mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-25 22:18:30 +02:00
This fixes being unable to use teleporters while the "- Press ACTION to
advance text -" prompt is up, which is used to perform credits warp.
In 2.2 and 2.0, this advancetext check was only in gamerender() for
rendering the "- Press ENTER to Teleport -" prompt and didn't affect any
logic. In 2.3, I moved the check (and the rest of the conditional it was
in) to gamelogic() - same as the activity zone prompt conditionals - so
if you gained control while being in a prompt zone, the prompt wouldn't
suddenly appear[1].
As a side effect, this ended up aligning rendering and logic together,
so if you couldn't see the teleporter prompt, you weren't able to
teleport - whereas in 2.2 and 2.0, you could still use the teleporter
even though the prompt wasn't up.
So by removing the advancetext check, you are now able to use the
teleporter again, AND the "- Press ENTER to Teleport -" prompt will also
show up as well.
Habeechee reported this regression on the VVVVVV speedrunning Discord
server.
[1]: f07a8d2143
, PR #421
1591 lines
55 KiB
C++
1591 lines
55 KiB
C++
#include "Credits.h"
|
|
#include "Entity.h"
|
|
#include "Enums.h"
|
|
#include "FileSystemUtils.h"
|
|
#include "Game.h"
|
|
#include "Graphics.h"
|
|
#include "Map.h"
|
|
#include "Music.h"
|
|
#include "Network.h"
|
|
#include "Script.h"
|
|
#include "UtilityClass.h"
|
|
|
|
void titlelogic(void)
|
|
{
|
|
//Misc
|
|
//map.updatetowerglow(graphics.titlebg);
|
|
help.updateglow();
|
|
|
|
graphics.titlebg.bypos -= 2;
|
|
graphics.titlebg.bscroll = -2;
|
|
|
|
if (game.menucountdown > 0)
|
|
{
|
|
game.menucountdown--;
|
|
if (game.menucountdown == 0)
|
|
{
|
|
if (game.menudest == Menu::mainmenu)
|
|
{
|
|
music.play(6);
|
|
}
|
|
else if (game.menudest == Menu::gameover2)
|
|
{
|
|
music.playef(11);
|
|
}
|
|
else if (game.menudest == Menu::timetrialcomplete3)
|
|
{
|
|
music.playef(3);
|
|
}
|
|
game.createmenu(game.menudest, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void maplogic(void)
|
|
{
|
|
//Misc
|
|
help.updateglow();
|
|
}
|
|
|
|
|
|
void gamecompletelogic(void)
|
|
{
|
|
//Misc
|
|
map.updatetowerglow(graphics.titlebg);
|
|
help.updateglow();
|
|
graphics.crewframe = 0;
|
|
graphics.titlebg.scrolldir = 1;
|
|
|
|
game.creditposition--;
|
|
if (game.creditposition <= -Credits::creditmaxposition)
|
|
{
|
|
game.creditposition = -Credits::creditmaxposition;
|
|
graphics.titlebg.bscroll = 0;
|
|
}
|
|
else if (!game.press_action)
|
|
{
|
|
graphics.titlebg.bscroll = +1;
|
|
}
|
|
|
|
if (graphics.fademode == 1)
|
|
{
|
|
//Fix some graphical things
|
|
graphics.showcutscenebars = false;
|
|
graphics.setbars(0);
|
|
graphics.titlebg.scrolldir = 0;
|
|
graphics.titlebg.bypos = 0;
|
|
//Return to game
|
|
game.gamestate = GAMECOMPLETE2;
|
|
graphics.fademode = 4;
|
|
}
|
|
}
|
|
|
|
void gamecompletelogic2(void)
|
|
{
|
|
//Misc
|
|
map.updatetowerglow(graphics.titlebg);
|
|
help.updateglow();
|
|
|
|
game.creditposdelay--;
|
|
if (game.creditposdelay <= 0)
|
|
{
|
|
game.creditposdelay = 1;
|
|
game.creditposx++;
|
|
if (game.creditposx > 40)
|
|
{
|
|
game.creditposy++;
|
|
game.creditposx = 0;
|
|
if (game.creditposy > 30) game.creditposy = 30;
|
|
}
|
|
}
|
|
|
|
if (graphics.fademode == 1)
|
|
{
|
|
//Fix some graphical things
|
|
graphics.showcutscenebars = false;
|
|
graphics.setbars(0);
|
|
//Fix the save thingy
|
|
game.deletequick();
|
|
int tmp=music.currentsong;
|
|
music.currentsong=4;
|
|
obj.flags[67] = true;
|
|
game.savetele();
|
|
music.currentsong=tmp;
|
|
//Return to game
|
|
game.quittomenu();
|
|
game.createmenu(Menu::gamecompletecontinue);
|
|
graphics.titlebg.colstate = 10;
|
|
map.nexttowercolour();
|
|
}
|
|
}
|
|
|
|
|
|
void gamelogic(void)
|
|
{
|
|
/* Update old lerp positions of entities */
|
|
{size_t i; for (i = 0; i < obj.entities.size(); ++i)
|
|
{
|
|
obj.entities[i].lerpoldxp = obj.entities[i].xp;
|
|
obj.entities[i].lerpoldyp = obj.entities[i].yp;
|
|
}}
|
|
|
|
if (!game.blackout && !game.completestop)
|
|
{
|
|
size_t i;
|
|
for (i = 0; i < obj.entities.size(); ++i)
|
|
{
|
|
/* Is this entity on the ground? (needed for jumping) */
|
|
if (obj.entitycollidefloor(i))
|
|
{
|
|
obj.entities[i].onground = 2;
|
|
}
|
|
else
|
|
{
|
|
--obj.entities[i].onground;
|
|
}
|
|
|
|
if (obj.entitycollideroof(i))
|
|
{
|
|
obj.entities[i].onroof = 2;
|
|
}
|
|
else
|
|
{
|
|
--obj.entities[i].onroof;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Misc
|
|
if (map.towermode)
|
|
{
|
|
map.updatetowerglow(graphics.towerbg);
|
|
}
|
|
help.updateglow();
|
|
|
|
if (game.alarmon)
|
|
{
|
|
game.alarmdelay--;
|
|
if (game.alarmdelay <= 0)
|
|
{
|
|
music.playef(19);
|
|
game.alarmdelay = 20;
|
|
}
|
|
}
|
|
|
|
if (obj.nearelephant)
|
|
{
|
|
obj.upset++;
|
|
if (obj.upset == 300)
|
|
{
|
|
obj.upsetmode = true;
|
|
//change player to sad
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].tile = 144;
|
|
}
|
|
music.playef(2);
|
|
}
|
|
if (obj.upset > 301) obj.upset = 301;
|
|
}
|
|
else if (obj.upsetmode)
|
|
{
|
|
obj.upset--;
|
|
if (obj.upset <= 0)
|
|
{
|
|
obj.upset = 0;
|
|
obj.upsetmode = false;
|
|
//change player to happy
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].tile = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.upset = 0;
|
|
}
|
|
|
|
obj.oldtrophytext = obj.trophytext;
|
|
|
|
if (map.towermode)
|
|
{
|
|
map.oldypos = map.ypos;
|
|
map.oldspikeleveltop = map.spikeleveltop;
|
|
map.oldspikelevelbottom = map.spikelevelbottom;
|
|
if(!game.completestop)
|
|
{
|
|
if (map.cameramode == 0)
|
|
{
|
|
//do nothing!
|
|
//a trigger will set this off in the game
|
|
map.cameramode = 1;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
else if (map.cameramode == 1)
|
|
{
|
|
//move normally
|
|
if(graphics.towerbg.scrolldir==0)
|
|
{
|
|
map.ypos -= 2;
|
|
graphics.towerbg.bypos -= 1;
|
|
graphics.towerbg.bscroll = -1;
|
|
}
|
|
else
|
|
{
|
|
map.ypos += 2;
|
|
graphics.towerbg.bypos += 1;
|
|
graphics.towerbg.bscroll = 1;
|
|
}
|
|
}
|
|
else if (map.cameramode == 2)
|
|
{
|
|
//do nothing, but cycle colours (for taking damage)
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
else if (map.cameramode == 4)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
|
|
}
|
|
|
|
map.cameraseek = map.cameraseek / 10;
|
|
map.cameraseekframe = 10;
|
|
|
|
map.cameramode = 5;
|
|
|
|
graphics.towerbg.bscroll = map.cameraseek/2;
|
|
}
|
|
else if (map.cameramode == 5)
|
|
{
|
|
//actually do it
|
|
if (map.spikeleveltop > 0) map.spikeleveltop-=2;
|
|
if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
|
|
if (map.cameraseekframe > 0)
|
|
{
|
|
int i = obj.getplayer();
|
|
map.ypos -= map.cameraseek;
|
|
if (map.cameraseek > 0 && INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
if (map.ypos < obj.entities[i].yp - 120)
|
|
{
|
|
map.ypos = obj.entities[i].yp - 120;
|
|
}
|
|
}
|
|
else if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
if (map.ypos > obj.entities[i].yp - 120)
|
|
{
|
|
map.ypos = obj.entities[i].yp - 120;
|
|
}
|
|
}
|
|
map.cameraseekframe--;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
}
|
|
else
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
map.ypos = obj.entities[i].yp - 120;
|
|
}
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
map.cameramode = 0;
|
|
map.colsuperstate = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
|
|
if (map.ypos <= 0)
|
|
{
|
|
map.ypos = 0;
|
|
graphics.towerbg.bypos = 0;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
if (map.towermode && map.minitowermode)
|
|
{
|
|
if (map.ypos >= 568)
|
|
{
|
|
map.ypos = 568;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
graphics.towerbg.bscroll = 0;
|
|
} //100-29 * 8 = 568
|
|
}
|
|
else
|
|
{
|
|
if (map.ypos >= 5368)
|
|
{
|
|
map.ypos = 5368; //700-29 * 8 = 5368
|
|
graphics.towerbg.bypos = map.ypos / 2.0;
|
|
}
|
|
}
|
|
|
|
if (game.lifeseq > 0)
|
|
{
|
|
if (map.cameramode == 2)
|
|
{
|
|
map.cameraseekframe = 20;
|
|
map.cameramode = 4;
|
|
map.resumedelay = 4;
|
|
}
|
|
|
|
if (map.cameraseekframe <= 0)
|
|
{
|
|
if (map.resumedelay <= 0)
|
|
{
|
|
game.lifesequence();
|
|
if (game.lifeseq == 0) map.cameramode = 1;
|
|
}
|
|
else
|
|
{
|
|
map.resumedelay--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
game.lifesequence();
|
|
}
|
|
|
|
graphics.kludgeswnlinewidth = false;
|
|
|
|
if (game.deathseq != -1)
|
|
{
|
|
if (map.towermode)
|
|
{
|
|
map.colsuperstate = 1;
|
|
map.cameramode = 2;
|
|
}
|
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
|
|
{
|
|
if (obj.entities[i].type == 1)
|
|
{
|
|
if (obj.entities[i].xp < 152)
|
|
{
|
|
//Move the platform to the right side of the disappearing platform,
|
|
//otherwise it will get stuck on the kludge 18,9 tile we placed
|
|
//(and if the tile wasn't there it would pass straight through again)
|
|
int prevx = obj.entities[i].xp;
|
|
int prevy = obj.entities[i].yp;
|
|
obj.disableblockat(prevx, prevy);
|
|
|
|
obj.entities[i].xp = 152;
|
|
obj.entities[i].newxp = 152;
|
|
|
|
obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
}
|
|
}
|
|
if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
|
|
{
|
|
//Ok! super magical exception for the room with the intention death for the shiny trinket
|
|
//fix this when the maps are finalised
|
|
if (game.roomx != 111 || game.roomy != 107 || map.custommode)
|
|
{
|
|
obj.entities[i].state = 4;
|
|
}
|
|
else
|
|
{
|
|
obj.entities[i].state = 4;
|
|
map.settile(18, 9, 59);
|
|
}
|
|
}
|
|
else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
|
|
{
|
|
//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
|
|
//graphical uglyness to avoid breaking the room!
|
|
bool entitygone = false;
|
|
while (obj.entities[i].state == 2)
|
|
{
|
|
entitygone = obj.updateentities(i);
|
|
if (entitygone)
|
|
{
|
|
i--;
|
|
break;
|
|
}
|
|
}
|
|
if (!entitygone) obj.entities[i].state = 4;
|
|
}
|
|
else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
|
|
{
|
|
//if playing SWN, get the enemies offscreen.
|
|
obj.entities[i].xp += obj.entities[i].vx*5;
|
|
obj.entities[i].yp += obj.entities[i].vy*5;
|
|
}
|
|
}
|
|
if (game.swnmode)
|
|
{
|
|
//if playing SWN game a, push the clock back to the nearest 10 second interval
|
|
if (game.swngame == 0)
|
|
{
|
|
game.swnpenalty();
|
|
}
|
|
else if (game.swngame == 1)
|
|
{
|
|
game.swnstate = 0;
|
|
game.swnstate2 = 0;
|
|
game.swnstate3 = 0;
|
|
game.swnstate4 = 0;
|
|
game.swndelay = 0;
|
|
if (game.swntimer >= game.swnrecord)
|
|
{
|
|
game.swnrecord = game.swntimer;
|
|
if (game.swnmessage == 0)
|
|
{
|
|
music.playef(25);
|
|
game.savestatsandsettings();
|
|
}
|
|
game.swnmessage = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
game.deathsequence();
|
|
game.deathseq--;
|
|
if (game.deathseq <= 0)
|
|
{
|
|
if (game.nodeathmode)
|
|
{
|
|
game.deathseq = 1;
|
|
game.gethardestroom();
|
|
//start depressing sequence here...
|
|
if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
|
|
if (graphics.fademode == 1)
|
|
{
|
|
game.copyndmresults();
|
|
script.resetgametomenu();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (game.swnmode)
|
|
{
|
|
//if playing SWN game b, reset the clock
|
|
if (game.swngame == 1)
|
|
{
|
|
game.swntimer = 0;
|
|
game.swnmessage = 0;
|
|
game.swnrank = 0;
|
|
}
|
|
}
|
|
|
|
game.gethardestroom();
|
|
game.hascontrol = true;
|
|
|
|
|
|
game.gravitycontrol = game.savegc;
|
|
graphics.textboxremove();
|
|
map.resetplayer(true);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Update colour thingy
|
|
if (map.finalmode)
|
|
{
|
|
if (map.final_colormode)
|
|
{
|
|
if (map.final_colorframe > 0)
|
|
{
|
|
map.final_colorframedelay--;
|
|
if (map.final_colorframedelay <= 0)
|
|
{
|
|
if (map.final_colorframe == 1)
|
|
{
|
|
map.final_colorframedelay = 40;
|
|
int temp = 1+int(fRandom() * 6);
|
|
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
|
|
if (temp == 0) temp = 6;
|
|
map.changefinalcol(temp);
|
|
}
|
|
else if (map.final_colorframe == 2)
|
|
{
|
|
map.final_colorframedelay = 15;
|
|
int temp = 1+int(fRandom() * 6);
|
|
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
|
|
if (temp == 0) temp = 6;
|
|
map.changefinalcol(temp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//State machine for game logic
|
|
game.updatestate();
|
|
if (game.startscript)
|
|
{
|
|
script.load(game.newscript);
|
|
game.startscript = false;
|
|
}
|
|
|
|
//Intermission 1 Logic
|
|
//Player can't walk off a screen with SCM on it until they've left
|
|
if (game.supercrewmate)
|
|
{
|
|
if (game.roomx == 41 + game.scmprogress) //he's in the same room
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].ax > 0 && obj.entities[i].xp > 280)
|
|
{
|
|
obj.entities[i].ax = 0;
|
|
obj.entities[i].dir = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//SWN Minigame Logic
|
|
if (game.swnmode) //which game?
|
|
{
|
|
if(game.swngame==0) //intermission, survive 60 seconds game
|
|
{
|
|
game.swntimer -= 1;
|
|
if (game.swntimer <= 0)
|
|
{
|
|
music.niceplay(8);
|
|
game.swngame = 5;
|
|
}
|
|
else
|
|
{
|
|
obj.generateswnwave(0);
|
|
}
|
|
}
|
|
else if(game.swngame==1) //super gravitron game
|
|
{
|
|
game.swntimer += 1;
|
|
if (game.swntimer > game.swnrecord) game.swnrecord = game.swntimer;
|
|
|
|
if (game.swntimer >= 150 && game.swnrank == 0)
|
|
{
|
|
game.swnrank = 1;
|
|
if (game.swnbestrank < 1)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav5");
|
|
game.swnbestrank = 1;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 300 && game.swnrank == 1)
|
|
{
|
|
game.swnrank = 2;
|
|
if (game.swnbestrank < 2)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav10");
|
|
game.swnbestrank = 2;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 450 && game.swnrank == 2)
|
|
{
|
|
game.swnrank = 3;
|
|
if (game.swnbestrank < 3)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav15");
|
|
game.swnbestrank = 3;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 600 && game.swnrank == 3)
|
|
{
|
|
game.swnrank = 4;
|
|
if (game.swnbestrank < 4)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav20");
|
|
game.swnbestrank = 4;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 900 && game.swnrank == 4)
|
|
{
|
|
game.swnrank = 5;
|
|
if (game.swnbestrank < 5)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav30");
|
|
game.swnbestrank = 5;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 1800 && game.swnrank == 5)
|
|
{
|
|
game.swnrank = 6;
|
|
if (game.swnbestrank < 6)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav60");
|
|
game.swnbestrank = 6;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
|
|
obj.generateswnwave(1);
|
|
|
|
game.swncoldelay--;
|
|
if(game.swncoldelay<=0)
|
|
{
|
|
game.swncolstate = (game.swncolstate+1)%6;
|
|
game.swncoldelay = 30;
|
|
graphics.rcol = game.swncolstate;
|
|
obj.swnenemiescol(game.swncolstate);
|
|
}
|
|
}
|
|
else if (game.swngame == 2) //introduce game a
|
|
{
|
|
game.swndelay--;
|
|
if (game.swndelay <= 0)
|
|
{
|
|
game.swngame = 0;
|
|
game.swndelay = 0;
|
|
game.swntimer = (60 * 30) - 1;
|
|
//game.swntimer = 15;
|
|
}
|
|
}
|
|
else if (game.swngame == 3) //extend line
|
|
{
|
|
int line = obj.getlineat(84 - 32);
|
|
if (INBOUNDS_VEC(line, obj.entities))
|
|
{
|
|
obj.entities[line].w += 24;
|
|
if (obj.entities[line].w > 332)
|
|
{
|
|
obj.entities[line].w = 332;
|
|
game.swngame = 2;
|
|
graphics.kludgeswnlinewidth = true;
|
|
}
|
|
}
|
|
}
|
|
else if (game.swngame == 4) //create top line
|
|
{
|
|
game.swngame = 3;
|
|
obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
|
|
music.niceplay(2);
|
|
game.swndeaths = game.deathcounts;
|
|
}
|
|
else if (game.swngame == 5) //remove line
|
|
{
|
|
int line = obj.getlineat(148 + 32);
|
|
if (INBOUNDS_VEC(line, obj.entities))
|
|
{
|
|
obj.entities[line].xp += 24;
|
|
if (obj.entities[line].xp > 320)
|
|
{
|
|
obj.disableentity(line);
|
|
game.swngame = 8;
|
|
}
|
|
}
|
|
}
|
|
else if (game.swngame == 6) //Init the super gravitron
|
|
{
|
|
game.swngame = 7;
|
|
music.niceplay(3);
|
|
}
|
|
else if (game.swngame == 7) //introduce game b
|
|
{
|
|
game.swndelay--;
|
|
if (game.swndelay <= 0)
|
|
{
|
|
game.swngame = 1;
|
|
game.swndelay = 0;
|
|
game.swntimer = 0;
|
|
game.swncolstate = 3;
|
|
game.swncoldelay = 30;
|
|
}
|
|
}
|
|
else if (game.swngame == 8) //extra kludge if player dies after game a ends
|
|
{
|
|
bool square_onscreen = false;
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].type == 23)
|
|
{
|
|
square_onscreen = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!square_onscreen)
|
|
{
|
|
game.swnmode = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Time trial stuff
|
|
if (game.intimetrial)
|
|
{
|
|
|
|
if (game.timetrialcountdown > 0)
|
|
{
|
|
game.timetrialparlost = false;
|
|
game.hascontrol = true;
|
|
game.timetrialcountdown--;
|
|
if (game.timetrialcountdown > 30)
|
|
{
|
|
game.hascontrol = false;
|
|
}
|
|
if(game.timetrialcountdown == 120) music.playef(21);
|
|
if(game.timetrialcountdown == 90) music.playef(21);
|
|
if(game.timetrialcountdown == 60) music.playef(21);
|
|
if (game.timetrialcountdown == 30)
|
|
{
|
|
switch(game.timetriallevel)
|
|
{
|
|
case 0:
|
|
music.play(1);
|
|
break;
|
|
case 1:
|
|
music.play(3);
|
|
break;
|
|
case 2:
|
|
music.play(2);
|
|
break;
|
|
case 3:
|
|
music.play(1);
|
|
break;
|
|
case 4:
|
|
music.play(12);
|
|
break;
|
|
case 5:
|
|
music.play(15);
|
|
break;
|
|
}
|
|
music.playef(22);
|
|
}
|
|
}
|
|
|
|
//Have we lost the par?
|
|
if (!game.timetrialparlost)
|
|
{
|
|
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
|
|
{
|
|
game.timetrialparlost = true;
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].tile = 144;
|
|
}
|
|
music.playef(2);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Update entities
|
|
//Ok, moving platform fuckers
|
|
if(!game.completestop)
|
|
{
|
|
if(obj.vertplatforms)
|
|
{
|
|
for (int i = obj.entities.size() - 1; i >= 0; i--)
|
|
{
|
|
if (!obj.entities[i].isplatform
|
|
|| SDL_abs(obj.entities[i].vx) >= 0.000001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int prevx = obj.entities[i].xp;
|
|
int prevy = obj.entities[i].yp;
|
|
obj.disableblockat(prevx, prevy);
|
|
|
|
bool entitygone = obj.updateentities(i); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(i); // Basic Physics
|
|
obj.entitymapcollision(i); // Collisions with walls
|
|
|
|
obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
obj.movingplatformfix(i, obj.getplayer());
|
|
if (game.supercrewmate)
|
|
{
|
|
obj.movingplatformfix(i, obj.getscm());
|
|
}
|
|
}
|
|
}
|
|
|
|
if(obj.horplatforms)
|
|
{
|
|
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
|
|
{
|
|
if (!obj.entities[ie].isplatform
|
|
|| SDL_abs(obj.entities[ie].vy) >= 0.000001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int prevx = obj.entities[ie].xp;
|
|
int prevy = obj.entities[ie].yp;
|
|
obj.disableblockat(prevx, prevy);
|
|
|
|
bool entitygone = obj.updateentities(ie); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(ie); // Basic Physics
|
|
obj.entitymapcollision(ie); // Collisions with walls
|
|
|
|
obj.moveblockto(prevx, prevy, obj.entities[ie].xp, obj.entities[ie].yp, obj.entities[ie].w, obj.entities[ie].h);
|
|
}
|
|
//is the player standing on a moving platform?
|
|
int i = obj.getplayer();
|
|
float j = obj.entitycollideplatformfloor(i);
|
|
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
|
|
{
|
|
obj.entities[i].newxp = obj.entities[i].xp + j;
|
|
obj.entitymapcollision(i);
|
|
}
|
|
else
|
|
{
|
|
j = obj.entitycollideplatformroof(i);
|
|
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
|
|
{
|
|
obj.entities[i].newxp = obj.entities[i].xp + j;
|
|
obj.entitymapcollision(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
|
|
{
|
|
if (obj.entities[ie].isplatform)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
bool entitygone = obj.updateentities(ie); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(ie); // Basic Physics
|
|
obj.entitymapcollision(ie); // Collisions with walls
|
|
}
|
|
|
|
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
|
|
|
|
if (map.towermode)
|
|
{
|
|
//special for tower: is the player touching any spike blocks?
|
|
int player = obj.getplayer();
|
|
if(INBOUNDS_VEC(player, obj.entities) && obj.checktowerspikes(player) && graphics.fademode==0)
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
}
|
|
|
|
if(map.towermode && game.lifeseq==0)
|
|
{
|
|
int player = obj.getplayer();
|
|
if(!map.invincibility && INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
if (obj.entities[player].yp-map.ypos <= 0)
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
else if (obj.entities[player].yp-map.ypos >= 208)
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
}
|
|
else if (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
if (obj.entities[player].yp-map.ypos <= 0)
|
|
{
|
|
map.ypos-=10;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
else if (obj.entities[player].yp-map.ypos >= 208)
|
|
{
|
|
map.ypos+=2;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
}
|
|
|
|
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos <= 40)
|
|
{
|
|
map.spikeleveltop++;
|
|
if (map.spikeleveltop >= 8) map.spikeleveltop = 8;
|
|
}
|
|
else
|
|
{
|
|
if (map.spikeleveltop > 0) map.spikeleveltop--;
|
|
}
|
|
|
|
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos >= 164)
|
|
{
|
|
map.spikelevelbottom++;
|
|
if (map.spikelevelbottom >= 8) map.spikelevelbottom = 8;
|
|
}
|
|
else
|
|
{
|
|
if (map.spikelevelbottom > 0) map.spikelevelbottom--;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//Using warplines?
|
|
if (obj.customwarpmode) {
|
|
if (!game.glitchrunnermode) {
|
|
//Rewritten system for mobile update: basically, the new logic is to
|
|
//check if the player is leaving the map, and if so do a special check against
|
|
//warp lines for collision
|
|
obj.customwarpmodehon = false;
|
|
obj.customwarpmodevon = false;
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities) && ((game.door_down > -2 && obj.entities[i].yp >= 226-16) || (game.door_up > -2 && obj.entities[i].yp < -2+16) || (game.door_left > -2 && obj.entities[i].xp < -14+16) || (game.door_right > -2 && obj.entities[i].xp >= 308-16))){
|
|
//Player is leaving room
|
|
obj.customwarplinecheck(i);
|
|
}
|
|
}
|
|
|
|
if(obj.customwarpmodehon){ map.warpy=true;
|
|
}else{ map.warpy=false; }
|
|
if(obj.customwarpmodevon){ map.warpx=true;
|
|
}else{ map.warpx=false; }
|
|
}
|
|
|
|
//Finally: Are we changing room?
|
|
if (map.warpx && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if(obj.entities[i].type<50 //Don't warp warp lines
|
|
&& obj.entities[i].size < 12) //Don't wrap SWN enemies
|
|
{
|
|
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
|
|
{
|
|
//ascii snakes
|
|
if (obj.entities[i].xp <= -80)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 400;
|
|
obj.entities[i].lerpoldxp += 400;
|
|
}
|
|
else if (obj.entities[i].xp > 320)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 400;
|
|
obj.entities[i].lerpoldxp -= 400;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (obj.entities[i].xp <= -10)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 320;
|
|
obj.entities[i].lerpoldxp += 320;
|
|
}
|
|
else if (obj.entities[i].xp > 310)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 320;
|
|
obj.entities[i].lerpoldxp -= 320;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (map.warpy && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if(obj.entities[i].type<50){ //Don't warp warp lines
|
|
if (obj.entities[i].yp <= -12)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp + 232, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].yp += 232;
|
|
obj.entities[i].lerpoldyp += 232;
|
|
}
|
|
else if (obj.entities[i].yp > 226)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp - 232, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].yp -= 232;
|
|
obj.entities[i].lerpoldyp -= 232;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (map.warpy && !map.warpx && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
|
|
if(obj.entities[i].type<50 //Don't warp warp lines
|
|
&&obj.entities[i].rule!=0)
|
|
{
|
|
if (obj.entities[i].xp <= -30)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 350;
|
|
obj.entities[i].lerpoldxp += 350;
|
|
}
|
|
else if (obj.entities[i].xp > 320)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 350;
|
|
obj.entities[i].lerpoldxp -= 350;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool screen_transition = false;
|
|
|
|
if (!map.warpy && !map.towermode)
|
|
{
|
|
//Normal! Just change room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_down > -2 && obj.entities[player].yp >= 238)
|
|
{
|
|
obj.entities[player].yp -= 240;
|
|
map.gotoroom(game.roomx, game.roomy + 1);
|
|
screen_transition = true;
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_up > -2 && obj.entities[player].yp < -2)
|
|
{
|
|
obj.entities[player].yp += 240;
|
|
map.gotoroom(game.roomx, game.roomy - 1);
|
|
screen_transition = true;
|
|
}
|
|
}
|
|
|
|
if (!map.warpx && !map.towermode)
|
|
{
|
|
//Normal! Just change room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(game.roomx - 1, game.roomy);
|
|
screen_transition = true;
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(game.roomx + 1, game.roomy);
|
|
screen_transition = true;
|
|
}
|
|
}
|
|
|
|
//Right so! Screenwraping for tower:
|
|
if (map.towermode && map.minitowermode)
|
|
{
|
|
if (graphics.towerbg.scrolldir == 1)
|
|
{
|
|
//This is minitower 1!
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(48, 52);
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
obj.entities[player].yp -= (71*8);
|
|
map.gotoroom(game.roomx + 1, game.roomy+1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//This is minitower 2!
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
if (obj.entities[player].yp > 300)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
obj.entities[player].yp -= (71 * 8);
|
|
map.gotoroom(50, 54);
|
|
}
|
|
else
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(50, 53);
|
|
}
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(52, 53);
|
|
}
|
|
}
|
|
}
|
|
else if (map.towermode)
|
|
{
|
|
//Always wrap except for the very top and very bottom of the tower
|
|
if(map.ypos>=500 && map.ypos <=5000)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].xp <= -10)
|
|
{
|
|
obj.entities[i].xp += 320;
|
|
obj.entities[i].lerpoldxp += 320;
|
|
}
|
|
else if (obj.entities[i].xp > 310)
|
|
{
|
|
obj.entities[i].xp -= 320;
|
|
obj.entities[i].lerpoldxp -= 320;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Do not wrap! Instead, go to the correct room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
obj.entities[player].yp -= (671 * 8);
|
|
map.gotoroom(108, 109);
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(110, 104);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Warp tokens
|
|
if (map.custommode){
|
|
if (game.teleport)
|
|
{
|
|
int edi=obj.entities[game.edteleportent].behave;
|
|
int edj=obj.entities[game.edteleportent].para;
|
|
int edi2, edj2;
|
|
edi2 = (edi-(edi%40))/40;
|
|
edj2 = (edj-(edj%30))/30;
|
|
|
|
map.warpto(100+edi2, 100+edj2, obj.getplayer(), edi%40, (edj%30)+2);
|
|
game.teleport = false;
|
|
|
|
if (game.teleport == false)
|
|
{
|
|
game.flashlight = 6;
|
|
game.screenshake = 25;
|
|
}
|
|
}
|
|
}else{
|
|
if (game.teleport)
|
|
{
|
|
if (game.roomx == 117 && game.roomy == 102)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(119, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 100)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(119, 103);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 103)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].xp = 0;
|
|
}
|
|
map.gotoroom(116, 103);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 103)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(116, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 100)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].xp = 0;
|
|
}
|
|
map.gotoroom(114, 102);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 114 && game.roomy == 102)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(113, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 104)
|
|
{
|
|
//pre warp zone here
|
|
map.warpto(107, 101, obj.getplayer(), 14, 16);
|
|
}
|
|
else if (game.roomx == 107 && game.roomy == 101)
|
|
{
|
|
map.warpto(105, 119, obj.getplayer(), 5, 26);
|
|
}
|
|
else if (game.roomx == 105 && game.roomy == 118)
|
|
{
|
|
map.warpto(101, 111, obj.getplayer(), 34, 6);
|
|
}
|
|
else if (game.roomx == 101 && game.roomy == 111)
|
|
{
|
|
//There are lots of warp tokens in this room, so we have to distinguish!
|
|
switch(game.teleportxpos)
|
|
{
|
|
case 1:
|
|
map.warpto(108, 108, obj.getplayer(), 4, 27);
|
|
break;
|
|
case 2:
|
|
map.warpto(101, 111, obj.getplayer(), 12, 27);
|
|
break;
|
|
case 3:
|
|
map.warpto(119, 111, obj.getplayer(), 31, 7);
|
|
break;
|
|
case 4:
|
|
map.warpto(114, 117, obj.getplayer(), 19, 16);
|
|
break;
|
|
}
|
|
}
|
|
else if (game.roomx == 108 && game.roomy == 106)
|
|
{
|
|
map.warpto(119, 111, obj.getplayer(), 4, 27);
|
|
}
|
|
else if (game.roomx == 100 && game.roomy == 111)
|
|
{
|
|
map.warpto(101, 111, obj.getplayer(), 24, 6);
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 107)
|
|
{
|
|
//Secret lab, to super gravitron
|
|
map.warpto(119, 108, obj.getplayer(), 19, 10);
|
|
}
|
|
if (game.teleport == false)
|
|
{
|
|
game.flashlight = 6;
|
|
game.screenshake = 25;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (screen_transition)
|
|
{
|
|
map.twoframedelayfix();
|
|
}
|
|
}
|
|
|
|
//Update colour cycling for final level
|
|
if (map.finalmode && map.final_colormode)
|
|
{
|
|
map.final_aniframedelay--;
|
|
if(map.final_aniframedelay==0)
|
|
{
|
|
graphics.foregrounddrawn=false;
|
|
}
|
|
if (map.final_aniframedelay <= 0) {
|
|
map.final_aniframedelay = 2;
|
|
map.final_aniframe++;
|
|
if (map.final_aniframe >= 4)
|
|
map.final_aniframe = 0;
|
|
}
|
|
}
|
|
|
|
if (game.roomchange)
|
|
{
|
|
//We've changed room? Let's bring our companion along!
|
|
game.roomchange = false;
|
|
int i = obj.getplayer();
|
|
if (game.companion > 0 && INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
//ok, we'll presume our companion has been destroyed in the room change. So:
|
|
switch(game.companion)
|
|
{
|
|
case 6:
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
break;
|
|
}
|
|
case 7:
|
|
if (game.roomy <= 105) //don't jump after him!
|
|
{
|
|
if (game.roomx == 110)
|
|
{
|
|
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 8:
|
|
if (game.roomy >= 104) //don't jump after him!
|
|
{
|
|
if (game.roomx == 102)
|
|
{
|
|
obj.createentity(310, 177, 17, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 9:
|
|
if (!map.towermode) //don't go back into the tower!
|
|
{
|
|
if (game.roomx == 110 && obj.entities[i].xp<20)
|
|
{
|
|
obj.createentity(100, 185, 18, 15, 0, 1);
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 10:
|
|
//intermission 2, choose colour based on lastsaved
|
|
if (game.roomy == 51)
|
|
{
|
|
if (!obj.flags[59])
|
|
{
|
|
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
else if (game.roomy >= 52)
|
|
{
|
|
if (obj.flags[59])
|
|
{
|
|
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.flags[59] = true;
|
|
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 11:
|
|
//Intermission 1: We're using the SuperCrewMate instead!
|
|
if(game.roomx-41==game.scmprogress)
|
|
{
|
|
switch(game.scmprogress)
|
|
{
|
|
case 0:
|
|
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 1:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 2:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 3:
|
|
if (game.scmmoveme)
|
|
{
|
|
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
game.scmmoveme = false;
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
}
|
|
break;
|
|
case 4:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 5:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 6:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 7:
|
|
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 8:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 9:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 10:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 11:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 12:
|
|
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 13:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (game.scmmoveme)
|
|
{
|
|
int scm = obj.getscm();
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(scm, obj.entities) && INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[scm].xp = obj.entities[player].xp;
|
|
}
|
|
game.scmmoveme = false;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
game.activeactivity = obj.checkactivity();
|
|
|
|
if (game.hascontrol && !script.running
|
|
&& INBOUNDS_VEC(game.activeactivity, obj.entities))
|
|
{
|
|
game.activity_lastprompt = obj.blocks[game.activeactivity].prompt;
|
|
game.activity_r = obj.blocks[game.activeactivity].r;
|
|
game.activity_g = obj.blocks[game.activeactivity].g;
|
|
game.activity_b = obj.blocks[game.activeactivity].b;
|
|
}
|
|
|
|
game.oldreadytotele = game.readytotele;
|
|
if (game.activetele && game.hascontrol && !script.running && !game.intimetrial)
|
|
{
|
|
int i = obj.getplayer();
|
|
SDL_Rect temprect = SDL_Rect();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
temprect.x = obj.entities[i].xp + obj.entities[i].cx;
|
|
temprect.y = obj.entities[i].yp + obj.entities[i].cy;
|
|
temprect.w = obj.entities[i].w;
|
|
temprect.h = obj.entities[i].h;
|
|
}
|
|
if (help.intersects(game.teleblock, temprect))
|
|
{
|
|
game.readytotele += 25;
|
|
if (game.readytotele >= 255) game.readytotele = 255;
|
|
}
|
|
else
|
|
{
|
|
game.readytotele -= 50;
|
|
if (game.readytotele < 0) game.readytotele = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (game.readytotele > 0)
|
|
{
|
|
game.readytotele -= 50;
|
|
if (game.readytotele < 0) game.readytotele = 0;
|
|
}
|
|
}
|
|
|
|
if (game.teleport_to_new_area)
|
|
script.teleport();
|
|
}
|