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VVVVVV/desktop_version/src/Map.cpp
Misa a714a01e3e Remove final_colorframe assignments when entering minitowers
There's a bit of inconsistency with how long each color lasts for during
final stretch. Initially, each color lasts for 40 frames, but when you
enter either of the minitowers, the color switches to lasting for 15
frames only. This is because a final_colorframe of 1 makes it go for 40
frames, but a final_colorframe of 2 makes it go for 15 frames - and
final_colorframe gets set to 2 whenever you enter a minitower.

This seems like an oversight because (1) final_colorframe doesn't affect
anything inside the minitower, (2) final_colorframe doesn't get saved to
the save file and always gets set to 1 if your save file has
finalstretch set to true, so saving and reloading will set the colors
back to 40 frames each, and (3) final_colorframe doesn't get set back to
1 when leaving the minitowers.
2021-05-03 19:40:07 -07:00

2080 lines
48 KiB
C++

#define MAP_DEFINITION
#include "Map.h"
#include "editor.h"
#include "Entity.h"
#include "Game.h"
#include "Graphics.h"
#include "MakeAndPlay.h"
#include "Music.h"
#include "Script.h"
#include "UtilityClass.h"
mapclass::mapclass(void)
{
//Start here!
colstatedelay = 0;
colsuperstate = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
warpx = false;
warpy = false;
extrarow = 0;
showteleporters = false;
showtargets = false;
showtrinkets = false;
finalmode = false;
finalstretch = false;
cursorstate = 0;
cursordelay = 0;
towermode = false;
cameraseekframe = 0;
resumedelay = 0;
final_colormode = false;
final_colorframe = 0;
final_colorframedelay = 0;
final_mapcol = 0;
final_aniframe = 0;
final_aniframedelay = 0;
custommode=false;
custommodeforreal=false;
customwidth=20; customheight=20;
custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
customzoom=0;
customshowmm=true;
rcol = 0;
//This needs to be in map instead!
invincibility = false;
//We init the lookup table:
for (size_t i = 0; i < SDL_arraysize(vmult); i++)
{
vmult[i] = i * 40;
}
//We create a blank map
SDL_memset(contents, 0, sizeof(contents));
SDL_memset(roomdeaths, 0, sizeof(roomdeaths));
SDL_memset(roomdeathsfinal, 0, sizeof(roomdeathsfinal));
resetmap();
tileset = 0;
initmapdata();
resetnames();
ypos = 0;
oldypos = 0;
background = 0;
cameramode = 0;
cameraseek = 0;
minitowermode = false;
roomtexton = false;
}
//Areamap starts at 100,100 and extends 20x20
const int mapclass::areamap[] = {
1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4,
1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4,
0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4,
0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4,
0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0,
0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
};
int mapclass::intpol(int a, int b, float c)
{
return static_cast<int>(a + ((b - a) * c));
}
void mapclass::setteleporter(int x, int y)
{
point temp;
temp.x = x;
temp.y = y;
teleporters.push_back(temp);
}
void mapclass::settrinket(int x, int y)
{
point temp;
temp.x = x;
temp.y = y;
shinytrinkets.push_back(temp);
}
void mapclass::resetmap(void)
{
//clear the explored area of the map
SDL_memset(explored, 0, sizeof(explored));
}
void mapclass::resetnames(void)
{
//Reset all the special names
specialnames[0] = "Rear Window";
specialnames[1] = "On the Waterfront";
specialnames[2] = "The Untouchables";
specialnames[3] = "Television Newsveel";
specialnames[4] = "Vwitched";
specialnames[5] = "Gvnsmoke";
specialnames[6] = "Please enjoy these repeats";
specialnames[7] = "Try Jiggling the Antenna";
glitchmode = 0;
glitchdelay = 0;
}
void mapclass::transformname(int t)
{
//transform special names into new ones, one step at a time
glitchdelay--;
if(glitchdelay<=0)
{
switch(t)
{
case 3:
//Television Newsveel -> The 9 O'Clock News
if (specialnames[3] == "Television Newsveel")
{
specialnames[3] = "Television Newsvel";
}
else if (specialnames[3] == "Television Newsvel")
{
specialnames[3] = "TelevisvonvNewsvel";
}
else if (specialnames[3] == "TelevisvonvNewsvel")
{
specialnames[3] = "TvlvvvsvonvNevsvel";
}
else if (specialnames[3] == "TvlvvvsvonvNevsvel")
{
specialnames[3] = "vvvvvvsvovvNe svel";
}
else if (specialnames[3] == "vvvvvvsvovvNe svel")
{
specialnames[3] = "vhv vvv'vvovv vevl";
}
else if (specialnames[3] == "vhv vvv'vvovv vevl")
{
specialnames[3] = "vhv V v'Cvovv vewv";
}
else if (specialnames[3] == "vhv V v'Cvovv vewv")
{
specialnames[3] = "vhe 9 v'Cvovv vewv";
}
else if (specialnames[3] == "vhe 9 v'Cvovv vewv")
{
specialnames[3] = "vhe 9 v'Cvovv Newv";
}
else if (specialnames[3] == "vhe 9 v'Cvovv Newv")
{
specialnames[3] = "The 9 O'Cvovk Newv";
}
else if (specialnames[3] == "The 9 O'Cvovk Newv")
{
specialnames[3] = "The 9 O'Clock News";
}
break;
case 4:
//Vwitched -> Dial M for Murder
if (specialnames[4] == "Vwitched")
{
specialnames[4] = "Vwitvhed";
}
else if (specialnames[4] == "Vwitvhed")
{
specialnames[4] = "vVwivcvedv";
}
else if (specialnames[4] == "vVwivcvedv")
{
specialnames[4] = "vvvwMvcvMdvv";
}
else if (specialnames[4] == "vvvwMvcvMdvv")
{
specialnames[4] = "DvvvwMvfvvMdvvv";
}
else if (specialnames[4] == "DvvvwMvfvvMdvvv")
{
specialnames[4] = "Dvav Mvfvr Mdvvvv";
}
else if (specialnames[4] == "Dvav Mvfvr Mdvvvv")
{
specialnames[4] = "Diav M for Mdrver";
}
else if (specialnames[4] == "Diav M for Mdrver")
{
specialnames[4] = "Dial M for Murder";
}
break;
case 5:
//Gvnsmoke -> Gunsmoke 1966
if (specialnames[5] == "Gvnsmoke")
{
specialnames[5] = "Gvnsmove";
}
else if (specialnames[5] == "Gvnsmove")
{
specialnames[5] = "Gvnvmovevv";
}
else if (specialnames[5] == "Gvnvmovevv")
{
specialnames[5] = "Gunvmove1vv6";
}
else if (specialnames[5] == "Gunvmove1vv6")
{
specialnames[5] = "Vunsmoke 19v6";
}
else if (specialnames[5] == "Vunsmoke 19v6")
{
specialnames[5] = "Gunsmoke 1966";
}
break;
case 6:
//Please enjoy these repeats -> In the Margins
if (specialnames[6] == "Please enjoy these repeats")
{
specialnames[6] = "Please envoy theve repeats";
}
else if (specialnames[6] == "Please envoy theve repeats")
{
specialnames[6] = "Plse envoy tse rvpvas";
}
else if (specialnames[6] == "Plase envoy these rvpeas")
{
specialnames[6] = "Plse envoy tse rvpvas";
}
else if (specialnames[6] == "Plse envoy tse rvpvas")
{
specialnames[6] = "Vl envoy te rvevs";
}
else if (specialnames[6] == "Vl envoy te rvevs")
{
specialnames[6] = "Vv evo tv vevs";
}
else if (specialnames[6] == "Vv evo tv vevs")
{
specialnames[6] = "Iv vhv Mvrvivs";
}
else if (specialnames[6] == "Iv vhv Mvrvivs")
{
specialnames[6] = "In the Margins";
}
break;
case 7:
//Try Jiggling the Antenna -> Heaven's Gate
if (specialnames[7] == "Try Jiggling the Antenna")
{
specialnames[7] = "Try Viggling the Antenna";
}
else if (specialnames[7] == "Try Viggling the Antenna")
{
specialnames[7] = "TryJivglvng theAvtevna";
}
else if (specialnames[7] == "TryJivglvng theAvtevna")
{
specialnames[7] = "Tvvivglvng thAvtvvv";
}
else if (specialnames[7] == "Tvvivglvng thAvtvvv")
{
specialnames[7] = "Vvvgglvnv tvnvva";
}
else if (specialnames[7] == "Vvvgglvnv tvnvva")
{
specialnames[7] = "Vvavvnvs vvtv";
}
else if (specialnames[7] == "Vvavvnvs vvtv")
{
specialnames[7] = "Veavvn's Gvte";
}
else if (specialnames[7] == "Veavvn's Gvte")
{
specialnames[7] = "Heaven's Gate";
}
break;
}
glitchdelay = 5;
}
else
{
glitchdelay--;
}
}
std::string mapclass::getglitchname(int x, int y)
{
//Returns the name in the final area.
if (roomname == "glitch")
{
//8 Cases!
//First, the three "glitches"
glitchdelay--;
if (glitchdelay <= -5)
{
glitchmode = (glitchmode + 1) % 2;
glitchdelay = 0;
if (glitchmode == 0) glitchdelay = 20 +int(fRandom() * 10);
}
if (x == 42 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[0];
}
else return "Rear Vindow";
}
else if (x == 48 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[1];
}
else return "On the Vaterfront";
}
else if (x == 49 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[2];
}
else return "The Untouchavles";
}
}
else if (roomname == "change")
{
if (finalstretch)
{
if (x == 45 && y == 51) transformname(3);
if (x == 46 && y == 51) transformname(4);
if (x == 47 && y == 51) transformname(5);
if (x == 50 && y == 53) transformname(6);
if (x == 50 && y == 54) transformname(7);
}
if (x == 45 && y == 51) return specialnames[3];
if (x == 46 && y == 51) return specialnames[4];
if (x == 47 && y == 51) return specialnames[5];
if (x == 50 && y == 53) return specialnames[6];
if (x == 50 && y == 54) return specialnames[7];
return roomname;
}
else
{
return roomname;
}
return roomname;
}
void mapclass::initmapdata(void)
{
if (custommode)
{
initcustommapdata();
return;
}
teleporters.clear();
shinytrinkets.clear();
//Set up static map information like teleporters and shiny trinkets.
setteleporter(0, 0);
setteleporter(0, 16);
setteleporter(2, 4);
setteleporter(2, 11);
setteleporter(7, 9);
setteleporter(7, 15);
setteleporter(8, 11);
setteleporter(10, 5);
setteleporter(11, 4);
setteleporter(13, 2);
setteleporter(13, 8);
setteleporter(14, 19);
setteleporter(15, 0);
setteleporter(17, 12);
setteleporter(17, 17);
setteleporter(18, 1);
setteleporter(18, 7);
settrinket(14, 4);
settrinket(13, 6);
settrinket(11, 12);
settrinket(15, 12);
settrinket(14, 11);
settrinket(18, 14);
settrinket(11, 7);
settrinket(9, 2);
settrinket(9, 16);
settrinket(2, 18);
settrinket(7, 18);
settrinket(6, 1);
settrinket(17, 3);
settrinket(10, 19);
settrinket(5, 15);
settrinket(1, 10);
settrinket(3, 2);
settrinket(10, 8);
}
void mapclass::initcustommapdata(void)
{
shinytrinkets.clear();
#if !defined(NO_CUSTOM_LEVELS)
for (size_t i = 0; i < edentity.size(); i++)
{
const edentities& ent = edentity[i];
if (ent.t != 9)
{
continue;
}
const int rx = ent.x / 40;
const int ry = ent.y / 30;
settrinket(rx, ry);
}
#endif
}
int mapclass::finalat(int x, int y)
{
//return the tile index of the final stretch tiles offset by the colour difference
if (contents[x + vmult[y]] == 740)
{
//Special case: animated tiles
if (final_mapcol == 1)
{
return 737 + (int(fRandom() * 11) * 40);
}
else
{
return contents[x + vmult[y]] - (final_mapcol * 3) + (final_aniframe * 40);
}
}
else if (contents[x + vmult[y]] >= 80)
{
return contents[x + vmult[y]] - (final_mapcol * 3);
}
else
{
return contents[x + vmult[y]];
}
}
int mapclass::maptiletoenemycol(int t)
{
//returns the colour index for enemies that matches the map colour t
switch(t)
{
case 0:
return 11;
break;
case 1:
return 6;
break;
case 2:
return 8;
break;
case 3:
return 12;
break;
case 4:
return 9;
break;
case 5:
return 7;
break;
case 6:
return 18;
break;
}
return 11;
}
void mapclass::changefinalcol(int t)
{
//change the map to colour t - for the game's final stretch.
//First up, the tiles. This is just a setting:
final_mapcol = t;
int temp = 6 - t;
//Next, entities
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1) //something with a movement behavior
{
if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) //treadmill
{
if(temp<3)
{
obj.entities[i].tile = 907 + (temp * 80);
}
else
{
obj.entities[i].tile = 911 + ((temp-3) * 80);
}
if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
}
else if (obj.entities[i].isplatform)
{
obj.entities[i].tile = 915+(temp*40);
}
else //just an enemy
{
obj.entities[i].colour = maptiletoenemycol(temp);
}
}
else if (obj.entities[i].type == 2) //disappearing platforms
{
obj.entities[i].tile = 915+(temp*40);
}
}
}
void mapclass::setcol(TowerBG& bg_obj, const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
{
bg_obj.r = intpol(r1, r2, c / 5);
bg_obj.g = intpol(g1, g2, c / 5);
bg_obj.b = intpol(b1, b2, c / 5);
}
void mapclass::updatebgobj(TowerBG& bg_obj)
{
const int check = bg_obj.colstate % 5; //current state of phase
const int cmode = (bg_obj.colstate - check) / 5; // current colour transition;
switch(cmode)
{
case 0:
setcol(bg_obj, 255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(bg_obj, 255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(bg_obj, 159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(bg_obj, 93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(bg_obj, 177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(bg_obj, 255, 93, 255, 255, 93, 107, check);
break;
}
bg_obj.tdrawback = true;
}
void mapclass::setbgobjlerp(TowerBG& bg_obj)
{
bg_obj.bypos = ypos / 2;
bg_obj.bscroll = (ypos - oldypos) / 2;
}
void mapclass::updatetowerglow(TowerBG& bg_obj)
{
if (colstatedelay <= 0 || colsuperstate > 0)
{
if (colsuperstate > 0) bg_obj.colstate--;
bg_obj.colstate++;
if (bg_obj.colstate >= 30) bg_obj.colstate = 0;
const int check = bg_obj.colstate % 5;
updatebgobj(bg_obj);
if (check == 0)
{
colstatedelay = 45;
}
else
{
colstatedelay = 0;
}
if (colsuperstate > 0) colstatedelay = 0;
}
else
{
colstatedelay--;
}
}
void mapclass::nexttowercolour(void)
{
graphics.titlebg.colstate+=5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
updatebgobj(graphics.titlebg);
}
void mapclass::settowercolour(int t)
{
graphics.titlebg.colstate=t*5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
updatebgobj(graphics.titlebg);
}
bool mapclass::spikecollide(int x, int y)
{
if (invincibility) return false;
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
return false;
}
bool mapclass::collide(int x, int y)
{
if (towermode)
{
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
if (invincibility)
{
if (tower.at(x, y, 0) >= 6 && tower.at(x, y, 0) <= 11) return true;
}
}
else if (tileset == 2)
{
if (y == -1) return collide(x, y + 1);
if (y == 29+extrarow) return collide(x, y - 1);
if (x == -1) return collide(x + 1, y);
if (x == 40) return collide(x - 1, y);
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
if (contents[x + vmult[y]] >= 12 && contents[x + vmult[y]] <= 27) return true;
if (invincibility)
{
if (contents[x + vmult[y]] >= 6 && contents[x + vmult[y]] <= 11) return true;
}
}
else
{
if (y == -1) return collide(x, y + 1);
if (y == 29+extrarow) return collide(x, y - 1);
if (x == -1) return collide(x + 1, y);
if (x == 40) return collide(x - 1, y);
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
if (contents[x + vmult[y]] == 1) return true;
if (tileset==0 && contents[x + vmult[y]] == 59) return true;
if (contents[x + vmult[y]]>= 80 && contents[x + vmult[y]] < 680) return true;
if (contents[x + vmult[y]] == 740 && tileset==1) return true;
if (invincibility)
{
if (contents[x + vmult[y]]>= 6 && contents[x + vmult[y]] <= 9) return true;
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] <= 50) return true;
if (tileset == 1)
{
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] < 80) return true;
}
}
}
return false;
}
void mapclass::settile(int xp, int yp, int t)
{
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow)
{
contents[xp + vmult[yp]] = t;
}
}
int mapclass::area(int _rx, int _ry)
{
//THIS IS THE BUG
if (finalmode)
{
return 6;
}
else
{
int lookup = (_rx - 100) + ((_ry - 100) * 20);
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
return areamap[lookup];
}
else
{
return 6;
}
}
}
bool mapclass::isexplored(const int rx, const int ry)
{
const int roomnum = rx + ry*20;
if (INBOUNDS_ARR(roomnum, explored))
{
return explored[roomnum];
}
return false;
}
void mapclass::setexplored(const int rx, const int ry, const bool status)
{
const int roomnum = rx + ry*20;
if (INBOUNDS_ARR(roomnum, explored))
{
explored[roomnum] = status;
}
}
void mapclass::exploretower(void)
{
for (int i = 0; i < 20; i++)
{
setexplored(9, i, true);
}
}
void mapclass::hideship(void)
{
//remove the ship from the explored areas
setexplored(2, 10, false);
setexplored(3, 10, false);
setexplored(4, 10, false);
setexplored(2, 11, false);
setexplored(3, 11, false);
setexplored(4, 11, false);
}
void mapclass::showship(void)
{
//show the ship in the explored areas
setexplored(2, 10, true);
setexplored(3, 10, true);
setexplored(4, 10, true);
setexplored(2, 11, true);
setexplored(3, 11, true);
setexplored(4, 11, true);
}
void mapclass::resetplayer(void)
{
resetplayer(false);
}
void mapclass::resetplayer(const bool player_died)
{
bool was_in_tower = towermode;
if (game.roomx != game.saverx || game.roomy != game.savery)
{
gotoroom(game.saverx, game.savery);
}
game.deathseq = -1;
int i = obj.getplayer();
if(INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].vx = 0;
obj.entities[i].vy = 0;
obj.entities[i].ax = 0;
obj.entities[i].ay = 0;
obj.entities[i].xp = game.savex;
obj.entities[i].yp = game.savey;
//Fix conveyor death loop glitch
obj.entities[i].newxp = obj.entities[i].xp;
obj.entities[i].newyp = obj.entities[i].yp;
obj.entities[i].dir = game.savedir;
obj.entities[i].colour = 0;
if (player_died)
{
game.lifeseq = 10;
obj.entities[i].invis = true;
}
else
{
obj.entities[i].invis = false;
}
if (!game.glitchrunnermode)
{
obj.entities[i].size = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].w = 12;
obj.entities[i].h = 21;
}
// If we entered a tower as part of respawn, reposition camera
if (!was_in_tower && towermode)
{
ypos = obj.entities[i].yp - 120;
if (ypos < 0)
{
ypos = 0;
}
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
}
}
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
if (game.supercrewmate)
{
if (game.roomx == game.scmprogress + 41)
{
game.scmprogress = game.roomx - 41;
}
else
{
game.scmprogress = game.roomx - 40;
}
if (game.scmprogress != 0)
{
game.scmmoveme = true;
}
else
{
game.scmmoveme = false;
}
}
}
void mapclass::warpto(int rx, int ry , int t, int tx, int ty)
{
gotoroom(rx, ry);
game.teleport = false;
if (INBOUNDS_VEC(t, obj.entities))
{
obj.entities[t].xp = tx * 8;
obj.entities[t].yp = (ty * 8) - obj.entities[t].h;
obj.entities[t].lerpoldxp = obj.entities[t].xp;
obj.entities[t].lerpoldyp = obj.entities[t].yp;
}
game.gravitycontrol = 0;
}
void mapclass::gotoroom(int rx, int ry)
{
//First, destroy the current room
obj.removeallblocks();
game.activetele = false;
game.readytotele = 0;
game.oldreadytotele = 0;
//Ok, let's save the position of all lines on the screen
obj.linecrosskludge.clear();
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
{
//it's on a screen edge
obj.copylinecross(i);
}
}
}
/* Disable all entities in the room, and deallocate any unnecessary entity slots. */
/* However don't disable player entities, but do preserve holes between them (if any). */
bool player_found = false;
for (int i = obj.entities.size() - 1; i >= 0; --i)
{
/* Iterate in reverse order to prevent unnecessary indice shifting */
if (obj.entities[i].rule == 0)
{
player_found = true;
continue;
}
if (!player_found)
{
obj.entities.erase(obj.entities.begin() + i);
}
else
{
obj.disableentity(i);
}
}
game.door_up = rx + ((ry - 1) * 100);
game.door_down = rx + ((ry + 1) * 100);
game.door_right = rx + 1 + (ry * 100);
game.door_left = rx -1 + (ry * 100);
if (rx < game.roomx)
{
game.roomchangedir = 0;
}
else
{
game.roomchangedir = 1;
}
if (finalmode)
{
//Ok, what way are we moving?
game.roomx = rx;
game.roomy = ry;
game.roomchange = true;
if (game.roomy < 10)
{
game.roomy = 11;
}
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 )
{
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
}
else
{
game.currentroomdeaths = 0;
}
//Final level for time trial
if (game.intimetrial)
{
if (game.roomx == 46 && game.roomy == 54) music.niceplay(15); //Final level remix
}
}
#if !defined(NO_CUSTOM_LEVELS)
else if (custommode)
{
game.roomx = rx;
game.roomy = ry;
game.roomchange = true;
if (game.roomx < 100) game.roomx = 100 + ed.mapwidth-1;
if (game.roomy < 100) game.roomy = 100 + ed.mapheight-1;
if (game.roomx > 100 + ed.mapwidth-1) game.roomx = 100;
if (game.roomy > 100 + ed.mapheight-1) game.roomy = 100;
}
#endif
else
{
game.roomx = rx;
game.roomy = ry;
game.roomchange = true;
if (game.roomx < 100) game.roomx = 119;
if (game.roomy < 100) game.roomy = 119;
if (game.roomx > 119) game.roomx = 100;
if (game.roomy > 119) game.roomy = 100;
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
//Alright, change music depending on where we are:
//Tower
if (game.roomx == 107 && game.roomy == 106) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 107) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 108) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 109) music.niceplay(4);
if (game.roomx == 108 && game.roomy == 109)
{
if (graphics.setflipmode)
{
music.niceplay(9);
}
else
{
music.niceplay(2);
}
}
if (game.roomx == 109)
{
if (graphics.setflipmode)
{
music.niceplay(9);
}
else
{
music.niceplay(2);
}
}
//Warp Zone
if (game.roomx == 112 && game.roomy == 101) music.niceplay(4);
if (game.roomx == 113 && game.roomy == 101) music.niceplay(4);
if (game.roomx == 113 && game.roomy == 102) music.niceplay(4);
if (game.roomx == 114 && game.roomy == 101) music.niceplay(12);
if (game.roomx == 115 && game.roomy == 101) music.niceplay(12);
if (game.roomx == 115 && game.roomy == 102) music.niceplay(12);
//Lab
if (game.roomx == 101 && game.roomy == 115) music.niceplay(4);
if (game.roomx == 100 && game.roomy == 115) music.niceplay(4);
if (game.roomx == 101 && game.roomy == 116) music.niceplay(4);
if (game.roomx == 100 && game.roomy == 116) music.niceplay(4);
if (game.roomx == 102 && game.roomy == 116) music.niceplay(3);
if (game.roomx == 102 && game.roomy == 117) music.niceplay(3);
if (game.roomx == 101 && game.roomy == 117) music.niceplay(3);
//Space Station
if (game.intimetrial)
{
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 114) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 115) music.niceplay(1);
}
else
{
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 114) music.niceplay(4);
if (game.roomx == 112 && game.roomy == 115) music.niceplay(4);
}
//Leaving the Ship
if (game.roomx == 104 && game.roomy == 112) music.niceplay(4);
}
int temp = rx + (ry * 100);
loadlevel(game.roomx, game.roomy);
//Do we need to reload the background?
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if(redrawbg)
{
graphics.backgrounddrawn = false; //Used for background caching speedup
}
graphics.foregrounddrawn = false; //Used for background caching speedup
game.prevroomx = game.roomx;
game.prevroomy = game.roomy;
//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
if(!game.intimetrial && !custommode)
{
if (!obj.flags[5] && !finalmode)
{
game.state = 0;
if (game.roomx == 113 && game.roomy == 104)
{
game.state = 50;
}
}
}
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
//set it to an inactive state.
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
//continuations!
temp = obj.getplayer();
if(INBOUNDS_VEC(temp, obj.entities))
{
obj.entities[temp].oldxp = obj.entities[temp].xp;
obj.entities[temp].oldyp = obj.entities[temp].yp;
obj.entities[temp].lerpoldxp = obj.entities[temp].xp - int(obj.entities[temp].vx);
obj.entities[temp].lerpoldyp = obj.entities[temp].yp - int(obj.entities[temp].vy);
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
{
//it's on a screen edge
for (size_t j = 0; j < obj.linecrosskludge.size(); j++)
{
if (obj.entities[i].yp == obj.linecrosskludge[j].yp)
{
//y's match, how about x's?
//we're moving left:
if (game.roomchangedir == 0)
{
if (obj.entities[i].xp + obj.entities[i].w >= 312 && obj.linecrosskludge[j].xp <= 0)
{
obj.revertlinecross(i, j);
}
}
else
{
if (obj.entities[i].xp <= 0 && obj.linecrosskludge[j].xp + obj.linecrosskludge[j].w >= 312)
{
obj.revertlinecross(i, j);
}
}
}
}
}
}
}
}
std::string mapclass::currentarea(int t)
{
switch(t)
{
case 0:
return "Dimension VVVVVV";
break;
case 1:
return "Dimension VVVVVV";
break;
case 2:
return "Laboratory";
break;
case 3:
return "The Tower";
break;
case 4:
return "Warp Zone";
break;
case 5:
return "Space Station";
break;
case 6:
return "Outside Dimension VVVVVV";
break;
case 7:
return "Outside Dimension VVVVVV";
break;
case 8:
return "Outside Dimension VVVVVV";
break;
case 9:
return "Outside Dimension VVVVVV";
break;
case 10:
return "Outside Dimension VVVVVV";
break;
case 11:
return "The Tower";
break;
}
return "???";
}
void mapclass::loadlevel(int rx, int ry)
{
int t;
if (!finalmode)
{
setexplored(rx - 100, ry - 100, true);
if (rx == 109 && !custommode)
{
exploretower();
}
}
roomtexton = false;
roomtext.clear();
obj.platformtile = 0;
obj.customplatformtile=0;
obj.vertplatforms = false;
obj.horplatforms = false;
roomname = "";
hiddenname = "";
background = 1;
warpx = false;
warpy = false;
towermode = false;
ypos = 0;
oldypos = 0;
extrarow = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
//Custom stuff for warplines
obj.customwarpmode=false;
obj.customwarpmodevon=false;
obj.customwarpmodehon=false;
if (finalmode)
{
t = 6;
//check if we're in the towers
if (rx == 49 && ry == 52)
{
//entered tower 1
t = 7;
}
else if (rx == 49 && ry == 53)
{
//re entered tower 1
t = 8;
}
else if (rx == 51 && ry == 54)
{
//entered tower 2
t = 9;
}
else if (rx == 51 && ry == 53)
{
//re entered tower 2
t = 10;
}
}
else if (custommode)
{
t= 12;
}
else
{
t = area(rx, ry);
if (t == 3)
{
//correct position for tower
if (ry == 109)
{
//entered from ground floor
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].yp += (671 * 8);
}
ypos = (700-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
}
else if (ry == 104)
{
//you've entered from the top floor
ypos = 0;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
}
}
if (t < 2) //on the world map, want to test if we're in the secret lab
{
if (rx >= 116)
{
if (ry >= 105)
{
if (ry <= 107)
{
if (rx == 119 && ry == 105)
{
//Ah, this is just a normal area
}
else
{
//in the secret lab! Crazy background!
background = 2;
if (rx == 116 && ry == 105) graphics.rcol = 1;
if (rx == 117 && ry == 105) graphics.rcol = 5;
if (rx == 118 && ry == 105) graphics.rcol = 4;
if (rx == 117 && ry == 106) graphics.rcol = 2;
if (rx == 118 && ry == 106) graphics.rcol = 0;
if (rx == 119 && ry == 106) graphics.rcol = 3;
if (rx == 119 && ry == 107) graphics.rcol = 1;
}
}
}
}
}
}
if (rx == 119 && ry == 108 && !custommode)
{
background = 5;
graphics.rcol = 3;
warpx = true;
warpy = true;
}
switch(t)
{
#if !defined(MAKEANDPLAY)
case 0:
case 1: //World Map
{
tileset = 1;
extrarow = 1;
const short* tmap = otherlevel.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = otherlevel.roomname;
tileset = otherlevel.roomtileset;
//do the appear/remove roomname here
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111)
{
hiddenname = "The Ship";
}
else
{
hiddenname = "Dimension VVVVVV";
}
break;
}
case 2: //The Lab
{
const short* tmap = lablevel.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = lablevel.roomname;
tileset = 1;
background = 2;
graphics.rcol = lablevel.rcol;
break;
}
case 3: //The Tower
graphics.towerbg.tdrawback = true;
minitowermode = false;
tower.minitowermode = false;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
roomname = "The Tower";
tileset = 1;
background = 3;
towermode = true;
//All the entities for here are just loaded here; it's essentially one room after all
obj.createentity(48, 5456, 10, 1, 505007); // (savepoint)
obj.createentity(224, 4528, 10, 1, 505017); // (savepoint)
obj.createentity(232, 4168, 10, 0, 505027); // (savepoint)
obj.createentity(280, 3816, 10, 1, 505037); // (savepoint)
obj.createentity(152, 3552, 10, 1, 505047); // (savepoint)
obj.createentity(216, 3280, 10, 0, 505057); // (savepoint)
obj.createentity(216, 4808, 10, 1, 505067); // (savepoint)
obj.createentity(72, 3096, 10, 0, 505077); // (savepoint)
obj.createentity(176, 2600, 10, 0, 505087); // (savepoint)
obj.createentity(216, 2392, 10, 0, 505097); // (savepoint)
obj.createentity(152, 1184, 10, 1, 505107); // (savepoint)
obj.createentity(152, 912, 10, 1, 505117); // (savepoint)
obj.createentity(152, 536, 10, 1, 505127); // (savepoint)
obj.createentity(120, 5136, 10, 0, 505137); // (savepoint)
obj.createentity(144, 1824, 10, 0, 505147); // (savepoint)
obj.createentity(72, 2904, 10, 0, 505157); // (savepoint)
obj.createentity(224, 1648, 10, 1, 505167); // (savepoint)
obj.createentity(112, 5280, 10, 1, 50517); // (savepoint)
obj.createentity(24, 4216, 9, 7); // (shiny trinket)
obj.createentity(280, 3216, 9, 8); // (shiny trinket)
break;
case 4: //The Warpzone
{
const short* tmap = warplevel.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = warplevel.roomname;
tileset = 1;
background = 3;
graphics.rcol = warplevel.rcol;
graphics.backgrounddrawn = false;
warpx = warplevel.warpx;
warpy = warplevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
break;
}
case 5: //Space station
{
const short* tmap = spacestation2.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = spacestation2.roomname;
tileset = 0;
break;
}
case 6: //final level
{
const short* tmap = finallevel.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = finallevel.roomname;
tileset = 1;
background = 3;
graphics.backgrounddrawn = false;
if (finalstretch)
{
background = 6;
}
else
{
warpx = finallevel.warpx;
warpy = finallevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
}
graphics.rcol = 6;
changefinalcol(final_mapcol);
break;
}
case 7: //Final Level, Tower 1
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 1;
setbgobjlerp(graphics.towerbg);
roomname = "Panic Room";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
ypos = 0;
oldypos = 0;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
case 8: //Final Level, Tower 1 (reentered from below)
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 1;
setbgobjlerp(graphics.towerbg);
roomname = "Panic Room";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp += (71 * 8);
}
game.roomy--;
ypos = (100-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;}
break;
case 9: //Final Level, Tower 2
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
roomname = "The Final Challenge";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp += (71 * 8);
}
game.roomy--;
ypos = (100-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
}
case 10: //Final Level, Tower 2
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
roomname = "The Final Challenge";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
ypos = 0;
oldypos = 0;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
}
case 11: //Tower Hallways //Content is held in final level routine
{
const short* tmap = finallevel.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = finallevel.roomname;
tileset = 2;
if (rx == 108)
{
background = 7;
rcol = 15;
}
if (rx == 110)
{
background = 8;
rcol = 10;
}
if (rx == 111)
{
background = 9;
rcol = 0;
}
break;
}
#endif
#if !defined(NO_CUSTOM_LEVELS)
case 12: //Custom level
{
const edlevelclass* const room = ed.getroomprop(rx - 100, ry - 100);
game.customcol = ed.getlevelcol(room->tileset, room->tilecol) + 1;
obj.customplatformtile = game.customcol * 12;
switch (room->tileset)
{
case 0: // Space Station
tileset = 0;
background = 1;
break;
case 1: // Outside
tileset = 1;
background = 1;
break;
case 2: // Lab
tileset = 1;
background = 2;
graphics.rcol = room->tilecol;
break;
case 3: // Warp Zone/intermission
tileset = 1;
background = 6;
break;
case 4: // Ship
tileset = 1;
background = 1;
break;
default:
tileset = 1;
background = 1;
break;
}
// If screen warping, then override all that:
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if (redrawbg)
{
graphics.backgrounddrawn = false;
}
switch (room->warpdir)
{
case 1:
warpx = true;
background = 3;
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
break;
case 2:
warpy = true;
background = 4;
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
break;
case 3:
warpx = true;
warpy = true;
background = 5;
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
break;
}
roomname = room->roomname;
extrarow = 1;
const short* tmap = ed.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomtexton = false;
roomtext.clear();
// Entities have to be created HERE, akwardly
int tempcheckpoints = 0;
int tempscriptbox = 0;
for (size_t edi = 0; edi < edentity.size(); edi++)
{
// If entity is in this room, create it
const edentities& ent = edentity[edi];
const int tsx = ent.x / 40;
const int tsy = ent.y / 30;
if (tsx != rx-100 || tsy != ry-100)
{
continue;
}
const int ex = (ent.x % 40) * 8;
const int ey = (ent.y % 30) * 8;
// Platform and enemy bounding boxes
int bx1 = 0, by1 = 0, bx2 = 0, by2 = 0;
bool enemy = ent.t == 1;
bool moving_plat = ent.t == 2 && ent.p1 <= 4;
if (enemy || moving_plat)
{
if (enemy)
{
bx1 = room->enemyx1;
by1 = room->enemyy1;
bx2 = room->enemyx2;
by2 = room->enemyy2;
}
else if (moving_plat)
{
bx1 = room->platx1;
by1 = room->platy1;
bx2 = room->platx2;
by2 = room->platy2;
}
// Enlarge bounding boxes to fix warping entities
if (warpx && bx1 == 0 && bx2 == 320)
{
bx1 -= 100;
bx2 += 100;
}
if (warpy && by1 == 0 && by2 == 240)
{
by1 -= 100;
by2 += 100;
}
}
switch (ent.t)
{
case 1: // Enemies
obj.customenemy = room->enemytype;
obj.createentity(ex, ey, 56, ent.p1, 4, bx1, by1, bx2, by2);
break;
case 2: // Platforms and conveyors
if (ent.p1 <= 4)
{
obj.createentity(ex, ey, 2, ent.p1, room->platv, bx1, by1, bx2, by2);
}
else if (ent.p1 >= 5 && ent.p1 <= 8) // Conveyor
{
obj.createentity(ex, ey, 2, ent.p1 + 3, 4);
}
break;
case 3: // Disappearing platforms
obj.createentity(ex, ey, 3);
break;
case 9: // Trinkets
obj.createentity(ex, ey, 9, ed.findtrinket(edi));
break;
case 10: // Checkpoints
obj.createentity(ex, ey, 10, ent.p1, (rx + ry*100) * 20 + tempcheckpoints);
tempcheckpoints++;
break;
case 11: // Gravity Lines
if (ent.p1 == 0) //Horizontal
{
obj.createentity(ent.p2 * 8, ey + 4, 11, ent.p3);
}
else //Vertical
{
obj.createentity(ex + 3, ent.p2 * 8, 12, ent.p3);
}
break;
case 13: // Warp Tokens
obj.createentity(ex, ey, 13, ent.p1, ent.p2);
break;
case 15: // Collectable crewmate
obj.createentity(ex - 4, ey + 1, 55, ed.findcrewmate(edi), ent.p1, ent.p2);
break;
case 17: // Roomtext!
{
roomtexton = true;
Roomtext text;
text.x = ex / 8;
text.y = ey / 8;
text.text = ent.scriptname;
roomtext.push_back(text);
break;
}
case 18: // Terminals
{
obj.customscript = ent.scriptname;
int usethistile = ent.p1;
int usethisy = ey;
// This isn't a boolean: we just swap 0 and 1 around and leave the rest alone
if (usethistile == 0)
{
usethistile = 1; // Unflipped
}
else if (usethistile == 1)
{
usethistile = 0; // Flipped;
usethisy -= 8;
}
obj.createentity(ex, usethisy + 8, 20, usethistile);
obj.createblock(ACTIVITY, ex - 8, usethisy + 8, 20, 16, 35);
break;
}
case 19: //Script Box
if (INBOUNDS_ARR(tempscriptbox, game.customscript))
{
game.customscript[tempscriptbox] = ent.scriptname;
}
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
tempscriptbox++;
break;
case 50: // Warp Lines
obj.customwarpmode=true;
switch (ent.p1)
{
case 0: // Vertical, left
obj.createentity(ex + 4, ent.p2 * 8, 51, ent.p3);
break;
case 1: //Horizontal, right
obj.createentity(ex + 4, ent.p2 * 8, 52, ent.p3);
break;
case 2: //Vertical, top
obj.createentity(ent.p2 * 8, ey + 7, 53, ent.p3);
break;
case 3: // Horizontal, bottom
obj.createentity(ent.p2 * 8, ey, 54, ent.p3);
break;
}
break;
}
}
//do the appear/remove roomname here
break;
}
#endif
}
//The room's loaded: now we fill out damage blocks based on the tiles.
if (towermode)
{
}
else
{
for (int j = 0; j < 29 + extrarow; j++)
{
for (int i = 0; i < 40; i++)
{
//Damage blocks
if(tileset==0)
{
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
if (contents[i + vmult[j]] == 49 || contents[i + vmult[j]] == 50)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==1)
{
//if (contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9) obj.createblock(2, (i * 8), (j * 8)+1, 8, 6);
//if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 79) obj.createblock(2, (i * 8) + 1, (j * 8) + 1, 6, 6);
if ((contents[i + vmult[j]] >= 63 && contents[i + vmult[j]] <= 74) ||
(contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9))
{
//sticking up) {
if (contents[i + vmult[j]] < 10) contents[i + vmult[j]]++;
//sticking up
if(contents[i + vmult[j]]%2==0)
{
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
else
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8) + 4, 8, 4);
}
if (contents[i + vmult[j]] < 11) contents[i + vmult[j]]--;
}
if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 62)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==2)
{
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
}
//Breakable blocks
if (contents[i + vmult[j]] == 10)
{
contents[i + vmult[j]] = 0;
obj.createentity(i * 8, j * 8, 4);
}
//Directional blocks
if (contents[i + vmult[j]] >= 14 && contents[i + vmult[j]] <= 17)
{
obj.createblock(3, i * 8, j * 8, 8, 8, contents[i + vmult[j]]-14);
}
}
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
{
//put a block underneath
int temp = obj.entities[i].xp / 8.0f;
int temp2 = obj.entities[i].yp / 8.0f;
settile(temp, temp2, 1);
settile(temp+1, temp2, 1);
settile(temp+2, temp2, 1);
settile(temp+3, temp2, 1);
if (obj.entities[i].w == 64)
{
settile(temp+4, temp2, 1);
settile(temp+5, temp2, 1);
settile(temp+6, temp2, 1);
settile(temp+7, temp2, 1);
}
}
}
}
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
if (!finalmode && !custommode)
{
//First up: the extra bits:
//Vermilion's quest:
if (rx == 100 && ry == 105) //On path to verdigris
{
if (game.crewstats[3] && !game.crewstats[4])
{
obj.createentity(87, 105, 18, 15, 0, 18);
obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 107 && ry == 100) //victoria
{
if (game.crewstats[3] && !game.crewstats[5])
{
obj.createentity(140, 137, 18, 15, 0, 18);
obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 114 && ry == 109)
{
if (game.crewstats[3] && !game.crewstats[2])
{
obj.createentity(235, 81, 18, 15, 0, 18);
obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
}
}
//Verdigris fixing the ship
if (rx == 101 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()>4 && game.crewrescued()!=6)
{
obj.createentity(175, 121, 18, 13, 0, 18);
obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
}
}
}
else if (rx == 103 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()<=4 && game.crewrescued()!=6)
{
obj.createentity(53, 161, 18, 13, 1, 18);
obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
}
}
}
if (rx == 104 && ry == 111)
{
//Red
//First: is he rescued?
if (game.crewstats[3])
{
//If so, red will always be at his post
obj.createentity(107, 121, 18, 15, 0, 18);
//What script do we use?
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 103 && ry == 111)
{
//Yellow
//First: is he rescued?
if (game.crewstats[2])
{
obj.createentity(198, 105, 18, 14, 0, 18);
//What script do we use?
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
}
}
else if (rx == 103 && ry == 110)
{
//Green
//First: is he rescued?
if (game.crewstats[4])
{
obj.createentity(242, 177, 18, 13, 0, 18);
//What script do we use?
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
}
}
else if (rx == 104 && ry == 110)
{
//Purple
//First: is she rescued?
if (game.crewstats[1])
{
obj.createentity(140, 177, 18, 20, 0, 18);
//What script do we use?
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
}
}
else if (rx == 102 && ry == 110)
{
//Blue
//First: is she rescued?
if (game.crewstats[5])
{
//A slight varation - she's upside down
obj.createentity(249, 62, 18, 16, 0, 18);
int j = obj.getcrewman(5);
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].rule = 7;
obj.entities[j].tile +=6;
}
//What script do we use?
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
}
}
}
}
void mapclass::twoframedelayfix(void)
{
// Fixes the two-frame delay in custom levels that use scripts to spawn an entity upon room load.
// Because when the room loads and newscript is set to run, newscript has already ran for that frame,
// and when the script gets loaded script.run() has already ran for that frame, too.
// A bit kludge-y, but it's the least we can do without changing the frame ordering.
if (game.glitchrunnermode
|| !custommode
|| game.deathseq != -1)
return;
int block_idx = -1;
// obj.checktrigger() sets block_idx
int activetrigger = obj.checktrigger(&block_idx);
if (activetrigger <= -1
|| !INBOUNDS_VEC(block_idx, obj.blocks)
|| activetrigger < 300)
{
return;
}
game.newscript = obj.blocks[block_idx].script;
obj.removetrigger(activetrigger);
game.state = 0;
game.statedelay = 0;
script.load(game.newscript);
}