#include "Input.h" #include "Script.h" #include "MakeAndPlay.h" #include "tinyxml.h" #include "FileSystemUtils.h" extern scriptclass script; // Found in titlerender.cpp void updategraphicsmode(Game& game, Graphics& dwgfx); void updatebuttonmappings(Game& game, KeyPoll& key, musicclass& music, 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, 10); } 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, 10); } 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, 10); } 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 titleinput(KeyPoll& key, Graphics& dwgfx, mapclass& map, Game& game, entityclass& obj, UtilityClass& help, musicclass& music) { //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 (dwgfx.flipmode) { //GAMEPAD TODO 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 && dwgfx.fademode==0) { if (game.press_action || game.press_left || game.press_right || game.press_map) { game.jumpheld = true; } /* if (game.press_left) { game.mainmenu--; }else if (game.press_right) { game.mainmenu++; } if (game.mainmenu < 0) game.mainmenu = 2; if (game.mainmenu > 2 ) game.mainmenu = 0; */ /* if (game.press_action) { if (!game.menustart) { game.menustart = true; music.play(6); music.playef(18, 10); game.screenshake = 10; game.flashlight = 5; }else{ if(game.mainmenu==0){ dwgfx.fademode = 2; }else if (game.mainmenu == 1) { if (game.telesummary != "") { dwgfx.fademode = 2; } }else if (game.mainmenu == 2) { if (game.quicksummary != "") { dwgfx.fademode = 2; } } } } */ if (key.isDown(27) && game.currentmenuname != "youwannaquit" && game.menustart) { music.playef(11, 10); game.previousmenuname = game.currentmenuname; game.createmenu("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.nummenuoptions-1; if (game.currentmenuoption >= game.nummenuoptions ) game.currentmenuoption = 0; if (game.press_action) { if (!game.menustart) { game.menustart = true; music.play(6); music.playef(18, 10); game.screenshake = 10; game.flashlight = 5; map.colstate = 10; map.nexttowercolour(); } else { if (game.currentmenuname == "mainmenu") { #if defined(MAKEANDPLAY) if (game.currentmenuoption == 0) { //Bring you to the normal playmenu music.playef(11, 10); game.createmenu("playerworlds"); map.nexttowercolour(); } else if (game.currentmenuoption == 1) { //Options music.playef(11, 10); game.createmenu("graphicoptions"); map.nexttowercolour(); } else if (game.currentmenuoption == 2) { //Options music.playef(11, 10); game.createmenu("options"); //Add extra menu for mmmmmm mod if(music.mmmmmm){ game.menuoptions[3] = "soundtrack"; game.menuoptionsactive[3] = true; game.menuoptions[4] = "return"; game.menuoptionsactive[4] = true; game.nummenuoptions = 5; } map.nexttowercolour(); } else if (game.currentmenuoption == 3) { //bye! music.playef(2, 10); game.mainmenu = 100; dwgfx.fademode = 2; } } #elif !defined(MAKEANDPLAY) #if defined(NO_CUSTOM_LEVELS) if (game.currentmenuoption == 0) { //Play if (game.telesummary == "" && game.quicksummary == "") { //No saves exist, just start a new game game.mainmenu = 0; dwgfx.fademode = 2; } else { //Bring you to the normal playmenu music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuoption == 1) { //Options music.playef(11, 10); game.createmenu("graphicoptions"); map.nexttowercolour(); } else if (game.currentmenuoption == 2) { //Options music.playef(11, 10); game.createmenu("options"); //Add extra menu for mmmmmm mod if(music.mmmmmm){ game.menuoptions[4] = "soundtrack"; game.menuoptionsactive[4] = true; game.menuoptions[5] = "return"; game.menuoptionsactive[5] = true; game.nummenuoptions = 6; } map.nexttowercolour(); } else if (game.currentmenuoption == 3) { //Credits music.playef(11, 10); game.createmenu("credits"); map.nexttowercolour(); } else if (game.currentmenuoption == 4) { //bye! music.playef(2, 10); game.mainmenu = 100; dwgfx.fademode = 2; } #else if (game.currentmenuoption == 0) { //Play if (game.telesummary == "" && game.quicksummary == "") { //No saves exist, just start a new game game.mainmenu = 0; dwgfx.fademode = 2; } else { //Bring you to the normal playmenu music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuoption == 1) { //Bring you to the normal playmenu music.playef(11, 10); game.createmenu("playerworlds"); map.nexttowercolour(); } else if (game.currentmenuoption == 2) { //Options music.playef(11, 10); game.createmenu("graphicoptions"); map.nexttowercolour(); } else if (game.currentmenuoption == 3) { //Options music.playef(11, 10); game.createmenu("options"); //Add extra menu for mmmmmm mod if(music.mmmmmm){ game.menuoptions[4] = "soundtrack"; game.menuoptionsactive[4] = true; game.menuoptions[5] = "return"; game.menuoptionsactive[5] = true; game.nummenuoptions = 6; } map.nexttowercolour(); } else if (game.currentmenuoption == 4) { //Credits music.playef(11, 10); game.createmenu("credits"); map.nexttowercolour(); } else if (game.currentmenuoption == 5) { //bye! music.playef(2, 10); game.mainmenu = 100; dwgfx.fademode = 2; } #endif } #endif #if !defined(NO_CUSTOM_LEVELS) else if(game.currentmenuname=="levellist") { if(game.currentmenuoption==game.nummenuoptions-1){ //go back to menu music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); }else if(game.currentmenuoption==game.nummenuoptions-2){ //next page music.playef(11, 10); if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){ game.levelpage=0; }else{ game.levelpage++; } game.createmenu("levellist"); game.currentmenuoption=game.nummenuoptions-2; map.nexttowercolour(); }else{ //Ok, launch the level! //PLAY CUSTOM LEVEL HOOK music.playef(11, 10); 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; dwgfx.fademode = 2; }else{ game.createmenu("quickloadlevel"); map.nexttowercolour(); } } } #endif else if(game.currentmenuname=="quickloadlevel") { if(game.currentmenuoption==0){//continue save game.mainmenu = 23; dwgfx.fademode = 2; }else if(game.currentmenuoption==1){ game.mainmenu = 22; dwgfx.fademode = 2; }else if(game.currentmenuoption==2){ music.playef(11, 10); game.levelpage=0; game.createmenu("levellist"); map.nexttowercolour(); } } #if !defined(NO_CUSTOM_LEVELS) else if(game.currentmenuname=="playerworlds") { #if !defined(NO_EDITOR) if(game.currentmenuoption==0){ music.playef(11, 10); game.levelpage=0; ed.getDirectoryData(); game.loadcustomlevelstats(); //Should only load a file if it's needed game.createmenu("levellist"); map.nexttowercolour(); }else if(game.currentmenuoption==1){ //LEVEL EDITOR HOOK music.playef(11, 10); game.mainmenu = 20; dwgfx.fademode = 2; ed.filename=""; }/*else if(game.currentmenuoption==2){ music.playef(11, 10); //"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"); }*/else if(game.currentmenuoption==2){ //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } #else if(game.currentmenuoption==0){ music.playef(11, 10); game.levelpage=0; ed.getDirectoryData(); game.loadcustomlevelstats(); //Should only load a file if it's needed game.createmenu("levellist"); map.nexttowercolour(); }else if(game.currentmenuoption==1){ //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } #endif } #endif else if(game.currentmenuname=="errornostart"){ music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } else if (game.currentmenuname == "graphicoptions") { if (game.currentmenuoption == 0){ music.playef(11, 10); dwgfx.screenbuffer->toggleFullScreen(); game.fullscreen = !game.fullscreen; updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 0; }else if (game.currentmenuoption == 1){ music.playef(11, 10); dwgfx.screenbuffer->toggleStretchMode(); game.stretchMode = (game.stretchMode + 1) % 3; updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 1; }else if (game.currentmenuoption == 2){ music.playef(11, 10); dwgfx.screenbuffer->toggleLinearFilter(); game.useLinearFilter = !game.useLinearFilter; updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 2; }else if (game.currentmenuoption == 3){ //change smoothing music.playef(11, 10); game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal; //Hook the analogue thing in here: ABCDEFG updategraphicsmode(game, dwgfx); dwgfx.screenbuffer->badSignalEffect= !dwgfx.screenbuffer->badSignalEffect; game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 3; }else if (game.currentmenuoption == 4) { //toggle mouse cursor music.playef(11, 10); if (dwgfx.showmousecursor == true) { SDL_ShowCursor(SDL_DISABLE); dwgfx.showmousecursor = false; } else { SDL_ShowCursor(SDL_ENABLE); dwgfx.showmousecursor = true; } } else { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } /* //Old stuff if (game.advanced_mode) { if (game.currentmenuoption == 0) { //toggle fullscreen dwgfx.screenbuffer->toggleFullScreen(); music.playef(11, 10); if (game.fullscreen) { game.fullscreen = false; } else { game.fullscreen = true; } updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); } else if (game.currentmenuoption == 1) { //enable acceleration: if in fullscreen, go back to window first music.playef(11, 10); game.advanced_mode = false; if (game.fullscreen) { game.fullscreen = false; updategraphicsmode(game, dwgfx); game.fullscreen = true; } updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 1; } else if (game.currentmenuoption == 2) { //change scaling mode music.playef(11, 10); game.advanced_scaling = (game.advanced_scaling + 1) % 5; dwgfx.screenbuffer->ResizeScreen(320 *game.advanced_scaling,240*game.advanced_scaling ); dwgfx.screenbuffer->SetScale(game.advanced_scaling); updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 2; } else if (game.currentmenuoption == 3) { //change smoothing music.playef(11, 10); game.advanced_smoothing = !game.advanced_smoothing; updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 3; } else { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } else { if (game.currentmenuoption == 0) { dwgfx.screenbuffer->toggleFullScreen(); //toggle fullscreen music.playef(11, 10); if (game.fullscreen) { game.fullscreen = false; } else { game.fullscreen = true; } updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); } else if (game.currentmenuoption == 1) { //disable acceleration: if in fullscreen, go back to window first music.playef(11, 10); game.advanced_mode = true; if (game.fullscreen) { game.fullscreen = false; updategraphicsmode(game, dwgfx); game.fullscreen = true; } updategraphicsmode(game, dwgfx); game.savestats(); game.createmenu("graphicoptions"); game.currentmenuoption = 1; } else { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } */ } else if (game.currentmenuname == "youwannaquit") { if (game.currentmenuoption == 0) { //bye! music.playef(2, 10); game.mainmenu = 100; dwgfx.fademode = 2; } else { music.playef(11, 10); game.createmenu(game.previousmenuname); map.nexttowercolour(); } } else if (game.currentmenuname == "setinvincibility") { if (game.currentmenuoption == 0) { //back music.playef(11, 10); game.createmenu("accessibility"); game.currentmenuoption = 3; map.nexttowercolour(); } else { map.invincibility = !map.invincibility; //game.deletequick(); //game.deletetele(); game.savestats(); music.playef(11, 10); game.createmenu("accessibility"); game.currentmenuoption = 3; map.nexttowercolour(); } } else if (game.currentmenuname == "setslowdown1") { if (game.currentmenuoption == 0) { //back music.playef(11, 10); game.createmenu("accessibility"); game.currentmenuoption = 4; map.nexttowercolour(); } else { //change game speed game.deletequick(); game.deletetele(); game.createmenu("setslowdown2"); map.nexttowercolour(); music.playef(11, 10); } } else if (game.currentmenuname == "setslowdown2") { if (game.currentmenuoption == 0) { //back game.gameframerate=34; game.slowdown = 30; game.savestats(); music.playef(11, 10); game.createmenu("accessibility"); game.currentmenuoption = 4; map.nexttowercolour(); } else if (game.currentmenuoption == 1) { game.gameframerate=41; game.slowdown = 24; game.savestats(); music.playef(11, 10); game.createmenu("accessibility"); game.currentmenuoption = 4; map.nexttowercolour(); } else if (game.currentmenuoption == 2) { game.gameframerate=55; game.slowdown = 18; game.savestats(); music.playef(11, 10); game.createmenu("accessibility"); game.currentmenuoption = 4; map.nexttowercolour(); } else if (game.currentmenuoption == 3) { game.gameframerate=83; game.slowdown = 12; game.savestats(); music.playef(11, 10); game.createmenu("accessibility"); game.currentmenuoption = 4; map.nexttowercolour(); } } else if (game.currentmenuname == "accessibility") { if (game.currentmenuoption == 0) { //disable animated backgrounds game.colourblindmode = !game.colourblindmode; game.savestats(); map.tdrawback = true; music.playef(11, 10); } else if (game.currentmenuoption == 1) { //disable screeneffects game.noflashingmode = !game.noflashingmode; game.savestats(); if (!game.noflashingmode) { music.playef(18, 10); game.screenshake = 10; game.flashlight = 5; }else{ music.playef(11, 10); } } else if (game.currentmenuoption == 2) { //disable text outline dwgfx.notextoutline = !dwgfx.notextoutline; game.savestats(); music.playef(11, 10); } else if (game.currentmenuoption == 3) { //invincibility if (!map.invincibility) { game.createmenu("setinvincibility"); map.nexttowercolour(); } else { map.invincibility = !map.invincibility; } music.playef(11, 10); } else if (game.currentmenuoption == 4) { //change game speed game.createmenu("setslowdown2"); map.nexttowercolour(); music.playef(11, 10); } else if (game.currentmenuoption == 5) { // toggle fake load screen game.skipfakeload = !game.skipfakeload; music.playef(11, 10); } else if (game.currentmenuoption == 6) { // toggle translucent roomname BG dwgfx.translucentroomname = !dwgfx.translucentroomname; music.playef(11, 10); } else if (game.currentmenuoption == 7) { //back music.playef(11, 10); game.createmenu("options"); //Add extra menu for mmmmmm mod if(music.mmmmmm){ #if defined(MAKEANDPLAY) game.menuoptions[3] = "soundtrack"; game.menuoptionsactive[3] = true; game.menuoptions[4] = "return"; game.menuoptionsactive[4] = true; game.nummenuoptions = 5; #elif !defined(MAKEANDPLAY) game.menuoptions[4] = "soundtrack"; game.menuoptionsactive[4] = true; game.menuoptions[5] = "return"; game.menuoptionsactive[5] = true; game.nummenuoptions = 6; #endif } map.nexttowercolour(); } else { //Can't do yet! play sad sound music.playef(2, 10); } } else if (game.currentmenuname == "options") { #if defined(MAKEANDPLAY) if (game.currentmenuoption == 0) { //accessibility options music.playef(11, 10); game.createmenu("accessibility"); map.nexttowercolour(); } else if (game.currentmenuoption == 1) { //clear data menu music.playef(11, 10); game.createmenu("controller"); map.nexttowercolour(); } else if (game.currentmenuoption == 2) { //clear data menu music.playef(11, 10); game.createmenu("cleardatamenu"); map.nexttowercolour(); } if(music.mmmmmm){ if (game.currentmenuoption == 3) { //**** TOGGLE MMMMMM if(game.usingmmmmmm > 0){ game.usingmmmmmm=0; }else{ game.usingmmmmmm=1; } music.usingmmmmmm = !music.usingmmmmmm; music.playef(11, 10); music.play(6); game.savestats(); game.createmenu("mainmenu"); map.nexttowercolour(); } if (game.currentmenuoption == 4) { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } }else{ if (game.currentmenuoption == 3) { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } #elif !defined(MAKEANDPLAY) if (game.currentmenuoption == 0) { //accessibility options music.playef(11, 10); game.createmenu("accessibility"); map.nexttowercolour(); } else if (game.currentmenuoption == 1) { //unlock play options music.playef(11, 10); game.createmenu("unlockmenu"); map.nexttowercolour(); } else if (game.currentmenuoption == 2) { //clear data menu music.playef(11, 10); game.createmenu("controller"); map.nexttowercolour(); } else if (game.currentmenuoption == 3) { //clear data menu music.playef(11, 10); game.createmenu("cleardatamenu"); map.nexttowercolour(); } if(music.mmmmmm){ if (game.currentmenuoption == 4) { //**** TOGGLE MMMMMM if(game.usingmmmmmm > 0){ game.usingmmmmmm=0; }else{ game.usingmmmmmm=1; } music.usingmmmmmm = !music.usingmmmmmm; music.playef(11, 10); music.play(6); game.savestats(); game.createmenu("mainmenu"); map.nexttowercolour(); } if (game.currentmenuoption == 5) { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } }else{ if (game.currentmenuoption == 4) { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } #endif } else if (game.currentmenuname == "unlockmenutrials") { if (game.currentmenuoption == 0) //unlock 1 { game.unlock[9] = true; game.unlocknotify[9] = true; music.playef(11, 10); game.savestats(); game.createmenu("unlockmenutrials"); game.currentmenuoption = 0; } else if (game.currentmenuoption == 1) //unlock 2 { game.unlock[10] = true; game.unlocknotify[10] = true; music.playef(11, 10); game.savestats(); game.createmenu("unlockmenutrials"); game.currentmenuoption = 1; } else if (game.currentmenuoption == 2) //unlock 3 { game.unlock[11] = true; game.unlocknotify[11] = true; music.playef(11, 10); game.savestats(); game.createmenu("unlockmenutrials"); game.currentmenuoption = 2; } else if (game.currentmenuoption == 3) //unlock 4 { game.unlock[12] = true; game.unlocknotify[12] = true; music.playef(11, 10); game.savestats(); game.createmenu("unlockmenutrials"); game.currentmenuoption = 3; } else if (game.currentmenuoption == 4) //unlock 5 { game.unlock[13] = true; game.unlocknotify[13] = true; music.playef(11, 10); game.savestats(); game.createmenu("unlockmenutrials"); game.currentmenuoption = 4; } else if (game.currentmenuoption == 5) //unlock 6 { game.unlock[14] = true; game.unlocknotify[14] = true; music.playef(11, 10); game.savestats(); game.createmenu("unlockmenutrials"); game.currentmenuoption = 5; } else if (game.currentmenuoption == 6) //back { //back music.playef(11, 10); game.createmenu("unlockmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "unlockmenu") { if (game.currentmenuoption == 0) { //unlock time trials separately... music.playef(11, 10); game.createmenu("unlockmenutrials"); map.nexttowercolour(); } else if (game.currentmenuoption == 1) { //unlock intermissions music.playef(11, 10); game.unlock[16] = true; game.unlocknotify[16] = true; game.unlock[6] = true; game.unlock[7] = true; game.savestats(); game.createmenu("unlockmenu"); game.currentmenuoption = 1; } else if (game.currentmenuoption == 2) { //unlock no death mode music.playef(11, 10); game.unlock[17] = true; game.unlocknotify[17] = true; game.savestats(); game.createmenu("unlockmenu"); game.currentmenuoption = 2; } else if (game.currentmenuoption == 3) { //unlock flip mode music.playef(11, 10); game.unlock[18] = true; game.unlocknotify[18] = true; game.savestats(); game.createmenu("unlockmenu"); game.currentmenuoption = 3; } else if (game.currentmenuoption == 4) { //unlock jukebox music.playef(11, 10); game.stat_trinkets = 20; game.savestats(); game.createmenu("unlockmenu"); game.currentmenuoption = 4; } else if (game.currentmenuoption == 5) { //unlock secret lab music.playef(11, 10); game.unlock[8] = true; game.unlocknotify[8] = true; game.savestats(); game.createmenu("unlockmenu"); game.currentmenuoption = 5; } else { //back music.playef(11, 10); game.createmenu("options"); map.nexttowercolour(); } } else if (game.currentmenuname == "credits") { if (game.currentmenuoption == 0) { //next page music.playef(11, 10); game.createmenu("credits2"); map.nexttowercolour(); } else { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "credits2") { if (game.currentmenuoption == 0) { //next page music.playef(11, 10); game.createmenu("credits25"); map.nexttowercolour(); } else { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "credits25") { if (game.currentmenuoption == 0) { //next page music.playef(11, 10); game.createmenu("credits3"); map.nexttowercolour(); } else { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "credits3") { if (game.currentmenuoption == 0) { //next page music.playef(11, 10); 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("credits4"); } else { // There are more super patrons. Refresh the menu with the next ones game.createmenu("credits3"); } map.nexttowercolour(); } else { //back music.playef(11, 10); game.current_credits_list_index = 0; game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "credits4") { if (game.currentmenuoption == 0) { //next page music.playef(11, 10); 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("credits5"); } else { // There are more patrons. Refresh the menu with the next ones game.createmenu("credits4"); } map.nexttowercolour(); } else { //back music.playef(11, 10); game.current_credits_list_index = 0; game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "credits5") { if (game.currentmenuoption == 0) { //next page music.playef(11, 10); 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("credits6"); } else { // There are more GitHub contributors. Refresh the menu with the next ones game.createmenu("credits5"); } map.nexttowercolour(); } else { //back music.playef(11, 10); game.current_credits_list_index = 0; game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "credits6") { if (game.currentmenuoption == 0) { //first page music.playef(11, 10); game.createmenu("credits"); map.nexttowercolour(); } else { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); music.niceplay(6); } } else if (game.currentmenuname == "play") { 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; dwgfx.fademode = 2; } else if (game.quicksummary == "") { //You at least have a telesave, or you couldn't have gotten here game.mainmenu = 1; dwgfx.fademode = 2; } else { //go to a menu! music.playef(11, 10); game.loadsummary(); //Prepare save slots to display game.createmenu("continue"); map.settowercolour(3); } } else if (game.currentmenuoption == 1) { //play modes music.playef(11, 10); game.createmenu("playmodes"); map.nexttowercolour(); } else if (game.currentmenuoption == 2) { //newgame music.playef(11, 10); game.createmenu("newgamewarning"); map.nexttowercolour(); } else if (game.currentmenuoption == 3) { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "playsecretlab") { //as above, except with an extra option... 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; dwgfx.fademode = 2; } else if (game.quicksummary == "") { //You at least have a telesave, or you couldn't have gotten here game.mainmenu = 1; dwgfx.fademode = 2; } else { //go to a menu! music.playef(11, 10); game.loadsummary(); //Prepare save slots to display game.createmenu("continue"); map.settowercolour(3); } } else if (game.currentmenuoption == 1) { if(!map.invincibility){ game.mainmenu = 11; dwgfx.fademode = 2; }else{ //Can't do yet! play sad sound music.playef(2, 10); } } else if (game.currentmenuoption == 2) { //play modes music.playef(11, 10); game.createmenu("playmodes"); map.nexttowercolour(); } else if (game.currentmenuoption == 3) { //newgame music.playef(11, 10); game.createmenu("newgamewarning"); map.nexttowercolour(); } else if (game.currentmenuoption == 4) { //back music.playef(11, 10); game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "newgamewarning") { if (game.currentmenuoption == 0) { //yep game.mainmenu = 0; dwgfx.fademode = 2; game.deletequick(); game.deletetele(); } else { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuname == "controller") { if (game.currentmenuoption == 0) { game.controllerSensitivity++; music.playef(11, 10); if(game.controllerSensitivity > 4) { game.controllerSensitivity = 0; } } if (game.currentmenuoption == 4) { music.playef(11, 10); game.createmenu("options"); //Add extra menu for mmmmmm mod if(music.mmmmmm){ #if defined(MAKEANDPLAY) game.menuoptions[3] = "soundtrack"; game.menuoptionsactive[3] = true; game.menuoptions[4] = "return"; game.menuoptionsactive[4] = true; game.nummenuoptions = 5; #elif !defined(MAKEANDPLAY) game.menuoptions[4] = "soundtrack"; game.menuoptionsactive[4] = true; game.menuoptions[5] = "return"; game.menuoptionsactive[5] = true; game.nummenuoptions = 6; #endif } } } else if (game.currentmenuname == "cleardatamenu") { if (game.currentmenuoption == 0) { //back music.playef(11, 10); game.createmenu("options"); //Add extra menu for mmmmmm mod if(music.mmmmmm){ #if defined(MAKEANDPLAY) game.menuoptions[3] = "soundtrack"; game.menuoptionsactive[3] = true; game.menuoptions[4] = "return"; game.menuoptionsactive[4] = true; game.nummenuoptions = 5; #elif !defined(MAKEANDPLAY) game.menuoptions[4] = "soundtrack"; game.menuoptionsactive[4] = true; game.menuoptions[5] = "return"; game.menuoptionsactive[5] = true; game.nummenuoptions = 6; #endif } map.nexttowercolour(); } else { //yep music.playef(23, 10); game.deletequick(); game.deletetele(); game.deletestats(); game.flashlight = 5; game.screenshake = 15; game.createmenu("mainmenu"); map.nexttowercolour(); } } else if (game.currentmenuname == "playmodes") { if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu { music.playef(11, 10); game.createmenu("timetrials"); map.nexttowercolour(); } else if (game.currentmenuoption == 1 && game.unlock[16]) { //intermission mode menu music.playef(11, 10); game.createmenu("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, 10); game.createmenu("startnodeathmode"); map.nexttowercolour(); } else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode { music.playef(18, 10); game.screenshake = 10; game.flashlight = 5; dwgfx.setflipmode = !dwgfx.setflipmode; game.savemystats = true; } else if (game.currentmenuoption == 4) { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } else { //Can't do yet! play sad sound music.playef(2, 10); } } else if (game.currentmenuname == "startnodeathmode") { if (game.currentmenuoption == 0) //start no death mode, disabling cutscenes { game.mainmenu = 10; dwgfx.fademode = 2; } else if (game.currentmenuoption == 1) { game.mainmenu = 9; dwgfx.fademode = 2; } else if (game.currentmenuoption == 2) { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuname == "continue") { if (game.currentmenuoption == 0) { game.mainmenu = 1; dwgfx.fademode = 2; } else if (game.currentmenuoption == 1) { game.mainmenu = 2; dwgfx.fademode = 2; } else if (game.currentmenuoption == 2) { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuname == "intermissionmenu") { if (game.currentmenuoption == 0) { music.playef(11, 10); music.play(6); game.createmenu("playint1"); map.nexttowercolour(); } else if (game.currentmenuoption == 1) { music.playef(11, 10); music.play(6); game.createmenu("playint2"); map.nexttowercolour(); } else if (game.currentmenuoption == 2) { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuname == "playint1") { if (game.currentmenuoption == 0) { game.mainmenu = 12; dwgfx.fademode = 2; } else if (game.currentmenuoption == 1) { game.mainmenu = 13; dwgfx.fademode = 2; } else if (game.currentmenuoption == 2) { game.mainmenu = 14; dwgfx.fademode = 2; } else if (game.currentmenuoption == 3) { game.mainmenu = 15; dwgfx.fademode = 2; } else if (game.currentmenuoption == 4) { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuname == "playint2") { if (game.currentmenuoption == 0) { game.mainmenu = 16; dwgfx.fademode = 2; } else if (game.currentmenuoption == 1) { game.mainmenu = 17; dwgfx.fademode = 2; } else if (game.currentmenuoption == 2) { game.mainmenu = 18; dwgfx.fademode = 2; } else if (game.currentmenuoption == 3) { game.mainmenu = 19; dwgfx.fademode = 2; } else if (game.currentmenuoption == 4) { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } else if (game.currentmenuname == "gameover2") { //back music.playef(11, 10); music.play(6); game.createmenu("mainmenu"); map.nexttowercolour(); } else if (game.currentmenuname == "unlocktimetrials" || game.currentmenuname == "unlocktimetrial") { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } else if (game.currentmenuname == "unlocknodeathmode" || game.currentmenuname == "unlockintermission" || game.currentmenuname == "unlockflipmode") { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } else if (game.currentmenuname == "timetrials") { if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1 { game.mainmenu = 3; dwgfx.fademode = 2; } else if (game.currentmenuoption == 1 && game.unlock[10]) //lab { game.mainmenu = 4; dwgfx.fademode = 2; } else if (game.currentmenuoption == 2 && game.unlock[11]) //tower { game.mainmenu = 5; dwgfx.fademode = 2; } else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2 { game.mainmenu = 6; dwgfx.fademode = 2; } else if (game.currentmenuoption == 4 && game.unlock[13]) //warp { game.mainmenu = 7; dwgfx.fademode = 2; } else if (game.currentmenuoption == 5 && game.unlock[14]) //final { game.mainmenu = 8; dwgfx.fademode = 2; } else if (game.currentmenuoption == 6) //go to the time trial menu { //back music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } else { //Can't do yet! play sad sound music.playef(2, 10); } } else if (game.currentmenuname == "timetrialcomplete3") { if (game.currentmenuoption == 0) { //back music.playef(11, 10); music.play(6); game.createmenu("play"); map.nexttowercolour(); } else if (game.currentmenuoption == 1) { //duplicate the above based on given time trial level! if (game.timetriallevel == 0) //space station 1 { game.mainmenu = 3; dwgfx.fademode = 2; } else if (game.timetriallevel == 1) //lab { game.mainmenu = 4; dwgfx.fademode = 2; } else if (game.timetriallevel == 2) //tower { game.mainmenu = 5; dwgfx.fademode = 2; } else if (game.timetriallevel == 3) //station 2 { game.mainmenu = 6; dwgfx.fademode = 2; } else if (game.timetriallevel == 4) //warp { game.mainmenu = 7; dwgfx.fademode = 2; } else if (game.timetriallevel == 5) //final { game.mainmenu = 8; dwgfx.fademode = 2; } } } else if (game.currentmenuname == "gamecompletecontinue" || game.currentmenuname == "nodeathmodecomplete2") { if (game.currentmenuoption == 0) { music.play(6); music.playef(11, 10); game.createmenu("play"); map.nexttowercolour(); } } } } if ( game.currentmenuname == "controller" && game.currentmenuoption > 0 && game.currentmenuoption < 4 && key.controllerButtonDown() ) { updatebuttonmappings(game, key, music, game.currentmenuoption); } } if (dwgfx.fademode == 1) script.startgamemode(game.mainmenu); } void gameinput(KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music) { //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 (game.recording == 2 && !game.playbackfinished) { //playback! //record your input and add it to the record string //Keys are: //0 - nothing //1 - left //2 - right //3 - left+right //4 - flip //5 - left+flip //6 - right+flip //7 - left+right+flip //8 - Map/teleport if (!game.recordinit) { //Init recording game.recordinit = true; game.combomode = false; game.playmove = game.playback[game.playbackpos+1]; game.playcombo = game.playback[game.playbackpos]; } if (game.playcombo <= 0) { //move on to the next action game.playbackpos += 2; game.playmove = game.playback[game.playbackpos + 1]; game.playcombo = game.playback[game.playbackpos]; if (game.playcombo > 1) game.playcombo--; } if (game.playcombo >= 1) { game.playcombo--; if (game.playmove == 1 || game.playmove == 3 || game.playmove == 5 || game.playmove == 7) { game.press_left = true; } if (game.playmove == 2 || game.playmove == 3 || game.playmove == 6 || game.playmove == 7) { game.press_right = true; } if (game.playmove == 4 || game.playmove == 5 || game.playmove == 6 || game.playmove == 7) { game.press_action = true; } if (game.playmove == 8) { game.press_map = true; //game.playbackfinished = true; //TODO WTF is trace //trace("finished!"); } } } else { */ if(!script.running) { 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 (key.isDown("1".charCodeAt(0))) { dwgfx.screen.width = 640; dwgfx.screen.height = 480; setstage(640,480); } if (key.isDown("2".charCodeAt(0))) { dwgfx.screen.width = 960; dwgfx.screen.height = 720; setstage(960,720); } if (key.isDown("3".charCodeAt(0))) { dwgfx.screen.width = 1280; dwgfx.screen.height = 960; setstage(1280,960); } */ /*game.test = true; game.teststring = String(game.inertia); if (key.isDown("1".charCodeAt(0))) game.inertia = 0.5; if (key.isDown("2".charCodeAt(0))) game.inertia = 0.6; if (key.isDown("3".charCodeAt(0))) game.inertia = 0.7; if (key.isDown("4".charCodeAt(0))) game.inertia = 0.8; if (key.isDown("5".charCodeAt(0))) game.inertia = 0.9; if (key.isDown("6".charCodeAt(0))) game.inertia = 1; if (key.isDown("7".charCodeAt(0))) game.inertia = 1.1; if (key.isDown("8".charCodeAt(0))) game.inertia = 1.2; if (key.isDown("9".charCodeAt(0))) game.inertia = 1.3; if (key.isDown("0".charCodeAt(0))) game.inertia = 1.4;*/ if (game.intimetrial && dwgfx.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); } }else{ game.gamestate = EDITORMODE; dwgfx.textboxremove(); game.hascontrol = true; game.advancetext = false; game.completestop = false; game.state = 0; dwgfx.showcutscenebars = false; dwgfx.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 (int ie = 0; ie < obj.nentity; ++ie) { if (obj.entities[ie].rule == 0) { //game.test = true; //game.teststring = "player(" + String(int(obj.entities[i])) + "," + String(int(obj.entities[i].yp)) + ")" // + ", mouse(" + String(int(game.mx)) + "," + String(int(game.my)) + ")"; if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5) { /* if (key.isDown(8)) { script.load("returntohub"); } */ /* if (key.isDown(27)) { game.state = 0; dwgfx.textboxremove(); map.tdrawback = true; music.haltdasmusik(); game.gamestate = TITLEMODE; } */ if (game.press_map && !game.mapheld) { game.mapheld = true; if (game.activetele && game.readytotele > 20 && !game.intimetrial) { if(!dwgfx.flipmode) { obj.flags[73] = 1; //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(); //Uncomment this when it's working! 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; dwgfx.menuoffset = 240; //actually this should count the roomname if (map.extrarow) dwgfx.menuoffset -= 10; //dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false); //TODO TESTHIS //dwgfx.screenbuffer->UpdateScreen(dwgfx.menubuffer, NULL); BlitSurfaceStandard(dwgfx.menubuffer,NULL,dwgfx.backBuffer, NULL); dwgfx.resumegamemode = false; game.useteleporter = true; game.initteleportermode(); } else { //trace(game.recordstring); //We're teleporting! Yey! game.activetele = false; game.hascontrol = false; music.fadeout(); //Uncomment this when it's working! int player = obj.getplayer(); obj.entities[player].colour = 102; int companion = obj.getcompanion(game.companion); 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); } } 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; dwgfx.resumegamemode = false; game.menupage = 20; // The Map Page //dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false); //dwgfx.screenbuffer->UpdateScreen(dwgfx.menubuffer, NULL); BlitSurfaceStandard(dwgfx.menubuffer,NULL,dwgfx.backBuffer, NULL); dwgfx.menuoffset = 240; //actually this should count the roomname if (map.extrarow) dwgfx.menuoffset -= 10; } else if (game.intimetrial && dwgfx.fademode==0) { //Quick restart of time trial script.hardreset(); if (dwgfx.setflipmode) dwgfx.flipmode = true; dwgfx.fademode = 2; game.completestop = true; music.fadeout(); game.intimetrial = true; game.quickrestartkludge = true; } else if (dwgfx.fademode==0) { //Normal map screen, do transition later game.gamestate = MAPMODE; map.cursordelay = 0; map.cursorstate = 0; game.gamesaved = false; dwgfx.resumegamemode = false; game.menupage = 0; // The Map Page BlitSurfaceStandard(dwgfx.menubuffer,NULL,dwgfx.backBuffer, NULL); //dwgfx.screenbuffer->UpdateScreen(dwgfx.menubuffer, NULL); dwgfx.menuoffset = 240; //actually this should count the roomname if (map.extrarow) dwgfx.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; dwgfx.resumegamemode = false; game.menupage = 10; // The Map Page //dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, NULL, NULL, false); //dwgfx.screenbuffer->UpdateScreen(dwgfx.menubuffer, NULL); BlitSurfaceStandard(dwgfx.menubuffer,NULL,dwgfx.backBuffer, NULL); dwgfx.menuoffset = 240; //actually this should count the roomname if (map.extrarow) dwgfx.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[i].vx = -4; obj.entities[ie].ax = -3; obj.entities[ie].dir = 0; } else if (game.press_right) { //obj.entities[i].vx = 4; 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, 10); 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, 10); 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(KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music) { //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(dwgfx.menuoffset==0) { if (dwgfx.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 dwgfx.resumegamemode = true; } } if (dwgfx.fademode == 1) { FillRect(dwgfx.menubuffer, 0x000000); dwgfx.resumegamemode = true; obj.removeallblocks(); 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] == 1 && game.press_action && !game.insecretlab && !map.custommode) { //Warp back to the ship dwgfx.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, 10); 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 dwgfx.resumegamemode = true; } if (game.menupage == 11 && game.press_action) { //quit to menu if (dwgfx.fademode == 0) { //Kill contents of offset render buffer, since we do that for some reason. //This fixes an apparent frame flicker. FillRect(dwgfx.tempBuffer, 0x000000); if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true; script.hardreset(); if(dwgfx.setflipmode) dwgfx.flipmode = true; dwgfx.fademode = 2; music.fadeout(); map.nexttowercolour(); } } if (game.menupage == 20 && game.press_action) { //return to game dwgfx.resumegamemode = true; } if (game.menupage == 21 && game.press_action) { //quit to menu if (dwgfx.fademode == 0) { game.swnmode = false; dwgfx.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(KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music) { //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(dwgfx.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.numteleporters - 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.numteleporters - 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 >= map.numteleporters) 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 >= map.numteleporters) 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! dwgfx.resumegamemode = true; } else { //teleport dwgfx.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(KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music) { //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 (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(dwgfx.fademode==0) { dwgfx.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 (key.isDown(27)) { game.mapheld = true; game.menupage = 10; } if (!game.mapheld) { if(game.press_map) { //Return to game if(dwgfx.fademode==0) { dwgfx.fademode = 2; } } } } void gamecompleteinput2(KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music) { //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 (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) { game.creditposx++; if (game.creditposy >= 30) { if(dwgfx.fademode==0) { dwgfx.fademode = 2; music.fadeout(); } } game.press_action = true; } if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true; //if (key.isDown(27)) { game.mapheld = true; game.menupage = 10; } if (!game.mapheld) { if(game.press_map) { //Return to game if(dwgfx.fademode==0) { dwgfx.fademode = 2; music.fadeout(); } } } }