
|
|
|
}
|
|
|
|
else return "On the Vaterfront";
|
|
|
|
}
|
|
|
|
else if (x == 49 && y == 51)
|
|
|
|
{
|
|
|
|
if (glitchmode == 0)
|
|
|
|
{
|
|
|
|
return specialnames[2];
|
|
|
|
}
|
|
|
|
else return "The Untouchavles";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (roomname == "change")
|
|
|
|
{
|
|
|
|
if (finalstretch)
|
|
|
|
{
|
|
|
|
if (x == 45 && y == 51) transformname(3);
|
|
|
|
if (x == 46 && y == 51) transformname(4);
|
|
|
|
if (x == 47 && y == 51) transformname(5);
|
|
|
|
if (x == 50 && y == 53) transformname(6);
|
|
|
|
if (x == 50 && y == 54) transformname(7);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (x == 45 && y == 51) return specialnames[3];
|
|
|
|
if (x == 46 && y == 51) return specialnames[4];
|
|
|
|
if (x == 47 && y == 51) return specialnames[5];
|
|
|
|
if (x == 50 && y == 53) return specialnames[6];
|
|
|
|
if (x == 50 && y == 54) return specialnames[7];
|
|
|
|
return roomname;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return roomname;
|
|
|
|
}
|
|
|
|
return roomname;
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::initmapdata()
|
|
|
|
{
|
2020-06-30 21:30:19 +02:00
|
|
|
if (custommode)
|
|
|
|
{
|
|
|
|
initcustommapdata();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
teleporters.clear();
|
|
|
|
shinytrinkets.clear();
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
//Set up static map information like teleporters and shiny trinkets.
|
2020-04-15 04:29:19 +02:00
|
|
|
setteleporter(0, 0);
|
|
|
|
setteleporter(0, 16);
|
|
|
|
setteleporter(2, 4);
|
|
|
|
setteleporter(2, 11);
|
|
|
|
setteleporter(7, 9);
|
|
|
|
setteleporter(7, 15);
|
|
|
|
setteleporter(8, 11);
|
|
|
|
setteleporter(10, 5);
|
|
|
|
setteleporter(11, 4);
|
|
|
|
setteleporter(13, 2);
|
|
|
|
setteleporter(13, 8);
|
|
|
|
setteleporter(14, 19);
|
|
|
|
setteleporter(15, 0);
|
|
|
|
setteleporter(17, 12);
|
|
|
|
setteleporter(17, 17);
|
|
|
|
setteleporter(18, 1);
|
|
|
|
setteleporter(18, 7);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-15 04:37:00 +02:00
|
|
|
settrinket(14, 4);
|
|
|
|
settrinket(13, 6);
|
|
|
|
settrinket(11, 12);
|
|
|
|
settrinket(15, 12);
|
|
|
|
settrinket(14, 11);
|
|
|
|
settrinket(18, 14);
|
|
|
|
settrinket(11, 7);
|
|
|
|
settrinket(9, 2);
|
|
|
|
settrinket(9, 16);
|
|
|
|
settrinket(2, 18);
|
|
|
|
settrinket(7, 18);
|
|
|
|
settrinket(6, 1);
|
|
|
|
settrinket(17, 3);
|
|
|
|
settrinket(10, 19);
|
|
|
|
settrinket(5, 15);
|
|
|
|
settrinket(1, 10);
|
|
|
|
settrinket(3, 2);
|
|
|
|
settrinket(10, 8);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-06-30 21:30:19 +02:00
|
|
|
void mapclass::initcustommapdata()
|
|
|
|
{
|
|
|
|
shinytrinkets.clear();
|
|
|
|
|
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
|
|
for (size_t i = 0; i < edentity.size(); i++)
|
|
|
|
{
|
|
|
|
const edentities& ent = edentity[i];
|
|
|
|
if (ent.t != 9)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
const int rx = ent.x / 40;
|
|
|
|
const int ry = ent.y / 30;
|
|
|
|
|
|
|
|
settrinket(rx, ry);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
int mapclass::finalat(int x, int y)
|
|
|
|
{
|
|
|
|
//return the tile index of the final stretch tiles offset by the colour difference
|
|
|
|
if (contents[x + vmult[y]] == 740)
|
|
|
|
{
|
|
|
|
//Special case: animated tiles
|
|
|
|
if (final_mapcol == 1)
|
|
|
|
{
|
|
|
|
// Windows hits fRandom() == 1 frequently! For fuck sake! -flibit
|
|
|
|
return 737 + (std::min(int(fRandom() * 12), 11) * 40);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return contents[x + vmult[y]] - (final_mapcol * 3) + (final_aniframe * 40);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (contents[x + vmult[y]] >= 80)
|
|
|
|
{
|
|
|
|
return contents[x + vmult[y]] - (final_mapcol * 3);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return contents[x + vmult[y]];
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int mapclass::maptiletoenemycol(int t)
|
|
|
|
{
|
|
|
|
//returns the colour index for enemies that matches the map colour t
|
|
|
|
switch(t)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
return 11;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
return 8;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return 12;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
return 9;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return 7;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
return 18;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return 11;
|
|
|
|
}
|
|
|
|
|
2020-03-31 10:09:42 +02:00
|
|
|
void mapclass::changefinalcol(int t)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//change the map to colour t - for the game's final stretch.
|
|
|
|
//First up, the tiles. This is just a setting:
|
|
|
|
final_mapcol = t;
|
2020-07-03 04:20:22 +02:00
|
|
|
int temp = 6 - t;
|
2020-01-01 21:29:24 +01:00
|
|
|
//Next, entities
|
2020-04-03 22:50:16 +02:00
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if (obj.entities[i].type == 1) //something with a movement behavior
|
|
|
|
{
|
|
|
|
if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) //treadmill
|
|
|
|
{
|
|
|
|
if(temp<3)
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 907 + (temp * 80);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 911 + ((temp-3) * 80);
|
|
|
|
}
|
|
|
|
if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
|
|
|
|
}
|
|
|
|
else if (obj.entities[i].isplatform)
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 915+(temp*40);
|
|
|
|
}
|
|
|
|
else //just an enemy
|
|
|
|
{
|
|
|
|
obj.entities[i].colour = maptiletoenemycol(temp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (obj.entities[i].type == 2) //disappearing platforms
|
|
|
|
{
|
|
|
|
obj.entities[i].tile = 915+(temp*40);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::setcol(const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
|
|
|
|
{
|
|
|
|
r = intpol(r1, r2, c / 5);
|
|
|
|
g = intpol(g1, g2, c / 5);
|
|
|
|
b = intpol(b1, b2, c / 5);
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::updatetowerglow()
|
|
|
|
{
|
|
|
|
if (colstatedelay <= 0 || colsuperstate > 0)
|
|
|
|
{
|
|
|
|
if (colsuperstate > 0) colstate--;
|
|
|
|
colstate++;
|
|
|
|
if (colstate >= 30) colstate = 0;
|
|
|
|
check = colstate % 5; //current state of phase
|
|
|
|
cmode = (colstate - check) / 5; // current colour transition
|
|
|
|
|
|
|
|
switch(cmode)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
setcol(255, 93, 107, 255, 255, 93, check);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
setcol(255, 255, 93, 159, 255, 93, check);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
setcol(159, 255, 93, 93, 245, 255, check);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
setcol(93, 245, 255, 177, 93, 255, check);
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
setcol(177, 93, 255, 255, 93, 255, check);
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
setcol(255, 93, 255, 255, 93, 107, check);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (check == 0)
|
|
|
|
{
|
|
|
|
colstatedelay = 45;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
colstatedelay = 0;
|
|
|
|
}
|
|
|
|
if (colsuperstate > 0) colstatedelay = 0;
|
|
|
|
|
|
|
|
tdrawback = true;
|
|
|
|
towercol = RGB(r*0.04f, g*0.04f, b*0.04f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
colstatedelay--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::nexttowercolour()
|
|
|
|
{
|
|
|
|
colstate+=5;
|
|
|
|
if (colstate >= 30) colstate = 0;
|
|
|
|
check = colstate % 5; //current state of phase
|
|
|
|
cmode = (colstate - check) / 5; // current colour transition
|
|
|
|
|
|
|
|
switch(cmode)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
setcol(255, 93, 107, 255, 255, 93, check);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
setcol(255, 255, 93, 159, 255, 93, check);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
setcol(159, 255, 93, 93, 245, 255, check);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
setcol(93, 245, 255, 177, 93, 255, check);
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
setcol(177, 93, 255, 255, 93, 255, check);
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
setcol(255, 93, 255, 255, 93, 107, check);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
tdrawback = true;
|
|
|
|
towercol = RGB(r*0.04, g*0.04, b*0.04);
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::settowercolour(int t)
|
|
|
|
{
|
|
|
|
colstate=t*5;
|
|
|
|
if (colstate >= 30) colstate = 0;
|
|
|
|
check = colstate % 5; //current state of phase
|
|
|
|
cmode = (colstate - check) / 5; // current colour transition
|
|
|
|
|
|
|
|
switch(cmode)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
setcol(255, 93, 107, 255, 255, 93, check);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
setcol(255, 255, 93, 159, 255, 93, check);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
setcol(159, 255, 93, 93, 245, 255, check);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
setcol(93, 245, 255, 177, 93, 255, check);
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
setcol(177, 93, 255, 255, 93, 255, check);
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
setcol(255, 93, 255, 255, 93, 107, check);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
tdrawback = true;
|
|
|
|
towercol = RGB(r*0.04, g*0.04, b*0.04);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool mapclass::spikecollide(int x, int y)
|
|
|
|
{
|
|
|
|
if (invincibility) return false;
|
|
|
|
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool mapclass::collide(int x, int y)
|
|
|
|
{
|
|
|
|
if (towermode)
|
|
|
|
{
|
|
|
|
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
|
2020-02-05 22:02:00 +01:00
|
|
|
if (invincibility)
|
|
|
|
{
|
|
|
|
if (tower.at(x, y, 0) >= 6 && tower.at(x, y, 0) <= 11) return true;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if (tileset == 2)
|
|
|
|
{
|
|
|
|
if (y == -1) return collide(x, y + 1);
|
|
|
|
if (y == 29+extrarow) return collide(x, y - 1);
|
|
|
|
if (x == -1) return collide(x + 1, y);
|
|
|
|
if (x == 40) return collide(x - 1, y);
|
|
|
|
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
|
|
|
|
if (contents[x + vmult[y]] >= 12 && contents[x + vmult[y]] <= 27) return true;
|
|
|
|
if (invincibility)
|
|
|
|
{
|
|
|
|
if (contents[x + vmult[y]] >= 6 && contents[x + vmult[y]] <= 11) return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (y == -1) return collide(x, y + 1);
|
|
|
|
if (y == 29+extrarow) return collide(x, y - 1);
|
|
|
|
if (x == -1) return collide(x + 1, y);
|
|
|
|
if (x == 40) return collide(x - 1, y);
|
|
|
|
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
|
|
|
|
if (contents[x + vmult[y]] == 1) return true;
|
|
|
|
if (tileset==0 && contents[x + vmult[y]] == 59) return true;
|
|
|
|
if (contents[x + vmult[y]]>= 80 && contents[x + vmult[y]] < 680) return true;
|
|
|
|
if (contents[x + vmult[y]] == 740 && tileset==1) return true;
|
|
|
|
if (invincibility)
|
|
|
|
{
|
|
|
|
if (contents[x + vmult[y]]>= 6 && contents[x + vmult[y]] <= 9) return true;
|
|
|
|
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] <= 50) return true;
|
|
|
|
if (tileset == 1)
|
|
|
|
{
|
|
|
|
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] < 80) return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::settile(int xp, int yp, int t)
|
|
|
|
{
|
|
|
|
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow)
|
|
|
|
{
|
|
|
|
contents[xp + vmult[yp]] = t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int mapclass::area(int _rx, int _ry)
|
|
|
|
{
|
|
|
|
//THIS IS THE BUG
|
|
|
|
if (finalmode)
|
|
|
|
{
|
|
|
|
return 6;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int lookup = (_rx - 100) + ((_ry - 100) * 20);
|
|
|
|
//lookup = std::max(0,lookup);
|
|
|
|
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
|
|
|
|
return areamap[lookup];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::exploretower()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 20; i++)
|
|
|
|
{
|
|
|
|
explored[9 + (i * 20)] = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::hideship()
|
|
|
|
{
|
|
|
|
//remove the ship from the explored areas
|
|
|
|
explored[2 + (10 * 20)] = 0;
|
|
|
|
explored[3 + (10 * 20)] = 0;
|
|
|
|
explored[4 + (10 * 20)] = 0;
|
|
|
|
explored[2 + (11 * 20)] = 0;
|
|
|
|
explored[3 + (11 * 20)] = 0;
|
|
|
|
explored[4 + (11 * 20)] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void mapclass::showship()
|
|
|
|
{
|
|
|
|
//remove the ship from the explored areas
|
|
|
|
explored[2 + (10 * 20)] = 1;
|
|
|
|
explored[3 + (10 * 20)] = 1;
|
|
|
|
explored[4 + (10 * 20)] = 1;
|
|
|
|
explored[2 + (11 * 20)] = 1;
|
|
|
|
explored[3 + (11 * 20)] = 1;
|
|
|
|
explored[4 + (11 * 20)] = 1;
|
|
|
|
}
|
|
|
|
|
2020-03-31 10:09:42 +02:00
|
|
|
void mapclass::resetplayer()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-01-25 19:20:37 +01:00
|
|
|
bool was_in_tower = towermode;
|
2020-01-01 21:29:24 +01:00
|
|
|
if (game.roomx != game.saverx || game.roomy != game.savery)
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
gotoroom(game.saverx, game.savery);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
game.deathseq = -1;
|
|
|
|
int i = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if(INBOUNDS_VEC(i, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
obj.entities[i].vx = 0;
|
|
|
|
obj.entities[i].vy = 0;
|
|
|
|
obj.entities[i].ax = 0;
|
|
|
|
obj.entities[i].ay = 0;
|
|
|
|
obj.entities[i].xp = game.savex;
|
|
|
|
obj.entities[i].yp = game.savey;
|
|
|
|
obj.entities[i].dir = game.savedir;
|
|
|
|
obj.entities[i].colour = 0;
|
|
|
|
game.lifeseq = 10;
|
|
|
|
obj.entities[i].invis = true;
|
2020-06-25 23:56:09 +02:00
|
|
|
if (!game.glitchrunnermode)
|
|
|
|
{
|
|
|
|
obj.entities[i].size = 0;
|
|
|
|
obj.entities[i].cx = 6;
|
|
|
|
obj.entities[i].cy = 2;
|
2020-06-30 00:34:13 +02:00
|
|
|
obj.entities[i].w = 12;
|
2020-06-25 23:56:09 +02:00
|
|
|
obj.entities[i].h = 21;
|
|
|
|
}
|
2020-01-25 19:20:37 +01:00
|
|
|
|
|
|
|
// If we entered a tower as part of respawn, reposition camera
|
|
|
|
if (!was_in_tower && towermode)
|
|
|
|
{
|
|
|
|
ypos = obj.entities[i].yp - 120;
|
|
|
|
if (ypos < 0)
|
|
|
|
{
|
|
|
|
ypos = 0;
|
|
|
|
}
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = ypos;
|
2020-01-25 19:20:37 +01:00
|
|
|
bypos = ypos / 2;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
|
|
|
|
if (game.supercrewmate)
|
|
|
|
{
|
|
|
|
if (game.roomx == game.scmprogress + 41)
|
|
|
|
{
|
|
|
|
game.scmprogress = game.roomx - 41;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.scmprogress = game.roomx - 40;
|
|
|
|
}
|
|
|
|
if (game.scmprogress != 0)
|
|
|
|
{
|
|
|
|
game.scmmoveme = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.scmmoveme = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-31 10:09:42 +02:00
|
|
|
void mapclass::warpto(int rx, int ry , int t, int tx, int ty)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
gotoroom(rx, ry);
|
2020-01-01 21:29:24 +01:00
|
|
|
game.teleport = false;
|
2020-09-08 09:31:44 +02:00
|
|
|
if (INBOUNDS_VEC(t, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[t].xp = tx * 8;
|
|
|
|
obj.entities[t].yp = (ty * 8) - obj.entities[t].h;
|
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp
I was investigating a desync in my Nova TAS, and it turns out that
the gravity line collision functions check for the `oldxp` and `oldyp`
of the player, i.e. their position on the previous frame, along with
their position on the current frame. So, if the player either collided
with the gravity line last frame or this frame, then the player collided
with the gravity line this frame.
Except, that's not actually true. It turns out that `oldxp` and `oldyp`
don't necessarily always correspond to the `xp` and `yp` of the player
on the previous frame. It turns out that your `oldyp` will be updated if
you stand on a vertically moving platform, before the gravity line
collision function gets ran. So, if you were colliding with a gravity
line on the previous frame, but you got moved out of there by a
vertically moving platform, then you just don't collide with the gravity
line at all.
However, this behavior changed in 2.3 after my over-30-FPS patch got
merged (#220). That patch took advantage of the existing `oldxp` and
`oldyp` entity attributes, and uses them to interpolate their positions
during rendering to make everything look real smooth.
Previously, `oldxp` and `oldyp` would both be updated in
`entityclass::updateentitylogic()`. However, I moved it in that patch to
update right before `gameinput()` in `main.cpp`.
As a result, `oldyp` no longer gets updated whenever the player stands
on a vertically moving platform. This ends up desyncing my TAS.
As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the
function responsible for moving the player whenever they stand on a
vertically moving platform) makes it so that my TAS syncs, but the
visuals are glitchy when standing on a vertically moving platform. And
as much as I'd like to get rid of gravity lines checking for whether
you've collided with them on the previous frame, doing that desyncs my
TAS, too.
In the end, it seems like I should just leave `oldxp` and `oldyp` alone,
and switch to using dedicated variables that are never used in the
physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and
replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS
patch added, with `lerpoldxp` and `lerpoldyp` instead.
After doing this, and applying #503 as well, my Nova TAS syncs after
some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
|
|
|
obj.entities[t].lerpoldxp = obj.entities[t].xp;
|
|
|
|
obj.entities[t].lerpoldyp = obj.entities[t].yp;
|
2020-06-13 05:36:08 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.gravitycontrol = 0;
|
|
|
|
}
|
|
|
|
|
2020-03-31 10:09:42 +02:00
|
|
|
void mapclass::gotoroom(int rx, int ry)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//First, destroy the current room
|
|
|
|
obj.removeallblocks();
|
|
|
|
game.activetele = false;
|
|
|
|
game.readytotele = 0;
|
|
|
|
|
|
|
|
//Ok, let's save the position of all lines on the screen
|
2020-04-03 22:50:16 +02:00
|
|
|
obj.linecrosskludge.clear();
|
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 22:50:16 +02:00
|
|
|
if (obj.entities[i].type == 9)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//It's a horizontal line
|
|
|
|
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
|
|
|
|
{
|
|
|
|
//it's on a screen edge
|
|
|
|
obj.copylinecross(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-16 01:19:25 +02:00
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-16 01:19:25 +02:00
|
|
|
if (obj.entities[i].rule != 0)
|
2020-01-13 23:43:11 +01:00
|
|
|
{
|
2020-04-03 22:50:16 +02:00
|
|
|
removeentity_iter(i);
|
2020-01-13 23:43:11 +01:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
game.door_up = rx + ((ry - 1) * 100);
|
|
|
|
game.door_down = rx + ((ry + 1) * 100);
|
|
|
|
game.door_right = rx + 1 + (ry * 100);
|
|
|
|
game.door_left = rx -1 + (ry * 100);
|
|
|
|
|
|
|
|
if (rx < game.roomx)
|
|
|
|
{
|
|
|
|
game.roomchangedir = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.roomchangedir = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (finalmode)
|
|
|
|
{
|
|
|
|
//Ok, what way are we moving?
|
|
|
|
finalx = rx;
|
|
|
|
finaly = ry;
|
|
|
|
game.roomx = finalx;
|
|
|
|
game.roomy = finaly;
|
|
|
|
game.roomchange = true;
|
|
|
|
rx = finalx;
|
|
|
|
ry = finaly;
|
|
|
|
|
|
|
|
if (game.roomy < 10)
|
|
|
|
{
|
|
|
|
game.roomy = 11;
|
|
|
|
finaly = 11;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 )
|
|
|
|
{
|
|
|
|
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.currentroomdeaths = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Final level for time trial
|
|
|
|
if (game.intimetrial)
|
|
|
|
{
|
|
|
|
if (game.roomx == 46 && game.roomy == 54) music.niceplay(15); //Final level remix
|
|
|
|
}
|
|
|
|
}
|
2020-02-10 03:21:19 +01:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-01-01 21:29:24 +01:00
|
|
|
else if (custommode)
|
|
|
|
{
|
|
|
|
game.roomx = rx;
|
|
|
|
game.roomy = ry;
|
|
|
|
game.roomchange = true;
|
|
|
|
if (game.roomx < 100) game.roomx = 100 + ed.mapwidth-1;
|
|
|
|
if (game.roomy < 100) game.roomy = 100 + ed.mapheight-1;
|
|
|
|
if (game.roomx > 100 + ed.mapwidth-1) game.roomx = 100;
|
|
|
|
if (game.roomy > 100 + ed.mapheight-1) game.roomy = 100;
|
|
|
|
}
|
2020-02-10 01:53:01 +01:00
|
|
|
#endif
|
2020-01-01 21:29:24 +01:00
|
|
|
else
|
|
|
|
{
|
|
|
|
game.roomx = rx;
|
|
|
|
game.roomy = ry;
|
|
|
|
game.roomchange = true;
|
|
|
|
if (game.roomx < 100) game.roomx = 119;
|
|
|
|
if (game.roomy < 100) game.roomy = 119;
|
|
|
|
if (game.roomx > 119) game.roomx = 100;
|
|
|
|
if (game.roomy > 119) game.roomy = 100;
|
|
|
|
|
|
|
|
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
|
|
|
|
|
|
|
|
//Alright, change music depending on where we are:
|
|
|
|
//Tower
|
|
|
|
if (game.roomx == 107 && game.roomy == 106) music.niceplay(4);
|
|
|
|
if (game.roomx == 107 && game.roomy == 107) music.niceplay(4);
|
|
|
|
if (game.roomx == 107 && game.roomy == 108) music.niceplay(4);
|
|
|
|
if (game.roomx == 107 && game.roomy == 109) music.niceplay(4);
|
|
|
|
if (game.roomx == 108 && game.roomy == 109)
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
if (graphics.setflipmode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
music.niceplay(9);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.niceplay(2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (game.roomx == 109)
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
if (graphics.setflipmode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
music.niceplay(9);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.niceplay(2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//Warp Zone
|
|
|
|
if (game.roomx == 112 && game.roomy == 101) music.niceplay(4);
|
|
|
|
if (game.roomx == 113 && game.roomy == 101) music.niceplay(4);
|
|
|
|
if (game.roomx == 113 && game.roomy == 102) music.niceplay(4);
|
|
|
|
if (game.roomx == 114 && game.roomy == 101) music.niceplay(12);
|
|
|
|
if (game.roomx == 115 && game.roomy == 101) music.niceplay(12);
|
|
|
|
if (game.roomx == 115 && game.roomy == 102) music.niceplay(12);
|
|
|
|
//Lab
|
|
|
|
if (game.roomx == 101 && game.roomy == 115) music.niceplay(4);
|
|
|
|
if (game.roomx == 100 && game.roomy == 115) music.niceplay(4);
|
|
|
|
if (game.roomx == 101 && game.roomy == 116) music.niceplay(4);
|
|
|
|
if (game.roomx == 100 && game.roomy == 116) music.niceplay(4);
|
|
|
|
if (game.roomx == 102 && game.roomy == 116) music.niceplay(3);
|
|
|
|
if (game.roomx == 102 && game.roomy == 117) music.niceplay(3);
|
|
|
|
if (game.roomx == 101 && game.roomy == 117) music.niceplay(3);
|
|
|
|
//Space Station
|
|
|
|
if (game.intimetrial)
|
|
|
|
{
|
|
|
|
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
|
|
|
|
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
|
|
|
|
if (game.roomx == 112 && game.roomy == 114) music.niceplay(1);
|
|
|
|
if (game.roomx == 112 && game.roomy == 115) music.niceplay(1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
|
|
|
|
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
|
|
|
|
if (game.roomx == 112 && game.roomy == 114) music.niceplay(4);
|
|
|
|
if (game.roomx == 112 && game.roomy == 115) music.niceplay(4);
|
|
|
|
}
|
|
|
|
//Leaving the Ship
|
|
|
|
if (game.roomx == 104 && game.roomy == 112) music.niceplay(4);
|
|
|
|
}
|
2020-07-03 04:20:22 +02:00
|
|
|
int temp = rx + (ry * 100);
|
2020-03-31 10:09:42 +02:00
|
|
|
loadlevel(game.roomx, game.roomy);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
|
2020-01-27 23:46:11 +01:00
|
|
|
//Do we need to reload the background?
|
|
|
|
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
|
|
|
|
|
|
|
|
if(redrawbg)
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.backgrounddrawn = false; //Used for background caching speedup
|
2020-01-27 23:46:11 +01:00
|
|
|
}
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.foregrounddrawn = false; //Used for background caching speedup
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-01-27 23:46:11 +01:00
|
|
|
game.prevroomx = game.roomx;
|
|
|
|
game.prevroomy = game.roomy;
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
|
|
|
|
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
|
|
|
|
if(!game.intimetrial && !custommode)
|
|
|
|
{
|
2020-04-09 08:34:26 +02:00
|
|
|
if (!obj.flags[5] && !finalmode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.state = 0;
|
|
|
|
if (game.roomx == 113 && game.roomy == 104)
|
|
|
|
{
|
|
|
|
game.state = 50;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
|
|
|
|
//set it to an inactive state.
|
|
|
|
|
|
|
|
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
|
|
|
|
//continuations!
|
|
|
|
|
|
|
|
temp = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if(INBOUNDS_VEC(temp, obj.entities))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp
I was investigating a desync in my Nova TAS, and it turns out that
the gravity line collision functions check for the `oldxp` and `oldyp`
of the player, i.e. their position on the previous frame, along with
their position on the current frame. So, if the player either collided
with the gravity line last frame or this frame, then the player collided
with the gravity line this frame.
Except, that's not actually true. It turns out that `oldxp` and `oldyp`
don't necessarily always correspond to the `xp` and `yp` of the player
on the previous frame. It turns out that your `oldyp` will be updated if
you stand on a vertically moving platform, before the gravity line
collision function gets ran. So, if you were colliding with a gravity
line on the previous frame, but you got moved out of there by a
vertically moving platform, then you just don't collide with the gravity
line at all.
However, this behavior changed in 2.3 after my over-30-FPS patch got
merged (#220). That patch took advantage of the existing `oldxp` and
`oldyp` entity attributes, and uses them to interpolate their positions
during rendering to make everything look real smooth.
Previously, `oldxp` and `oldyp` would both be updated in
`entityclass::updateentitylogic()`. However, I moved it in that patch to
update right before `gameinput()` in `main.cpp`.
As a result, `oldyp` no longer gets updated whenever the player stands
on a vertically moving platform. This ends up desyncing my TAS.
As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the
function responsible for moving the player whenever they stand on a
vertically moving platform) makes it so that my TAS syncs, but the
visuals are glitchy when standing on a vertically moving platform. And
as much as I'd like to get rid of gravity lines checking for whether
you've collided with them on the previous frame, doing that desyncs my
TAS, too.
In the end, it seems like I should just leave `oldxp` and `oldyp` alone,
and switch to using dedicated variables that are never used in the
physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and
replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS
patch added, with `lerpoldxp` and `lerpoldyp` instead.
After doing this, and applying #503 as well, my Nova TAS syncs after
some minor but acceptable fixes with Viridian's walkingframe.
2020-10-10 05:58:58 +02:00
|
|
|
obj.entities[temp].lerpoldxp = obj.entities[temp].xp - int(obj.entities[temp].vx);
|
|
|
|
obj.entities[temp].lerpoldyp = obj.entities[temp].yp - int(obj.entities[temp].vy);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 22:50:16 +02:00
|
|
|
if (obj.entities[i].type == 9)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//It's a horizontal line
|
|
|
|
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
|
|
|
|
{
|
|
|
|
//it's on a screen edge
|
2020-06-14 20:21:32 +02:00
|
|
|
for (size_t j = 0; j < obj.linecrosskludge.size(); j++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if (obj.entities[i].yp == obj.linecrosskludge[j].yp)
|
|
|
|
{
|
|
|
|
//y's match, how about x's?
|
|
|
|
//we're moving left:
|
|
|
|
if (game.roomchangedir == 0)
|
|
|
|
{
|
|
|
|
if (obj.entities[i].xp + obj.entities[i].w >= 312 && obj.linecrosskludge[j].xp <= 0)
|
|
|
|
{
|
|
|
|
obj.revertlinecross(i, j);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (obj.entities[i].xp <= 0 && obj.linecrosskludge[j].xp + obj.linecrosskludge[j].w >= 312)
|
|
|
|
{
|
|
|
|
obj.revertlinecross(i, j);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string mapclass::currentarea(int t)
|
|
|
|
{
|
|
|
|
switch(t)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
return "Dimension VVVVVV";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
return "Dimension VVVVVV";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
return "Laboratory";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return "The Tower";
|
|
|
|
break;
|
|
|
|
case 4:
|
2020-01-16 02:24:56 +01:00
|
|
|
return "Warp Zone";
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return "Space Station";
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
return "Outside Dimension VVVVVV";
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
return "Outside Dimension VVVVVV";
|
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
return "Outside Dimension VVVVVV";
|
|
|
|
break;
|
|
|
|
case 9:
|
|
|
|
return "Outside Dimension VVVVVV";
|
|
|
|
break;
|
|
|
|
case 10:
|
|
|
|
return "Outside Dimension VVVVVV";
|
|
|
|
break;
|
|
|
|
case 11:
|
|
|
|
return "The Tower";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return "???";
|
|
|
|
}
|
|
|
|
|
2020-03-31 10:09:42 +02:00
|
|
|
void mapclass::loadlevel(int rx, int ry)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
int t;
|
|
|
|
if (!finalmode)
|
|
|
|
{
|
2020-07-03 06:01:09 +02:00
|
|
|
explored[rx - 100 + ((ry - 100) * 20)] = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
if (rx == 109 && !custommode)
|
|
|
|
{
|
|
|
|
exploretower();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
roomtexton = false;
|
Refactor roomtext to not use ad-hoc objects / separate length trackers
This refactors the roomtext code to (1) not use ad-hoc objects and (2)
not use a separate length-tracking variable to keep track of the actual
amount of roomtext in a room.
What I mean by ad-hoc object is, instead of formally creating a
fully-fledged struct or class and storing one vector containing that
object, this game instead hacks together an object by storing each
attribute of an object in different vectors.
In the case of roomtext, instead of making a Roomtext object that has
attributes 'x', 'y', and 'text', the 'text' attribute of each is stored
in the vector 'roomtext', the 'x' attribute of each is stored in the
vector 'roomtextx', and the 'y' attribute of each is stored in the
vector 'roomtexty'. It's only an object in the sense that you can grab
the attributes of each roomtext by using the same index across all three
vectors.
This makes it somewhat annoying to maintain and deal with, like when I
wanted add sub-tile positions to roomtext in VVVVVV: Community Edition.
Instead of being able to add attributes to an already-existing
formalized Roomtext object, I would instead have to add two more
vectors, which is inelegant. Or I could refactor the whole system, which
is what I decided to do instead.
Furthermore, this removes the separate length-tracking variable
'roomtextnumlines', which makes the code much more easy to maintain and
deal with, as the amount of roomtext is naturally tracked by C++ instead
of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
|
|
|
roomtext.clear();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
obj.platformtile = 0;
|
|
|
|
obj.customplatformtile=0;
|
|
|
|
obj.vertplatforms = false;
|
|
|
|
obj.horplatforms = false;
|
|
|
|
roomname = "";
|
Refactor how "hidden names" work
By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship"
popping up on the quit/pause/teleporter screens, even though those rooms
don't have any roomnames.
Apparently my commit to fix roomname re-draw bleed on the
quit/pause/teleporter screens exposed yet another hardreset()-caused
bug. The issue here is that since hardreset() sets game.roomx and
game.roomy to 0, map.area() will no longer work properly, and since the
hidden roomname check is based on map.area(), it will no longer display
"Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used
to do this due to the re-draw bleed, but now it doesn't.
I saw that roomnames didn't get reset in hardreset(), so the solution
here is to re-factor hidden names to be an actual variable, instead of
being implicit. map.hiddenname is a variable that's set in
mapclass::loadlevel(), and if isn't empty, it will be drawn on the
quit/pause/teleporter screens. That way it will still display "Dimension
VVVVVV" and "The Ship" when you press ACTION to quit to the menu.
EDIT: Since PR #230 got merged, this commit is no longer strictly
necessary, but it's still good to refactor hidden names like this.
2020-05-02 23:10:22 +02:00
|
|
|
hiddenname = "";
|
2020-01-01 21:29:24 +01:00
|
|
|
background = 1;
|
|
|
|
warpx = false;
|
|
|
|
warpy = false;
|
|
|
|
|
|
|
|
towermode = false;
|
|
|
|
ypos = 0;
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
extrarow = 0;
|
2020-04-30 21:50:45 +02:00
|
|
|
spikeleveltop = 0;
|
|
|
|
spikelevelbottom = 0;
|
2020-04-30 21:58:08 +02:00
|
|
|
oldspikeleveltop = 0;
|
|
|
|
oldspikelevelbottom = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//Custom stuff for warplines
|
|
|
|
obj.customwarpmode=false;
|
|
|
|
obj.customwarpmodevon=false;
|
|
|
|
obj.customwarpmodehon=false;
|
|
|
|
|
|
|
|
if (finalmode)
|
|
|
|
{
|
|
|
|
t = 6;
|
|
|
|
//check if we're in the towers
|
|
|
|
if (rx == 49 && ry == 52)
|
|
|
|
{
|
|
|
|
//entered tower 1
|
|
|
|
t = 7;
|
|
|
|
}
|
|
|
|
else if (rx == 49 && ry == 53)
|
|
|
|
{
|
|
|
|
//re entered tower 1
|
|
|
|
t = 8;
|
|
|
|
}
|
|
|
|
else if (rx == 51 && ry == 54)
|
|
|
|
{
|
|
|
|
//entered tower 2
|
|
|
|
t = 9;
|
|
|
|
}
|
|
|
|
else if (rx == 51 && ry == 53)
|
|
|
|
{
|
|
|
|
//re entered tower 2
|
|
|
|
t = 10;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (custommode)
|
|
|
|
{
|
|
|
|
t= 12;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
t = area(rx, ry);
|
|
|
|
|
|
|
|
if (t == 3)
|
|
|
|
{
|
|
|
|
//correct position for tower
|
|
|
|
if (ry == 109)
|
|
|
|
{
|
|
|
|
//entered from ground floor
|
|
|
|
int player = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[player].yp += (671 * 8);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
ypos = (700-29) * 8;
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = ypos;
|
2020-01-01 21:29:24 +01:00
|
|
|
bypos = ypos / 2;
|
|
|
|
cameramode = 0;
|
|
|
|
colstate = 0;
|
|
|
|
colsuperstate = 0;
|
|
|
|
}
|
|
|
|
else if (ry == 104)
|
|
|
|
{
|
|
|
|
//you've entered from the top floor
|
|
|
|
ypos = 0;
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = ypos;
|
2020-01-01 21:29:24 +01:00
|
|
|
bypos = 0;
|
|
|
|
cameramode = 0;
|
|
|
|
colstate = 0;
|
|
|
|
colsuperstate = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (t < 2) //on the world map, want to test if we're in the secret lab
|
|
|
|
{
|
|
|
|
if (rx >= 116)
|
|
|
|
{
|
|
|
|
if (ry >= 105)
|
|
|
|
{
|
|
|
|
if (ry <= 107)
|
|
|
|
{
|
|
|
|
if (rx == 119 && ry == 105)
|
|
|
|
{
|
|
|
|
//Ah, this is just a normal area
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//in the secret lab! Crazy background!
|
|
|
|
background = 2;
|
2020-03-31 10:09:42 +02:00
|
|
|
if (rx == 116 && ry == 105) graphics.rcol = 1;
|
|
|
|
if (rx == 117 && ry == 105) graphics.rcol = 5;
|
|
|
|
if (rx == 118 && ry == 105) graphics.rcol = 4;
|
|
|
|
if (rx == 117 && ry == 106) graphics.rcol = 2;
|
|
|
|
if (rx == 118 && ry == 106) graphics.rcol = 0;
|
|
|
|
if (rx == 119 && ry == 106) graphics.rcol = 3;
|
|
|
|
if (rx == 119 && ry == 107) graphics.rcol = 1;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-02-02 11:37:23 +01:00
|
|
|
if (rx == 119 && ry == 108 && !custommode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
background = 5;
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.rcol = 3;
|
2020-01-01 21:29:24 +01:00
|
|
|
warpx = true;
|
|
|
|
warpy = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch(t)
|
|
|
|
{
|
2020-04-02 22:09:22 +02:00
|
|
|
#if !defined(MAKEANDPLAY)
|
2020-04-16 02:52:25 +02:00
|
|
|
case 0:
|
2020-01-01 21:29:24 +01:00
|
|
|
case 1: //World Map
|
2020-07-03 11:06:46 +02:00
|
|
|
{
|
2020-01-01 21:29:24 +01:00
|
|
|
tileset = 1;
|
|
|
|
extrarow = 1;
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* tmap = otherlevel.loadlevel(rx, ry);
|
2020-07-03 11:06:46 +02:00
|
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
roomname = otherlevel.roomname;
|
|
|
|
tileset = otherlevel.roomtileset;
|
|
|
|
//do the appear/remove roomname here
|
|
|
|
|
Refactor how "hidden names" work
By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship"
popping up on the quit/pause/teleporter screens, even though those rooms
don't have any roomnames.
Apparently my commit to fix roomname re-draw bleed on the
quit/pause/teleporter screens exposed yet another hardreset()-caused
bug. The issue here is that since hardreset() sets game.roomx and
game.roomy to 0, map.area() will no longer work properly, and since the
hidden roomname check is based on map.area(), it will no longer display
"Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used
to do this due to the re-draw bleed, but now it doesn't.
I saw that roomnames didn't get reset in hardreset(), so the solution
here is to re-factor hidden names to be an actual variable, instead of
being implicit. map.hiddenname is a variable that's set in
mapclass::loadlevel(), and if isn't empty, it will be drawn on the
quit/pause/teleporter screens. That way it will still display "Dimension
VVVVVV" and "The Ship" when you press ACTION to quit to the menu.
EDIT: Since PR #230 got merged, this commit is no longer strictly
necessary, but it's still good to refactor hidden names like this.
2020-05-02 23:10:22 +02:00
|
|
|
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111)
|
|
|
|
{
|
|
|
|
hiddenname = "The Ship";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hiddenname = "Dimension VVVVVV";
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-03 11:06:46 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
case 2: //The Lab
|
2020-07-03 11:06:46 +02:00
|
|
|
{
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* tmap = lablevel.loadlevel(rx, ry);
|
2020-07-03 11:06:46 +02:00
|
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
roomname = lablevel.roomname;
|
|
|
|
tileset = 1;
|
|
|
|
background = 2;
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.rcol = lablevel.rcol;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-03 11:06:46 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
case 3: //The Tower
|
|
|
|
tdrawback = true;
|
|
|
|
minitowermode = false;
|
|
|
|
tower.minitowermode = false;
|
|
|
|
bscroll = 0;
|
|
|
|
scrolldir = 0;
|
|
|
|
|
|
|
|
roomname = "The Tower";
|
|
|
|
tileset = 1;
|
|
|
|
background = 3;
|
|
|
|
towermode = true;
|
|
|
|
//bypos = 0; ypos = 0; cameramode = 0;
|
|
|
|
|
|
|
|
//All the entities for here are just loaded here; it's essentially one room after all
|
|
|
|
|
|
|
|
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(48, 5456, 10, 1, 505007); // (savepoint)
|
|
|
|
obj.createentity(224, 4528, 10, 1, 505017); // (savepoint)
|
|
|
|
obj.createentity(232, 4168, 10, 0, 505027); // (savepoint)
|
|
|
|
obj.createentity(280, 3816, 10, 1, 505037); // (savepoint)
|
|
|
|
obj.createentity(152, 3552, 10, 1, 505047); // (savepoint)
|
|
|
|
obj.createentity(216, 3280, 10, 0, 505057); // (savepoint)
|
|
|
|
obj.createentity(216, 4808, 10, 1, 505067); // (savepoint)
|
|
|
|
obj.createentity(72, 3096, 10, 0, 505077); // (savepoint)
|
|
|
|
obj.createentity(176, 2600, 10, 0, 505087); // (savepoint)
|
|
|
|
obj.createentity(216, 2392, 10, 0, 505097); // (savepoint)
|
|
|
|
obj.createentity(152, 1184, 10, 1, 505107); // (savepoint)
|
|
|
|
obj.createentity(152, 912, 10, 1, 505117); // (savepoint)
|
|
|
|
obj.createentity(152, 536, 10, 1, 505127); // (savepoint)
|
|
|
|
obj.createentity(120, 5136, 10, 0, 505137); // (savepoint)
|
|
|
|
obj.createentity(144, 1824, 10, 0, 505147); // (savepoint)
|
|
|
|
obj.createentity(72, 2904, 10, 0, 505157); // (savepoint)
|
|
|
|
obj.createentity(224, 1648, 10, 1, 505167); // (savepoint)
|
|
|
|
obj.createentity(112, 5280, 10, 1, 50517); // (savepoint)
|
|
|
|
|
|
|
|
obj.createentity(24, 4216, 9, 7); // (shiny trinket)
|
|
|
|
obj.createentity(280, 3216, 9, 8); // (shiny trinket)
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 4: //The Warpzone
|
2020-07-03 11:06:46 +02:00
|
|
|
{
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* tmap = warplevel.loadlevel(rx, ry);
|
2020-07-03 11:06:46 +02:00
|
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
roomname = warplevel.roomname;
|
|
|
|
tileset = 1;
|
|
|
|
background = 3;
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.rcol = warplevel.rcol;
|
|
|
|
graphics.backgrounddrawn = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
warpx = warplevel.warpx;
|
|
|
|
warpy = warplevel.warpy;
|
|
|
|
background = 5;
|
|
|
|
if (warpy) background = 4;
|
|
|
|
if (warpx) background = 3;
|
|
|
|
if (warpx && warpy) background = 5;
|
|
|
|
break;
|
2020-07-03 11:06:46 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
case 5: //Space station
|
2020-07-03 11:06:46 +02:00
|
|
|
{
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* tmap = spacestation2.loadlevel(rx, ry);
|
2020-07-03 11:06:46 +02:00
|
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
roomname = spacestation2.roomname;
|
|
|
|
tileset = 0;
|
|
|
|
break;
|
2020-07-03 11:06:46 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
case 6: //final level
|
2020-07-03 11:06:46 +02:00
|
|
|
{
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* tmap = finallevel.loadlevel(finalx, finaly);
|
2020-07-03 11:06:46 +02:00
|
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
roomname = finallevel.roomname;
|
|
|
|
tileset = 1;
|
|
|
|
background = 3;
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.backgrounddrawn = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
if (finalstretch)
|
|
|
|
{
|
|
|
|
background = 6;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
warpx = finallevel.warpx;
|
|
|
|
warpy = finallevel.warpy;
|
|
|
|
background = 5;
|
|
|
|
if (warpy) background = 4;
|
|
|
|
if (warpx) background = 3;
|
|
|
|
if (warpx && warpy) background = 5;
|
|
|
|
}
|
|
|
|
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.rcol = 6;
|
|
|
|
changefinalcol(final_mapcol);
|
2020-05-03 02:17:07 +02:00
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
|
|
{
|
|
|
|
if (obj.entities[i].type == 1 || obj.entities[i].type == 2)
|
|
|
|
{
|
|
|
|
//Fix 1-frame glitch
|
|
|
|
obj.entities[i].drawframe = obj.entities[i].tile;
|
|
|
|
}
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-03 11:06:46 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
case 7: //Final Level, Tower 1
|
|
|
|
tdrawback = true;
|
|
|
|
minitowermode = true;
|
|
|
|
tower.minitowermode = true;
|
|
|
|
bscroll = 0;
|
|
|
|
scrolldir = 1;
|
|
|
|
|
|
|
|
roomname = "Panic Room";
|
|
|
|
tileset = 1;
|
|
|
|
background = 3;
|
|
|
|
towermode = true;
|
|
|
|
|
|
|
|
tower.loadminitower1();
|
|
|
|
|
|
|
|
ypos = 0;
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
bypos = 0;
|
|
|
|
cameramode = 0;
|
|
|
|
colstate = 0;
|
|
|
|
colsuperstate = 0;
|
|
|
|
break;
|
|
|
|
case 8: //Final Level, Tower 1 (reentered from below)
|
|
|
|
{
|
|
|
|
tdrawback = true;
|
|
|
|
minitowermode = true;
|
|
|
|
tower.minitowermode = true;
|
|
|
|
bscroll = 0;
|
|
|
|
scrolldir = 1;
|
|
|
|
|
|
|
|
roomname = "Panic Room";
|
|
|
|
tileset = 1;
|
|
|
|
background = 3;
|
|
|
|
towermode = true;
|
|
|
|
|
|
|
|
tower.loadminitower1();
|
|
|
|
|
|
|
|
int i = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[i].yp += (71 * 8);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.roomy--;
|
|
|
|
finaly--;
|
|
|
|
|
|
|
|
ypos = (100-29) * 8;
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = ypos;
|
2020-01-01 21:29:24 +01:00
|
|
|
bypos = ypos/2;
|
|
|
|
cameramode = 0;
|
|
|
|
colstate = 0;
|
|
|
|
colsuperstate = 0;}
|
|
|
|
break;
|
|
|
|
case 9: //Final Level, Tower 2
|
|
|
|
{
|
|
|
|
tdrawback = true;
|
|
|
|
minitowermode = true;
|
|
|
|
tower.minitowermode = true;
|
|
|
|
bscroll = 0;
|
|
|
|
scrolldir = 0;
|
|
|
|
final_colorframe = 2;
|
|
|
|
|
|
|
|
roomname = "The Final Challenge";
|
|
|
|
tileset = 1;
|
|
|
|
background = 3;
|
|
|
|
towermode = true;
|
|
|
|
|
|
|
|
tower.loadminitower2();
|
|
|
|
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
|
|
|
|
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
|
|
|
|
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
|
|
|
|
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
|
|
|
|
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
|
|
|
|
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
|
|
|
|
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
|
|
|
|
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
|
|
|
|
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
|
|
|
|
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
|
|
|
|
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
|
|
|
|
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
|
|
|
|
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
int i = obj.getplayer();
|
Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
|
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
2020-06-13 05:36:08 +02:00
|
|
|
{
|
|
|
|
obj.entities[i].yp += (71 * 8);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.roomy--;
|
|
|
|
finaly--;
|
|
|
|
|
|
|
|
ypos = (100-29) * 8;
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = ypos;
|
2020-01-01 21:29:24 +01:00
|
|
|
bypos = ypos/2;
|
|
|
|
cameramode = 0;
|
|
|
|
colstate = 0;
|
|
|
|
colsuperstate = 0;
|
|
|
|
break;
|
2020-07-09 11:59:42 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
case 10: //Final Level, Tower 2
|
|
|
|
{
|
|
|
|
|
|
|
|
tdrawback = true;
|
|
|
|
minitowermode = true;
|
|
|
|
tower.minitowermode = true;
|
|
|
|
bscroll = 0;
|
|
|
|
scrolldir = 0;
|
|
|
|
final_colorframe = 2;
|
|
|
|
|
|
|
|
roomname = "The Final Challenge";
|
|
|
|
tileset = 1;
|
|
|
|
background = 3;
|
|
|
|
towermode = true;
|
|
|
|
|
|
|
|
tower.loadminitower2();
|
|
|
|
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
|
|
|
|
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
|
|
|
|
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
|
|
|
|
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
|
|
|
|
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
|
|
|
|
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
|
|
|
|
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
|
|
|
|
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
|
|
|
|
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
|
|
|
|
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
|
|
|
|
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
|
|
|
|
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
|
|
|
|
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
ypos = 0;
|
2020-04-30 21:02:52 +02:00
|
|
|
oldypos = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
bypos = 0;
|
|
|
|
cameramode = 0;
|
|
|
|
colstate = 0;
|
|
|
|
colsuperstate = 0;
|
|
|
|
break;
|
2020-07-09 11:59:42 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
case 11: //Tower Hallways //Content is held in final level routine
|
|
|
|
{
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* tmap = finallevel.loadlevel(rx, ry);
|
2020-07-03 11:06:46 +02:00
|
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
roomname = finallevel.roomname;
|
|
|
|
tileset = 2;
|
|
|
|
if (rx == 108)
|
|
|
|
{
|
|
|
|
background = 7;
|
|
|
|
rcol = 15;
|
|
|
|
}
|
|
|
|
if (rx == 110)
|
|
|
|
{
|
|
|
|
background = 8;
|
|
|
|
rcol = 10;
|
|
|
|
}
|
|
|
|
if (rx == 111)
|
|
|
|
{
|
|
|
|
background = 9;
|
|
|
|
rcol = 0;
|
|
|
|
}
|
|
|
|
break;
|
2020-07-09 11:59:42 +02:00
|
|
|
}
|
2020-04-02 22:09:22 +02:00
|
|
|
#endif
|
2020-02-10 03:21:19 +01:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-01-01 21:29:24 +01:00
|
|
|
case 12: //Custom level
|
2020-07-09 11:58:16 +02:00
|
|
|
{
|
2020-07-09 11:54:23 +02:00
|
|
|
const int curlevel = rx-100 + (ry-100) * ed.maxwidth;
|
|
|
|
const edlevelclass* room_ptr = NULL;
|
|
|
|
if (!INBOUNDS_ARR(curlevel, ed.level))
|
|
|
|
{
|
|
|
|
static edlevelclass blank;
|
|
|
|
blank.tileset = 1;
|
|
|
|
room_ptr = ␣
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
room_ptr = &ed.level[curlevel];
|
|
|
|
}
|
|
|
|
const edlevelclass& room = *room_ptr;
|
|
|
|
|
2020-07-09 12:29:53 +02:00
|
|
|
game.customcol = ed.getlevelcol(curlevel) + 1;
|
|
|
|
obj.customplatformtile = game.customcol * 12;
|
|
|
|
|
|
|
|
switch (room.tileset)
|
|
|
|
{
|
|
|
|
case 0: // Space Station
|
2020-01-01 21:29:24 +01:00
|
|
|
tileset = 0;
|
|
|
|
background = 1;
|
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 1: // Outside
|
2020-01-01 21:29:24 +01:00
|
|
|
tileset = 1;
|
|
|
|
background = 1;
|
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 2: // Lab
|
2020-01-01 21:29:24 +01:00
|
|
|
tileset = 1;
|
|
|
|
background = 2;
|
2020-07-09 11:54:23 +02:00
|
|
|
graphics.rcol = room.tilecol;
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 3: // Warp Zone/intermission
|
2020-01-01 21:29:24 +01:00
|
|
|
tileset = 1;
|
|
|
|
background = 6;
|
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 4: // Ship
|
2020-01-01 21:29:24 +01:00
|
|
|
tileset = 1;
|
|
|
|
background = 1;
|
|
|
|
break;
|
2020-07-09 12:18:21 +02:00
|
|
|
default:
|
2020-01-01 21:29:24 +01:00
|
|
|
tileset = 1;
|
|
|
|
background = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2020-07-09 12:29:53 +02:00
|
|
|
// If screen warping, then override all that:
|
2020-01-27 23:46:11 +01:00
|
|
|
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
|
2020-07-09 12:29:53 +02:00
|
|
|
if (redrawbg)
|
|
|
|
{
|
2020-03-31 10:09:42 +02:00
|
|
|
graphics.backgrounddrawn = false;
|
2020-01-27 23:46:11 +01:00
|
|
|
}
|
2020-07-09 12:29:53 +02:00
|
|
|
|
2020-07-09 12:21:18 +02:00
|
|
|
switch (room.warpdir)
|
|
|
|
{
|
|
|
|
case 1:
|
2020-07-09 12:29:53 +02:00
|
|
|
warpx = true;
|
|
|
|
background = 3;
|
|
|
|
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
|
2020-07-09 12:21:18 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-07-09 12:29:53 +02:00
|
|
|
warpy = true;
|
|
|
|
background = 4;
|
|
|
|
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
|
2020-07-09 12:21:18 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-07-09 12:29:53 +02:00
|
|
|
warpx = true;
|
|
|
|
warpy = true;
|
2020-01-01 21:29:24 +01:00
|
|
|
background = 5;
|
2020-07-09 12:29:53 +02:00
|
|
|
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
|
2020-07-09 12:21:18 +02:00
|
|
|
break;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-07-09 12:00:48 +02:00
|
|
|
roomname = room.roomname;
|
2020-01-01 21:29:24 +01:00
|
|
|
extrarow = 1;
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* tmap = ed.loadlevel(rx, ry);
|
2020-07-03 11:06:46 +02:00
|
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
|
|
|
|
roomtexton = false;
|
Refactor roomtext to not use ad-hoc objects / separate length trackers
This refactors the roomtext code to (1) not use ad-hoc objects and (2)
not use a separate length-tracking variable to keep track of the actual
amount of roomtext in a room.
What I mean by ad-hoc object is, instead of formally creating a
fully-fledged struct or class and storing one vector containing that
object, this game instead hacks together an object by storing each
attribute of an object in different vectors.
In the case of roomtext, instead of making a Roomtext object that has
attributes 'x', 'y', and 'text', the 'text' attribute of each is stored
in the vector 'roomtext', the 'x' attribute of each is stored in the
vector 'roomtextx', and the 'y' attribute of each is stored in the
vector 'roomtexty'. It's only an object in the sense that you can grab
the attributes of each roomtext by using the same index across all three
vectors.
This makes it somewhat annoying to maintain and deal with, like when I
wanted add sub-tile positions to roomtext in VVVVVV: Community Edition.
Instead of being able to add attributes to an already-existing
formalized Roomtext object, I would instead have to add two more
vectors, which is inelegant. Or I could refactor the whole system, which
is what I decided to do instead.
Furthermore, this removes the separate length-tracking variable
'roomtextnumlines', which makes the code much more easy to maintain and
deal with, as the amount of roomtext is naturally tracked by C++ instead
of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
|
|
|
roomtext.clear();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-09 12:29:53 +02:00
|
|
|
// Entities have to be created HERE, akwardly
|
|
|
|
int tempcheckpoints = 0;
|
|
|
|
int tempscriptbox = 0;
|
|
|
|
for (size_t edi = 0; edi < edentity.size(); edi++)
|
|
|
|
{
|
|
|
|
// If entity is in this room, create it
|
2020-07-09 11:40:18 +02:00
|
|
|
const edentities& ent = edentity[edi];
|
|
|
|
const int tsx = ent.x / 40;
|
|
|
|
const int tsy = ent.y / 30;
|
2020-07-09 12:29:53 +02:00
|
|
|
|
2020-07-09 11:11:56 +02:00
|
|
|
if (tsx != rx-100 || tsy != ry-100)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2020-07-09 12:29:53 +02:00
|
|
|
|
2020-07-09 11:40:18 +02:00
|
|
|
const int ex = (ent.x % 40) * 8;
|
|
|
|
const int ey = (ent.y % 30) * 8;
|
2020-07-09 11:54:23 +02:00
|
|
|
|
2020-07-09 12:06:20 +02:00
|
|
|
// Platform and enemy bounding boxes
|
2020-08-03 05:43:50 +02:00
|
|
|
int bx1 = 0, by1 = 0, bx2 = 0, by2 = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-08-03 05:47:42 +02:00
|
|
|
bool enemy = ent.t == 1;
|
|
|
|
bool moving_plat = ent.t == 2 && ent.p1 <= 4;
|
|
|
|
if (enemy || moving_plat)
|
2020-07-09 12:06:20 +02:00
|
|
|
{
|
2020-08-03 05:47:42 +02:00
|
|
|
if (enemy)
|
|
|
|
{
|
|
|
|
bx1 = room.enemyx1;
|
|
|
|
by1 = room.enemyy1;
|
|
|
|
bx2 = room.enemyx2;
|
|
|
|
by2 = room.enemyy2;
|
|
|
|
}
|
|
|
|
else if (moving_plat)
|
|
|
|
{
|
|
|
|
bx1 = room.platx1;
|
|
|
|
by1 = room.platy1;
|
|
|
|
bx2 = room.platx2;
|
|
|
|
by2 = room.platy2;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-09 12:06:20 +02:00
|
|
|
// Enlarge bounding boxes to fix warping entities
|
|
|
|
if (warpx && bx1 == 0 && bx2 == 320)
|
|
|
|
{
|
|
|
|
bx1 -= 100;
|
|
|
|
bx2 += 100;
|
|
|
|
}
|
|
|
|
if (warpy && by1 == 0 && by2 == 240)
|
|
|
|
{
|
|
|
|
by1 -= 100;
|
|
|
|
by2 += 100;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-07-09 12:29:53 +02:00
|
|
|
switch (ent.t)
|
|
|
|
{
|
|
|
|
case 1: // Enemies
|
|
|
|
obj.customenemy = room.enemytype;
|
|
|
|
obj.createentity(ex, ey, 56, ent.p1, 4, bx1, by1, bx2, by2);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 2: // Platforms and conveyors
|
|
|
|
if (ent.p1 <= 4)
|
|
|
|
{
|
|
|
|
obj.createentity(ex, ey, 2, ent.p1, room.platv, bx1, by1, bx2, by2);
|
|
|
|
}
|
|
|
|
else if (ent.p1 >= 5 && ent.p1 <= 8) // Conveyor
|
|
|
|
{
|
|
|
|
obj.createentity(ex, ey, 2, ent.p1 + 3, 4);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 3: // Disappearing platforms
|
2020-07-09 11:28:53 +02:00
|
|
|
obj.createentity(ex, ey, 3);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 12:16:52 +02:00
|
|
|
case 9: // Trinkets
|
2020-07-09 11:28:53 +02:00
|
|
|
obj.createentity(ex, ey, 9, ed.findtrinket(edi));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 10: // Checkpoints
|
|
|
|
obj.createentity(ex, ey, 10, ent.p1, (rx + ry*100) * 20 + tempcheckpoints);
|
2020-01-01 21:29:24 +01:00
|
|
|
tempcheckpoints++;
|
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 11: // Gravity Lines
|
|
|
|
if (ent.p1 == 0) //Horizontal
|
|
|
|
{
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ent.p2 * 8, ey + 4, 11, ent.p3);
|
2020-07-09 12:29:53 +02:00
|
|
|
}
|
|
|
|
else //Vertical
|
|
|
|
{
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ex + 3, ent.p2 * 8, 12, ent.p3);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 13: // Warp Tokens
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ex, ey, 13, ent.p1, ent.p2);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 15: // Collectable crewmate
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ex - 4, ey + 1, 55, ed.findcrewmate(edi), ent.p1, ent.p2);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 17: // Roomtext!
|
2020-07-09 11:32:52 +02:00
|
|
|
{
|
2020-01-01 21:29:24 +01:00
|
|
|
roomtexton = true;
|
Refactor roomtext to not use ad-hoc objects / separate length trackers
This refactors the roomtext code to (1) not use ad-hoc objects and (2)
not use a separate length-tracking variable to keep track of the actual
amount of roomtext in a room.
What I mean by ad-hoc object is, instead of formally creating a
fully-fledged struct or class and storing one vector containing that
object, this game instead hacks together an object by storing each
attribute of an object in different vectors.
In the case of roomtext, instead of making a Roomtext object that has
attributes 'x', 'y', and 'text', the 'text' attribute of each is stored
in the vector 'roomtext', the 'x' attribute of each is stored in the
vector 'roomtextx', and the 'y' attribute of each is stored in the
vector 'roomtexty'. It's only an object in the sense that you can grab
the attributes of each roomtext by using the same index across all three
vectors.
This makes it somewhat annoying to maintain and deal with, like when I
wanted add sub-tile positions to roomtext in VVVVVV: Community Edition.
Instead of being able to add attributes to an already-existing
formalized Roomtext object, I would instead have to add two more
vectors, which is inelegant. Or I could refactor the whole system, which
is what I decided to do instead.
Furthermore, this removes the separate length-tracking variable
'roomtextnumlines', which makes the code much more easy to maintain and
deal with, as the amount of roomtext is naturally tracked by C++ instead
of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
|
|
|
Roomtext text;
|
2020-07-09 11:28:53 +02:00
|
|
|
text.x = ex / 8;
|
|
|
|
text.y = ey / 8;
|
2020-07-09 11:40:18 +02:00
|
|
|
text.text = ent.scriptname;
|
Refactor roomtext to not use ad-hoc objects / separate length trackers
This refactors the roomtext code to (1) not use ad-hoc objects and (2)
not use a separate length-tracking variable to keep track of the actual
amount of roomtext in a room.
What I mean by ad-hoc object is, instead of formally creating a
fully-fledged struct or class and storing one vector containing that
object, this game instead hacks together an object by storing each
attribute of an object in different vectors.
In the case of roomtext, instead of making a Roomtext object that has
attributes 'x', 'y', and 'text', the 'text' attribute of each is stored
in the vector 'roomtext', the 'x' attribute of each is stored in the
vector 'roomtextx', and the 'y' attribute of each is stored in the
vector 'roomtexty'. It's only an object in the sense that you can grab
the attributes of each roomtext by using the same index across all three
vectors.
This makes it somewhat annoying to maintain and deal with, like when I
wanted add sub-tile positions to roomtext in VVVVVV: Community Edition.
Instead of being able to add attributes to an already-existing
formalized Roomtext object, I would instead have to add two more
vectors, which is inelegant. Or I could refactor the whole system, which
is what I decided to do instead.
Furthermore, this removes the separate length-tracking variable
'roomtextnumlines', which makes the code much more easy to maintain and
deal with, as the amount of roomtext is naturally tracked by C++ instead
of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
|
|
|
roomtext.push_back(text);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 11:32:52 +02:00
|
|
|
}
|
2020-07-09 12:29:53 +02:00
|
|
|
case 18: // Terminals
|
2020-07-09 11:32:52 +02:00
|
|
|
{
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.customscript = ent.scriptname;
|
2020-07-01 08:43:33 +02:00
|
|
|
|
2020-07-09 11:40:18 +02:00
|
|
|
int usethistile = ent.p1;
|
2020-07-09 11:28:53 +02:00
|
|
|
int usethisy = ey;
|
2020-07-01 08:43:33 +02:00
|
|
|
|
|
|
|
// This isn't a boolean: we just swap 0 and 1 around and leave the rest alone
|
|
|
|
if (usethistile == 0)
|
|
|
|
{
|
|
|
|
usethistile = 1; // Unflipped
|
|
|
|
}
|
|
|
|
else if (usethistile == 1)
|
|
|
|
{
|
|
|
|
usethistile = 0; // Flipped;
|
|
|
|
usethisy -= 8;
|
|
|
|
}
|
|
|
|
|
2020-07-09 11:28:53 +02:00
|
|
|
obj.createentity(ex, usethisy + 8, 20, usethistile);
|
2020-07-09 12:10:08 +02:00
|
|
|
obj.createblock(ACTIVITY, ex - 8, usethisy + 8, 20, 16, 35);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
2020-07-09 11:32:52 +02:00
|
|
|
}
|
|
|
|
case 19: //Script Box
|
2020-07-10 08:03:16 +02:00
|
|
|
if (INBOUNDS_ARR(tempscriptbox, game.customscript))
|
|
|
|
{
|
2020-07-09 12:29:53 +02:00
|
|
|
game.customscript[tempscriptbox] = ent.scriptname;
|
2020-07-10 08:03:16 +02:00
|
|
|
}
|
2020-07-09 12:29:53 +02:00
|
|
|
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
|
2020-01-01 21:29:24 +01:00
|
|
|
tempscriptbox++;
|
|
|
|
break;
|
2020-07-09 12:29:53 +02:00
|
|
|
case 50: // Warp Lines
|
2020-01-01 21:29:24 +01:00
|
|
|
obj.customwarpmode=true;
|
2020-07-09 12:14:17 +02:00
|
|
|
switch (ent.p1)
|
|
|
|
{
|
2020-07-09 12:16:52 +02:00
|
|
|
case 0: // Vertical, left
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ex + 4, ent.p2 * 8, 51, ent.p3);
|
2020-07-09 12:14:17 +02:00
|
|
|
break;
|
|
|
|
case 1: //Horizontal, right
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ex + 4, ent.p2 * 8, 52, ent.p3);
|
2020-07-09 12:14:17 +02:00
|
|
|
break;
|
|
|
|
case 2: //Vertical, top
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ent.p2 * 8, ey + 7, 53, ent.p3);
|
2020-07-09 12:14:17 +02:00
|
|
|
break;
|
2020-07-09 12:16:52 +02:00
|
|
|
case 3: // Horizontal, bottom
|
2020-07-09 11:40:18 +02:00
|
|
|
obj.createentity(ent.p2 * 8, ey, 54, ent.p3);
|
2020-07-09 12:14:17 +02:00
|
|
|
break;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2020-07-09 11:12:31 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//do the appear/remove roomname here
|
|
|
|
break;
|
2020-07-09 11:58:16 +02:00
|
|
|
}
|
2020-02-10 01:53:01 +01:00
|
|
|
#endif
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
//The room's loaded: now we fill out damage blocks based on the tiles.
|
|
|
|
if (towermode)
|
|
|
|
{
|
2020-04-03 02:50:13 +02:00
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int j = 0; j < 29 + extrarow; j++)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 40; i++)
|
|
|
|
{
|
|
|
|
//Damage blocks
|
|
|
|
if(tileset==0)
|
|
|
|
{
|
|
|
|
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
|
|
|
|
{
|
|
|
|
//sticking up
|
|
|
|
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
|
|
|
|
}
|
|
|
|
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
|
|
|
|
{
|
|
|
|
//Sticking down
|
|
|
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
|
|
|
}
|
|
|
|
if (contents[i + vmult[j]] == 49 || contents[i + vmult[j]] == 50)
|
|
|
|
{
|
|
|
|
//left or right
|
|
|
|
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(tileset==1)
|
|
|
|
{
|
|
|
|
//if (contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9) obj.createblock(2, (i * 8), (j * 8)+1, 8, 6);
|
|
|
|
//if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 79) obj.createblock(2, (i * 8) + 1, (j * 8) + 1, 6, 6);
|
|
|
|
if ((contents[i + vmult[j]] >= 63 && contents[i + vmult[j]] <= 74) ||
|
|
|
|
(contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9))
|
|
|
|
{
|
|
|
|
//sticking up) {
|
|
|
|
if (contents[i + vmult[j]] < 10) contents[i + vmult[j]]++;
|
|
|
|
//sticking up
|
|
|
|
if(contents[i + vmult[j]]%2==0)
|
|
|
|
{
|
|
|
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Sticking down
|
|
|
|
obj.createblock(2, (i * 8), (j * 8) + 4, 8, 4);
|
|
|
|
}
|
|
|
|
if (contents[i + vmult[j]] < 11) contents[i + vmult[j]]--;
|
|
|
|
}
|
|
|
|
if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 62)
|
|
|
|
{
|
|
|
|
//left or right
|
|
|
|
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(tileset==2)
|
|
|
|
{
|
|
|
|
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
|
|
|
|
{
|
|
|
|
//sticking up
|
|
|
|
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
|
|
|
|
}
|
|
|
|
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
|
|
|
|
{
|
|
|
|
//Sticking down
|
|
|
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//Breakable blocks
|
|
|
|
if (contents[i + vmult[j]] == 10)
|
|
|
|
{
|
|
|
|
contents[i + vmult[j]] = 0;
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(i * 8, j * 8, 4);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
//Directional blocks
|
|
|
|
if (contents[i + vmult[j]] >= 14 && contents[i + vmult[j]] <= 17)
|
|
|
|
{
|
|
|
|
obj.createblock(3, i * 8, j * 8, 8, 8, contents[i + vmult[j]]-14);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-03 22:50:16 +02:00
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 22:57:02 +02:00
|
|
|
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 22:57:02 +02:00
|
|
|
//put a block underneath
|
2020-07-03 04:20:22 +02:00
|
|
|
int temp = obj.entities[i].xp / 8.0f;
|
|
|
|
int temp2 = obj.entities[i].yp / 8.0f;
|
2020-04-03 22:57:02 +02:00
|
|
|
settile(temp, temp2, 1);
|
|
|
|
settile(temp+1, temp2, 1);
|
|
|
|
settile(temp+2, temp2, 1);
|
|
|
|
settile(temp+3, temp2, 1);
|
|
|
|
if (obj.entities[i].w == 64)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-04-03 22:57:02 +02:00
|
|
|
settile(temp+4, temp2, 1);
|
|
|
|
settile(temp+5, temp2, 1);
|
|
|
|
settile(temp+6, temp2, 1);
|
|
|
|
settile(temp+7, temp2, 1);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
|
2020-04-30 08:16:35 +02:00
|
|
|
if (!finalmode && !custommode)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//First up: the extra bits:
|
|
|
|
//Vermilion's quest:
|
|
|
|
if (rx == 100 && ry == 105) //On path to verdigris
|
|
|
|
{
|
|
|
|
if (game.crewstats[3] && !game.crewstats[4])
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(87, 105, 18, 15, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (rx == 107 && ry == 100) //victoria
|
|
|
|
{
|
|
|
|
if (game.crewstats[3] && !game.crewstats[5])
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(140, 137, 18, 15, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (rx == 114 && ry == 109)
|
|
|
|
{
|
|
|
|
if (game.crewstats[3] && !game.crewstats[2])
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(235, 81, 18, 15, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Verdigris fixing the ship
|
|
|
|
if (rx == 101 && ry == 109)
|
|
|
|
{
|
|
|
|
if (game.crewstats[4])
|
|
|
|
{
|
|
|
|
if(game.crewrescued()>4 && game.crewrescued()!=6)
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(175, 121, 18, 13, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (rx == 103 && ry == 109)
|
|
|
|
{
|
|
|
|
if (game.crewstats[4])
|
|
|
|
{
|
|
|
|
if(game.crewrescued()<=4 && game.crewrescued()!=6)
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(53, 161, 18, 13, 1, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rx == 104 && ry == 111)
|
|
|
|
{
|
|
|
|
//Red
|
|
|
|
//First: is he rescued?
|
|
|
|
if (game.crewstats[3])
|
|
|
|
{
|
|
|
|
//If so, red will always be at his post
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(107, 121, 18, 15, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
//What script do we use?
|
|
|
|
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (rx == 103 && ry == 111)
|
|
|
|
{
|
|
|
|
//Yellow
|
|
|
|
//First: is he rescued?
|
|
|
|
if (game.crewstats[2])
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(198, 105, 18, 14, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
//What script do we use?
|
|
|
|
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (rx == 103 && ry == 110)
|
|
|
|
{
|
|
|
|
//Green
|
|
|
|
//First: is he rescued?
|
|
|
|
if (game.crewstats[4])
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(242, 177, 18, 13, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
//What script do we use?
|
|
|
|
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (rx == 104 && ry == 110)
|
|
|
|
{
|
|
|
|
//Purple
|
|
|
|
//First: is she rescued?
|
|
|
|
if (game.crewstats[1])
|
|
|
|
{
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(140, 177, 18, 20, 0, 18);
|
2020-01-01 21:29:24 +01:00
|
|
|
//What script do we use?
|
|
|
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (rx == 102 && ry == 110)
|
|
|
|
{
|
|
|
|
//Blue
|
|
|
|
//First: is she rescued?
|
|
|
|
if (game.crewstats[5])
|
|
|
|
{
|
|
|
|
//A slight varation - she's upside down
|
2020-03-31 02:46:36 +02:00
|
|
|
obj.createentity(249, 62, 18, 16, 0, 18);
|
2020-06-14 20:21:32 +02:00
|
|
|
int j = obj.getcrewman(5);
|
Bounds check all entity getters that can return 0
The entity getters I'm referring to are entityclass::getscm(),
entityclass::getlineat(), entityclass::getcrewman(), and
entityclass::getcustomcrewman().
Even though the player should always exist, and the player should always
be indice 0, I wouldn't want to make that assumption. I've been wrong
before.
Also, these functions returning 0 lull you into a false sense of
security. If you assume that commands using these functions are fine,
you'll forget about the fact that `i` in those commands could be
potentially anything, given an invalid argument. In fact, it's possible
to index createactivityzone(), flipgravity(), and customposition()
out-of-bounds by setting `i` to anything! Well, WAS possible. I fixed it
so now they can't.
Furthermore, in the game.scmmoveme block in gamelogic(), obj.getplayer()
wasn't even checked, even though it's been checked in all other places.
I only caught it just now because I wanted to bounds-check all usages of
obj.getscm(), too, and that game.scmmove block also used obj.getscm()
without bounds-checking it as well.
2020-09-10 07:31:09 +02:00
|
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
|
|
{
|
|
|
|
obj.entities[j].rule = 7;
|
|
|
|
obj.entities[j].tile +=6;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
//What script do we use?
|
|
|
|
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Fix the two-frame-delay when entering a room with an "init" script
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.
Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.
That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.
So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.
And with all that work, the two-frame (now three-frame) delay is fixed.
2020-06-28 02:08:57 +02:00
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void mapclass::twoframedelayfix()
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{
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// Fixes the two-frame delay in custom levels that use scripts to spawn an entity upon room load.
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// Because when the room loads and newscript is set to run, newscript has already ran for that frame,
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// and when the script gets loaded script.run() has already ran for that frame, too.
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// A bit kludge-y, but it's the least we can do without changing the frame ordering.
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2020-06-30 00:32:07 +02:00
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if (game.glitchrunnermode
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2020-08-17 21:10:22 +02:00
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|| !custommode
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Move all temporary variables off of entityclass
This is a refactor that simply moves all temporary variables off of
entityclass, and makes it so they are no longer global variables. This
makes the resulting code easier to understand as it is less entangled
with global state.
These attributes were:
- colpoint1
- colpoint2
- tempx
- tempy
- tempw
- temph
- temp
- temp2
- tpx1
- tpy1
- tpx2
- tpy2
- temprect
- temprect2
- x (actually unused)
- dx
- dy
- dr
- px
- py
- linetemp
- activetrigger
- skipblocks
- skipdirblocks
Most of these attributes were assigned before any of the times they were
used, so it's easy to prove that ungloballing them won't change any
behaviors. However, dx, dy, dr, and skipblocks are a bit more tricky to
analyze. They relate to blocks, with dx, dy, and dr more specifically
relating to one-way tiles. So after some testing with the quirks of
one-way tiles, it seems that the jankiness of one-way tiles haven't
changed at all, either.
Unfortunately, the attribute k is clearly used without being assigned
beforehand, so I can't move it off of entityclass. It's the same story
with the attribute k that Graphics has, too.
2020-09-26 21:38:57 +02:00
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|| game.deathseq != -1)
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return;
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int block_idx = -1;
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// obj.checktrigger() sets block_idx
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int activetrigger = obj.checktrigger(&block_idx);
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if (activetrigger <= -1
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Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-09 13:15:14 +02:00
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|| !INBOUNDS_VEC(block_idx, obj.blocks)
|
Move all temporary variables off of entityclass
This is a refactor that simply moves all temporary variables off of
entityclass, and makes it so they are no longer global variables. This
makes the resulting code easier to understand as it is less entangled
with global state.
These attributes were:
- colpoint1
- colpoint2
- tempx
- tempy
- tempw
- temph
- temp
- temp2
- tpx1
- tpy1
- tpx2
- tpy2
- temprect
- temprect2
- x (actually unused)
- dx
- dy
- dr
- px
- py
- linetemp
- activetrigger
- skipblocks
- skipdirblocks
Most of these attributes were assigned before any of the times they were
used, so it's easy to prove that ungloballing them won't change any
behaviors. However, dx, dy, dr, and skipblocks are a bit more tricky to
analyze. They relate to blocks, with dx, dy, and dr more specifically
relating to one-way tiles. So after some testing with the quirks of
one-way tiles, it seems that the jankiness of one-way tiles haven't
changed at all, either.
Unfortunately, the attribute k is clearly used without being assigned
beforehand, so I can't move it off of entityclass. It's the same story
with the attribute k that Graphics has, too.
2020-09-26 21:38:57 +02:00
|
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|| activetrigger < 300)
|
Fix the two-frame-delay when entering a room with an "init" script
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.
Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.
That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.
So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.
And with all that work, the two-frame (now three-frame) delay is fixed.
2020-06-28 02:08:57 +02:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2020-07-10 08:20:03 +02:00
|
|
|
game.newscript = obj.blocks[block_idx].script;
|
Move all temporary variables off of entityclass
This is a refactor that simply moves all temporary variables off of
entityclass, and makes it so they are no longer global variables. This
makes the resulting code easier to understand as it is less entangled
with global state.
These attributes were:
- colpoint1
- colpoint2
- tempx
- tempy
- tempw
- temph
- temp
- temp2
- tpx1
- tpy1
- tpx2
- tpy2
- temprect
- temprect2
- x (actually unused)
- dx
- dy
- dr
- px
- py
- linetemp
- activetrigger
- skipblocks
- skipdirblocks
Most of these attributes were assigned before any of the times they were
used, so it's easy to prove that ungloballing them won't change any
behaviors. However, dx, dy, dr, and skipblocks are a bit more tricky to
analyze. They relate to blocks, with dx, dy, and dr more specifically
relating to one-way tiles. So after some testing with the quirks of
one-way tiles, it seems that the jankiness of one-way tiles haven't
changed at all, either.
Unfortunately, the attribute k is clearly used without being assigned
beforehand, so I can't move it off of entityclass. It's the same story
with the attribute k that Graphics has, too.
2020-09-26 21:38:57 +02:00
|
|
|
obj.removetrigger(activetrigger);
|
Fix the two-frame-delay when entering a room with an "init" script
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.
Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.
That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.
So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.
And with all that work, the two-frame (now three-frame) delay is fixed.
2020-06-28 02:08:57 +02:00
|
|
|
game.state = 0;
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|
game.statedelay = 0;
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|
script.load(game.newscript);
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|
|
|
if (script.running)
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|
|
|
{
|
|
|
|
script.run();
|
|
|
|
script.dontrunnextframe = true;
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|
|
|
}
|
|
|
|
}
|