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VVVVVV/desktop_version/src/Script.cpp
viri 5829007bed fix uninitialized member vars everywhere
also fix a spelling error of 'forground' in the graphics class buffer
2020-01-10 21:06:59 -05:00

3555 lines
78 KiB
C++

#include "Script.h"
#include "Graphics.h"
#include "Entity.h"
#include "Music.h"
#include "KeyPoll.h"
#include "Map.h"
scriptclass::scriptclass()
{
//Start SDL
//Init
for (int i = 0; i < 500; i++)
{
commands.push_back(std::string());
}
for (int i = 0; i < 40; i++)
{
words.push_back(std::string());
txt.push_back(std::string());
}
position = 0;
scriptlength = 0;
scriptdelay = 0;
running = false;
b = 0;
g = 0;
i = 0;
j = 0;
k = 0;
loopcount = 0;
looppoint = 0;
r = 0;
textx = 0;
texty = 0;
txtnumlines = 0;
}
void scriptclass::clearcustom(){
customscript.clear();
}
void scriptclass::tokenize( std::string t )
{
j = 0;
tempword = "";
for (size_t i = 0; i < t.length(); i++)
{
currentletter = t.substr(i, 1);
if (currentletter == "(" || currentletter == ")" || currentletter == ",")
{
words[j] = tempword;
std::transform(words[j].begin(), words[j].end(), words[j].begin(), ::tolower);
j++;
tempword = "";
}
else if (currentletter == " ")
{
//don't do anything - i.e. strip out spaces.
}
else
{
tempword += currentletter;
}
}
if (tempword != "")
{
words[j] = tempword;
}
}
void scriptclass::run( KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
{
while(running && scriptdelay<=0 && !game.pausescript)
{
if (position < scriptlength)
{
//Let's split or command in an array of words
tokenize(commands[position]);
//For script assisted input
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Ok, now we run a command based on that string
if (words[0] == "moveplayer")
{
//USAGE: moveplayer(x offset, y offset)
int player = obj.getplayer();
obj.entities[player].xp += ss_toi(words[1]);
obj.entities[player].yp += ss_toi(words[2]);
scriptdelay = 1;
}
if (words[0] == "warpdir")
{
int temprx=ss_toi(words[1])-1;
int tempry=ss_toi(words[2])-1;
int curlevel=temprx+(ed.maxwidth*(tempry));
ed.level[curlevel].warpdir=ss_toi(words[3]);
//If screen warping, then override all that:
dwgfx.backgrounddrawn = false;
//Do we update our own room?
if(game.roomx-100==temprx && game.roomy-100==tempry){
map.warpx=false; map.warpy=false;
if(ed.level[curlevel].warpdir==0){
map.background = 1;
}else if(ed.level[curlevel].warpdir==1){
map.warpx=true;
map.background=3;
dwgfx.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==2){
map.warpy=true;
map.background=4;
dwgfx.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
dwgfx.rcol = ed.getwarpbackground(temprx,tempry);
}
}
}
if (words[0] == "ifwarp")
{
if (ed.level[ss_toi(words[1])-1+(ed.maxwidth*(ss_toi(words[2])-1))].warpdir == ss_toi(words[3]))
{
load("custom_"+words[4]);
position--;
}
}
if (words[0] == "destroy")
{
if(words[1]=="gravitylines"){
for(int edi=0; edi<obj.nentity; edi++){
if(obj.entities[edi].type==9) obj.entities[edi].active=false;
if(obj.entities[edi].type==10) obj.entities[edi].active=false;
}
}else if(words[1]=="warptokens"){
for(int edi=0; edi<obj.nentity; edi++){
if(obj.entities[edi].type==11) obj.entities[edi].active=false;
}
}else if(words[1]=="platforms"){
for(int edi=0; edi<obj.nentity; edi++){
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) obj.entities[edi].active=false;
}
}
}
if (words[0] == "customiftrinkets")
{
if (game.trinkets >= ss_toi(words[1]))
{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "customiftrinketsless")
{
if (game.trinkets < ss_toi(words[1]))
{
load("custom_"+words[2]);
position--;
}
}
else if (words[0] == "customifflag")
{
if (obj.flags[ss_toi(words[1])]==1)
{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "custommap")
{
if(words[1]=="on"){
map.customshowmm=true;
}else if(words[1]=="off"){
map.customshowmm=false;
}
}
if (words[0] == "delay")
{
//USAGE: delay(frames)
scriptdelay = ss_toi(words[1]);
}
if (words[0] == "flag")
{
if(ss_toi(words[1])>=0 && ss_toi(words[1])<100){
if(words[2]=="on"){
obj.changeflag(ss_toi(words[1]),1);
}else if(words[2]=="off"){
obj.changeflag(ss_toi(words[1]),0);
}
}
}
if (words[0] == "flash")
{
//USAGE: flash(frames)
game.flashlight = ss_toi(words[1]);
}
if (words[0] == "shake")
{
//USAGE: shake(frames)
game.screenshake = ss_toi(words[1]);
}
if (words[0] == "walk")
{
//USAGE: walk(dir,frames)
if (words[1] == "left")
{
game.press_left = true;
}
else if (words[1] == "right")
{
game.press_right = true;
}
scriptdelay = ss_toi(words[2]);
}
if (words[0] == "flip")
{
game.press_action = true;
scriptdelay = 1;
}
if (words[0] == "tofloor")
{
if(obj.entities[obj.getplayer()].onroof>0)
{
game.press_action = true;
scriptdelay = 1;
}
}
if (words[0] == "playef")
{
music.playef(ss_toi(words[1]), ss_toi(words[2]));
}
if (words[0] == "play")
{
music.play(ss_toi(words[1]));
}
if (words[0] == "stopmusic")
{
music.haltdasmusik();
}
if (words[0] == "resumemusic")
{
music.play(music.resumesong);
}
if (words[0] == "musicfadeout")
{
music.fadeout();
}
if (words[0] == "musicfadein")
{
music.musicfadein = 90;
//if(!game.muted) music.fadeMusicVolumeIn(3000);
}
if (words[0] == "trinketscriptmusic")
{
music.play(4);
}
if (words[0] == "gotoposition")
{
//USAGE: gotoposition(x position, y position, gravity position)
int player = obj.getplayer();
obj.entities[player].xp = ss_toi(words[1]);
obj.entities[player].yp = ss_toi(words[2]);
game.gravitycontrol = ss_toi(words[3]);
}
if (words[0] == "gotoroom")
{
//USAGE: gotoroom(x,y) (manually add 100)
map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100, dwgfx, game, obj, music);
}
if (words[0] == "cutscene")
{
dwgfx.showcutscenebars = true;
}
if (words[0] == "endcutscene")
{
dwgfx.showcutscenebars = false;
}
if (words[0] == "untilbars")
{
if (dwgfx.showcutscenebars)
{
if (dwgfx.cutscenebarspos < 360)
{
scriptdelay = 1;
position--;
}
}
else
{
if (dwgfx.cutscenebarspos > 0)
{
scriptdelay = 1;
position--;
}
}
}
else if (words[0] == "text")
{
//oh boy
//first word is the colour.
if (words[1] == "cyan")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "player")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "red")
{
r = 255;
g = 60;
b = 60;
}
else if (words[1] == "green")
{
r = 144;
g = 255;
b = 144;
}
else if (words[1] == "yellow")
{
r = 255;
g = 255;
b = 134;
}
else if (words[1] == "blue")
{
r = 95;
g = 95;
b = 255;
}
else if (words[1] == "purple")
{
r = 255;
g = 134;
b = 255;
}
else if (words[1] == "gray")
{
r = 174;
g = 174;
b = 174;
}
else
{
//use a gray
r = 174;
g = 174;
b = 174;
}
//next are the x,y coordinates
textx = ss_toi(words[2]);
texty = ss_toi(words[3]);
//Number of lines for the textbox!
txtnumlines = ss_toi(words[4]);
for (int i = 0; i < txtnumlines; i++)
{
position++;
txt[i] = commands[position];
}
}
else if (words[0] == "position")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "player")
{
i = obj.getplayer();
j = obj.entities[i].dir;
}
else if (words[1] == "cyan")
{
i = obj.getcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "purple")
{
i = obj.getcrewman(1);
j = obj.entities[i].dir;
}
else if (words[1] == "yellow")
{
i = obj.getcrewman(2);
j = obj.entities[i].dir;
}
else if (words[1] == "red")
{
i = obj.getcrewman(3);
j = obj.entities[i].dir;
}
else if (words[1] == "green")
{
i = obj.getcrewman(4);
j = obj.entities[i].dir;
}
else if (words[1] == "blue")
{
i = obj.getcrewman(5);
j = obj.entities[i].dir;
}
else if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
//next is whether to position above or below
if (words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txtnumlines*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txtnumlines * 8);
}
}
else
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "customposition")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "player")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "cyan")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "purple")
{
i = obj.getcustomcrewman(1);
j = obj.entities[i].dir;
}
else if (words[1] == "yellow")
{
i = obj.getcustomcrewman(2);
j = obj.entities[i].dir;
}
else if (words[1] == "red")
{
i = obj.getcustomcrewman(3);
j = obj.entities[i].dir;
}
else if (words[1] == "green")
{
i = obj.getcustomcrewman(4);
j = obj.entities[i].dir;
}
else if (words[1] == "blue")
{
i = obj.getcustomcrewman(5);
j = obj.entities[i].dir;
}
else if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
if(i==0 && words[1]!="player" && words[1]!="cyan"){
//Requested crewmate is not actually on screen
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
//next is whether to position above or below
if (words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txtnumlines*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txtnumlines * 8);
}
}
else
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "backgroundtext")
{
game.backgroundtext = true;
}
else if (words[0] == "flipme")
{
if(dwgfx.flipmode) texty += 2*(120 - texty);
}
else if (words[0] == "speak_active")
{
//Ok, actually display the textbox we've initilised now!
dwgfx.createtextbox(txt[0], textx, texty, r, g, b);
if (txtnumlines > 1)
{
for (i = 1; i < txtnumlines; i++)
{
dwgfx.addline(txt[i]);
}
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= dwgfx.textboxwidth();
textx += 16;
dwgfx.textboxmoveto(textx);
}
if (textx == -500)
{
dwgfx.textboxcenterx();
}
if (texty == -500)
{
dwgfx.textboxcentery();
}
dwgfx.textboxadjust();
dwgfx.textboxactive();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "speak")
{
//Exactly as above, except don't make the textbox active (so we can use multiple textboxes)
dwgfx.createtextbox(txt[0], textx, texty, r, g, b);
if (txtnumlines > 1)
{
for (i = 1; i < txtnumlines; i++)
{
dwgfx.addline(txt[i]);
}
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= dwgfx.textboxwidth();
textx += 16;
dwgfx.textboxmoveto(textx);
}
if (textx == -500)
{
dwgfx.textboxcenterx();
}
if (texty == -500)
{
dwgfx.textboxcentery();
}
dwgfx.textboxadjust();
//dwgfx.textboxactive();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "endtext")
{
dwgfx.textboxremove();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "endtextfast")
{
dwgfx.textboxremovefast();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "do")
{
//right, loop from this point
looppoint = position;
loopcount = ss_toi(words[1]);
}
else if (words[0] == "loop")
{
//right, loop from this point
loopcount--;
if (loopcount > 0)
{
position = looppoint;
}
}
else if (words[0] == "vvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
obj.entities[i].xp = 30;
obj.entities[i].yp = 46;
obj.entities[i].size = 13;
obj.entities[i].colour = 23;
obj.entities[i].cx = 36;// 6;
obj.entities[i].cy = 12+80;// 2;
obj.entities[i].h = 126-80;// 21;
}
else if (words[0] == "undovvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
obj.entities[i].xp = 100;
obj.entities[i].size = 0;
obj.entities[i].colour = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].h = 21;
}
else if (words[0] == "createentity")
{
obj.createentity(game, ss_toi(words[1]), ss_toi(words[2]), ss_toi(words[3]), ss_toi(words[4]), ss_toi(words[5]));
}
else if (words[0] == "createcrewman")
{
if (words[3] == "cyan")
{
r=0;
}
else if (words[3] == "red")
{
r=15;
}
else if (words[3] == "green")
{
r=13;
}
else if (words[3] == "yellow")
{
r=14;
}
else if (words[3] == "blue")
{
r=16;
}
else if (words[3] == "purple")
{
r=20;
}
else if (words[3] == "gray")
{
r=19;
}
else
{
r = 19;
}
//convert the command to the right index
if (words[5] == "followplayer") words[5] = "10";
if (words[5] == "followpurple") words[5] = "11";
if (words[5] == "followyellow") words[5] = "12";
if (words[5] == "followred") words[5] = "13";
if (words[5] == "followgreen") words[5] = "14";
if (words[5] == "followblue") words[5] = "15";
if (words[5] == "followposition") words[5] = "16";
if (words[5] == "faceleft")
{
words[5] = "17";
words[6] = "0";
}
if (words[5] == "faceright")
{
words[5] = "17";
words[6] = "1";
}
if (words[5] == "faceplayer")
{
words[5] = "18";
words[6] = "0";
}
if (words[5] == "panic")
{
words[5] = "20";
words[6] = "0";
}
if (ss_toi(words[5]) >= 16)
{
obj.createentity(game, ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
}
else
{
obj.createentity(game, ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]));
}
}
else if (words[0] == "changemood")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
else if (words[1] == "pink")
{
i=obj.getcrewman(1);
}
if (ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changecustommood")
{
if (words[1] == "player")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "cyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "red")
{
i=obj.getcustomcrewman(3);
obj.customcrewmoods[3]=ss_toi(words[2]);
}
else if (words[1] == "green")
{
i=obj.getcustomcrewman(4);
obj.customcrewmoods[4]=ss_toi(words[2]);
}
else if (words[1] == "yellow")
{
i=obj.getcustomcrewman(2);
obj.customcrewmoods[2]=ss_toi(words[2]);
}
else if (words[1] == "blue")
{
i=obj.getcustomcrewman(5);
obj.customcrewmoods[5]=ss_toi(words[2]);
}
else if (words[1] == "purple")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
else if (words[1] == "pink")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
if (ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changetile")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
obj.entities[i].tile = ss_toi(words[2]);
}
else if (words[0] == "flipgravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
obj.entities[i].rule =7;
obj.entities[i].tile = 6;
}
else if (words[0] == "changegravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
obj.entities[i].tile +=12;
}
else if (words[0] == "changedir")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (ss_toi(words[2]) == 0)
{
obj.entities[i].dir = 0;
}
else
{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "alarmon")
{
game.alarmon = true;
game.alarmdelay = 0;
}
else if (words[0] == "alarmoff")
{
game.alarmon = false;
}
else if (words[0] == "changeai")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (words[2] == "followplayer") words[2] = "10";
if (words[2] == "followpurple") words[2] = "11";
if (words[2] == "followyellow") words[2] = "12";
if (words[2] == "followred") words[2] = "13";
if (words[2] == "followgreen") words[2] = "14";
if (words[2] == "followblue") words[2] = "15";
if (words[2] == "followposition") words[2] = "16";
if (words[2] == "faceleft")
{
words[2] = "17";
words[3] = "0";
}
if (words[2] == "faceright")
{
words[2] = "17";
words[3] = "1";
}
obj.entities[i].state = ss_toi(words[2]);
if (obj.entities[i].state == 16)
{
obj.entities[i].para=ss_toi(words[3]);
}
else if (obj.entities[i].state == 17)
{
obj.entities[i].dir=ss_toi(words[3]);
}
}
else if (words[0] == "alarmon")
{
game.alarmon = true;
game.alarmdelay = 0;
}
else if (words[0] == "alarmoff")
{
game.alarmon = false;
}
else if (words[0] == "activateteleporter")
{
i = obj.getteleporter();
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
else if (words[0] == "changecolour")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (words[2] == "cyan")
{
obj.entities[i].colour = 0;
}
else if (words[2] == "red")
{
obj.entities[i].colour = 15;
}
else if (words[2] == "green")
{
obj.entities[i].colour = 13;
}
else if (words[2] == "yellow")
{
obj.entities[i].colour = 14;
}
else if (words[2] == "blue")
{
obj.entities[i].colour = 16;
}
else if (words[2] == "purple")
{
obj.entities[i].colour = 20;
}
else if (words[2] == "teleporter")
{
obj.entities[i].colour = 102;
}
}
else if (words[0] == "squeak")
{
if (words[1] == "player")
{
music.playef(11, 10);
}
else if (words[1] == "cyan")
{
music.playef(11, 10);
}
else if (words[1] == "red")
{
music.playef(16, 10);
}
else if (words[1] == "green")
{
music.playef(12, 10);
}
else if (words[1] == "yellow")
{
music.playef(14, 10);
}
else if (words[1] == "blue")
{
music.playef(13, 10);
}
else if (words[1] == "purple")
{
music.playef(15, 10);
}
else if (words[1] == "cry")
{
music.playef(2, 10);
}
else if (words[1] == "terminal")
{
music.playef(20, 10);
}
}
else if (words[0] == "blackout")
{
game.blackout = true;
}
else if (words[0] == "blackon")
{
game.blackout = false;
}
else if (words[0] == "setcheckpoint")
{
i = obj.getplayer();
game.savepoint = 0;
game.savex = obj.entities[i].xp ;
game.savey = obj.entities[i].yp;
game.savegc = game.gravitycontrol;
game.saverx = game.roomx;
game.savery = game.roomy;
game.savedir = obj.entities[i].dir;
}
else if (words[0] == "gamestate")
{
game.state = ss_toi(words[1]);
game.statedelay = 0;
}
else if (words[0] == "textboxactive")
{
dwgfx.textboxactive();
}
else if (words[0] == "gamemode")
{
if (words[1] == "teleporter")
{
//TODO this draw the teleporter screen. This is a problem. :(
game.gamestate = 5;
dwgfx.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) dwgfx.menuoffset -= 10;
//dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
dwgfx.resumegamemode = false;
game.useteleporter = false; //good heavens don't actually use it
}
else if (words[1] == "game")
{
dwgfx.resumegamemode = true;
}
}
else if (words[0] == "ifexplored")
{
if (map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] == 1)
{
load(words[3]);
position--;
}
}
else if (words[0] == "iflast")
{
if (game.lastsaved==ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifskip")
{
if (game.nocutscenes)
{
load(words[1]);
position--;
}
}
else if (words[0] == "ifflag")
{
if (obj.flags[ss_toi(words[1])]==1)
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifcrewlost")
{
if (game.crewstats[ss_toi(words[1])]==false)
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinkets")
{
if (game.trinkets >= ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinketsless")
{
if (game.stat_trinkets < ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "hidecoordinates")
{
map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] = 0;
}
else if (words[0] == "showcoordinates")
{
map.explored[ss_toi(words[1]) + (20 * ss_toi(words[2]))] = 1;
}
else if (words[0] == "hideship")
{
map.hideship();
}
else if (words[0] == "showship")
{
map.showship();
}
else if (words[0] == "showsecretlab")
{
map.explored[16 + (20 * 5)] = 1;
map.explored[17 + (20 * 5)] = 1;
map.explored[18 + (20 * 5)] = 1;
map.explored[17 + (20 * 6)] = 1;
map.explored[18 + (20 * 6)] = 1;
map.explored[19 + (20 * 6)] = 1;
map.explored[19 + (20 * 7)] = 1;
map.explored[19 + (20 * 8)] = 1;
}
else if (words[0] == "hidesecretlab")
{
map.explored[16 + (20 * 5)] = 0;
map.explored[17 + (20 * 5)] = 0;
map.explored[18 + (20 * 5)] = 0;
map.explored[17 + (20 * 6)] = 0;
map.explored[18 + (20 * 6)] = 0;
map.explored[19 + (20 * 6)] = 0;
map.explored[19 + (20 * 7)] = 0;
map.explored[19 + (20 * 8)] = 0;
}
else if (words[0] == "showteleporters")
{
map.showteleporters = true;
}
else if (words[0] == "showtargets")
{
map.showtargets = true;
}
else if (words[0] == "showtrinkets")
{
map.showtrinkets = true;
}
else if (words[0] == "hideteleporters")
{
map.showteleporters = false;
}
else if (words[0] == "hidetargets")
{
map.showtargets = false;
}
else if (words[0] == "hidetrinkets")
{
map.showtrinkets = false;
}
else if (words[0] == "hideplayer")
{
obj.entities[obj.getplayer()].invis = true;
}
else if (words[0] == "showplayer")
{
obj.entities[obj.getplayer()].invis = false;
}
else if (words[0] == "teleportscript")
{
game.teleportscript = words[1];
}
else if (words[0] == "clearteleportscript")
{
game.teleportscript = "";
}
else if (words[0] == "nocontrol")
{
game.hascontrol = false;
}
else if (words[0] == "hascontrol")
{
game.hascontrol = true;
}
else if (words[0] == "companion")
{
game.companion = ss_toi(words[1]);
}
else if (words[0] == "befadein")
{
dwgfx.fadeamount = 0;
dwgfx.fademode= 0;
}
else if (words[0] == "fadein")
{
dwgfx.fademode = 4;
}
else if (words[0] == "fadeout")
{
dwgfx.fademode = 2;
}
else if (words[0] == "untilfade")
{
if (dwgfx.fademode>1)
{
scriptdelay = 1;
position--;
}
}
else if (words[0] == "entersecretlab")
{
game.unlock[8] = true;
game.insecretlab = true;
}
else if (words[0] == "leavesecretlab")
{
game.insecretlab = false;
}
else if (words[0] == "resetgame")
{
map.resetnames();
map.resetmap();
map.resetplayer(dwgfx, game, obj, music);
map.tdrawback = true;
obj.resetallflags();
i = obj.getplayer();
obj.entities[i].tile = 0;
game.trinkets = 0;
game.crewmates=0;
for (i = 0; i < 100; i++)
{
obj.collect[i] = 0;
obj.customcollect[i] = 0;
}
game.deathcounts = 0;
game.advancetext = false;
game.hascontrol = true;
game.frames = 0;
game.seconds = 0;
game.minutes = 0;
game.hours = 0;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.roomchange = false;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
//get out of final level mode!
map.finalmode = false;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
map.finalstretch = false;
}
else if (words[0] == "loadscript")
{
load(words[1]);
position--;
}
else if (words[0] == "rollcredits")
{
game.gamestate = 6;
dwgfx.fademode = 4;
game.creditposition = 0;
}
else if (words[0] == "finalmode")
{
map.finalmode = true;
map.finalx = ss_toi(words[1]);
map.finaly = ss_toi(words[2]);
game.roomx = map.finalx;
game.roomy = map.finaly;
map.gotoroom(game.roomx, game.roomy, dwgfx, game, obj, music);
}
else if (words[0] == "rescued")
{
if (words[1] == "red")
{
game.crewstats[3] = true;
}
else if (words[1] == "green")
{
game.crewstats[4] = true;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = true;
}
else if (words[1] == "blue")
{
game.crewstats[5] = true;
}
else if (words[1] == "purple")
{
game.crewstats[1] = true;
}
else if (words[1] == "player")
{
game.crewstats[0] = true;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = true;
}
}
else if (words[0] == "missing")
{
if (words[1] == "red")
{
game.crewstats[3] = false;
}
else if (words[1] == "green")
{
game.crewstats[4] = false;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = false;
}
else if (words[1] == "blue")
{
game.crewstats[5] = false;
}
else if (words[1] == "purple")
{
game.crewstats[1] = false;
}
else if (words[1] == "player")
{
game.crewstats[0] = false;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = false;
}
}
else if (words[0] == "face")
{
if (words[1] == "player")
{
i=obj.getplayer();
}
else if (words[1] == "cyan")
{
i=obj.getcrewman(0);
}
else if (words[1] == "red")
{
i=obj.getcrewman(3);
}
else if (words[1] == "green")
{
i=obj.getcrewman(4);
}
else if (words[1] == "yellow")
{
i=obj.getcrewman(2);
}
else if (words[1] == "blue")
{
i=obj.getcrewman(5);
}
else if (words[1] == "purple")
{
i=obj.getcrewman(1);
}
if (words[2] == "player")
{
j=obj.getplayer();
}
else if (words[2] == "cyan")
{
j=obj.getcrewman(0);
}
else if (words[2] == "red")
{
j=obj.getcrewman(3);
}
else if (words[2] == "green")
{
j=obj.getcrewman(4);
}
else if (words[2] == "yellow")
{
j=obj.getcrewman(2);
}
else if (words[2] == "blue")
{
j=obj.getcrewman(5);
}
else if (words[2] == "purple")
{
j=obj.getcrewman(1);
}
if (obj.entities[j].xp > obj.entities[i].xp + 5)
{
obj.entities[i].dir = 1;
}
else if (obj.entities[j].xp < obj.entities[i].xp - 5)
{
obj.entities[i].dir = 0;
}
}
else if (words[0] == "jukebox")
{
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].type == 13 && obj.entities[j].active)
{
obj.entities[j].colour = 4;
}
}
if (ss_toi(words[1]) == 1)
{
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 2)
{
obj.createblock(5, 128 - 4, 80, 20, 16, 26);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 3)
{
obj.createblock(5, 176 - 4, 80, 20, 16, 27);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 4)
{
obj.createblock(5, 216 - 4, 80, 20, 16, 28);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 5)
{
obj.createblock(5, 88 - 4, 128, 20, 16, 29);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 6)
{
obj.createblock(5, 176 - 4, 128, 20, 16, 30);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 7)
{
obj.createblock(5, 40 - 4, 40, 20, 16, 31);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 40 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 8)
{
obj.createblock(5, 216 - 4, 128, 20, 16, 32);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 9)
{
obj.createblock(5, 128 - 4, 128, 20, 16, 33);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 10)
{
obj.createblock(5, 264 - 4, 40, 20, 16, 34);
for (j = 0; j < obj.nentity; j++)
{
if (obj.entities[j].xp == 264 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
}
else if (words[0] == "createactivityzone")
{
if (words[1] == "red")
{
i=3;
}
else if (words[1] == "green")
{
i=4;
}
else if (words[1] == "yellow")
{
i=2;
}
else if (words[1] == "blue")
{
i=5;
}
else if (words[1] == "purple")
{
i=1;
}
if (i == 4)
{
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, obj.entities[obj.getcrewman(i)].yp-20, 96, 60, i);
}
else
{
obj.createblock(5, obj.entities[obj.getcrewman(i)].xp - 32, 0, 96, 240, i);
}
}
else if (words[0] == "createrescuedcrew")
{
//special for final level cutscene
//starting at 180, create the rescued crewmembers (ingoring violet, who's at 155)
i = 215;
if (game.crewstats[2] && game.lastsaved!=2)
{
obj.createentity(game, i, 153, 18, 14, 0, 17, 0);
i += 25;
}
if (game.crewstats[3] && game.lastsaved!=3)
{
obj.createentity(game, i, 153, 18, 15, 0, 17, 0);
i += 25;
}
if (game.crewstats[4] && game.lastsaved!=4)
{
obj.createentity(game, i, 153, 18, 13, 0, 17, 0);
i += 25;
}
if (game.crewstats[5] && game.lastsaved!=5)
{
obj.createentity(game, i, 153, 18, 16, 0, 17, 0);
i += 25;
}
}
else if (words[0] == "restoreplayercolour")
{
i = obj.getplayer();
obj.entities[i].colour = 0;
}
else if (words[0] == "changeplayercolour")
{
i = obj.getplayer();
if (words[1] == "cyan")
{
obj.entities[i].colour = 0;
}
else if (words[1] == "red")
{
obj.entities[i].colour = 15;
}
else if (words[1] == "green")
{
obj.entities[i].colour = 13;
}
else if (words[1] == "yellow")
{
obj.entities[i].colour = 14;
}
else if (words[1] == "blue")
{
obj.entities[i].colour = 16;
}
else if (words[1] == "purple")
{
obj.entities[i].colour = 20;
}
else if (words[1] == "teleporter")
{
obj.entities[i].colour = 102;
}
}
else if (words[0] == "altstates")
{
obj.altstates = ss_toi(words[1]);
}
else if (words[0] == "activeteleporter")
{
i = obj.getteleporter();
obj.entities[i].colour = 101;
}
else if (words[0] == "foundtrinket")
{
//music.silencedasmusik();
music.haltdasmusik();
music.playef(3,10);
game.trinkets++;
obj.collect[ss_toi(words[1])] = 1;
dwgfx.textboxremovefast();
dwgfx.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
dwgfx.addline("");
dwgfx.addline("You have found a shiny trinket!");
dwgfx.textboxcenterx();
dwgfx.createtextbox(" " + help.number(game.trinkets) + " out of Twenty ", 50, 135, 174, 174, 174);
dwgfx.textboxcenterx();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab")
{
music.playef(3,10);
dwgfx.textboxremovefast();
dwgfx.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
dwgfx.addline("");
dwgfx.addline("You have found the secret lab!");
dwgfx.textboxcenterx();
dwgfx.textboxcentery();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab2")
{
dwgfx.textboxremovefast();
dwgfx.createtextbox("The secret lab is seperate from", 50, 85, 174, 174, 174);
dwgfx.addline("the rest of the game. You can");
dwgfx.addline("now come back here at any time");
dwgfx.addline("by selecting the new SECRET LAB");
dwgfx.addline("option in the play menu.");
dwgfx.textboxcenterx();
dwgfx.textboxcentery();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "everybodysad")
{
for (i = 0; i < obj.nentity; i++)
{
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 0)
{
obj.entities[i].tile = 144;
}
}
}
else if (words[0] == "startintermission2")
{
map.finalmode = true; //Enable final level mode
map.finalx = 46;
map.finaly = 54; //Current
game.savex = 228;
game.savey = 129;
game.saverx = 53;
game.savery = 49;
game.savegc = 0;
game.savedir = 0; //Intermission level 2
game.savepoint = 0;
game.gravitycontrol = 0;
map.gotoroom(46, 54, dwgfx, game, obj, music);
}
else if (words[0] == "telesave")
{
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele(map, obj, music);
}
else if (words[0] == "createlastrescued")
{
if (game.lastsaved==2)
{
r=14;
}
else if (game.lastsaved==3)
{
r=15;
}
else if (game.lastsaved==4)
{
r=13;
}
else if (game.lastsaved==5)
{
r=16;
}
else
{
r = 19;
}
obj.createentity(game, 200, 153, 18, r, 0, 19, 30);
i = obj.getcrewman(game.lastsaved);
obj.entities[i].dir = 1;
}
else if (words[0] == "specialline")
{
switch(ss_toi(words[1]))
{
case 1:
txtnumlines = 1;
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
break;
case 2:
txtnumlines = 3;
if (game.crewrescued() < 5)
{
txt[1] = "to helping you find the";
txt[2] = "rest of the crew!";
}
else
{
txtnumlines = 2;
txt[1] = "to helping you find " + game.unrescued() + "!";
}
break;
}
}
else if (words[0] == "trinketbluecontrol")
{
if (game.trinkets == 20 && obj.flags[67] == 1)
{
load("talkblue_trinket6");
position--;
}
else if (game.trinkets >= 19 && obj.flags[67] == 0)
{
load("talkblue_trinket5");
position--;
}
else
{
load("talkblue_trinket4");
position--;
}
}
else if (words[0] == "trinketyellowcontrol")
{
if (game.trinkets >= 19)
{
load("talkyellow_trinket3");
position--;
}
else
{
load("talkyellow_trinket2");
position--;
}
}
else if (words[0] == "redcontrol")
{
if (game.insecretlab)
{
load("talkred_14");
position--;
}
else if (game.roomx != 104)
{
if (game.roomx == 100)
{
load("talkred_10");
position--;
}
else if (game.roomx == 107)
{
load("talkred_11");
position--;
}
else if (game.roomx == 114)
{
load("talkred_12");
position--;
}
}
else if (obj.flags[67] == 1)
{
//game complete
load("talkred_13");
position--;
}
else if (obj.flags[35] == 1 && obj.flags[52] == 0)
{
//Intermission level
obj.flags[52] = 1;
load("talkred_9");
position--;
}
else if (obj.flags[51] == 0)
{
//We're back home!
obj.flags[51] = 1;
load("talkred_5");
position--;
}
else if (obj.flags[48] == 0 && game.crewstats[5])
{
//Victoria's back
obj.flags[48] = 1;
load("talkred_6");
position--;
}
else if (obj.flags[49] == 0 && game.crewstats[4])
{
//Verdigris' back
obj.flags[49] = 1;
load("talkred_7");
position--;
}
else if (obj.flags[50] == 0 && game.crewstats[2])
{
//Vitellary's back
obj.flags[50] = 1;
load("talkred_8");
position--;
}
else if (obj.flags[45] == 0 && !game.crewstats[5])
{
obj.flags[45] = 1;
load("talkred_2");
position--;
}
else if (obj.flags[46] == 0 && !game.crewstats[4])
{
obj.flags[46] = 1;
load("talkred_3");
position--;
}
else if (obj.flags[47] == 0 && !game.crewstats[2])
{
obj.flags[47] = 1;
load("talkred_4");
position--;
}
else
{
obj.flags[45] = 0;
obj.flags[46] = 0;
obj.flags[47] = 0;
load("talkred_1");
position--;
}
}
//TODO: Non Urgent fix compiler nesting errors without adding complexity
if (words[0] == "greencontrol")
{
if (game.insecretlab)
{
load("talkgreen_11");
position--;
}
else if (game.roomx == 103 && game.roomy == 109)
{
load("talkgreen_8");
position--;
}
else if (game.roomx == 101 && game.roomy == 109)
{
load("talkgreen_9");
position--;
}
else if (obj.flags[67] == 1)
{
//game complete
load("talkgreen_10");
position--;
}
else if (obj.flags[34] == 1 && obj.flags[57] == 0)
{
//Intermission level
obj.flags[57] = 1;
load("talkgreen_7");
position--;
}
else if (obj.flags[53] == 0)
{
//Home!
obj.flags[53] = 1;
load("talkgreen_6");
position--;
}
else if (obj.flags[54] == 0 && game.crewstats[2])
{
obj.flags[54] = 1;
load("talkgreen_5");
position--;
}
else if (obj.flags[55] == 0 && game.crewstats[3])
{
obj.flags[55] = 1;
load("talkgreen_4");
position--;
}
else if (obj.flags[56] == 0 && game.crewstats[5])
{
obj.flags[56] = 1;
load("talkgreen_3");
position--;
}
else if (obj.flags[58] == 0)
{
obj.flags[58] = 1;
load("talkgreen_2");
position--;
}
else
{
load("talkgreen_1");
position--;
}
}
else if (words[0] == "bluecontrol")
{
if (game.insecretlab)
{
load("talkblue_9");
position--;
}
else if (obj.flags[67] == 1)
{
//game complete, everything changes for victoria
if (obj.flags[41] == 1 && obj.flags[42] == 0)
{
//second trinket conversation
obj.flags[42] = 1;
load("talkblue_trinket2");
position--;
}
else if (obj.flags[41] == 0 && obj.flags[42] == 0)
{
//Third trinket conversation
obj.flags[42] = 1;
load("talkblue_trinket3");
position--;
}
else
{
//Ok, we've already dealt with the trinket thing; so either you have them all, or you don't. If you do:
if (game.trinkets >= 20)
{
load("startepilogue");
position--;
}
else
{
load("talkblue_8");
position--;
}
}
}
else if (obj.flags[33] == 1 && obj.flags[40] == 0)
{
//Intermission level
obj.flags[40] = 1;
load("talkblue_7");
position--;
}
else if (obj.flags[36] == 0 && game.crewstats[5])
{
//Back on the ship!
obj.flags[36] = 1;
load("talkblue_3");
position--;
}
else if (obj.flags[41] == 0 && game.crewrescued() <= 4)
{
//First trinket conversation
obj.flags[41] = 1;
load("talkblue_trinket1");
position--;
}
else if (obj.flags[41] == 1 && obj.flags[42] == 0 && game.crewrescued() == 5)
{
//second trinket conversation
obj.flags[42] = 1;
load("talkblue_trinket2");
position--;
}
else if (obj.flags[41] == 0 && obj.flags[42] == 0 && game.crewrescued() == 5)
{
//Third trinket conversation
obj.flags[42] = 1;
load("talkblue_trinket3");
position--;
}
else if (obj.flags[37] == 0 && game.crewstats[2])
{
obj.flags[37] = 1;
load("talkblue_4");
position--;
}
else if (obj.flags[38] == 0 && game.crewstats[3])
{
obj.flags[38] = 1;
load("talkblue_5");
position--;
}
else if (obj.flags[39] == 0 && game.crewstats[4])
{
obj.flags[39] = 1;
load("talkblue_6");
position--;
}
else
{
//if all else fails:
//if yellow is found
if (game.crewstats[2])
{
load("talkblue_2");
position--;
}
else
{
load("talkblue_1");
position--;
}
}
}
else if (words[0] == "yellowcontrol")
{
if (game.insecretlab)
{
load("talkyellow_12");
position--;
}
else if (obj.flags[67] == 1)
{
//game complete
load("talkyellow_11");
position--;
}
else if (obj.flags[32] == 1 && obj.flags[31] == 0)
{
//Intermission level
obj.flags[31] = 1;
load("talkyellow_6");
position--;
}
else if (obj.flags[27] == 0 && game.crewstats[2])
{
//Back on the ship!
obj.flags[27] = 1;
load("talkyellow_10");
position--;
}
else if (obj.flags[43] == 0 && game.crewrescued() == 5 && !game.crewstats[5])
{
//If by chance we've rescued everyone except Victoria by the end, Vitellary provides you with
//the trinket information instead.
obj.flags[43] = 1;
obj.flags[42] = 1;
obj.flags[41] = 1;
load("talkyellow_trinket1");
position--;
}
else if (obj.flags[24] == 0 && game.crewstats[5])
{
obj.flags[24] = 1;
load("talkyellow_8");
position--;
}
else if (obj.flags[26] == 0 && game.crewstats[4])
{
obj.flags[26] = 1;
load("talkyellow_7");
position--;
}
else if (obj.flags[25] == 0 && game.crewstats[3])
{
obj.flags[25] = 1;
load("talkyellow_9");
position--;
}
else if (obj.flags[28] == 0)
{
obj.flags[28] = 1;
load("talkyellow_3");
position--;
}
else if (obj.flags[29] == 0)
{
obj.flags[29] = 1;
load("talkyellow_4");
position--;
}
else if (obj.flags[30] == 0)
{
obj.flags[30] = 1;
load("talkyellow_5");
position--;
}
else if (obj.flags[23] == 0)
{
obj.flags[23] = 1;
load("talkyellow_2");
position--;
}
else
{
load("talkyellow_1");
position--;
obj.flags[23] = 0;
}
}
else if (words[0] == "purplecontrol")
{
//Controls Purple's conversion
//Crew rescued:
if (game.insecretlab)
{
load("talkpurple_9");
position--;
}
else if (obj.flags[67] == 1)
{
//game complete
load("talkpurple_8");
position--;
}
else if (obj.flags[17] == 0 && game.crewstats[4])
{
obj.flags[17] = 1;
load("talkpurple_6");
position--;
}
else if (obj.flags[15] == 0 && game.crewstats[5])
{
obj.flags[15] = 1;
load("talkpurple_4");
position--;
}
else if (obj.flags[16] == 0 && game.crewstats[3])
{
obj.flags[16] = 1;
load("talkpurple_5");
position--;
}
else if (obj.flags[18] == 0 && game.crewstats[2])
{
obj.flags[18] = 1;
load("talkpurple_7");
position--;
}
else if (obj.flags[19] == 1 && obj.flags[20] == 0 && obj.flags[21] == 0)
{
//intermission one: if played one / not had first conversation / not played two [conversation one]
obj.flags[21] = 1;
load("talkpurple_intermission1");
position--;
}
else if (obj.flags[20] == 1 && obj.flags[21] == 1 && obj.flags[22] == 0)
{
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
obj.flags[22] = 1;
load("talkpurple_intermission2");
position--;
}
else if (obj.flags[20] == 1 && obj.flags[21] == 0 && obj.flags[22] == 0)
{
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
obj.flags[22] = 1;
load("talkpurple_intermission3");
position--;
}
else if (obj.flags[12] == 0)
{
//Intro conversation
obj.flags[12] = 1;
load("talkpurple_intro");
position--;
}
else if (obj.flags[14] == 0)
{
//Shorter intro conversation
obj.flags[14] = 1;
load("talkpurple_3");
position--;
}
else
{
//if all else fails:
//if green is found
if (game.crewstats[4])
{
load("talkpurple_2");
position--;
}
else
{
load("talkpurple_1");
position--;
}
}
}
position++;
}
else
{
running = false;
}
}
if(scriptdelay>0)
{
scriptdelay--;
}
}
void scriptclass::resetgametomenu( Graphics& dwgfx, Game& game,mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
{
game.gamestate = TITLEMODE;
dwgfx.flipmode = false;
obj.nentity = 0;
dwgfx.fademode = 4;
game.createmenu("gameover");
}
void scriptclass::startgamemode( int t, KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
{
switch(t)
{
case 0: //Normal new game
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.start(obj, music);
game.jumpheld = true;
dwgfx.showcutscenebars = true;
dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intro");
break;
case 1:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.start(obj, music);
game.loadtele(map, obj, music);
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 2: //Load Quicksave
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.start(obj, music);
game.loadquick(map, obj, music);
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
//a very special case for here needs to ensure that the tower is set correctly
if (map.towermode)
{
map.resetplayer(dwgfx, game, obj, music);
i = obj.getplayer();
map.ypos = obj.entities[i].yp - 120;
map.bypos = map.ypos / 2;
map.cameramode = 0;
map.colsuperstate = 0;
}
dwgfx.fademode = 4;
break;
case 3:
//Start Time Trial 1
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 0;
game.timetrialpar = 75;
game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel, obj, music);
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 4:
//Start Time Trial 2
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 1;
game.timetrialpar = 165;
game.timetrialshinytarget = 4;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel, obj, music);
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 5:
//Start Time Trial 3 tow
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 2;
game.timetrialpar = 105;
game.timetrialshinytarget = 2;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel, obj, music);
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 6:
//Start Time Trial 4 station
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 3;
game.timetrialpar = 200;
game.timetrialshinytarget = 5;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel, obj, music);
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 7:
//Start Time Trial 5 warp
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 4;
game.timetrialpar = 120;
game.timetrialshinytarget = 1;
music.fadeout();
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel, obj, music);
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 8:
//Start Time Trial 6// final level!
hardreset(key, dwgfx, game, map, obj, help, music);
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = 5;
game.timetrialpar = 135;
game.timetrialshinytarget = 1;
music.fadeout();
map.finalmode = true; //Enable final level mode
map.finalx = 46;
map.finaly = 54; //Current
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel, obj, music);
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 9:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.nodeathmode = true;
game.start(obj, music);
game.jumpheld = true;
dwgfx.showcutscenebars = true;
dwgfx.cutscenebarspos = 320;
//game.starttest(obj, music);
//music.play(4);
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intro");
break;
case 10:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.nodeathmode = true;
game.nocutscenes = true;
game.start(obj, music);
game.jumpheld = true;
dwgfx.showcutscenebars = true;
dwgfx.cutscenebarspos = 320;
//game.starttest(obj, music);
//music.play(4);
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intro");
break;
case 11:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
game.startspecial(0, obj, music);
game.jumpheld = true;
//Secret lab, so reveal the map, give them all 20 trinkets
for (int j = 0; j < 20; j++)
{
obj.collect[j] = true;
for (i = 0; i < 20; i++)
{
map.explored[i + (j * 20)] = 1;
}
}
game.trinkets = 20;
game.insecretlab = true;
map.showteleporters = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
music.play(11);
dwgfx.fademode = 4;
break;
case 12:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 13:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 14:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 15:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_1");
break;
case 16:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 17:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 18:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 19:
game.gamestate = GAMEMODE;
hardreset(key, dwgfx, game, map, obj, help, music);
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.finalx = 41;
map.finaly = 56;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1, obj, music);
game.jumpheld = true;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
load("intermission_2");
break;
case 20:
//Level editor
hardreset(key, dwgfx, game, map, obj, help, music);
ed.reset();
music.fadeout();
game.gamestate = EDITORMODE;
game.jumpheld = true;
if (dwgfx.setflipmode) dwgfx.flipmode = true;//set flipmode
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
dwgfx.fademode = 4;
break;
case 21: //play custom level (in editor)
game.gamestate = GAMEMODE;
music.fadeout();
hardreset(key, dwgfx, game, map, obj, help, music);
game.customstart(obj, music);
game.jumpheld = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
//dwgfx.showcutscenebars = true;
//dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
}
//load("intro");
break;
case 22: //play custom level (in game)
//Initilise the level
//First up, find the start point
ed.weirdloadthing(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.findstartpoint(game);
game.gamestate = GAMEMODE;
music.fadeout();
hardreset(key, dwgfx, game, map, obj, help, music);
game.customstart(obj, music);
game.jumpheld = true;
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
//dwgfx.showcutscenebars = true;
//dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
ed.generatecustomminimap(dwgfx, map);
map.customshowmm=true;
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
}
dwgfx.fademode = 4;
//load("intro");
break;
case 23: //Continue in custom level
//Initilise the level
//First up, find the start point
ed.weirdloadthing(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.findstartpoint(game);
game.gamestate = GAMEMODE;
music.fadeout();
hardreset(key, dwgfx, game, map, obj, help, music);
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
game.customstart(obj, music);
game.customloadquick(ed.ListOfMetaData[game.playcustomlevel].filename, map, obj, music);
game.jumpheld = true;
game.gravitycontrol = game.savegc;
//dwgfx.showcutscenebars = true;
//dwgfx.cutscenebarspos = 320;
//set flipmode
if (dwgfx.setflipmode) dwgfx.flipmode = true;
if(obj.nentity==0)
{
obj.createentity(game, game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer(dwgfx, game, obj, music);
}
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
/* Handled by load
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
}
*/
ed.generatecustomminimap(dwgfx, map);
dwgfx.fademode = 4;
//load("intro");
break;
case 100:
game.savestats(map, dwgfx);
SDL_Quit();
exit(0);
break;
}
}
void scriptclass::teleport( Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
{
//er, ok! Teleport to a new area, so!
//A general rule of thumb: if you teleport with a companion, get rid of them!
game.companion = 0;
i = obj.getplayer(); //less likely to have a serious collision error if the player is centered
obj.entities[i].xp = 150;
obj.entities[i].yp = 110;
if(game.teleport_to_x==17 && game.teleport_to_y==17) obj.entities[i].xp = 88; //prevent falling!
if (game.teleportscript == "levelonecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
else if (game.teleportscript == "gamecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
game.gravitycontrol = 0;
map.gotoroom(100+game.teleport_to_x, 100+game.teleport_to_y, dwgfx, game, obj, music);
j = obj.getteleporter();
obj.entities[j].state = 2;
game.teleport_to_new_area = false;
game.savepoint = obj.entities[j].para;
game.savex = obj.entities[j].xp + 44;
game.savey = obj.entities[j].yp + 44;
game.savegc = 0;
game.saverx = game.roomx;
game.savery = game.roomy;
game.savedir = obj.entities[obj.getplayer()].dir;
if(game.teleport_to_x==0 && game.teleport_to_y==0)
{
game.state = 4020;
}
else if(game.teleport_to_x==0 && game.teleport_to_y==16)
{
game.state = 4030;
}
else if(game.teleport_to_x==7 && game.teleport_to_y==9)
{
game.state = 4040;
}
else if(game.teleport_to_x==8 && game.teleport_to_y==11)
{
game.state = 4050;
}
else if(game.teleport_to_x==14 && game.teleport_to_y==19)
{
game.state = 4030;
}
else if(game.teleport_to_x==17 && game.teleport_to_y==12)
{
game.state = 4020;
}
else if(game.teleport_to_x==17 && game.teleport_to_y==17)
{
game.state = 4020;
}
else if(game.teleport_to_x==18 && game.teleport_to_y==7)
{
game.state = 4060;
}
else
{
game.state = 4010;
}
if (game.teleportscript != "")
{
game.state = 0;
load(game.teleportscript);
game.teleportscript = "";
}
else
{
//change music based on location
if (dwgfx.setflipmode && game.teleport_to_x == 11 && game.teleport_to_y == 4)
{
music.niceplay(9);
}
else
{
music.changemusicarea(game.teleport_to_x, game.teleport_to_y);
}
if (!game.intimetrial && !game.nodeathmode && !game.inintermission)
{
if (dwgfx.flipmode)
{
dwgfx.createtextbox(" Game Saved ", -1, 202, 174, 174, 174);
dwgfx.textboxtimer(25);
}
else
{
dwgfx.createtextbox(" Game Saved ", -1, 12, 174, 174, 174);
dwgfx.textboxtimer(25);
}
game.savetele(map, obj, music);
}
}
}
void scriptclass::hardreset( KeyPoll& key, Graphics& dwgfx, Game& game,mapclass& map, entityclass& obj, UtilityClass& help, musicclass& music )
{
//Game:
game.hascontrol = true;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.roomchange = false;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
game.tapleft = 0;
game.tapright = 0;
game.startscript = false;
game.newscript = "";
game.alarmon = false;
game.alarmdelay = 0;
game.blackout = false;
game.useteleporter = false;
game.teleport_to_teleporter = 0;
game.nodeathmode = false;
game.nocutscenes = false;
for (i = 0; i < 6; i++)
{
game.crewstats[i] = false;
}
game.crewstats[0] = true;
game.lastsaved = 0;
game.deathcounts = 0;
game.gameoverdelay = 0;
game.frames = 0;
game.seconds = 0;
game.minutes = 0;
game.hours = 0;
game.gamesaved = false;
game.savetime = "00:00";
game.savearea = "nowhere";
game.savetrinkets = 0;
game.intimetrial = false;
game.timetrialcountdown = 0;
game.timetrialshinytarget = 0;
game.timetrialparlost = false;
game.timetrialpar = 0;
game.timetrialresulttime = 0;
game.totalflips = 0;
game.hardestroom = "Welcome Aboard";
game.hardestroomdeaths = 0;
game.currentroomdeaths=0;
game.swnmode = false;
game.swntimer = 0;
game.swngame = 0;//Not playing sine wave ninja!
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
game.swndeaths = 0;
game.supercrewmate = false;
game.scmhurt = false;
game.scmprogress = 0;
game.scmmoveme = false;
game.swncolstate = 0;
game.swncoldelay = 0;
game.swnrank = 0;
game.swnmessage = 0;
game.creditposx = 0;
game.creditposy = 0;
game.creditposdelay = 0;
game.inintermission = false;
game.insecretlab = false;
game.crewmates=0;
game.state = 0;
game.statedelay = 0;
game.hascontrol = true;
game.advancetext = false;
//dwgraphicsclass
dwgfx.backgrounddrawn = false;
dwgfx.textboxremovefast();
dwgfx.flipmode = false; //This will be reset if needs be elsewhere
dwgfx.showcutscenebars = false;
//mapclass
map.warpx = false;
map.warpy = false;
map.showteleporters = false;
map.showtargets = false;
map.showtrinkets = false;
map.finalmode = false;
map.finalstretch = false;
map.finalx = 50;
map.finaly = 50;
map.final_colormode = false;
map.final_colorframe = 0;
map.final_colorframedelay = 0;
map.final_mapcol = 0;
map.final_aniframe = 0;
map.final_aniframedelay = 0;
map.rcol = 0;
map.resetnames();
map.custommode=false;
map.custommodeforreal=false;
map.customshowmm=true;
for (j = 0; j < 20; j++)
{
for (i = 0; i < 20; i++)
{
map.roomdeaths[i] = 0;
map.roomdeathsfinal[i] = 0;
map.explored[i + (j * 20)] = 0;
}
}
//entityclass
obj.nearelephant = false;
obj.upsetmode = false;
obj.upset = 0;
obj.trophytext = 0 ;
obj.trophytype = 0;
obj.altstates = 0;
for (i = 0; i < 100; i++)
{
obj.flags[i] = false;
}
for (i = 0; i < 6; i++){
obj.customcrewmoods[i]=1;
}
for (i = 0; i < 20; i++)
{
obj.collect[i] = 0;
obj.customcollect[i] = 0;
}
if (obj.getplayer() > -1){
obj.entities[obj.getplayer()].tile = 0;
}
//Script Stuff
position = 0;
scriptlength = 0;
scriptdelay = 0;
scriptname = "null";
running = false;
}