mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Enumify all fade modes
This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
This commit is contained in:
parent
af1cebf7a1
commit
98cb415675
9 changed files with 159 additions and 112 deletions
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@ -1718,7 +1718,7 @@ void editorlogic(void)
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ed.notedelay--;
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}
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if (graphics.fademode == 1)
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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//Return to game
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graphics.titlebg.colstate = 10;
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@ -1896,7 +1896,7 @@ static void editormenuactionpress(void)
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//Quit without saving
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music.playef(11);
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music.fadeout();
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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break;
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case 2:
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//Go back to editor
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@ -1914,7 +1914,7 @@ static void editormenuactionpress(void)
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void editorinput(void)
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{
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extern editorclass ed;
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if (graphics.fademode == 3 /* fading out */)
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if (graphics.fademode == FADE_FADING_OUT)
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{
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return;
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}
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@ -2346,7 +2346,7 @@ void editorinput(void)
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if (ed.saveandquit)
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{
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graphics.fademode = 2; // quit editor
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graphics.fademode = FADE_START_FADEOUT; /* quit editor */
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}
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break;
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}
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@ -1399,7 +1399,10 @@ void Game::updatestate(void)
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case 80:
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//Used to return to menu from the game
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if(graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 81:
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quittomenu();
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@ -1454,13 +1457,16 @@ void Game::updatestate(void)
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savestatsandsettings();
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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music.fadeout();
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state++;
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break;
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case 83:
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frames--;
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if(graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 84:
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quittomenu();
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@ -1537,7 +1543,10 @@ void Game::updatestate(void)
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case 96:
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//Used to return to gravitron to game
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if(graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 97:
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returntolab();
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@ -1924,7 +1933,7 @@ void Game::updatestate(void)
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{
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if(map.custommodeforreal)
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{
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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state=1014;
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}
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#ifndef NO_EDITOR
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@ -1946,7 +1955,10 @@ void Game::updatestate(void)
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#endif
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case 1014:
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frames--;
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if(graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 1015:
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#if !defined(NO_CUSTOM_LEVELS)
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@ -2372,12 +2384,12 @@ void Game::updatestate(void)
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}
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break;
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case 3055:
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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state++;
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statedelay = 10;
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break;
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case 3056:
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if(graphics.fademode==1)
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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startscript = true;
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if (crewrescued() == 6)
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@ -2443,11 +2455,14 @@ void Game::updatestate(void)
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case 3070:
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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state++;
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break;
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case 3071:
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if (graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 3072:
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//Ok, we need to adjust some flags based on who've we've rescued. Some of there conversation options
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@ -2522,20 +2537,23 @@ void Game::updatestate(void)
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//returning from an intermission, very like 3070
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if (inintermission)
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{
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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companion = 0;
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state=3100;
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}
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else
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{
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unlocknum(7);
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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companion = 0;
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state++;
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}
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break;
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case 3081:
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if (graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 3082:
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map.finalmode = false;
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@ -2552,21 +2570,24 @@ void Game::updatestate(void)
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companion = 0;
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supercrewmate = false;
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state++;
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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music.fadeout();
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state=3100;
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}
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else
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{
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unlocknum(6);
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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companion = 0;
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supercrewmate = false;
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state++;
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}
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break;
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case 3086:
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if (graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 3087:
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map.finalmode = false;
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@ -2576,7 +2597,10 @@ void Game::updatestate(void)
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break;
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case 3100:
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if(graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 3101:
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quittomenu();
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@ -2787,18 +2811,18 @@ void Game::updatestate(void)
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break;
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}
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case 3516:
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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state++;
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break;
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case 3517:
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if (graphics.fademode == 1)
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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statedelay = 30;
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}
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break;
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case 3518:
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graphics.fademode = 4;
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graphics.fademode = FADE_START_FADEIN;
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state = 0;
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statedelay = 30;
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@ -2819,11 +2843,14 @@ void Game::updatestate(void)
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hascontrol = false;
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crewstats[0] = true;
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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state++;
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break;
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case 3521:
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if(graphics.fademode == 1) state++;
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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state++;
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}
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break;
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case 3522:
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copyndmresults();
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@ -6699,7 +6726,7 @@ bool Game::save_exists(void)
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void Game::quittomenu(void)
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{
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gamestate = TITLEMODE;
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graphics.fademode = 4;
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graphics.fademode = FADE_START_FADEIN;
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FILESYSTEM_unmountAssets();
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cliplaytest = false;
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graphics.titlebg.tdrawback = true;
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@ -6751,7 +6778,7 @@ void Game::quittomenu(void)
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void Game::returntolab(void)
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{
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gamestate = GAMEMODE;
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graphics.fademode = 4;
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graphics.fademode = FADE_START_FADEIN;
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map.gotoroom(119, 107);
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int player = obj.getplayer();
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if (INBOUNDS_VEC(player, obj.entities))
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@ -6791,7 +6818,7 @@ void Game::returntoeditor(void)
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completestop = false;
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state = 0;
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graphics.showcutscenebars = false;
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graphics.fademode = 0;
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graphics.fademode = FADE_NONE;
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ed.keydelay = 6;
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ed.settingskey = true;
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@ -97,8 +97,8 @@ void Graphics::init(void)
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SDL_memset(fadebars, 0, sizeof(fadebars));
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setfade(0);
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fademode = 0;
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ingame_fademode = 0;
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fademode = FADE_NONE;
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ingame_fademode = FADE_NONE;
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// initialize everything else to zero
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backBuffer = NULL;
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void Graphics::drawfade(void)
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{
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int usethisamount = lerp(oldfadeamount, fadeamount);
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if ((fademode == 1)||(fademode == 4))
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switch (fademode)
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{
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case FADE_FULLY_BLACK:
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case FADE_START_FADEIN:
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ClearSurface(backBuffer);
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}
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else if(fademode==3)
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{
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break;
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case FADE_FADING_OUT:
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for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
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{
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FillRect(backBuffer, fadebars[i], i * 16, usethisamount, 16, 0x000000 );
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}
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}
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else if(fademode==5 )
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{
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break;
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case FADE_FADING_IN:
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for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
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{
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FillRect(backBuffer, fadebars[i]-usethisamount, i * 16, 500, 16, 0x000000 );
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}
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break;
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case FADE_NONE:
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case FADE_START_FADEOUT:
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break;
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}
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}
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void Graphics::processfade(void)
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{
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oldfadeamount = fadeamount;
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if (fademode > 1)
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switch (fademode)
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{
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if (fademode == 2)
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{
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//prepare fade out
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case FADE_START_FADEOUT:
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for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
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{
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fadebars[i] = -int(fRandom() * 12) * 8;
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}
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setfade(0);
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fademode = 3;
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}
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else if (fademode == 3)
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{
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fademode = FADE_FADING_OUT;
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break;
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case FADE_FADING_OUT:
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fadeamount += 24;
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if (fadeamount > 416)
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{
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fademode = 1; //faded
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fademode = FADE_FULLY_BLACK;
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}
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}
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else if (fademode == 4)
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{
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//prepare fade in
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break;
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case FADE_START_FADEIN:
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for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
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{
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fadebars[i] = 320 + int(fRandom() * 12) * 8;
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}
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setfade(416);
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fademode = 5;
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}
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else if (fademode == 5)
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{
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fademode = FADE_FADING_IN;
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break;
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case FADE_FADING_IN:
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fadeamount -= 24;
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if (fadeamount <= 0)
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{
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fademode = 0; //normal
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}
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fademode = FADE_NONE;
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}
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case FADE_NONE:
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case FADE_FULLY_BLACK:
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break;
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}
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}
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@ -11,6 +11,18 @@
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#include "Textbox.h"
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#include "TowerBG.h"
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enum FadeBars
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{
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FADE_NONE,
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FADE_FULLY_BLACK,
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FADE_START_FADEOUT,
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FADE_FADING_OUT,
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FADE_START_FADEIN,
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FADE_FADING_IN
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};
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#define FADEMODE_IS_FADING(mode) ((mode) != FADE_NONE && (mode) != FADE_FULLY_BLACK)
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class Graphics
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{
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public:
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@ -289,11 +301,11 @@ public:
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int crewframe;
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int crewframedelay;
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int fademode;
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enum FadeBars fademode;
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int fadeamount;
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int oldfadeamount;
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int fadebars[15];
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int ingame_fademode;
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enum FadeBars ingame_fademode;
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bool trinketcolset;
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int trinketr, trinketg, trinketb;
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@ -284,7 +284,7 @@ static int gotomode = 0;
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static void startmode(const int mode)
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{
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gotomode = mode;
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graphics.fademode = 2; /* fading out */
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graphics.fademode = FADE_START_FADEOUT;
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fadetomode = true;
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fadetomodedelay = 19;
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}
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@ -1880,7 +1880,7 @@ void titleinput(void)
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if (!game.press_action && !game.press_left && !game.press_right && !key.isDown(27) && !key.isDown(game.controllerButton_esc)) game.jumpheld = false;
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if (!game.press_map) game.mapheld = false;
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if (!game.jumpheld && graphics.fademode==0)
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if (!game.jumpheld && graphics.fademode == FADE_NONE)
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{
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if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc))
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{
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@ -2074,7 +2074,7 @@ void gameinput(void)
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game.interactheld = false;
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}
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if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
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if (game.intimetrial && graphics.fademode == FADE_FULLY_BLACK && game.quickrestartkludge)
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{
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//restart the time trial
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game.quickrestartkludge = false;
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@ -2367,10 +2367,10 @@ void gameinput(void)
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game.gamesavefailed = false;
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game.menupage = 20; // The Map Page
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}
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else if (game.intimetrial && graphics.fademode == 0)
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else if (game.intimetrial && graphics.fademode == FADE_NONE)
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{
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//Quick restart of time trial
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graphics.fademode = 2;
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graphics.fademode = FADE_START_FADEOUT;
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game.completestop = true;
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music.fadeout();
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game.quickrestartkludge = true;
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@ -2431,7 +2431,7 @@ void mapinput(void)
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game.press_map = false;
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game.press_interact = false;
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if (version2_2 && graphics.fademode == 1 && graphics.menuoffset == 0)
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if (version2_2 && graphics.fademode == FADE_FULLY_BLACK && graphics.menuoffset == 0)
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{
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// Deliberate re-addition of the glitchy gamestate-based fadeout!
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@ -2496,7 +2496,7 @@ void mapinput(void)
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if(graphics.menuoffset==0
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&& ((!version2_2 && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0)
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|| graphics.fademode == 0))
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|| graphics.fademode == FADE_NONE))
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{
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if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(true))
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{
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||||
|
@ -2672,7 +2672,7 @@ static void mapmenuactionpress(const bool version2_2)
|
|||
//Kill contents of offset render buffer, since we do that for some reason.
|
||||
//This fixes an apparent frame flicker.
|
||||
ClearSurface(graphics.tempBuffer);
|
||||
graphics.fademode = 2;
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
music.fadeout();
|
||||
map.nexttowercolour();
|
||||
if (!version2_2)
|
||||
|
@ -2691,7 +2691,7 @@ static void mapmenuactionpress(const bool version2_2)
|
|||
case 21:
|
||||
//quit to menu
|
||||
game.swnmode = false;
|
||||
graphics.fademode = 2;
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
music.fadeout();
|
||||
if (!version2_2)
|
||||
{
|
||||
|
@ -2712,7 +2712,7 @@ static void mapmenuactionpress(const bool version2_2)
|
|||
graphics.flipmode = false;
|
||||
game.ingame_titlemode = true;
|
||||
graphics.ingame_fademode = graphics.fademode;
|
||||
graphics.fademode = 0;
|
||||
graphics.fademode = FADE_NONE;
|
||||
|
||||
// Set this before we create the menu
|
||||
game.kludge_ingametemp = game.currentmenuname;
|
||||
|
@ -2892,9 +2892,9 @@ void gamecompleteinput(void)
|
|||
game.creditposition -= 6;
|
||||
if (game.creditposition <= -Credits::creditmaxposition)
|
||||
{
|
||||
if(graphics.fademode==0)
|
||||
if (graphics.fademode == FADE_NONE)
|
||||
{
|
||||
graphics.fademode = 2;
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
}
|
||||
game.creditposition = -Credits::creditmaxposition;
|
||||
}
|
||||
|
@ -2911,9 +2911,9 @@ void gamecompleteinput(void)
|
|||
if(game.press_map)
|
||||
{
|
||||
//Return to game
|
||||
if(graphics.fademode==0)
|
||||
if(graphics.fademode == FADE_NONE)
|
||||
{
|
||||
graphics.fademode = 2;
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2936,9 +2936,9 @@ void gamecompleteinput2(void)
|
|||
game.oldcreditposx++;
|
||||
if (game.creditposy >= 30)
|
||||
{
|
||||
if(graphics.fademode==0)
|
||||
if(graphics.fademode == FADE_NONE)
|
||||
{
|
||||
graphics.fademode = 2;
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
music.fadeout();
|
||||
}
|
||||
}
|
||||
|
@ -2951,9 +2951,9 @@ void gamecompleteinput2(void)
|
|||
if(game.press_map)
|
||||
{
|
||||
//Return to game
|
||||
if(graphics.fademode==0)
|
||||
if(graphics.fademode == FADE_NONE)
|
||||
{
|
||||
graphics.fademode = 2;
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
music.fadeout();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -68,7 +68,7 @@ void gamecompletelogic(void)
|
|||
graphics.titlebg.bscroll = +1;
|
||||
}
|
||||
|
||||
if (graphics.fademode == 1)
|
||||
if (graphics.fademode == FADE_FULLY_BLACK)
|
||||
{
|
||||
//Fix some graphical things
|
||||
graphics.showcutscenebars = false;
|
||||
|
@ -77,7 +77,7 @@ void gamecompletelogic(void)
|
|||
graphics.titlebg.bypos = 0;
|
||||
//Return to game
|
||||
game.gamestate = GAMECOMPLETE2;
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -100,7 +100,7 @@ void gamecompletelogic2(void)
|
|||
}
|
||||
}
|
||||
|
||||
if (graphics.fademode == 1)
|
||||
if (graphics.fademode == FADE_FULLY_BLACK)
|
||||
{
|
||||
//Fix some graphical things
|
||||
graphics.showcutscenebars = false;
|
||||
|
@ -457,8 +457,11 @@ void gamelogic(void)
|
|||
game.deathseq = 1;
|
||||
game.gethardestroom();
|
||||
//start depressing sequence here...
|
||||
if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
|
||||
if (graphics.fademode == 1)
|
||||
if (game.gameoverdelay <= -10 && graphics.fademode == FADE_NONE)
|
||||
{
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
}
|
||||
if (graphics.fademode == FADE_FULLY_BLACK)
|
||||
{
|
||||
game.copyndmresults();
|
||||
script.resetgametomenu();
|
||||
|
@ -878,7 +881,10 @@ void gamelogic(void)
|
|||
{
|
||||
//special for tower: is the player touching any spike blocks?
|
||||
int player = obj.getplayer();
|
||||
if(INBOUNDS_VEC(player, obj.entities) && obj.checktowerspikes(player) && graphics.fademode==0)
|
||||
if (INBOUNDS_VEC(player, obj.entities)
|
||||
&& obj.checktowerspikes(player)
|
||||
/* not really needed, but is slight improvement when exiting to menu near spikes */
|
||||
&& graphics.fademode == FADE_NONE)
|
||||
{
|
||||
game.deathseq = 30;
|
||||
}
|
||||
|
|
|
@ -1716,7 +1716,11 @@ void gamerender(void)
|
|||
}
|
||||
}
|
||||
|
||||
if (graphics.fademode==0 && !game.intimetrial && !game.isingamecompletescreen() && (!game.swnmode || game.swngame != 1) && game.showingametimer)
|
||||
if (graphics.fademode == FADE_NONE
|
||||
&& !game.intimetrial
|
||||
&& !game.isingamecompletescreen()
|
||||
&& (!game.swnmode || game.swngame != 1)
|
||||
&& game.showingametimer)
|
||||
{
|
||||
char buffer[SCREEN_WIDTH_CHARS + 1];
|
||||
graphics.bprint(6, 6, "TIME:", 255,255,255);
|
||||
|
@ -1911,7 +1915,7 @@ void gamerender(void)
|
|||
}
|
||||
}
|
||||
|
||||
if (game.intimetrial && graphics.fademode==0)
|
||||
if (game.intimetrial && graphics.fademode == FADE_NONE)
|
||||
{
|
||||
//Draw countdown!
|
||||
if (game.timetrialcountdown > 0)
|
||||
|
@ -2703,8 +2707,7 @@ void maprender(void)
|
|||
// being jankily brought down in glitchrunner mode when exiting to the title
|
||||
// Otherwise, there's no reason to obscure the menu
|
||||
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)
|
||||
|| graphics.fademode == 3
|
||||
|| graphics.fademode == 5
|
||||
|| FADEMODE_IS_FADING(graphics.fademode)
|
||||
|| game.fadetomenu
|
||||
|| game.fadetolab)
|
||||
{
|
||||
|
|
|
@ -1298,19 +1298,19 @@ void scriptclass::run(void)
|
|||
else if (words[0] == "befadein")
|
||||
{
|
||||
graphics.setfade(0);
|
||||
graphics.fademode= 0;
|
||||
graphics.fademode = FADE_NONE;
|
||||
}
|
||||
else if (words[0] == "fadein")
|
||||
{
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
}
|
||||
else if (words[0] == "fadeout")
|
||||
{
|
||||
graphics.fademode = 2;
|
||||
graphics.fademode = FADE_START_FADEOUT;
|
||||
}
|
||||
else if (words[0] == "untilfade")
|
||||
{
|
||||
if (graphics.fademode>1)
|
||||
if (FADEMODE_IS_FADING(graphics.fademode))
|
||||
{
|
||||
scriptdelay = 1;
|
||||
position--;
|
||||
|
@ -1383,7 +1383,7 @@ void scriptclass::run(void)
|
|||
#endif
|
||||
{
|
||||
game.gamestate = GAMECOMPLETE;
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
game.creditposition = 0;
|
||||
}
|
||||
}
|
||||
|
@ -2374,7 +2374,7 @@ static void gotoerrorloadinglevel(void)
|
|||
{
|
||||
game.createmenu(Menu::errorloadinglevel);
|
||||
map.nexttowercolour();
|
||||
graphics.fademode = 4; /* start fade in */
|
||||
graphics.fademode = FADE_START_FADEIN; /* start fade in */
|
||||
music.currentsong = -1; /* otherwise music.play won't work */
|
||||
music.play(6); /* title screen music */
|
||||
}
|
||||
|
@ -2424,7 +2424,7 @@ void scriptclass::startgamemode( int t )
|
|||
map.resetplayer();
|
||||
map.gotoroom(game.saverx, game.savery);
|
||||
map.initmapdata();
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
break;
|
||||
case 2: //Load Quicksave
|
||||
game.gamestate = GAMEMODE;
|
||||
|
@ -2460,7 +2460,7 @@ void scriptclass::startgamemode( int t )
|
|||
map.cameramode = 0;
|
||||
map.colsuperstate = 0;
|
||||
}
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
|
@ -2522,7 +2522,7 @@ void scriptclass::startgamemode( int t )
|
|||
map.resetplayer();
|
||||
map.gotoroom(game.saverx, game.savery);
|
||||
map.initmapdata();
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
break;
|
||||
case 9:
|
||||
game.gamestate = GAMEMODE;
|
||||
|
@ -2597,7 +2597,7 @@ void scriptclass::startgamemode( int t )
|
|||
map.gotoroom(game.saverx, game.savery);
|
||||
map.initmapdata();
|
||||
music.play(11);
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
break;
|
||||
case 12:
|
||||
game.gamestate = GAMEMODE;
|
||||
|
@ -2857,7 +2857,7 @@ void scriptclass::startgamemode( int t )
|
|||
map.resetplayer();
|
||||
map.gotoroom(game.saverx, game.savery);
|
||||
map.initmapdata();
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
break;
|
||||
case 21: //play custom level (in editor)
|
||||
game.gamestate = GAMEMODE;
|
||||
|
@ -2934,7 +2934,7 @@ void scriptclass::startgamemode( int t )
|
|||
}else{
|
||||
music.currentsong=-1;
|
||||
}
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
break;
|
||||
}
|
||||
case 23: //Continue in custom level
|
||||
|
@ -2972,7 +2972,7 @@ void scriptclass::startgamemode( int t )
|
|||
map.gotoroom(game.saverx, game.savery);
|
||||
map.initmapdata();
|
||||
cl.generatecustomminimap();
|
||||
graphics.fademode = 4;
|
||||
graphics.fademode = FADE_START_FADEIN;
|
||||
break;
|
||||
}
|
||||
#endif /* NO_CUSTOM_LEVELS */
|
||||
|
|
|
@ -656,7 +656,7 @@ int main(int argc, char *argv[])
|
|||
script.startgamemode(22);
|
||||
}
|
||||
|
||||
graphics.fademode = 0;
|
||||
graphics.fademode = FADE_NONE;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue