#include "Input.h" #include "Script.h" #include "MakeAndPlay.h" #include "tinyxml.h" #include "FileSystemUtils.h" extern scriptclass script; void updatebuttonmappings(int bind) { for ( SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A; i < SDL_CONTROLLER_BUTTON_DPAD_UP; i = (SDL_GameControllerButton) (i + 1) ) { if (key.isDown(i)) { bool dupe = false; if (bind == 1) { for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1) { if (i == game.controllerButton_flip[j]) { dupe = true; } } if (!dupe) { game.controllerButton_flip.push_back(i); music.playef(11); } for (size_t j = 0; j < game.controllerButton_map.size(); j += 1) { if (i == game.controllerButton_map[j]) { game.controllerButton_map.erase(game.controllerButton_map.begin() + j); } } for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1) { if (i == game.controllerButton_esc[j]) { game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j); } } } if (bind == 2) { for (size_t j = 0; j < game.controllerButton_map.size(); j += 1) { if (i == game.controllerButton_map[j]) { dupe = true; } } if (!dupe) { game.controllerButton_map.push_back(i); music.playef(11); } for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1) { if (i == game.controllerButton_flip[j]) { game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j); } } for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1) { if (i == game.controllerButton_esc[j]) { game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j); } } } if (bind == 3) { for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1) { if (i == game.controllerButton_esc[j]) { dupe = true; } } if (!dupe) { game.controllerButton_esc.push_back(i); music.playef(11); } for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1) { if (i == game.controllerButton_flip[j]) { game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j); } } for (size_t j = 0; j < game.controllerButton_map.size(); j += 1) { if (i == game.controllerButton_map[j]) { game.controllerButton_map.erase(game.controllerButton_map.begin() + j); } } } } } } void menuactionpress() { switch (game.currentmenuname) { case Menu::mainmenu: #if defined(MAKEANDPLAY) #define MPOFFSET -1 #else #define MPOFFSET 0 #endif #if defined(NO_CUSTOM_LEVELS) #define NOCUSTOMSOFFSET -1 #else #define NOCUSTOMSOFFSET 0 #endif #define OFFSET (MPOFFSET+NOCUSTOMSOFFSET) switch (game.currentmenuoption) { #if !defined(MAKEANDPLAY) case 0: //Play if (game.telesummary == "" && game.quicksummary == "") { //No saves exist, just start a new game game.mainmenu = 0; graphics.fademode = 2; } else { //Bring you to the normal playmenu music.playef(11); game.createmenu(Menu::play); map.nexttowercolour(); } break; #endif #if !defined(NO_CUSTOM_LEVELS) case OFFSET+1: //Bring you to the normal playmenu music.playef(11); game.createmenu(Menu::playerworlds); map.nexttowercolour(); break; #endif case OFFSET+2: //Options music.playef(11); game.createmenu(Menu::graphicoptions); map.nexttowercolour(); break; case OFFSET+3: //Options music.playef(11); game.createmenu(Menu::options); map.nexttowercolour(); break; #if !defined(MAKEANDPLAY) case OFFSET+4: //Credits music.playef(11); game.createmenu(Menu::credits); map.nexttowercolour(); break; #else #undef MPOFFSET #define MPOFFSET -2 #endif case OFFSET+5: //bye! music.playef(2); game.mainmenu = 100; graphics.fademode = 2; break; #undef OFFSET #undef NOCUSTOMSOFFSET #undef MPOFFSET } break; #if !defined(NO_CUSTOM_LEVELS) case Menu::levellist: if(game.currentmenuoption==(int)game.menuoptions.size()-1){ //go back to menu music.playef(11); game.returnmenu(); map.nexttowercolour(); }else if(game.currentmenuoption==(int)game.menuoptions.size()-2){ //next page music.playef(11); if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){ game.levelpage=0; }else{ game.levelpage++; } game.createmenu(Menu::levellist, true); game.currentmenuoption=game.menuoptions.size()-2; map.nexttowercolour(); }else{ //Ok, launch the level! //PLAY CUSTOM LEVEL HOOK music.playef(11); game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption; game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title; game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename; std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv"; TiXmlDocument doc; if (!FILESYSTEM_loadTiXmlDocument(name.c_str(), &doc)){ game.mainmenu = 22; graphics.fademode = 2; }else{ game.createmenu(Menu::quickloadlevel); map.nexttowercolour(); } } break; #endif case Menu::quickloadlevel: switch (game.currentmenuoption) { case 0: //continue save game.mainmenu = 23; graphics.fademode = 2; break; case 1: game.mainmenu = 22; graphics.fademode = 2; break; case 2: music.playef(11); game.levelpage=0; game.createmenu(Menu::levellist); map.nexttowercolour(); break; } break; #if !defined(NO_CUSTOM_LEVELS) case Menu::playerworlds: #if defined(NO_EDITOR) #define OFFSET -1 #else #define OFFSET 0 #endif switch (game.currentmenuoption) { case 0: music.playef(11); game.levelpage=0; ed.getDirectoryData(); game.loadcustomlevelstats(); //Should only load a file if it's needed game.createmenu(Menu::levellist); map.nexttowercolour(); break; #if !defined(NO_EDITOR) case 1: //LEVEL EDITOR HOOK music.playef(11); game.mainmenu = 20; graphics.fademode = 2; ed.filename=""; break; #endif /*case OFFSET+2: music.playef(11); //"OPENFOLDERHOOK" //When the player selects the "open level folder" menu option, //this is where it should run the appropriate code. //This code should: // - Minimise the game // - Open the levels folder for whatever operating system we're on SDL_assert(0 && "Remove open level dir"); break;*/ case OFFSET+2: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } #undef OFFSET break; #endif case Menu::errornostart: music.playef(11); game.createmenu(Menu::mainmenu); map.nexttowercolour(); break; case Menu::graphicoptions: switch (game.currentmenuoption) { case 0: music.playef(11); graphics.screenbuffer->toggleFullScreen(); game.fullscreen = !game.fullscreen; game.savestats(); game.currentmenuoption = 0; break; case 1: music.playef(11); graphics.screenbuffer->toggleStretchMode(); game.stretchMode = (game.stretchMode + 1) % 3; game.savestats(); game.currentmenuoption = 1; break; case 2: music.playef(11); graphics.screenbuffer->toggleLinearFilter(); game.useLinearFilter = !game.useLinearFilter; game.savestats(); game.currentmenuoption = 2; break; case 3: //change smoothing music.playef(11); game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal; graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect; game.savestats(); game.currentmenuoption = 3; break; case 4: //toggle mouse cursor music.playef(11); if (graphics.showmousecursor == true) { SDL_ShowCursor(SDL_DISABLE); graphics.showmousecursor = false; } else { SDL_ShowCursor(SDL_ENABLE); graphics.showmousecursor = true; } break; default: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::youwannaquit: switch (game.currentmenuoption) { case 0: //bye! music.playef(2); game.mainmenu = 100; graphics.fademode = 2; break; default: music.playef(11); map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible game.returnmenu(); } break; case Menu::setinvincibility: switch (game.currentmenuoption) { case 0: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; default: map.invincibility = !map.invincibility; game.savestats(); music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::setslowdown: switch (game.currentmenuoption) { case 0: //back game.gameframerate=34; game.slowdown = 30; game.savestats(); music.playef(11); game.returnmenu(); game.currentmenuoption = 4; map.nexttowercolour(); break; case 1: game.gameframerate=41; game.slowdown = 24; game.savestats(); music.playef(11); game.returnmenu(); game.currentmenuoption = 4; map.nexttowercolour(); break; case 2: game.gameframerate=55; game.slowdown = 18; game.savestats(); music.playef(11); game.returnmenu(); game.currentmenuoption = 4; map.nexttowercolour(); break; case 3: game.gameframerate=83; game.slowdown = 12; game.savestats(); music.playef(11); game.returnmenu(); game.currentmenuoption = 4; map.nexttowercolour(); break; } break; case Menu::accessibility: switch (game.currentmenuoption) { case 0: //disable animated backgrounds game.colourblindmode = !game.colourblindmode; game.savestats(); map.tdrawback = true; music.playef(11); break; case 1: //disable screeneffects game.noflashingmode = !game.noflashingmode; game.savestats(); if (!game.noflashingmode) { music.playef(18); game.screenshake = 10; game.flashlight = 5; }else{ music.playef(11); } break; case 2: //disable text outline graphics.notextoutline = !graphics.notextoutline; game.savestats(); music.playef(11); break; case 3: //invincibility if (!map.invincibility) { game.createmenu(Menu::setinvincibility); map.nexttowercolour(); } else { map.invincibility = !map.invincibility; } music.playef(11); break; case 4: //change game speed game.createmenu(Menu::setslowdown); map.nexttowercolour(); music.playef(11); break; case 5: // toggle fake load screen game.skipfakeload = !game.skipfakeload; music.playef(11); break; case 6: // toggle translucent roomname BG graphics.translucentroomname = !graphics.translucentroomname; music.playef(11); break; case 7: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; default: //Can't do yet! play sad sound music.playef(2); break; } break; case Menu::options: { #if defined(MAKEANDPLAY) #define OFFSET -1 #else #define OFFSET 0 #endif switch (game.currentmenuoption) { case 0: //accessibility options music.playef(11); game.createmenu(Menu::accessibility); map.nexttowercolour(); break; #if !defined(MAKEANDPLAY) case 1: //unlock play options music.playef(11); game.createmenu(Menu::unlockmenu); map.nexttowercolour(); break; #endif case OFFSET+2: //clear data menu music.playef(11); game.createmenu(Menu::controller); map.nexttowercolour(); break; case OFFSET+3: //clear data menu music.playef(11); game.createmenu(Menu::cleardatamenu); map.nexttowercolour(); break; } int mmmmmm_offset = music.mmmmmm ? 0 : -1; if (game.currentmenuoption == OFFSET+4+mmmmmm_offset) { //**** TOGGLE MMMMMM if(game.usingmmmmmm > 0){ game.usingmmmmmm=0; }else{ game.usingmmmmmm=1; } music.usingmmmmmm = !music.usingmmmmmm; music.playef(11); music.play(6); game.savestats(); } else if (game.currentmenuoption == OFFSET+5+mmmmmm_offset) { //back music.playef(11); game.returnmenu(); map.nexttowercolour(); } #undef OFFSET break; } case Menu::unlockmenutrials: switch (game.currentmenuoption) { case 0: //unlock 1 game.unlock[9] = true; game.unlocknotify[9] = true; music.playef(11); game.savestats(); game.createmenu(Menu::unlockmenutrials, true); game.currentmenuoption = 0; break; case 1: //unlock 2 game.unlock[10] = true; game.unlocknotify[10] = true; music.playef(11); game.savestats(); game.createmenu(Menu::unlockmenutrials, true); game.currentmenuoption = 1; break; case 2: //unlock 3 game.unlock[11] = true; game.unlocknotify[11] = true; music.playef(11); game.savestats(); game.createmenu(Menu::unlockmenutrials, true); game.currentmenuoption = 2; break; case 3: //unlock 4 game.unlock[12] = true; game.unlocknotify[12] = true; music.playef(11); game.savestats(); game.createmenu(Menu::unlockmenutrials, true); game.currentmenuoption = 3; break; case 4: //unlock 5 game.unlock[13] = true; game.unlocknotify[13] = true; music.playef(11); game.savestats(); game.createmenu(Menu::unlockmenutrials, true); game.currentmenuoption = 4; break; case 5: //unlock 6 game.unlock[14] = true; game.unlocknotify[14] = true; music.playef(11); game.savestats(); game.createmenu(Menu::unlockmenutrials, true); game.currentmenuoption = 5; break; case 6: //back //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::unlockmenu: switch (game.currentmenuoption) { case 0: //unlock time trials separately... music.playef(11); game.createmenu(Menu::unlockmenutrials); map.nexttowercolour(); break; case 1: //unlock intermissions music.playef(11); game.unlock[16] = true; game.unlocknotify[16] = true; game.unlock[6] = true; game.unlock[7] = true; game.savestats(); game.createmenu(Menu::unlockmenu, true); game.currentmenuoption = 1; break; case 2: //unlock no death mode music.playef(11); game.unlock[17] = true; game.unlocknotify[17] = true; game.savestats(); game.createmenu(Menu::unlockmenu, true); game.currentmenuoption = 2; break; case 3: //unlock flip mode music.playef(11); game.unlock[18] = true; game.unlocknotify[18] = true; game.savestats(); game.createmenu(Menu::unlockmenu, true); game.currentmenuoption = 3; break; case 4: //unlock jukebox music.playef(11); game.stat_trinkets = 20; game.savestats(); game.createmenu(Menu::unlockmenu, true); game.currentmenuoption = 4; break; case 5: //unlock secret lab music.playef(11); game.unlock[8] = true; game.unlocknotify[8] = true; game.savestats(); game.createmenu(Menu::unlockmenu, true); game.currentmenuoption = 5; break; default: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::credits: switch (game.currentmenuoption) { case 0: //next page music.playef(11); game.createmenu(Menu::credits2, true); map.nexttowercolour(); break; default: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::credits2: switch (game.currentmenuoption) { case 0: //next page music.playef(11); game.createmenu(Menu::credits25, true); map.nexttowercolour(); break; case 1: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::credits25: switch (game.currentmenuoption) { case 0: //next page music.playef(11); game.createmenu(Menu::credits3, true); map.nexttowercolour(); break; default: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::credits3: switch (game.currentmenuoption) { case 0: //next page music.playef(11); game.current_credits_list_index += 9; if (game.current_credits_list_index >= (int)game.superpatrons.size()) { // No more super patrons. Move to the next credits section game.current_credits_list_index = 0; game.createmenu(Menu::credits4, true); } else { // There are more super patrons. Refresh the menu with the next ones game.createmenu(Menu::credits3, true); } map.nexttowercolour(); break; default: //back music.playef(11); game.current_credits_list_index = 0; game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::credits4: switch (game.currentmenuoption) { case 0: //next page music.playef(11); game.current_credits_list_index += 14; if (game.current_credits_list_index >= (int)game.patrons.size()) { // No more patrons. Move to the next credits section game.current_credits_list_index = 0; game.createmenu(Menu::credits5, true); } else { // There are more patrons. Refresh the menu with the next ones game.createmenu(Menu::credits4, true); } map.nexttowercolour(); break; default: //back music.playef(11); game.current_credits_list_index = 0; game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::credits5: switch (game.currentmenuoption) { case 0: //next page music.playef(11); game.current_credits_list_index += 9; if (game.current_credits_list_index >= (int)game.githubfriends.size()) { // No more GitHub contributors. Move to the next credits section game.current_credits_list_index = 0; game.createmenu(Menu::credits6, true); } else { // There are more GitHub contributors. Refresh the menu with the next ones game.createmenu(Menu::credits5, true); } map.nexttowercolour(); break; default: //back music.playef(11); game.current_credits_list_index = 0; game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::credits6: switch (game.currentmenuoption) { case 0: //first page music.playef(11); game.createmenu(Menu::credits, true); map.nexttowercolour(); break; default: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); music.niceplay(6); break; } break; case Menu::play: { //Do we have the Secret Lab option? int offset = game.unlock[8] ? 0 : -1; if (game.currentmenuoption == 0) { //continue //right, this depends on what saves you've got if (game.telesummary == "") { //You at least have a quicksave, or you couldn't have gotten here game.mainmenu = 2; graphics.fademode = 2; } else if (game.quicksummary == "") { //You at least have a telesave, or you couldn't have gotten here game.mainmenu = 1; graphics.fademode = 2; } else { //go to a menu! music.playef(11); game.loadsummary(); //Prepare save slots to display game.createmenu(Menu::continuemenu); } } else if (game.currentmenuoption == 1 && game.unlock[8]) { if(!map.invincibility && game.slowdown == 30){ game.mainmenu = 11; graphics.fademode = 2; }else{ //Can't do yet! play sad sound music.playef(2); } } else if (game.currentmenuoption == offset+2) { //play modes music.playef(11); game.createmenu(Menu::playmodes); map.nexttowercolour(); } else if (game.currentmenuoption == offset+3) { //newgame music.playef(11); game.createmenu(Menu::newgamewarning); map.nexttowercolour(); } else if (game.currentmenuoption == offset+4) { //back music.playef(11); game.returnmenu(); map.nexttowercolour(); } break; } case Menu::newgamewarning: switch (game.currentmenuoption) { case 0: //yep game.mainmenu = 0; graphics.fademode = 2; game.deletequick(); game.deletetele(); break; default: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::controller: switch (game.currentmenuoption) { case 0: game.controllerSensitivity++; music.playef(11); if(game.controllerSensitivity > 4) { game.controllerSensitivity = 0; } break; case 4: music.playef(11); game.returnmenu(); break; } break; case Menu::cleardatamenu: switch (game.currentmenuoption) { case 0: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; default: //yep music.playef(23); game.deletequick(); game.deletetele(); game.deletestats(); game.flashlight = 5; game.screenshake = 15; game.createmenu(Menu::mainmenu); map.nexttowercolour(); break; } break; case Menu::playmodes: if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu { music.playef(11); game.createmenu(Menu::timetrials); map.nexttowercolour(); } else if (game.currentmenuoption == 1 && game.unlock[16]) { //intermission mode menu music.playef(11); game.createmenu(Menu::intermissionmenu); map.nexttowercolour(); } else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode { music.playef(11); game.createmenu(Menu::startnodeathmode); map.nexttowercolour(); } else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode { music.playef(18); game.screenshake = 10; game.flashlight = 5; graphics.setflipmode = !graphics.setflipmode; game.savemystats = true; } else if (game.currentmenuoption == 4) { //back music.playef(11); game.returnmenu(); map.nexttowercolour(); } else { //Can't do yet! play sad sound music.playef(2); } break; case Menu::startnodeathmode: switch (game.currentmenuoption) { case 0: //start no death mode, disabling cutscenes game.mainmenu = 10; graphics.fademode = 2; break; case 1: game.mainmenu = 9; graphics.fademode = 2; break; case 2: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::continuemenu: switch (game.currentmenuoption) { case 0: game.mainmenu = 1; graphics.fademode = 2; break; case 1: game.mainmenu = 2; graphics.fademode = 2; break; case 2: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::intermissionmenu: switch (game.currentmenuoption) { case 0: music.playef(11); music.play(6); game.createmenu(Menu::playint1); map.nexttowercolour(); break; case 1: music.playef(11); music.play(6); game.createmenu(Menu::playint2); map.nexttowercolour(); break; case 2: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::playint1: switch (game.currentmenuoption) { case 0: game.mainmenu = 12; graphics.fademode = 2; break; case 1: game.mainmenu = 13; graphics.fademode = 2; break; case 2: game.mainmenu = 14; graphics.fademode = 2; break; case 3: game.mainmenu = 15; graphics.fademode = 2; break; case 4: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::playint2: switch (game.currentmenuoption) { case 0: game.mainmenu = 16; graphics.fademode = 2; break; case 1: game.mainmenu = 17; graphics.fademode = 2; break; case 2: game.mainmenu = 18; graphics.fademode = 2; break; case 3: game.mainmenu = 19; graphics.fademode = 2; break; case 4: //back music.playef(11); game.returnmenu(); map.nexttowercolour(); break; } break; case Menu::gameover2: //back music.playef(11); music.play(6); game.returnmenu(); map.nexttowercolour(); break; case Menu::unlocktimetrials: case Menu::unlocktimetrial: case Menu::unlocknodeathmode: case Menu::unlockintermission: case Menu::unlockflipmode: //back music.playef(11); game.createmenu(Menu::play, true); map.nexttowercolour(); break; case Menu::timetrials: if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1 { game.mainmenu = 3; graphics.fademode = 2; } else if (game.currentmenuoption == 1 && game.unlock[10]) //lab { game.mainmenu = 4; graphics.fademode = 2; } else if (game.currentmenuoption == 2 && game.unlock[11]) //tower { game.mainmenu = 5; graphics.fademode = 2; } else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2 { game.mainmenu = 6; graphics.fademode = 2; } else if (game.currentmenuoption == 4 && game.unlock[13]) //warp { game.mainmenu = 7; graphics.fademode = 2; } else if (game.currentmenuoption == 5 && game.unlock[14]) //final { game.mainmenu = 8; graphics.fademode = 2; } else if (game.currentmenuoption == 6) //go to the time trial menu { //back music.playef(11); game.returnmenu(); map.nexttowercolour(); } else { //Can't do yet! play sad sound music.playef(2); } break; case Menu::timetrialcomplete3: switch (game.currentmenuoption) { case 0: //back music.playef(11); music.play(6); game.returnmenu(); map.nexttowercolour(); break; case 1: //duplicate the above based on given time trial level! if (game.timetriallevel == 0) //space station 1 { game.mainmenu = 3; graphics.fademode = 2; } else if (game.timetriallevel == 1) //lab { game.mainmenu = 4; graphics.fademode = 2; } else if (game.timetriallevel == 2) //tower { game.mainmenu = 5; graphics.fademode = 2; } else if (game.timetriallevel == 3) //station 2 { game.mainmenu = 6; graphics.fademode = 2; } else if (game.timetriallevel == 4) //warp { game.mainmenu = 7; graphics.fademode = 2; } else if (game.timetriallevel == 5) //final { game.mainmenu = 8; graphics.fademode = 2; } break; } break; case Menu::gamecompletecontinue: case Menu::nodeathmodecomplete2: music.play(6); music.playef(11); game.createmenu(Menu::play); map.nexttowercolour(); break; default: break; } } void titleinput() { //game.mx = (mouseX / 4); //game.my = (mouseY / 4); //TODO bit wasteful doing this every poll key.setSensitivity(game.controllerSensitivity); game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false; if (graphics.flipmode) { if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true; if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true; } else { if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) { game.press_left = true; } if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) { game.press_right = true; } } if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true; //|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action if (key.isDown(KEYBOARD_ENTER)) game.press_map = true; //In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false; if (!game.press_map) game.mapheld = false; if (!game.jumpheld && graphics.fademode==0) { if (game.press_action || game.press_left || game.press_right || game.press_map) { game.jumpheld = true; } if (key.isDown(27) && game.currentmenuname != Menu::youwannaquit && game.menustart) { music.playef(11); game.previousmenuname = game.currentmenuname; game.createmenu(Menu::youwannaquit); map.nexttowercolour(); } if(game.menustart) { if (game.press_left) { game.currentmenuoption--; } else if (game.press_right) { game.currentmenuoption++; } } if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1; if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0; if (game.press_action) { if (!game.menustart) { game.menustart = true; music.play(6); music.playef(18); game.screenshake = 10; game.flashlight = 5; map.colstate = 10; map.nexttowercolour(); } else { menuactionpress(); } } if ( game.currentmenuname == Menu::controller && game.currentmenuoption > 0 && game.currentmenuoption < 4 && key.controllerButtonDown() ) { updatebuttonmappings(game.currentmenuoption); } } if (graphics.fademode == 1) script.startgamemode(game.mainmenu); } void gameinput() { //TODO mouse input //game.mx = (mouseX / 2); //game.my = (mouseY / 2); if(!script.running) { game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false; if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false)) { game.press_left = true; } if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false)) { game.press_right = true; } if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s)|| key.isDown(game.controllerButton_flip)) { game.press_action = true; }; if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) ) { game.press_map = true; } } if (game.advancetext) { if (game.pausescript) { game.press_action = false; if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true; } if (game.press_action && !game.jumpheld) { if (game.pausescript) { game.pausescript = false; game.hascontrol = true; game.jumpheld = true; } else { if(!game.glitchrunkludge) game.state++; game.jumpheld = true; game.glitchrunkludge=true; //Bug fix! You should only be able to do this ONCE. } } } if (!game.press_map) game.mapheld = false; if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge) { //restart the time trial game.quickrestartkludge = false; script.startgamemode(game.timetriallevel + 3); game.deathseq = -1; game.completestop = false; } //Returning to editor mode must always be possible #if !defined(NO_CUSTOM_LEVELS) if(map.custommode && !map.custommodeforreal){ if ((game.press_map || key.isDown(27)) && !game.mapheld){ game.mapheld = true; //Return to level editor if (game.activeactivity > -1 && game.press_map){ if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) ) { script.load(obj.blocks[game.activeactivity].script); obj.removeblock(game.activeactivity); game.activeactivity = -1; } }else{ game.gamestate = EDITORMODE; graphics.textboxremove(); game.hascontrol = true; game.advancetext = false; game.completestop = false; game.state = 0; graphics.showcutscenebars = false; graphics.backgrounddrawn=false; music.fadeout(); //If warpdir() is used during playtesting, we need to set it back after! for (int j = 0; j < ed.maxheight; j++) { for (int i = 0; i < ed.maxwidth; i++) { ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)]; } } } } } #endif //Entity type 0 is player controled for (size_t ie = 0; ie < obj.entities.size(); ++ie) { if (obj.entities[ie].rule == 0) { if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5) { if (game.press_map && !game.mapheld) { game.mapheld = true; if (game.activetele && game.readytotele > 20 && !game.intimetrial) { if(!graphics.flipmode) { obj.flags[73] = true; //Flip mode test } if(int(std::abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0) { //wait! space station 2 debug thingy if (game.teleportscript != "") { //trace(game.recordstring); //We're teleporting! Yey! game.activetele = false; game.hascontrol = false; music.fadeout(); int player = obj.getplayer(); obj.entities[player].colour = 102; int teleporter = obj.getteleporter(); obj.entities[teleporter].tile = 6; obj.entities[teleporter].colour = 102; //which teleporter script do we use? it depends on the companion! game.state = 4000; game.statedelay = 0; } else if (game.companion == 0) { //Alright, normal teleporting game.gamestate = 5; graphics.menuoffset = 240; //actually this should count the roomname if (map.extrarow) graphics.menuoffset -= 10; BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL); graphics.resumegamemode = false; game.useteleporter = true; game.initteleportermode(); } else { //We're teleporting! Yey! game.activetele = false; game.hascontrol = false; music.fadeout(); int player = obj.getplayer(); obj.entities[player].colour = 102; int companion = obj.getcompanion(); if(companion>-1) obj.entities[companion].colour = 102; int teleporter = obj.getteleporter(); obj.entities[teleporter].tile = 6; obj.entities[teleporter].colour = 102; //which teleporter script do we use? it depends on the companion! game.state = 3000; game.statedelay = 0; } } } else if (game.activeactivity > -1) { if((int(std::abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) ) { script.load(obj.blocks[game.activeactivity].script); obj.removeblock(game.activeactivity); game.activeactivity = -1; } } else if (game.swnmode == 1 && game.swngame == 1) { //quitting the super gravitron game.mapheld = true; //Quit menu, same conditions as in game menu game.gamestate = MAPMODE; game.gamesaved = false; graphics.resumegamemode = false; game.menupage = 20; // The Map Page BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL); graphics.menuoffset = 240; //actually this should count the roomname if (map.extrarow) graphics.menuoffset -= 10; } else if (game.intimetrial && graphics.fademode==0) { //Quick restart of time trial script.hardreset(); if (graphics.setflipmode) graphics.flipmode = true; graphics.fademode = 2; game.completestop = true; music.fadeout(); game.intimetrial = true; game.quickrestartkludge = true; } else if (graphics.fademode==0) { //Normal map screen, do transition later game.gamestate = MAPMODE; map.cursordelay = 0; map.cursorstate = 0; game.gamesaved = false; graphics.resumegamemode = false; game.menupage = 0; // The Map Page BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL); graphics.menuoffset = 240; //actually this should count the roomname if (map.extrarow) graphics.menuoffset -= 10; } } if ((key.isDown(27) || key.isDown(game.controllerButton_esc)) && (!map.custommode || map.custommodeforreal)) { game.mapheld = true; //Quit menu, same conditions as in game menu game.gamestate = MAPMODE; game.gamesaved = false; graphics.resumegamemode = false; game.menupage = 10; // The Map Page BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL); graphics.menuoffset = 240; //actually this should count the roomname if (map.extrarow) graphics.menuoffset -= 10; } if (key.keymap[SDLK_r] && game.deathseq<=0)// && map.custommode) //Have fun glitchrunners! { game.deathseq = 30; } if (game.press_left) { game.tapleft++; } else { if (game.tapleft <= 4 && game.tapleft > 0) { if (obj.entities[ie].vx < 0.0f) { obj.entities[ie].vx = 0.0f; } } game.tapleft = 0; } if (game.press_right) { game.tapright++; } else { if (game.tapright <= 4 && game.tapright > 0) { if (obj.entities[ie].vx > 0.0f) { obj.entities[ie].vx = 0.0f; } } game.tapright = 0; } if(game.press_left) { obj.entities[ie].ax = -3; obj.entities[ie].dir = 0; } else if (game.press_right) { obj.entities[ie].ax = 3; obj.entities[ie].dir = 1; } if (!game.press_action) { game.jumppressed = 0; game.jumpheld = false; } if (game.press_action && !game.jumpheld) { game.jumppressed = 5; game.jumpheld = true; } if (game.jumppressed > 0) { game.jumppressed--; if (obj.entities[ie].onground>0 && game.gravitycontrol == 0) { game.gravitycontrol = 1; obj.entities[ie].vy = -4; obj.entities[ie].ay = -3; music.playef(0); game.jumppressed = 0; game.totalflips++; } if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1) { game.gravitycontrol = 0; obj.entities[ie].vy = 4; obj.entities[ie].ay = 3; music.playef(1); game.jumppressed = 0; game.totalflips++; } } } else { //Simple detection of keypresses outside player control, will probably scrap this (expand on //advance text function) if (!game.press_action) { game.jumppressed = 0; game.jumpheld = false; } if (game.press_action && !game.jumpheld) { game.jumppressed = 5; game.jumpheld = true; } } } } } void mapinput() { //TODO Mouse Input! //game.mx = (mouseX / 2); //game.my = (mouseY / 2); game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false; if(graphics.menuoffset==0) { if (graphics.flipmode) { if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsLeft(false) ) game.press_left = true; if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsRight(false)) game.press_right = true; } else { if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(false)) { game.press_left = true; } if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(false)) { game.press_right = true; } } if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) { game.press_action = true; } if (game.menupage < 9) { if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true; if (key.isDown(27)) { game.mapheld = true; game.menupage = 10; } } else { if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true; } //In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses if (!game.press_action && !game.press_left && !game.press_right) { game.jumpheld = false; } if (!game.press_map && !key.isDown(27)) { game.mapheld = false; } } else { game.mapheld = true; game.jumpheld = true; } if (!game.mapheld) { if(game.press_map && game.menupage < 10) { //Normal map screen, do transition later graphics.resumegamemode = true; } } if (graphics.fademode == 1) { FillRect(graphics.menubuffer, 0x000000); graphics.resumegamemode = true; obj.removeallblocks(); game.activeactivity = -1; game.menukludge = false; if (game.menupage >= 20) { game.state = 96; game.statedelay = 0; } else { game.state = 80; game.statedelay = 0; } } if (!game.jumpheld) { if (game.press_action || game.press_left || game.press_right || game.press_map) { game.jumpheld = true; } if (game.press_left) { game.menupage--; } else if (game.press_right) { game.menupage++; } if (game.menupage == 1 && obj.flags[67] && game.press_action && !game.insecretlab && !map.custommode) { //Warp back to the ship graphics.resumegamemode = true; game.teleport_to_x = 2; game.teleport_to_y = 11; //trace(game.recordstring); //We're teleporting! Yey! game.activetele = false; game.hascontrol = false; int i = obj.getplayer(); obj.entities[i].colour = 102; //which teleporter script do we use? it depends on the companion! game.state = 4000; game.statedelay = 0; } if (game.menupage == 3 && !game.gamesaved && game.press_action && !game.intimetrial && !game.nodeathmode && !game.insecretlab && !game.inintermission) { game.flashlight = 5; game.screenshake = 10; music.playef(18); game.gamesaved = true; game.savetime = game.timestring(); game.savearea = map.currentarea(map.area(game.roomx, game.roomy)); game.savetrinkets = game.trinkets(); if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship"; #if !defined(NO_CUSTOM_LEVELS) if(map.custommodeforreal) { game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename); } else #endif { game.savequick(); } } if (game.menupage == 10 && game.press_action) { //return to game graphics.resumegamemode = true; } if (game.menupage == 11 && game.press_action) { //quit to menu if (graphics.fademode == 0) { //Kill contents of offset render buffer, since we do that for some reason. //This fixes an apparent frame flicker. FillRect(graphics.tempBuffer, 0x000000); if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true; script.hardreset(); if(graphics.setflipmode) graphics.flipmode = true; graphics.fademode = 2; music.fadeout(); map.nexttowercolour(); } } if (game.menupage == 20 && game.press_action) { //return to game graphics.resumegamemode = true; } if (game.menupage == 21 && game.press_action) { //quit to menu if (graphics.fademode == 0) { game.swnmode = false; graphics.fademode = 2; music.fadeout(); } } if (game.menupage < 0) game.menupage = 3; if (game.menupage > 3 && game.menupage < 9) game.menupage = 0; if (game.menupage == 9) game.menupage = 11; if (game.menupage == 12) game.menupage = 10; if (game.menupage == 19) game.menupage = 21; if (game.menupage == 22) game.menupage = 20; } } void teleporterinput() { //Todo Mouseinput! //game.mx = (mouseX / 2); //game.my = (mouseY / 2); int tempx, tempy; game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false; if(graphics.menuoffset==0) { if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true; if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true; if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true; if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true; //In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false; if (!game.press_map) game.mapheld = false; } else { game.mapheld = true; game.jumpheld = true; } if (!game.jumpheld) { if (game.press_action || game.press_left || game.press_right || game.press_map) { game.jumpheld = true; } if (game.press_left) { game.teleport_to_teleporter--; if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1; tempx = map.teleporters[game.teleport_to_teleporter].x; tempy = map.teleporters[game.teleport_to_teleporter].y; while (map.explored[tempx + (20 * tempy)] == 0) { game.teleport_to_teleporter--; if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1; tempx = map.teleporters[game.teleport_to_teleporter].x; tempy = map.teleporters[game.teleport_to_teleporter].y; } } else if (game.press_right) { game.teleport_to_teleporter++; if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0; tempx = map.teleporters[game.teleport_to_teleporter].x; tempy = map.teleporters[game.teleport_to_teleporter].y; while (map.explored[tempx + (20 * tempy)] == 0) { game.teleport_to_teleporter++; if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0; tempx = map.teleporters[game.teleport_to_teleporter].x; tempy = map.teleporters[game.teleport_to_teleporter].y; } } if (game.press_map) { tempx = map.teleporters[game.teleport_to_teleporter].x; tempy = map.teleporters[game.teleport_to_teleporter].y; if (game.roomx == tempx + 100 && game.roomy == tempy + 100) { //cancel! graphics.resumegamemode = true; } else { //teleport graphics.resumegamemode = true; game.teleport_to_x = tempx; game.teleport_to_y = tempy; //trace(game.recordstring); //We're teleporting! Yey! game.activetele = false; game.hascontrol = false; int i = obj.getplayer(); obj.entities[i].colour = 102; i = obj.getteleporter(); obj.entities[i].tile = 6; obj.entities[i].colour = 102; //which teleporter script do we use? it depends on the companion! game.state = 4000; game.statedelay = 0; } } } } void gamecompleteinput() { game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false; if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) { game.creditposition -= 6; if (game.creditposition <= -game.creditmaxposition) { if(graphics.fademode==0) { graphics.fademode = 2; } game.creditposition = -game.creditmaxposition; } else { map.bypos += 6; map.bscroll = +6; } game.press_action = true; } if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true; if (!game.mapheld) { if(game.press_map) { //Return to game if(graphics.fademode==0) { graphics.fademode = 2; } } } } void gamecompleteinput2() { game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false; if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) { game.creditposx++; if (game.creditposy >= 30) { if(graphics.fademode==0) { graphics.fademode = 2; music.fadeout(); } } game.press_action = true; } if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true; if (!game.mapheld) { if(game.press_map) { //Return to game if(graphics.fademode==0) { graphics.fademode = 2; music.fadeout(); } } } }