mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-14 23:19:42 +01:00
423c79b572
This means you can no longer cause Undefined Behavior by exploring a room that is outside the array of explored room statuses.
2076 lines
48 KiB
C++
2076 lines
48 KiB
C++
#define MAP_DEFINITION
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#include "Map.h"
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#include "editor.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "MakeAndPlay.h"
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#include "Music.h"
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#include "Script.h"
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#include "UtilityClass.h"
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mapclass::mapclass(void)
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{
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//Start here!
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colstatedelay = 0;
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colsuperstate = 0;
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spikeleveltop = 0;
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spikelevelbottom = 0;
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oldspikeleveltop = 0;
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oldspikelevelbottom = 0;
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warpx = false;
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warpy = false;
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extrarow = 0;
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showteleporters = false;
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showtargets = false;
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showtrinkets = false;
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finalmode = false;
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finalstretch = false;
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cursorstate = 0;
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cursordelay = 0;
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towermode = false;
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cameraseekframe = 0;
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resumedelay = 0;
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final_colormode = false;
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final_colorframe = 0;
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final_colorframedelay = 0;
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final_mapcol = 0;
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final_aniframe = 0;
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final_aniframedelay = 0;
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custommode=false;
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custommodeforreal=false;
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customwidth=20; customheight=20;
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custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
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customzoom=0;
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customshowmm=true;
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rcol = 0;
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//This needs to be in map instead!
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invincibility = false;
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//We init the lookup table:
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for (size_t i = 0; i < SDL_arraysize(vmult); i++)
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{
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vmult[i] = i * 40;
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}
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//We create a blank map
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SDL_memset(contents, 0, sizeof(contents));
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SDL_memset(roomdeaths, 0, sizeof(roomdeaths));
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SDL_memset(roomdeathsfinal, 0, sizeof(roomdeathsfinal));
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resetmap();
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tileset = 0;
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initmapdata();
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resetnames();
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ypos = 0;
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oldypos = 0;
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background = 0;
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cameramode = 0;
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cameraseek = 0;
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minitowermode = false;
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roomtexton = false;
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}
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//Areamap starts at 100,100 and extends 20x20
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const int mapclass::areamap[] = {
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1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4,
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1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4,
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0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4,
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0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4,
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0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0,
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0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
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0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
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2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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};
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int mapclass::intpol(int a, int b, float c)
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{
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return static_cast<int>(a + ((b - a) * c));
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}
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void mapclass::setteleporter(int x, int y)
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{
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point temp;
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temp.x = x;
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temp.y = y;
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teleporters.push_back(temp);
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}
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void mapclass::settrinket(int x, int y)
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{
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point temp;
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temp.x = x;
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temp.y = y;
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shinytrinkets.push_back(temp);
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}
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void mapclass::resetmap(void)
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{
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//clear the explored area of the map
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SDL_memset(explored, 0, sizeof(explored));
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}
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void mapclass::resetnames(void)
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{
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//Reset all the special names
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specialnames[0] = "Rear Window";
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specialnames[1] = "On the Waterfront";
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specialnames[2] = "The Untouchables";
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specialnames[3] = "Television Newsveel";
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specialnames[4] = "Vwitched";
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specialnames[5] = "Gvnsmoke";
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specialnames[6] = "Please enjoy these repeats";
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specialnames[7] = "Try Jiggling the Antenna";
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glitchmode = 0;
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glitchdelay = 0;
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}
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void mapclass::transformname(int t)
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{
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//transform special names into new ones, one step at a time
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glitchdelay--;
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if(glitchdelay<=0)
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{
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switch(t)
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{
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case 3:
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//Television Newsveel -> The 9 O'Clock News
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if (specialnames[3] == "Television Newsveel")
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{
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specialnames[3] = "Television Newsvel";
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}
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else if (specialnames[3] == "Television Newsvel")
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{
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specialnames[3] = "TelevisvonvNewsvel";
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}
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else if (specialnames[3] == "TelevisvonvNewsvel")
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{
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specialnames[3] = "TvlvvvsvonvNevsvel";
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}
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else if (specialnames[3] == "TvlvvvsvonvNevsvel")
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{
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specialnames[3] = "vvvvvvsvovvNe svel";
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}
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else if (specialnames[3] == "vvvvvvsvovvNe svel")
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{
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specialnames[3] = "vhv vvv'vvovv vevl";
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}
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else if (specialnames[3] == "vhv vvv'vvovv vevl")
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{
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specialnames[3] = "vhv V v'Cvovv vewv";
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}
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else if (specialnames[3] == "vhv V v'Cvovv vewv")
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{
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specialnames[3] = "vhe 9 v'Cvovv vewv";
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}
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else if (specialnames[3] == "vhe 9 v'Cvovv vewv")
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{
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specialnames[3] = "vhe 9 v'Cvovv Newv";
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}
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else if (specialnames[3] == "vhe 9 v'Cvovv Newv")
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{
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specialnames[3] = "The 9 O'Cvovk Newv";
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}
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else if (specialnames[3] == "The 9 O'Cvovk Newv")
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{
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specialnames[3] = "The 9 O'Clock News";
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}
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break;
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case 4:
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//Vwitched -> Dial M for Murder
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if (specialnames[4] == "Vwitched")
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{
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specialnames[4] = "Vwitvhed";
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}
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else if (specialnames[4] == "Vwitvhed")
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{
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specialnames[4] = "vVwivcvedv";
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}
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else if (specialnames[4] == "vVwivcvedv")
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{
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specialnames[4] = "vvvwMvcvMdvv";
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}
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else if (specialnames[4] == "vvvwMvcvMdvv")
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{
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specialnames[4] = "DvvvwMvfvvMdvvv";
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}
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else if (specialnames[4] == "DvvvwMvfvvMdvvv")
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{
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specialnames[4] = "Dvav Mvfvr Mdvvvv";
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}
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else if (specialnames[4] == "Dvav Mvfvr Mdvvvv")
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{
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specialnames[4] = "Diav M for Mdrver";
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}
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else if (specialnames[4] == "Diav M for Mdrver")
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{
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specialnames[4] = "Dial M for Murder";
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}
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break;
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case 5:
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//Gvnsmoke -> Gunsmoke 1966
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if (specialnames[5] == "Gvnsmoke")
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{
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specialnames[5] = "Gvnsmove";
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}
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else if (specialnames[5] == "Gvnsmove")
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{
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specialnames[5] = "Gvnvmovevv";
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}
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else if (specialnames[5] == "Gvnvmovevv")
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{
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specialnames[5] = "Gunvmove1vv6";
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}
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else if (specialnames[5] == "Gunvmove1vv6")
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{
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specialnames[5] = "Vunsmoke 19v6";
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}
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else if (specialnames[5] == "Vunsmoke 19v6")
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{
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specialnames[5] = "Gunsmoke 1966";
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}
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break;
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case 6:
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//Please enjoy these repeats -> In the Margins
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if (specialnames[6] == "Please enjoy these repeats")
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{
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specialnames[6] = "Please envoy theve repeats";
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}
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else if (specialnames[6] == "Please envoy theve repeats")
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{
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specialnames[6] = "Plse envoy tse rvpvas";
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}
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else if (specialnames[6] == "Plase envoy these rvpeas")
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{
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specialnames[6] = "Plse envoy tse rvpvas";
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}
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else if (specialnames[6] == "Plse envoy tse rvpvas")
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{
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specialnames[6] = "Vl envoy te rvevs";
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}
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else if (specialnames[6] == "Vl envoy te rvevs")
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{
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specialnames[6] = "Vv evo tv vevs";
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}
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else if (specialnames[6] == "Vv evo tv vevs")
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{
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specialnames[6] = "Iv vhv Mvrvivs";
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}
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else if (specialnames[6] == "Iv vhv Mvrvivs")
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{
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specialnames[6] = "In the Margins";
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}
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break;
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case 7:
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//Try Jiggling the Antenna -> Heaven's Gate
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if (specialnames[7] == "Try Jiggling the Antenna")
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{
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specialnames[7] = "Try Viggling the Antenna";
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}
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else if (specialnames[7] == "Try Viggling the Antenna")
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{
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specialnames[7] = "TryJivglvng theAvtevna";
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}
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else if (specialnames[7] == "TryJivglvng theAvtevna")
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{
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specialnames[7] = "Tvvivglvng thAvtvvv";
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}
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else if (specialnames[7] == "Tvvivglvng thAvtvvv")
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{
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specialnames[7] = "Vvvgglvnv tvnvva";
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}
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else if (specialnames[7] == "Vvvgglvnv tvnvva")
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{
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specialnames[7] = "Vvavvnvs vvtv";
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}
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else if (specialnames[7] == "Vvavvnvs vvtv")
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{
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specialnames[7] = "Veavvn's Gvte";
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}
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else if (specialnames[7] == "Veavvn's Gvte")
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{
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specialnames[7] = "Heaven's Gate";
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}
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break;
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}
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glitchdelay = 5;
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}
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else
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{
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glitchdelay--;
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}
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}
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std::string mapclass::getglitchname(int x, int y)
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{
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//Returns the name in the final area.
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if (roomname == "glitch")
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{
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//8 Cases!
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//First, the three "glitches"
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glitchdelay--;
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if (glitchdelay <= -5)
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{
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glitchmode = (glitchmode + 1) % 2;
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glitchdelay = 0;
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if (glitchmode == 0) glitchdelay = 20 +int(fRandom() * 10);
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}
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if (x == 42 && y == 51)
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{
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if (glitchmode == 0)
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{
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return specialnames[0];
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}
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else return "Rear Vindow";
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}
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else if (x == 48 && y == 51)
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{
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if (glitchmode == 0)
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{
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return specialnames[1];
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}
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else return "On the Vaterfront";
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}
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else if (x == 49 && y == 51)
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{
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if (glitchmode == 0)
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{
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return specialnames[2];
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}
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else return "The Untouchavles";
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}
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}
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else if (roomname == "change")
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{
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if (finalstretch)
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{
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if (x == 45 && y == 51) transformname(3);
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if (x == 46 && y == 51) transformname(4);
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if (x == 47 && y == 51) transformname(5);
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if (x == 50 && y == 53) transformname(6);
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if (x == 50 && y == 54) transformname(7);
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}
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if (x == 45 && y == 51) return specialnames[3];
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if (x == 46 && y == 51) return specialnames[4];
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if (x == 47 && y == 51) return specialnames[5];
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if (x == 50 && y == 53) return specialnames[6];
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if (x == 50 && y == 54) return specialnames[7];
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return roomname;
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}
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else
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{
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return roomname;
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}
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return roomname;
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}
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void mapclass::initmapdata(void)
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{
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if (custommode)
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{
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initcustommapdata();
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return;
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}
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teleporters.clear();
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shinytrinkets.clear();
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//Set up static map information like teleporters and shiny trinkets.
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setteleporter(0, 0);
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setteleporter(0, 16);
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setteleporter(2, 4);
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setteleporter(2, 11);
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setteleporter(7, 9);
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setteleporter(7, 15);
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setteleporter(8, 11);
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setteleporter(10, 5);
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setteleporter(11, 4);
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setteleporter(13, 2);
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setteleporter(13, 8);
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setteleporter(14, 19);
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setteleporter(15, 0);
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setteleporter(17, 12);
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setteleporter(17, 17);
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setteleporter(18, 1);
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setteleporter(18, 7);
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settrinket(14, 4);
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settrinket(13, 6);
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settrinket(11, 12);
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settrinket(15, 12);
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settrinket(14, 11);
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settrinket(18, 14);
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settrinket(11, 7);
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settrinket(9, 2);
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settrinket(9, 16);
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settrinket(2, 18);
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settrinket(7, 18);
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settrinket(6, 1);
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settrinket(17, 3);
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settrinket(10, 19);
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settrinket(5, 15);
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settrinket(1, 10);
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settrinket(3, 2);
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settrinket(10, 8);
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}
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void mapclass::initcustommapdata(void)
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{
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shinytrinkets.clear();
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#if !defined(NO_CUSTOM_LEVELS)
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for (size_t i = 0; i < edentity.size(); i++)
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{
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const edentities& ent = edentity[i];
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if (ent.t != 9)
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{
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continue;
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}
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const int rx = ent.x / 40;
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const int ry = ent.y / 30;
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settrinket(rx, ry);
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}
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#endif
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}
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int mapclass::finalat(int x, int y)
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{
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//return the tile index of the final stretch tiles offset by the colour difference
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if (contents[x + vmult[y]] == 740)
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{
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//Special case: animated tiles
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if (final_mapcol == 1)
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{
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return 737 + (int(fRandom() * 11) * 40);
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}
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else
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{
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return contents[x + vmult[y]] - (final_mapcol * 3) + (final_aniframe * 40);
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}
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}
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else if (contents[x + vmult[y]] >= 80)
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{
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return contents[x + vmult[y]] - (final_mapcol * 3);
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}
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else
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{
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return contents[x + vmult[y]];
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}
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}
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int mapclass::maptiletoenemycol(int t)
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{
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//returns the colour index for enemies that matches the map colour t
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switch(t)
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{
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case 0:
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return 11;
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break;
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case 1:
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return 6;
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break;
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case 2:
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|
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::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;
|
|
graphics.towerbg.bypos = ypos / 2;
|
|
}
|
|
}
|
|
|
|
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;
|
|
graphics.towerbg.bypos = ypos / 2;
|
|
cameramode = 0;
|
|
graphics.towerbg.colstate = 0;
|
|
colsuperstate = 0;
|
|
}
|
|
else if (ry == 104)
|
|
{
|
|
//you've entered from the top floor
|
|
ypos = 0;
|
|
oldypos = ypos;
|
|
graphics.towerbg.bypos = 0;
|
|
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.bscroll = 0;
|
|
graphics.towerbg.scrolldir = 0;
|
|
|
|
roomname = "The Tower";
|
|
tileset = 1;
|
|
background = 3;
|
|
towermode = true;
|
|
//graphics.towerbg.bypos = 0; ypos = 0; cameramode = 0;
|
|
|
|
//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.bscroll = 0;
|
|
graphics.towerbg.scrolldir = 1;
|
|
|
|
roomname = "Panic Room";
|
|
tileset = 1;
|
|
background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower1();
|
|
|
|
ypos = 0;
|
|
oldypos = 0;
|
|
graphics.towerbg.bypos = 0;
|
|
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.bscroll = 0;
|
|
graphics.towerbg.scrolldir = 1;
|
|
|
|
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;
|
|
graphics.towerbg.bypos = ypos/2;
|
|
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.bscroll = 0;
|
|
graphics.towerbg.scrolldir = 0;
|
|
final_colorframe = 2;
|
|
|
|
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;
|
|
graphics.towerbg.bypos = ypos/2;
|
|
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.bscroll = 0;
|
|
graphics.towerbg.scrolldir = 0;
|
|
final_colorframe = 2;
|
|
|
|
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;
|
|
graphics.towerbg.bypos = 0;
|
|
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);
|
|
}
|