diff --git a/desktop_version/src/Entity.cpp b/desktop_version/src/Entity.cpp index f1498589..4dab9ed7 100644 --- a/desktop_version/src/Entity.cpp +++ b/desktop_version/src/Entity.cpp @@ -2667,7 +2667,7 @@ bool entityclass::updateentities( int i ) } else { - game.state = 1000; + game.setstate(1000); if(music.currentsong!=-1) music.silencedasmusik(); music.playef(3); if (game.trinkets() > game.stat_trinkets && !map.custommode) @@ -3316,7 +3316,7 @@ bool entityclass::updateentities( int i ) } else { - game.state = 1010; + game.setstate(1010); //music.haltdasmusik(); if(music.currentsong!=-1) music.silencedasmusik(); music.playef(27); @@ -3336,7 +3336,7 @@ bool entityclass::updateentities( int i ) entities[i].colour = 101; if(!game.intimetrial && !game.nodeathmode) { - game.state = 2000; + game.setstate(2000); game.statedelay = 0; } @@ -4744,7 +4744,7 @@ void entityclass::entitycollisioncheck(void) game.startscript = true; game.newscript = blocks[block_idx].script; removetrigger(activetrigger); - game.state = 0; + game.setstate(0); } else { diff --git a/desktop_version/src/Game.cpp b/desktop_version/src/Game.cpp index c5686f74..b67d9c65 100644 --- a/desktop_version/src/Game.cpp +++ b/desktop_version/src/Game.cpp @@ -337,6 +337,7 @@ void Game::init(void) state = 1; statedelay = 0; + statelocked = false; //updatestate(); skipfakeload = false; @@ -715,6 +716,41 @@ void Game::savetele_textbox(void) } } +void Game::setstate(int gamestate) +{ + if (!statelocked) + { + state = gamestate; + } +} + +void Game::setstate(int gamestate, int delay) +{ + if (!statelocked) + { + state = gamestate; + statedelay = delay; + } +} + +void Game::incstate() +{ + if (!statelocked) + { + state++; + } +} + +void Game::lockstate() +{ + statelocked = true; +} + +void Game::unlockstate() +{ + statelocked = false; +} + void Game::updatestate(void) { statedelay--; @@ -746,13 +782,13 @@ void Game::updatestate(void) break; case 1: //Game initilisation - state = 0; + setstate(0); break; case 2: //Opening cutscene advancetext = true; hascontrol = false; - state = 3; + setstate(3); graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255); graphics.addline("intro to story!"); //Oh no! what happen to rest of crew etc crash into dimension @@ -761,7 +797,7 @@ void Game::updatestate(void) //End of opening cutscene for now graphics.createtextbox(" Press arrow keys or WASD to move ", -1, 195, 174, 174, 174); graphics.textboxtimer(60); - state = 0; + setstate(0); break; case 5: //Demo over @@ -771,14 +807,14 @@ void Game::updatestate(void) startscript = true; newscript="returntohub"; obj.removetrigger(5); - state = 6; + setstate(6); break; case 7: //End of opening cutscene for now graphics.textboxremove(); hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 8: //Enter dialogue @@ -790,7 +826,7 @@ void Game::updatestate(void) graphics.addline(" and quicksave"); graphics.textboxtimer(60); } - state = 0; + setstate(0); break; case 9: @@ -801,7 +837,7 @@ void Game::updatestate(void) startscript = true; newscript = "disableaccessibility"; - state = 0; + setstate(0); break; } @@ -822,7 +858,7 @@ void Game::updatestate(void) savery = roomy; savedir = 0; - state = 0; + setstate(0); break; case 10: @@ -843,7 +879,7 @@ void Game::updatestate(void) savery = roomy; savedir = 0; - state = 0; + setstate(0); break; case 11: @@ -891,7 +927,7 @@ void Game::updatestate(void) graphics.addline(" stop and wait for you."); graphics.textboxtimer(180); - state = 0; + setstate(0); break; case 12: //Intermission 1 instructional textbox, depends on last saved @@ -911,13 +947,13 @@ void Game::updatestate(void) } graphics.textboxtimer(120); } - state = 0; + setstate(0); break; case 13: //textbox removal obj.removetrigger(13); graphics.textboxremovefast(); - state = 0; + setstate(0); break; case 14: //Intermission 1 instructional textbox, depends on last saved @@ -947,7 +983,7 @@ void Game::updatestate(void) } graphics.textboxtimer(280); - state = 0; + setstate(0); break; case 15: @@ -958,7 +994,7 @@ void Game::updatestate(void) { obj.entities[obj.getplayer()].tile = 0; } - state = 0; + setstate(0); break; } case 16: @@ -970,7 +1006,7 @@ void Game::updatestate(void) obj.entities[i].tile = 144; music.playef(2); } - state = 0; + setstate(0); break; } @@ -980,14 +1016,14 @@ void Game::updatestate(void) graphics.createtextbox(" If you prefer, you can press UP or ", -1, 195, 174, 174, 174); graphics.addline(" DOWN instead of ACTION to flip."); graphics.textboxtimer(100); - state = 0; + setstate(0); break; case 20: if (!obj.flags[1]) { obj.flags[1] = true; - state = 0; + setstate(0); graphics.textboxremove(); } obj.removetrigger(20); @@ -996,7 +1032,7 @@ void Game::updatestate(void) if (!obj.flags[2]) { obj.flags[2] = true; - state = 0; + setstate(0); graphics.textboxremove(); } obj.removetrigger(21); @@ -1006,7 +1042,7 @@ void Game::updatestate(void) { graphics.textboxremovefast(); obj.flags[3] = true; - state = 0; + setstate(0); graphics.createtextbox(" Press ACTION to flip ", -1, 25, 174, 174, 174); graphics.textboxtimer(60); } @@ -1020,14 +1056,14 @@ void Game::updatestate(void) obj.flags[4] = true; startscript = true; newscript="firststeps"; - state = 0; + setstate(0); } obj.removetrigger(30); - state = 0; + setstate(0); break; case 31: //state = 55; statedelay = 50; - state = 0; + setstate(0); statedelay = 0; if (!obj.flags[6]) { @@ -1036,7 +1072,7 @@ void Game::updatestate(void) obj.flags[5] = true; startscript = true; newscript="communicationstation"; - state = 0; + setstate(0); statedelay = 0; } obj.removetrigger(31); @@ -1048,10 +1084,10 @@ void Game::updatestate(void) obj.flags[7] = true; startscript = true; newscript="teleporterback"; - state = 0; + setstate(0); } obj.removetrigger(32); - state = 0; + setstate(0); break; case 33: //Generic "run script" @@ -1060,10 +1096,10 @@ void Game::updatestate(void) obj.flags[9] = true; startscript = true; newscript="rescueblue"; - state = 0; + setstate(0); } obj.removetrigger(33); - state = 0; + setstate(0); break; case 34: //Generic "run script" @@ -1072,10 +1108,10 @@ void Game::updatestate(void) obj.flags[10] = true; startscript = true; newscript="rescueyellow"; - state = 0; + setstate(0); } obj.removetrigger(34); - state = 0; + setstate(0); break; case 35: //Generic "run script" @@ -1084,10 +1120,10 @@ void Game::updatestate(void) obj.flags[11] = true; startscript = true; newscript="rescuegreen"; - state = 0; + setstate(0); } obj.removetrigger(35); - state = 0; + setstate(0); break; case 36: //Generic "run script" @@ -1096,10 +1132,10 @@ void Game::updatestate(void) obj.flags[8] = true; startscript = true; newscript="rescuered"; - state = 0; + setstate(0); } obj.removetrigger(36); - state = 0; + setstate(0); break; case 37: @@ -1108,10 +1144,10 @@ void Game::updatestate(void) { startscript = true; newscript="int2_yellow"; - state = 0; + setstate(0); } obj.removetrigger(37); - state = 0; + setstate(0); break; case 38: //Generic "run script" @@ -1119,10 +1155,10 @@ void Game::updatestate(void) { startscript = true; newscript="int2_red"; - state = 0; + setstate(0); } obj.removetrigger(38); - state = 0; + setstate(0); break; case 39: //Generic "run script" @@ -1130,10 +1166,10 @@ void Game::updatestate(void) { startscript = true; newscript="int2_green"; - state = 0; + setstate(0); } obj.removetrigger(39); - state = 0; + setstate(0); break; case 40: //Generic "run script" @@ -1141,10 +1177,10 @@ void Game::updatestate(void) { startscript = true; newscript="int2_blue"; - state = 0; + setstate(0); } obj.removetrigger(40); - state = 0; + setstate(0); break; case 41: @@ -1169,10 +1205,10 @@ void Game::updatestate(void) { newscript = "int1blue_2"; } - state = 0; + setstate(0); } obj.removetrigger(41); - state = 0; + setstate(0); break; case 42: //Generic "run script" @@ -1196,10 +1232,10 @@ void Game::updatestate(void) { newscript = "int1blue_3"; } - state = 0; + setstate(0); } obj.removetrigger(42); - state = 0; + setstate(0); break; case 43: //Generic "run script" @@ -1223,10 +1259,10 @@ void Game::updatestate(void) { newscript = "int1blue_4"; } - state = 0; + setstate(0); } obj.removetrigger(43); - state = 0; + setstate(0); break; case 44: //Generic "run script" @@ -1250,10 +1286,10 @@ void Game::updatestate(void) { newscript = "int1blue_5"; } - state = 0; + setstate(0); } obj.removetrigger(44); - state = 0; + setstate(0); break; case 45: //Generic "run script" @@ -1277,10 +1313,10 @@ void Game::updatestate(void) { newscript = "int1blue_6"; } - state = 0; + setstate(0); } obj.removetrigger(45); - state = 0; + setstate(0); break; case 46: //Generic "run script" @@ -1304,10 +1340,10 @@ void Game::updatestate(void) { newscript = "int1blue_7"; } - state = 0; + setstate(0); } obj.removetrigger(46); - state = 0; + setstate(0); break; case 47: @@ -1317,10 +1353,10 @@ void Game::updatestate(void) obj.flags[69] = true; startscript = true; newscript="trenchwarfare"; - state = 0; + setstate(0); } obj.removetrigger(47); - state = 0; + setstate(0); break; case 48: //Generic "run script" @@ -1329,10 +1365,10 @@ void Game::updatestate(void) obj.flags[70] = true; startscript = true; newscript="trinketcollector"; - state = 0; + setstate(0); } obj.removetrigger(48); - state = 0; + setstate(0); break; case 49: //Start final level music @@ -1340,10 +1376,10 @@ void Game::updatestate(void) { obj.flags[71] = true; music.niceplay(15); //Final level remix - state = 0; + setstate(0); } obj.removetrigger(49); - state = 0; + setstate(0); break; case 50: @@ -1351,7 +1387,7 @@ void Game::updatestate(void) graphics.createtextbox("Help! Can anyone hear", 35, 15, 255, 134, 255); graphics.addline("this message?"); graphics.textboxtimer(60); - state++; + incstate(); statedelay = 100; break; case 51: @@ -1359,7 +1395,7 @@ void Game::updatestate(void) graphics.createtextbox("Verdigris? Are you out", 30, 12, 255, 134, 255); graphics.addline("there? Are you ok?"); graphics.textboxtimer(60); - state++; + incstate(); statedelay = 100; break; case 52: @@ -1367,14 +1403,14 @@ void Game::updatestate(void) graphics.createtextbox("Please help us! We've crashed", 5, 22, 255, 134, 255); graphics.addline("and need assistance!"); graphics.textboxtimer(60); - state++; + incstate(); statedelay = 100; break; case 53: music.playef(15); graphics.createtextbox("Hello? Anyone out there?", 40, 15, 255, 134, 255); graphics.textboxtimer(60); - state++; + incstate(); statedelay = 100; break; case 54: @@ -1382,21 +1418,21 @@ void Game::updatestate(void) graphics.createtextbox("This is Doctor Violet from the", 5, 8, 255, 134, 255); graphics.addline("D.S.S. Souleye! Please respond!"); graphics.textboxtimer(60); - state++; + incstate(); statedelay = 100; break; case 55: music.playef(15); graphics.createtextbox("Please... Anyone...", 45, 14, 255, 134, 255); graphics.textboxtimer(60); - state++; + incstate(); statedelay = 100; break; case 56: music.playef(15); graphics.createtextbox("Please be alright, everyone...", 25, 18, 255, 134, 255); graphics.textboxtimer(60); - state=50; + setstate(50); statedelay = 100; break; @@ -1405,13 +1441,13 @@ void Game::updatestate(void) //Used to return to menu from the game if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 81: quittomenu(); music.play(6); //should be after quittomenu() - state = 0; + setstate(0); break; case 82: @@ -1463,19 +1499,19 @@ void Game::updatestate(void) graphics.fademode = FADE_START_FADEOUT; music.fadeout(); - state++; + incstate(); break; case 83: frames--; if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 84: quittomenu(); createmenu(Menu::timetrialcomplete); - state = 0; + setstate(0); break; @@ -1483,7 +1519,7 @@ void Game::updatestate(void) //Cutscene skip version of final level change obj.removetrigger(85); //Init final stretch - state++; + incstate(); music.playef(9); music.play(2); obj.flags[72] = true; @@ -1498,7 +1534,7 @@ void Game::updatestate(void) map.final_colormode = true; map.final_colorframe = 1; - state = 0; + setstate(0); break; //From 90-100 are run scripts for the eurogamer expo only, remove later @@ -1507,54 +1543,54 @@ void Game::updatestate(void) startscript = true; newscript="startexpolevel_station1"; obj.removetrigger(90); - state = 0; + setstate(0); break; case 91: //Generic "run script" startscript = true; newscript="startexpolevel_lab"; obj.removetrigger(91); - state = 0; + setstate(0); break; case 92: //Generic "run script" startscript = true; newscript="startexpolevel_warp"; obj.removetrigger(92); - state = 0; + setstate(0); break; case 93: //Generic "run script" startscript = true; newscript="startexpolevel_tower"; obj.removetrigger(93); - state = 0; + setstate(0); break; case 94: //Generic "run script" startscript = true; newscript="startexpolevel_station2"; obj.removetrigger(94); - state = 0; + setstate(0); break; case 95: //Generic "run script" startscript = true; newscript="startexpolevel_final"; obj.removetrigger(95); - state = 0; + setstate(0); break; case 96: //Used to return to gravitron to game if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 97: returntolab(); - state = 0; + setstate(0); break; case 100: @@ -1565,7 +1601,7 @@ void Game::updatestate(void) if (!obj.flags[4]) { obj.flags[4] = true; - state++; + incstate(); } break; case 101: @@ -1581,7 +1617,7 @@ void Game::updatestate(void) } if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onground > 0) { - state++; + incstate(); } } break; @@ -1601,13 +1637,13 @@ void Game::updatestate(void) hascontrol = false; graphics.createtextbox("Captain! I've been so worried!", 60, 90, 164, 255, 164); - state++; + incstate(); music.playef(12); } break; case 104: graphics.createtextbox("I'm glad you're ok!", 135, 152, 164, 164, 255); - state++; + incstate(); music.playef(11); graphics.textboxactive(); break; @@ -1616,7 +1652,7 @@ void Game::updatestate(void) graphics.createtextbox("I've been trying to find a", 74, 70, 164, 255, 164); graphics.addline("way out, but I keep going"); graphics.addline("around in circles..."); - state++; + incstate(); music.playef(2); graphics.textboxactive(); int i = obj.getcompanion(); @@ -1630,7 +1666,7 @@ void Game::updatestate(void) case 108: graphics.createtextbox("Don't worry! I have a", 125, 152, 164, 164, 255); graphics.addline("teleporter key!"); - state++; + incstate(); music.playef(11); graphics.textboxactive(); break; @@ -1644,7 +1680,7 @@ void Game::updatestate(void) obj.entities[i].state = 1; } graphics.createtextbox("Follow me!", 185, 154, 164, 164, 255); - state++; + incstate(); music.playef(11); graphics.textboxactive(); @@ -1655,7 +1691,7 @@ void Game::updatestate(void) hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 115: @@ -1663,7 +1699,7 @@ void Game::updatestate(void) // Test script for space station, totally delete me! // hascontrol = false; - state++; + incstate(); break; case 116: advancetext = true; @@ -1672,14 +1708,14 @@ void Game::updatestate(void) graphics.createtextbox("Sorry Eurogamers! Teleporting around", 60 - 20, 200, 255, 64, 64); graphics.addline("the map doesn't work in this version!"); graphics.textboxcenterx(); - state++; + incstate(); break; case 118: graphics.textboxremove(); hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 120: @@ -1690,7 +1726,7 @@ void Game::updatestate(void) if (!obj.flags[5]) { obj.flags[5] = true; - state++; + incstate(); } break; case 121: @@ -1705,7 +1741,7 @@ void Game::updatestate(void) } if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onroof > 0) { - state++; + incstate(); } } @@ -1724,7 +1760,7 @@ void Game::updatestate(void) hascontrol = false; graphics.createtextbox("Captain! You're ok!", 60-10, 90-40, 255, 255, 134); - state++; + incstate(); music.playef(14); break; } @@ -1732,21 +1768,21 @@ void Game::updatestate(void) { graphics.createtextbox("I've found a teleporter, but", 60-20, 90 - 40, 255, 255, 134); graphics.addline("I can't get it to go anywhere..."); - state++; + incstate(); music.playef(2); graphics.textboxactive(); break; } case 126: graphics.createtextbox("I can help with that!", 125, 152-40, 164, 164, 255); - state++; + incstate(); music.playef(11); graphics.textboxactive(); break; case 128: graphics.createtextbox("I have the teleporter", 130, 152-35, 164, 164, 255); graphics.addline("codex for our ship!"); - state++; + incstate(); music.playef(11); graphics.textboxactive(); break; @@ -1754,7 +1790,7 @@ void Game::updatestate(void) case 130: { graphics.createtextbox("Yey! Let's go home!", 60-30, 90-35, 255, 255, 134); - state++; + incstate(); music.playef(14); graphics.textboxactive(); int i = obj.getcompanion(); @@ -1770,12 +1806,12 @@ void Game::updatestate(void) hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 200: //Init final stretch - state++; + incstate(); music.playef(9); obj.flags[72] = true; @@ -1791,7 +1827,7 @@ void Game::updatestate(void) startscript = true; newscript="finalterminal_finish"; - state = 0; + setstate(0); break; @@ -1836,20 +1872,20 @@ void Game::updatestate(void) startscript = true; newscript="custom_"+customscript[state - 300]; obj.removetrigger(state); - state = 0; + setstate(0); break; case 1000: graphics.showcutscenebars = true; hascontrol = false; completestop = true; - state++; + incstate(); statedelay = 15; break; case 1001: //Found a trinket! advancetext = true; - state++; + incstate(); graphics.createtextboxflipme(" Congratulations! ", 50, 85, 174, 174, 174); graphics.addline(""); graphics.addline("You have found a shiny trinket!"); @@ -1872,7 +1908,7 @@ void Game::updatestate(void) if (!advancetext) { // Prevent softlocks if we somehow don't have advancetext - state++; + incstate(); } break; case 1003: @@ -1880,7 +1916,7 @@ void Game::updatestate(void) hascontrol = true; advancetext = false; completestop = false; - state = 0; + setstate(0); if (music.currentsong > -1) { music.fadeMusicVolumeIn(3000); @@ -1892,14 +1928,14 @@ void Game::updatestate(void) graphics.showcutscenebars = true; hascontrol = false; completestop = true; - state++; + incstate(); statedelay = 15; break; #if !defined(NO_CUSTOM_LEVELS) case 1011: //Found a crewmate! advancetext = true; - state++; + incstate(); graphics.createtextboxflipme(" Congratulations! ", 50, 85, 174, 174, 174); graphics.addline(""); graphics.addline("You have found a lost crewmate!"); @@ -1923,7 +1959,7 @@ void Game::updatestate(void) if (!advancetext) { // Prevent softlocks if we somehow don't have advancetext - state++; + incstate(); } break; case 1013: @@ -1931,14 +1967,14 @@ void Game::updatestate(void) hascontrol = true; advancetext = false; completestop = false; - state = 0; + setstate(0); if(cl.numcrewmates()-crewmates()==0) { if(map.custommodeforreal) { graphics.fademode = FADE_START_FADEOUT; - state=1014; + setstate(1014); } #ifndef NO_EDITOR else @@ -1961,7 +1997,7 @@ void Game::updatestate(void) frames--; if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 1015: @@ -1986,21 +2022,21 @@ void Game::updatestate(void) #endif quittomenu(); music.play(6); //should be after quittomenu() - state = 0; + setstate(0); break; case 2000: //Game Saved! savetele_textbox(); - state = 0; + setstate(0); break; case 2500: music.play(5); //Activating a teleporter (appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -2008,7 +2044,7 @@ void Game::updatestate(void) break; case 2501: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -2018,7 +2054,7 @@ void Game::updatestate(void) case 2502: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -2051,7 +2087,7 @@ void Game::updatestate(void) } case 2503: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2061,7 +2097,7 @@ void Game::updatestate(void) } case 2504: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2071,7 +2107,7 @@ void Game::updatestate(void) } case 2505: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2081,7 +2117,7 @@ void Game::updatestate(void) } case 2506: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2091,12 +2127,12 @@ void Game::updatestate(void) } case 2507: { - state++; + incstate(); break; } case 2508: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2106,7 +2142,7 @@ void Game::updatestate(void) } case 2509: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -2119,7 +2155,7 @@ void Game::updatestate(void) advancetext = true; hascontrol = false; graphics.createtextbox("Hello?", 125+24, 152-20, 164, 164, 255); - state++; + incstate(); music.playef(11); graphics.textboxactive(); break; @@ -2127,7 +2163,7 @@ void Game::updatestate(void) advancetext = true; hascontrol = false; graphics.createtextbox("Is anyone there?", 125+8, 152-24, 164, 164, 255); - state++; + incstate(); music.playef(11); graphics.textboxactive(); break; @@ -2136,14 +2172,14 @@ void Game::updatestate(void) hascontrol = true; advancetext = false; - state = 0; + setstate(0); music.play(3); break; case 3000: //Activating a teleporter (long version for level complete) - state++; + incstate(); statedelay = 30; flashlight = 5; screenshake = 90; @@ -2151,28 +2187,28 @@ void Game::updatestate(void) break; case 3001: //Activating a teleporter 2 - state++; + incstate(); statedelay = 15; flashlight = 5; music.playef(9); break; case 3002: //Activating a teleporter 2 - state++; + incstate(); statedelay = 15; flashlight = 5; music.playef(9); break; case 3003: //Activating a teleporter 2 - state++; + incstate(); statedelay = 15; flashlight = 5; music.playef(9); break; case 3004: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -2182,27 +2218,27 @@ void Game::updatestate(void) case 3005: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 50; switch(companion) { case 6: - state = 3006; + setstate(3006); break; //Warp Zone case 7: - state = 3020; + setstate(3020); break; //Space Station case 8: - state = 3040; + setstate(3040); break; //Lab case 9: - state = 3060; + setstate(3060); break; //Tower case 10: - state = 3080; + setstate(3080); break; //Intermission 2 case 11: - state = 3085; + setstate(3085); break; //Intermission 1 } @@ -2233,25 +2269,25 @@ void Game::updatestate(void) unlocknum(4); lastsaved = 4; music.play(0); - state++; + incstate(); statedelay = 75; levelcomplete_textbox(); break; case 3007: - state++; + incstate(); statedelay = 45; crewmate_textbox(175, 174, 174); break; case 3008: - state++; + incstate(); statedelay = 45; remaining_textbox(); break; case 3009: - state++; + incstate(); statedelay = 0; actionprompt_textbox(); @@ -2259,13 +2295,13 @@ void Game::updatestate(void) case 3010: if (jumppressed) { - state++; + incstate(); statedelay = 30; graphics.textboxremove(); } break; case 3011: - state = 3070; + setstate(3070); statedelay = 0; break; @@ -2274,26 +2310,26 @@ void Game::updatestate(void) unlocknum(3); lastsaved = 2; music.play(0); - state++; + incstate(); statedelay = 75; levelcomplete_textbox(); break; case 3021: - state++; + incstate(); statedelay = 45; crewmate_textbox(174, 175, 174); break; case 3022: - state++; + incstate(); statedelay = 45; remaining_textbox(); break; case 3023: - state++; + incstate(); statedelay = 0; actionprompt_textbox(); @@ -2301,13 +2337,13 @@ void Game::updatestate(void) case 3024: if (jumppressed) { - state++; + incstate(); statedelay = 30; graphics.textboxremove(); } break; case 3025: - state = 3070; + setstate(3070); statedelay = 0; break; @@ -2316,25 +2352,25 @@ void Game::updatestate(void) unlocknum(1); lastsaved = 5; music.play(0); - state++; + incstate(); statedelay = 75; levelcomplete_textbox(); break; case 3041: - state++; + incstate(); statedelay = 45; crewmate_textbox(174, 174, 175); break; case 3042: - state++; + incstate(); statedelay = 45; remaining_textbox(); break; case 3043: - state++; + incstate(); statedelay = 0; actionprompt_textbox(); @@ -2342,13 +2378,13 @@ void Game::updatestate(void) case 3044: if (jumppressed) { - state++; + incstate(); statedelay = 30; graphics.textboxremove(); } break; case 3045: - state = 3070; + setstate(3070); statedelay = 0; break; @@ -2357,26 +2393,26 @@ void Game::updatestate(void) unlocknum(0); lastsaved = 1; music.play(0); - state++; + incstate(); statedelay = 75; levelcomplete_textbox(); break; case 3051: - state++; + incstate(); statedelay = 45; crewmate_textbox(175, 175, 174); break; case 3052: - state++; + incstate(); statedelay = 45; remaining_textbox(); break; case 3053: - state++; + incstate(); statedelay = 0; actionprompt_textbox(); @@ -2384,7 +2420,7 @@ void Game::updatestate(void) case 3054: if (jumppressed) { - state++; + incstate(); statedelay = 30; graphics.textboxremove(); teleportscript = ""; @@ -2392,7 +2428,7 @@ void Game::updatestate(void) break; case 3055: graphics.fademode = FADE_START_FADEOUT; - state++; + incstate(); statedelay = 10; break; case 3056: @@ -2414,7 +2450,7 @@ void Game::updatestate(void) newscript = "bigopenworld"; } } - state = 0; + setstate(0); } break; @@ -2424,25 +2460,25 @@ void Game::updatestate(void) unlocknum(2); lastsaved = 3; music.play(0); - state++; + incstate(); statedelay = 75; levelcomplete_textbox(); break; case 3061: - state++; + incstate(); statedelay = 45; crewmate_textbox(175, 174, 175); break; case 3062: - state++; + incstate(); statedelay = 45; remaining_textbox(); break; case 3063: - state++; + incstate(); statedelay = 0; actionprompt_textbox(); @@ -2450,25 +2486,25 @@ void Game::updatestate(void) case 3064: if (jumppressed) { - state++; + incstate(); statedelay = 30; graphics.textboxremove(); } break; case 3065: - state = 3070; + setstate(3070); statedelay = 0; break; case 3070: graphics.fademode = FADE_START_FADEOUT; - state++; + incstate(); break; case 3071: if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 3072: @@ -2504,7 +2540,7 @@ void Game::updatestate(void) { startscript = true; newscript="startlevel_final"; - state = 0; + setstate(0); } else if (crewrescued() == 4) { @@ -2519,7 +2555,7 @@ void Game::updatestate(void) if (lastsaved == 3) obj.flags[35] = true; if (lastsaved == 4) obj.flags[34] = true; if (lastsaved == 5) obj.flags[33] = true; - state = 0; + setstate(0); } else if (crewrescued() == 5) { @@ -2530,13 +2566,13 @@ void Game::updatestate(void) if (lastsaved == 3) obj.flags[35] = true; if (lastsaved == 4) obj.flags[34] = true; if (lastsaved == 5) obj.flags[33] = true; - state = 0; + setstate(0); } else { startscript = true; newscript="regularreturn"; - state = 0; + setstate(0); } break; @@ -2546,27 +2582,27 @@ void Game::updatestate(void) { graphics.fademode = FADE_START_FADEOUT; companion = 0; - state=3100; + setstate(3100); } else { unlocknum(7); graphics.fademode = FADE_START_FADEOUT; companion = 0; - state++; + incstate(); } break; case 3081: if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 3082: map.finalmode = false; startscript = true; newscript="regularreturn"; - state = 0; + setstate(0); break; case 3085: @@ -2576,10 +2612,10 @@ void Game::updatestate(void) { companion = 0; supercrewmate = false; - state++; + incstate(); graphics.fademode = FADE_START_FADEOUT; music.fadeout(); - state=3100; + setstate(3100); } else { @@ -2587,37 +2623,37 @@ void Game::updatestate(void) graphics.fademode = FADE_START_FADEOUT; companion = 0; supercrewmate = false; - state++; + incstate(); } break; case 3086: if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 3087: map.finalmode = false; startscript = true; newscript="regularreturn"; - state = 0; + setstate(0); break; case 3100: if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 3101: quittomenu(); music.play(6); //should be after quittomenu(); - state = 0; + setstate(0); break; case 3500: music.fadeout(); - state++; + incstate(); statedelay = 120; break; case 3501: @@ -2625,7 +2661,7 @@ void Game::updatestate(void) unlockAchievement("vvvvvvgamecomplete"); unlocknum(5); crewstats[0] = true; - state++; + incstate(); statedelay = 75; music.play(7); @@ -2637,7 +2673,7 @@ void Game::updatestate(void) break; case 3502: { - state++; + incstate(); statedelay = 45+15; graphics.createtextboxflipme(" All Crew Members Rescued! ", -1, 64, 0, 0, 0); @@ -2648,7 +2684,7 @@ void Game::updatestate(void) } case 3503: { - state++; + incstate(); statedelay = 45; std::string tempstring = help.number_words(trinkets()); @@ -2658,7 +2694,7 @@ void Game::updatestate(void) } case 3504: { - state++; + incstate(); statedelay = 45+15; std::string tempstring = savetime; @@ -2667,14 +2703,14 @@ void Game::updatestate(void) break; } case 3505: - state++; + incstate(); statedelay = 45; graphics.createtextboxflipme(" Total Flips:", 64, 123, 0,0,0); graphics.createtextboxflipme(help.String(totalflips), 180, 123, 0, 0, 0); break; case 3506: - state++; + incstate(); statedelay = 45+15; graphics.createtextboxflipme("Total Deaths:", 64, 135, 0,0,0); @@ -2682,7 +2718,7 @@ void Game::updatestate(void) break; case 3507: { - state++; + incstate(); statedelay = 45+15; std::string tempstring = "Hardest Room (with " + help.String(hardestroomdeaths) + " deaths)"; @@ -2691,7 +2727,7 @@ void Game::updatestate(void) break; } case 3508: - state++; + incstate(); statedelay = 0; actionprompt_textbox(); @@ -2699,7 +2735,7 @@ void Game::updatestate(void) case 3509: if (jumppressed) { - state++; + incstate(); statedelay = 30; graphics.textboxremove(); } @@ -2751,13 +2787,13 @@ void Game::updatestate(void) { unlockAchievement("vvvvvvmaster"); //bloody hell unlocknum(20); - state = 3520; + setstate(3520); statedelay = 0; } else { statedelay = 120; - state++; + incstate(); } break; case 3511: @@ -2769,7 +2805,7 @@ void Game::updatestate(void) obj.entities[i].colour = 102; } - state++; + incstate(); statedelay = 30; flashlight = 5; screenshake = 90; @@ -2778,21 +2814,21 @@ void Game::updatestate(void) } case 3512: //Activating a teleporter 2 - state++; + incstate(); statedelay = 15; flashlight = 5; music.playef(9); break; case 3513: //Activating a teleporter 2 - state++; + incstate(); statedelay = 15; flashlight = 5; music.playef(9); break; case 3514: //Activating a teleporter 2 - state++; + incstate(); statedelay = 15; flashlight = 5; music.playef(9); @@ -2800,7 +2836,7 @@ void Game::updatestate(void) case 3515: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -2819,18 +2855,18 @@ void Game::updatestate(void) } case 3516: graphics.fademode = FADE_START_FADEOUT; - state++; + incstate(); break; case 3517: if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); statedelay = 30; } break; case 3518: graphics.fademode = FADE_START_FADEIN; - state = 0; + setstate(0); statedelay = 30; map.finalmode = false; @@ -2851,24 +2887,24 @@ void Game::updatestate(void) crewstats[0] = true; graphics.fademode = FADE_START_FADEOUT; - state++; + incstate(); break; case 3521: if (graphics.fademode == FADE_FULLY_BLACK) { - state++; + incstate(); } break; case 3522: copyndmresults(); quittomenu(); createmenu(Menu::nodeathmodecomplete); - state = 0; + setstate(0); break; case 4000: //Activating a teleporter (short version) - state++; + state++; // Increment manually -- gamestate modification might be locked at this point statedelay = 10; flashlight = 5; screenshake = 10; @@ -2905,14 +2941,15 @@ void Game::updatestate(void) break; } case 4003: - state = 0; + state++; statedelay = 0; teleport_to_new_area = true; + unlockstate(); break; case 4010: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -2920,7 +2957,7 @@ void Game::updatestate(void) break; case 4011: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -2929,7 +2966,7 @@ void Game::updatestate(void) case 4012: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -2958,7 +2995,7 @@ void Game::updatestate(void) } case 4013: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2968,7 +3005,7 @@ void Game::updatestate(void) } case 4014: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2978,7 +3015,7 @@ void Game::updatestate(void) } case 4015: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2988,7 +3025,7 @@ void Game::updatestate(void) } case 4016: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -2998,7 +3035,7 @@ void Game::updatestate(void) } case 4017: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3008,7 +3045,7 @@ void Game::updatestate(void) } case 4018: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3037,13 +3074,13 @@ void Game::updatestate(void) teleblock.h = 160; hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; } case 4020: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3051,7 +3088,7 @@ void Game::updatestate(void) break; case 4021: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3060,7 +3097,7 @@ void Game::updatestate(void) case 4022: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3089,7 +3126,7 @@ void Game::updatestate(void) } case 4023: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3099,7 +3136,7 @@ void Game::updatestate(void) } case 4024: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3109,7 +3146,7 @@ void Game::updatestate(void) } case 4025: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3119,7 +3156,7 @@ void Game::updatestate(void) } case 4026: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3129,7 +3166,7 @@ void Game::updatestate(void) } case 4027: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3139,7 +3176,7 @@ void Game::updatestate(void) } case 4028: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3151,12 +3188,12 @@ void Game::updatestate(void) case 4029: hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 4030: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3164,7 +3201,7 @@ void Game::updatestate(void) break; case 4031: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3173,7 +3210,7 @@ void Game::updatestate(void) case 4032: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3202,7 +3239,7 @@ void Game::updatestate(void) } case 4033: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3212,7 +3249,7 @@ void Game::updatestate(void) } case 4034: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3222,7 +3259,7 @@ void Game::updatestate(void) } case 4035: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3232,7 +3269,7 @@ void Game::updatestate(void) } case 4036: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3242,7 +3279,7 @@ void Game::updatestate(void) } case 4037: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3252,7 +3289,7 @@ void Game::updatestate(void) } case 4038: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3264,12 +3301,12 @@ void Game::updatestate(void) case 4039: hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 4040: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3277,7 +3314,7 @@ void Game::updatestate(void) break; case 4041: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3286,7 +3323,7 @@ void Game::updatestate(void) case 4042: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3315,7 +3352,7 @@ void Game::updatestate(void) } case 4043: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3326,7 +3363,7 @@ void Game::updatestate(void) } case 4044: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3337,7 +3374,7 @@ void Game::updatestate(void) } case 4045: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3348,7 +3385,7 @@ void Game::updatestate(void) } case 4046: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3359,7 +3396,7 @@ void Game::updatestate(void) } case 4047: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3370,7 +3407,7 @@ void Game::updatestate(void) } case 4048: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3382,12 +3419,12 @@ void Game::updatestate(void) case 4049: hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 4050: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3395,7 +3432,7 @@ void Game::updatestate(void) break; case 4051: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3404,7 +3441,7 @@ void Game::updatestate(void) case 4052: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3433,7 +3470,7 @@ void Game::updatestate(void) } case 4053: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3444,7 +3481,7 @@ void Game::updatestate(void) } case 4054: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3455,7 +3492,7 @@ void Game::updatestate(void) } case 4055: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3466,7 +3503,7 @@ void Game::updatestate(void) } case 4056: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3477,7 +3514,7 @@ void Game::updatestate(void) } case 4057: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3488,7 +3525,7 @@ void Game::updatestate(void) } case 4058: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3500,12 +3537,12 @@ void Game::updatestate(void) case 4059: hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 4060: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3513,7 +3550,7 @@ void Game::updatestate(void) break; case 4061: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3522,7 +3559,7 @@ void Game::updatestate(void) case 4062: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3551,7 +3588,7 @@ void Game::updatestate(void) } case 4063: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3562,7 +3599,7 @@ void Game::updatestate(void) } case 4064: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3573,7 +3610,7 @@ void Game::updatestate(void) } case 4065: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3583,7 +3620,7 @@ void Game::updatestate(void) } case 4066: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3593,7 +3630,7 @@ void Game::updatestate(void) } case 4067: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3603,7 +3640,7 @@ void Game::updatestate(void) } case 4068: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3615,13 +3652,13 @@ void Game::updatestate(void) case 4069: hascontrol = true; advancetext = false; - state = 0; + setstate(0); break; case 4070: //Activating a teleporter (special for final script, player has colour changed to match rescued crewmate) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3629,7 +3666,7 @@ void Game::updatestate(void) break; case 4071: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3638,7 +3675,7 @@ void Game::updatestate(void) case 4072: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3667,7 +3704,7 @@ void Game::updatestate(void) } case 4073: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3677,7 +3714,7 @@ void Game::updatestate(void) } case 4074: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3687,7 +3724,7 @@ void Game::updatestate(void) } case 4075: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3697,7 +3734,7 @@ void Game::updatestate(void) } case 4076: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3707,7 +3744,7 @@ void Game::updatestate(void) } case 4077: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3717,7 +3754,7 @@ void Game::updatestate(void) } case 4078: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3727,14 +3764,14 @@ void Game::updatestate(void) break; } case 4079: - state = 0; + setstate(0); startscript = true; newscript = "finallevel_teleporter"; break; case 4080: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3742,7 +3779,7 @@ void Game::updatestate(void) break; case 4081: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3751,7 +3788,7 @@ void Game::updatestate(void) case 4082: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3780,7 +3817,7 @@ void Game::updatestate(void) } case 4083: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3790,7 +3827,7 @@ void Game::updatestate(void) } case 4084: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3800,7 +3837,7 @@ void Game::updatestate(void) } case 4085: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3810,7 +3847,7 @@ void Game::updatestate(void) } case 4086: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3820,7 +3857,7 @@ void Game::updatestate(void) } case 4087: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3830,7 +3867,7 @@ void Game::updatestate(void) } case 4088: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3842,12 +3879,12 @@ void Game::updatestate(void) case 4089: startscript = true; newscript = "gamecomplete_ending"; - state = 0; + setstate(0); break; case 4090: //Activating a teleporter (default appear) - state++; + incstate(); statedelay = 15; flashlight = 5; screenshake = 90; @@ -3855,7 +3892,7 @@ void Game::updatestate(void) break; case 4091: //Activating a teleporter 2 - state++; + incstate(); statedelay = 0; flashlight = 5; screenshake = 0; @@ -3864,7 +3901,7 @@ void Game::updatestate(void) case 4092: { //Activating a teleporter 2 - state++; + incstate(); statedelay = 5; int i = obj.getplayer(); @@ -3893,7 +3930,7 @@ void Game::updatestate(void) } case 4093: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3903,7 +3940,7 @@ void Game::updatestate(void) } case 4094: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3913,7 +3950,7 @@ void Game::updatestate(void) } case 4095: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3923,7 +3960,7 @@ void Game::updatestate(void) } case 4096: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3933,7 +3970,7 @@ void Game::updatestate(void) } case 4097: { - state++; + incstate(); int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) { @@ -3943,7 +3980,7 @@ void Game::updatestate(void) } case 4098: { - state++; + incstate(); statedelay = 15; int i = obj.getplayer(); if (INBOUNDS_VEC(i, obj.entities)) @@ -3963,7 +4000,7 @@ void Game::updatestate(void) startscript = true; newscript = "levelonecomplete_ending"; } - state = 0; + setstate(0); break; } } @@ -4702,7 +4739,7 @@ void Game::customstart(void) savepoint = 0; gravitycontrol = savegc; - state = 0; + setstate(0); deathseq = -1; lifeseq = 0; } @@ -4720,7 +4757,7 @@ void Game::start(void) savepoint = 0; gravitycontrol = savegc; - state = 0; + setstate(0); deathseq = -1; lifeseq = 0; @@ -4827,7 +4864,7 @@ void Game::startspecial( int t ) savepoint = 0; gravitycontrol = savegc; - state = 0; + setstate(0); deathseq = -1; lifeseq = 0; } @@ -4898,7 +4935,7 @@ void Game::starttrial( int t ) savepoint = 0; gravitycontrol = savegc; - state = 0; + setstate(0); deathseq = -1; lifeseq = 0; } @@ -6823,7 +6860,7 @@ void Game::returntoeditor(void) hascontrol = true; advancetext = false; completestop = false; - state = 0; + setstate(0); graphics.showcutscenebars = false; graphics.fademode = FADE_NONE; diff --git a/desktop_version/src/Game.h b/desktop_version/src/Game.h index 672dba86..372c7443 100644 --- a/desktop_version/src/Game.h +++ b/desktop_version/src/Game.h @@ -159,6 +159,16 @@ public: void actionprompt_textbox(void); void savetele_textbox(void); + void setstate(int gamestate); + + void setstate(int gamestate, int delay); + + void incstate(); + + void lockstate(); + + void unlockstate(); + void updatestate(void); void unlocknum(int t); @@ -489,6 +499,8 @@ public: bool disableaudiopause; bool disabletemporaryaudiopause; bool inputdelay; + + bool statelocked; }; #ifndef GAME_DEFINITION diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index 1d3da34a..fd27a200 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -2167,7 +2167,7 @@ void gameinput(void) obj.entities[teleporter].colour = 102; } //which teleporter script do we use? it depends on the companion! - game.state = 4000; + game.setstate(4000); game.statedelay = 0; } else if (game.companion == 0) @@ -2200,7 +2200,7 @@ void gameinput(void) obj.entities[teleporter].colour = 102; } //which teleporter script do we use? it depends on the companion! - game.state = 3000; + game.setstate(3000); game.statedelay = 0; } } @@ -2457,7 +2457,7 @@ void mapinput(void) if (game.menupage >= 20 && game.menupage <= 21) { - game.state = 96; + game.setstate(96); game.statedelay = 0; } else @@ -2466,7 +2466,7 @@ void mapinput(void) script.running = false; graphics.textboxes.clear(); - game.state = 80; + game.setstate(80); game.statedelay = 0; } } @@ -2632,8 +2632,8 @@ static void mapmenuactionpress(const bool version2_2) } //which teleporter script do we use? it depends on the companion! - game.state = 4000; - game.statedelay = 0; + game.setstate(4000, 0); + game.lockstate(); } break; case 3: @@ -2866,7 +2866,7 @@ void teleporterinput(void) obj.entities[i].colour = 102; } //which teleporter script do we use? it depends on the companion! - game.state = 4000; + game.setstate(4000); game.statedelay = 0; } } diff --git a/desktop_version/src/Map.cpp b/desktop_version/src/Map.cpp index 674e464f..c1229ea5 100644 --- a/desktop_version/src/Map.cpp +++ b/desktop_version/src/Map.cpp @@ -1098,10 +1098,10 @@ void mapclass::gotoroom(int rx, int ry) { if (!obj.flags[5] && !finalmode) { - game.state = 0; + game.setstate(0); if (game.roomx == 113 && game.roomy == 104) { - game.state = 50; + game.setstate(50); } } } @@ -2289,7 +2289,7 @@ void mapclass::twoframedelayfix(void) game.newscript = obj.blocks[block_idx].script; obj.removetrigger(activetrigger); - game.state = 0; + game.setstate(0); game.statedelay = 0; script.load(game.newscript); } diff --git a/desktop_version/src/Script.cpp b/desktop_version/src/Script.cpp index 7287ede7..92b20047 100644 --- a/desktop_version/src/Script.cpp +++ b/desktop_version/src/Script.cpp @@ -3043,44 +3043,44 @@ void scriptclass::teleport(void) if(game.teleport_to_x==0 && game.teleport_to_y==0) { - game.state = 4020; + game.setstate(4020); } else if(game.teleport_to_x==0 && game.teleport_to_y==16) { - game.state = 4030; + game.setstate(4030); } else if(game.teleport_to_x==7 && game.teleport_to_y==9) { - game.state = 4040; + game.setstate(4040); } else if(game.teleport_to_x==8 && game.teleport_to_y==11) { - game.state = 4050; + game.setstate(4050); } else if(game.teleport_to_x==14 && game.teleport_to_y==19) { - game.state = 4030; + game.setstate(4030); } else if(game.teleport_to_x==17 && game.teleport_to_y==12) { - game.state = 4020; + game.setstate(4020); } else if(game.teleport_to_x==17 && game.teleport_to_y==17) { - game.state = 4020; + game.setstate(4020); } else if(game.teleport_to_x==18 && game.teleport_to_y==7) { - game.state = 4060; + game.setstate(4060); } else { - game.state = 4010; + game.setstate(4010); } if (game.teleportscript != "") { - game.state = 0; + game.setstate(0); load(game.teleportscript); game.teleportscript = ""; } @@ -3199,6 +3199,7 @@ void scriptclass::hardreset(void) game.inintermission = false; game.insecretlab = false; + game.unlockstate(); game.state = 0; game.statedelay = 0;