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VVVVVV/desktop_version/src/Input.cpp
Misa 6704675189 Remove half-second delay when exiting to menu in glitchrunner mode
The half-second delay comes from the fact that the game uses
graphics.resumegamemode to go back to GAMEMODE. This system waits for
graphics.menuoffset to reach a certain threshold before actually going
back (this is the animation of the map screen being brought down). To
speed it up, I'll just set graphics.menuoffset directly.

I could've directly set game.gamestate to GAMEMODE, but I wanted to be
safe and use the existing system instead.
2020-08-03 01:07:42 -04:00

2539 lines
78 KiB
C++

#include <tinyxml2.h>
#include "Credits.h"
#include "editor.h"
#include "Entity.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "Logic.h"
#include "MakeAndPlay.h"
#include "Map.h"
#include "Music.h"
#include "Script.h"
void updatebuttonmappings(int bind)
{
for (
SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
i < SDL_CONTROLLER_BUTTON_DPAD_UP;
i = (SDL_GameControllerButton) (i + 1)
) {
if (key.isDown(i))
{
bool dupe = false;
if (bind == 1)
{
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_flip.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
}
if (bind == 2)
{
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_map.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
}
if (bind == 3)
{
for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_esc.push_back(i);
music.playef(11);
}
for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
}
}
}
}
void menuactionpress()
{
switch (game.currentmenuname)
{
case Menu::mainmenu:
#if defined(MAKEANDPLAY)
#define MPOFFSET -1
#else
#define MPOFFSET 0
#endif
#if defined(NO_CUSTOM_LEVELS)
#define NOCUSTOMSOFFSET -1
#else
#define NOCUSTOMSOFFSET 0
#endif
#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
switch (game.currentmenuoption)
{
#if !defined(MAKEANDPLAY)
case 0:
//Play
if (!game.save_exists() && !game.anything_unlocked())
{
//No saves exist, just start a new game
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
}
else
{
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::play);
map.nexttowercolour();
}
break;
#endif
#if !defined(NO_CUSTOM_LEVELS)
case OFFSET+1:
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::playerworlds);
map.nexttowercolour();
break;
#endif
case OFFSET+2:
//Options
music.playef(11);
game.createmenu(Menu::graphicoptions);
map.nexttowercolour();
break;
case OFFSET+3:
//Options
music.playef(11);
game.createmenu(Menu::options);
map.nexttowercolour();
break;
#if !defined(MAKEANDPLAY)
case OFFSET+4:
//Credits
music.playef(11);
game.createmenu(Menu::credits);
map.nexttowercolour();
break;
#else
#undef MPOFFSET
#define MPOFFSET -2
#endif
case OFFSET+5:
//bye!
music.playef(2);
game.mainmenu = 100;
graphics.fademode = 2;
break;
#undef OFFSET
#undef NOCUSTOMSOFFSET
#undef MPOFFSET
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::levellist:
if(game.currentmenuoption==(int)game.menuoptions.size()-1){
//go back to menu
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
//previous page
music.playef(11);
if(game.levelpage==0){
game.levelpage=(ed.ListOfMetaData.size()-1)/8;
}else{
game.levelpage--;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-2;
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-3){
//next page
music.playef(11);
if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
game.levelpage=0;
}else{
game.levelpage++;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-3;
map.nexttowercolour();
}else{
//Ok, launch the level!
//PLAY CUSTOM LEVEL HOOK
music.playef(11);
game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
tinyxml2::XMLDocument doc;
if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
game.mainmenu = 22;
graphics.fademode = 2;
}else{
game.createmenu(Menu::quickloadlevel);
map.nexttowercolour();
}
}
break;
#endif
case Menu::quickloadlevel:
switch (game.currentmenuoption)
{
case 0: //continue save
music.playef(11);
game.mainmenu = 23;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 22;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::playerworlds:
#if defined(NO_EDITOR)
#define OFFSET -1
#else
#define OFFSET 0
#endif
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.levelpage=0;
ed.getDirectoryData();
game.loadcustomlevelstats(); //Should only load a file if it's needed
game.createmenu(Menu::levellist);
map.nexttowercolour();
break;
#if !defined(NO_EDITOR)
case 1:
//LEVEL EDITOR HOOK
music.playef(11);
game.mainmenu = 20;
graphics.fademode = 2;
ed.filename="";
break;
#endif
case OFFSET+2:
//"OPENFOLDERHOOK"
if (FILESYSTEM_openDirectoryEnabled()
&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
{
music.playef(11);
SDL_MinimizeWindow(graphics.screenbuffer->m_window);
}
else
{
music.playef(2);
}
break;
case OFFSET+3:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
#undef OFFSET
break;
#endif
case Menu::errornostart:
music.playef(11);
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
case Menu::graphicoptions:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
graphics.screenbuffer->toggleFullScreen();
game.fullscreen = !game.fullscreen;
game.savestats();
// Recreate menu to update "resize to nearest"
game.createmenu(game.currentmenuname, true);
game.currentmenuoption = 0;
break;
case 1:
music.playef(11);
graphics.screenbuffer->toggleStretchMode();
game.stretchMode = (game.stretchMode + 1) % 3;
game.savestats();
break;
case 2:
// resize to nearest multiple
if (graphics.screenbuffer->isWindowed)
{
music.playef(11);
graphics.screenbuffer->ResizeToNearestMultiple();
game.savestats();
}
else
{
music.playef(2);
}
break;
case 3:
music.playef(11);
graphics.screenbuffer->toggleLinearFilter();
game.useLinearFilter = !game.useLinearFilter;
game.savestats();
break;
case 4:
//change smoothing
music.playef(11);
game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal;
graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
game.savestats();
break;
case 5:
//toggle 30+ fps
music.playef(11);
game.over30mode = !game.over30mode;
game.savestats();
break;
case 6:
//toggle vsync
music.playef(11);
#ifndef __HAIKU__ // FIXME: Remove after SDL VSync bug is fixed! -flibit
graphics.screenbuffer->vsync = !graphics.screenbuffer->vsync;
graphics.screenbuffer->resetRendererWorkaround();
game.savestats();
#endif
break;
default:
//back
music.playef(11);
if (game.ingame_titlemode)
{
game.returntopausemenu();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
break;
}
break;
case Menu::youwannaquit:
switch (game.currentmenuoption)
{
case 0:
//bye!
music.playef(2);
game.mainmenu = 100;
graphics.fademode = 2;
break;
default:
music.playef(11);
map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
game.returnmenu();
}
break;
case Menu::setinvincibility:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
map.invincibility = !map.invincibility;
game.savestats();
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::setslowdown:
switch (game.currentmenuoption)
{
case 0:
//back
game.gameframerate=34;
game.slowdown = 30;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 1:
game.gameframerate=41;
game.slowdown = 24;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 2:
game.gameframerate=55;
game.slowdown = 18;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 3:
game.gameframerate=83;
game.slowdown = 12;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
}
break;
case Menu::advancedoptions:
switch (game.currentmenuoption)
{
case 0:
//toggle mouse cursor
music.playef(11);
if (graphics.showmousecursor == true) {
SDL_ShowCursor(SDL_DISABLE);
graphics.showmousecursor = false;
}
else {
SDL_ShowCursor(SDL_ENABLE);
graphics.showmousecursor = true;
}
break;
case 1:
// toggle unfocus pause
game.disablepause = !game.disablepause;
music.playef(11);
break;
case 2:
// toggle fake load screen
game.skipfakeload = !game.skipfakeload;
music.playef(11);
break;
case 3:
// toggle translucent roomname BG
graphics.translucentroomname = !graphics.translucentroomname;
music.playef(11);
break;
case 4:
// Glitchrunner mode
music.playef(11);
game.glitchrunnermode = !game.glitchrunnermode;
break;
case 5:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::accessibility:
switch (game.currentmenuoption)
{
case 0:
//disable animated backgrounds
game.colourblindmode = !game.colourblindmode;
game.savestats();
map.tdrawback = true;
music.playef(11);
break;
case 1:
//disable screeneffects
game.noflashingmode = !game.noflashingmode;
game.savestats();
if (!game.noflashingmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}else{
music.playef(11);
}
break;
case 2:
//disable text outline
graphics.notextoutline = !graphics.notextoutline;
game.savestats();
music.playef(11);
break;
case 3:
//invincibility
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
{
if (!map.invincibility)
{
game.createmenu(Menu::setinvincibility);
map.nexttowercolour();
}
else
{
map.invincibility = !map.invincibility;
}
music.playef(11);
}
else
{
music.playef(2);
map.invincibility = false;
}
break;
case 4:
//change game speed
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
{
game.createmenu(Menu::setslowdown);
map.nexttowercolour();
music.playef(11);
}
else
{
music.playef(2);
game.gameframerate = 34;
}
break;
case 5:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
//Can't do yet! play sad sound
music.playef(2);
break;
}
break;
case Menu::options:
{
#if defined(MAKEANDPLAY)
int flipmode_offset = 0;
#else
int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
#endif
#if defined(MAKEANDPLAY)
int unlockmode_offset = -1;
#else
int unlockmode_offset = 0;
#endif
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
int offset = 0;
switch (game.currentmenuoption)
{
case 0:
//accessibility options
music.playef(11);
game.createmenu(Menu::accessibility);
map.nexttowercolour();
break;
case 1:
//advanced options
music.playef(11);
game.createmenu(Menu::advancedoptions);
map.nexttowercolour();
break;
case 2:
#if !defined(MAKEANDPLAY)
if (game.ingame_titlemode && game.unlock[18])
#endif
{
// toggle Flip Mode
graphics.setflipmode = !graphics.setflipmode;
game.savemystats = true;
if (graphics.setflipmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
music.playef(11);
}
// Fix wrong area music in Tower (Positive Force vs. ecroF evitisoP)
if (map.custommode)
{
break;
}
int area = map.area(game.roomx, game.roomy);
if (area == 3 || area == 11)
{
if (graphics.setflipmode)
{
music.play(9); // ecroF evitisoP
}
else
{
music.play(2); // Positive Force
}
}
}
break;
}
offset += flipmode_offset;
#if !defined(MAKEANDPLAY)
if (game.currentmenuoption == 3+offset)
{
//unlock play options
music.playef(11);
game.createmenu(Menu::unlockmenu);
map.nexttowercolour();
}
#endif
offset += unlockmode_offset;
if (game.currentmenuoption == 4+offset)
{
//clear data menu
music.playef(11);
game.createmenu(Menu::controller);
map.nexttowercolour();
break;
}
else if (game.currentmenuoption == 5+offset)
{
//clear data menu
music.playef(11);
game.createmenu(Menu::cleardatamenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == 6+offset && music.mmmmmm)
{
//**** TOGGLE MMMMMM
if(game.usingmmmmmm > 0){
game.usingmmmmmm=0;
}else{
game.usingmmmmmm=1;
}
music.usingmmmmmm = !music.usingmmmmmm;
music.playef(11);
music.play(music.currentsong);
game.savestats();
}
offset += mmmmmm_offset;
if (game.currentmenuoption == 7+offset)
{
//back
music.playef(11);
if (game.ingame_titlemode)
{
game.returntopausemenu();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
}
break;
}
case Menu::unlockmenutrials:
switch (game.currentmenuoption)
{
case 0: //unlock 1
game.unlock[9] = true;
game.unlocknotify[9] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 0;
break;
case 1: //unlock 2
game.unlock[10] = true;
game.unlocknotify[10] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 1;
break;
case 2: //unlock 3
game.unlock[11] = true;
game.unlocknotify[11] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 2;
break;
case 3: //unlock 4
game.unlock[12] = true;
game.unlocknotify[12] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 3;
break;
case 4: //unlock 5
game.unlock[13] = true;
game.unlocknotify[13] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 4;
break;
case 5: //unlock 6
game.unlock[14] = true;
game.unlocknotify[14] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 5;
break;
case 6: //back
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::unlockmenu:
switch (game.currentmenuoption)
{
case 0:
//unlock time trials separately...
music.playef(11);
game.createmenu(Menu::unlockmenutrials);
map.nexttowercolour();
break;
case 1:
//unlock intermissions
music.playef(11);
game.unlock[16] = true;
game.unlocknotify[16] = true;
game.unlock[6] = true;
game.unlock[7] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 1;
break;
case 2:
//unlock no death mode
music.playef(11);
game.unlock[17] = true;
game.unlocknotify[17] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 2;
break;
case 3:
//unlock flip mode
music.playef(11);
game.unlock[18] = true;
game.unlocknotify[18] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 3;
break;
case 4:
//unlock jukebox
music.playef(11);
game.stat_trinkets = 20;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 4;
break;
case 5:
//unlock secret lab
music.playef(11);
game.unlock[8] = true;
game.unlocknotify[8] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 5;
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits2, true);
map.nexttowercolour();
break;
case 1:
//last page
music.playef(11);
game.createmenu(Menu::credits6, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits2:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits25, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits25:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits3, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits2, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits3:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::superpatrons))
{
// No more super patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits4, true);
}
else
{
// There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more super patrons. Move to the previous credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits25, true);
}
else
{
//There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits4:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 14;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::patrons))
{
// No more patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits5, true);
}
else
{
// There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 14;
if (game.current_credits_list_index < 0)
{
//No more patrons. Move to the previous credits section
game.current_credits_list_index = SDL_arraysize(Credits::superpatrons) - 1 - (SDL_arraysize(Credits::superpatrons)-1)%9;
game.createmenu(Menu::credits3, true);
}
else
{
//There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits5:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::githubfriends))
{
// No more GitHub contributors. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits6, true);
}
else
{
// There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more GitHub contributors. Move to the previous credits section
game.current_credits_list_index = SDL_arraysize(Credits::patrons) - 1 - (SDL_arraysize(Credits::patrons)-1)%14;
game.createmenu(Menu::credits4, true);
}
else
{
//There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits6:
switch (game.currentmenuoption)
{
case 0:
//first page
music.playef(11);
game.createmenu(Menu::credits, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index = SDL_arraysize(Credits::githubfriends) - 1 - (SDL_arraysize(Credits::githubfriends)-1)%9;
game.createmenu(Menu::credits5, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
music.niceplay(6);
break;
}
break;
case Menu::play:
{
//Do we have the Secret Lab option?
int sloffset = game.unlock[8] ? 0 : -1;
//Do we have a telesave or quicksave?
int ngoffset = game.save_exists() ? 0 : -1;
if (game.currentmenuoption == 0)
{
//continue
//right, this depends on what saves you've got
if (!game.save_exists())
{
//You have no saves but have something unlocked, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
}
else if (game.telesummary == "")
{
//You at least have a quicksave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 2;
graphics.fademode = 2;
}
else if (game.quicksummary == "")
{
//You at least have a telesave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 1;
graphics.fademode = 2;
}
else
{
//go to a menu!
music.playef(11);
game.loadsummary(); //Prepare save slots to display
game.createmenu(Menu::continuemenu);
}
}
else if (game.currentmenuoption == 1 && game.unlock[8])
{
if(!map.invincibility && game.slowdown == 30){
music.playef(11);
game.mainmenu = 11;
graphics.fademode = 2;
}else{
//Can't do yet! play sad sound
music.playef(2);
}
}
else if (game.currentmenuoption == sloffset+2)
{
//play modes
music.playef(11);
game.createmenu(Menu::playmodes);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
{
//newgame
music.playef(11);
game.createmenu(Menu::newgamewarning);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+ngoffset+4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::newgamewarning:
switch (game.currentmenuoption)
{
case 0:
//yep
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
game.deletequick();
game.deletetele();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::controller:
switch (game.currentmenuoption)
{
case 0:
game.controllerSensitivity++;
music.playef(11);
if(game.controllerSensitivity > 4)
{
game.controllerSensitivity = 0;
}
break;
case 4:
music.playef(11);
game.returnmenu();
break;
}
break;
case Menu::cleardatamenu:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
//yep
music.playef(23);
game.deletequick();
game.deletetele();
game.deletestats();
game.flashlight = 5;
game.screenshake = 15;
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
}
break;
case Menu::playmodes:
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
{
music.playef(11);
game.createmenu(Menu::timetrials);
map.nexttowercolour();
}
else if (game.currentmenuoption == 1 && game.unlock[16])
{
//intermission mode menu
music.playef(11);
game.createmenu(Menu::intermissionmenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
{
music.playef(11);
game.createmenu(Menu::startnodeathmode);
map.nexttowercolour();
}
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
{
// WARNING: Partially duplicated in Menu::options
graphics.setflipmode = !graphics.setflipmode;
game.savemystats = true;
if (graphics.setflipmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
music.playef(11);
}
}
else if (game.currentmenuoption == 4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::startnodeathmode:
switch (game.currentmenuoption)
{
case 0: //start no death mode, disabling cutscenes
music.playef(11);
game.mainmenu = 10;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 9;
graphics.fademode = 2;
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::continuemenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 1;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 2;
graphics.fademode = 2;
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::intermissionmenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint1);
map.nexttowercolour();
break;
case 1:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint2);
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint1:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 12;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 13;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.mainmenu = 14;
graphics.fademode = 2;
break;
case 3:
music.playef(11);
game.mainmenu = 15;
graphics.fademode = 2;
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint2:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 16;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 17;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.mainmenu = 18;
graphics.fademode = 2;
break;
case 3:
music.playef(11);
game.mainmenu = 19;
graphics.fademode = 2;
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::gameover2:
//back
music.playef(11);
music.play(6);
game.returntomenu(Menu::playmodes);
map.nexttowercolour();
break;
case Menu::unlocktimetrials:
case Menu::unlocktimetrial:
case Menu::unlocknodeathmode:
case Menu::unlockintermission:
case Menu::unlockflipmode:
//back
music.playef(11);
game.createmenu(Menu::play, true);
map.nexttowercolour();
break;
case Menu::timetrials:
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
{
music.playef(11);
game.mainmenu = 3;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
{
music.playef(11);
game.mainmenu = 4;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
{
music.playef(11);
game.mainmenu = 5;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
{
music.playef(11);
game.mainmenu = 6;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
{
music.playef(11);
game.mainmenu = 7;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
{
music.playef(11);
game.mainmenu = 8;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 6) //go to the time trial menu
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::timetrialcomplete3:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
music.play(6);
game.returntomenu(Menu::timetrials);
map.nexttowercolour();
break;
case 1:
//Ok but first quickly remove the last stack frame to prevent piling up timetrialcomplete stack frames
if (game.menustack.empty())
{
puts("Error: menu stack is empty!");
}
else
{
game.menustack.pop_back();
}
//duplicate the above based on given time trial level!
if (game.timetriallevel == 0) //space station 1
{
music.playef(11);
game.mainmenu = 3;
graphics.fademode = 2;
}
else if (game.timetriallevel == 1) //lab
{
music.playef(11);
game.mainmenu = 4;
graphics.fademode = 2;
}
else if (game.timetriallevel == 2) //tower
{
music.playef(11);
game.mainmenu = 5;
graphics.fademode = 2;
}
else if (game.timetriallevel == 3) //station 2
{
music.playef(11);
game.mainmenu = 6;
graphics.fademode = 2;
}
else if (game.timetriallevel == 4) //warp
{
music.playef(11);
game.mainmenu = 7;
graphics.fademode = 2;
}
else if (game.timetriallevel == 5) //final
{
music.playef(11);
game.mainmenu = 8;
graphics.fademode = 2;
}
break;
}
break;
case Menu::gamecompletecontinue:
case Menu::nodeathmodecomplete2:
music.play(6);
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
break;
}
}
void titleinput()
{
//game.mx = (mouseX / 4);
//game.my = (mouseY / 4);
//TODO bit wasteful doing this every poll
key.setSensitivity(game.controllerSensitivity);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (graphics.flipmode)
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true;
}
else
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true))
{
game.press_right = true;
}
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (!game.jumpheld && graphics.fademode==0)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
if (key.isDown(27) && game.currentmenuname != Menu::youwannaquit && game.menustart)
{
music.playef(11);
if (game.ingame_titlemode)
{
game.returntopausemenu();
}
else
{
game.createmenu(Menu::youwannaquit);
map.nexttowercolour();
}
}
if(game.menustart)
{
if (game.press_left)
{
game.currentmenuoption--;
}
else if (game.press_right)
{
game.currentmenuoption++;
}
}
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
if (game.press_action)
{
if (!game.menustart)
{
game.menustart = true;
music.play(6);
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
map.colstate = 10;
map.nexttowercolour();
}
else
{
menuactionpress();
}
}
if ( game.currentmenuname == Menu::controller &&
game.currentmenuoption > 0 &&
game.currentmenuoption < 4 &&
key.controllerButtonDown() )
{
updatebuttonmappings(game.currentmenuoption);
}
}
if (graphics.fademode == 1)
script.startgamemode(game.mainmenu);
}
void gameinput()
{
//TODO mouse input
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
if(!script.running)
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
{
game.press_right = true;
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s)|| key.isDown(game.controllerButton_flip))
{
game.press_action = true;
};
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
{
game.press_map = true;
}
}
if (game.advancetext)
{
if (game.pausescript)
{
game.press_action = false;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
}
if (game.press_action && !game.jumpheld)
{
if (game.pausescript)
{
game.pausescript = false;
game.hascontrol = true;
game.jumpheld = true;
}
else
{
if(game.glitchrunnermode || !game.glitchrunkludge) game.state++;
game.jumpheld = true;
game.glitchrunkludge=true;
//Bug fix! You should only be able to do this ONCE.
//...Unless you're in glitchrunner mode
}
}
}
if (!game.press_map) game.mapheld = false;
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
{
//restart the time trial
game.quickrestartkludge = false;
script.startgamemode(game.timetriallevel + 3);
game.deathseq = -1;
game.completestop = false;
}
//Returning to editor mode must always be possible
#if !defined(NO_CUSTOM_LEVELS)
if(map.custommode && !map.custommodeforreal){
if ((game.press_map || key.isDown(27)) && !game.mapheld){
//Return to level editor
if (game.activeactivity > -1 && game.press_map){
//pass, let code block below handle it
}else if(game.activetele && game.readytotele > 20 && game.press_map){
//pass, let code block below handle it
}else{
game.shouldreturntoeditor = true;
game.mapheld = true;
}
}
}
#endif
//Entity type 0 is player controled
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5)
{
if (game.press_map && !game.mapheld)
{
game.mapheld = true;
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
{
if(int(std::abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
{
//wait! space station 2 debug thingy
if (game.teleportscript != "")
{
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout();
int player = obj.getplayer();
if (player > -1)
{
obj.entities[player].colour = 102;
}
int teleporter = obj.getteleporter();
if (teleporter > -1)
{
obj.entities[teleporter].tile = 6;
obj.entities[teleporter].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
else if (game.companion == 0)
{
//Alright, normal teleporting
game.gamestate = TELEPORTERMODE;
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.resumegamemode = false;
game.useteleporter = true;
game.initteleportermode();
}
else
{
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout();
int player = obj.getplayer();
if (player > -1)
{
obj.entities[player].colour = 102;
}
int companion = obj.getcompanion();
if(companion>-1) obj.entities[companion].colour = 102;
int teleporter = obj.getteleporter();
if (teleporter > -1)
{
obj.entities[teleporter].tile = 6;
obj.entities[teleporter].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 3000;
game.statedelay = 0;
}
}
}
else if (game.activeactivity > -1)
{
if((int(std::abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
{
script.load(obj.blocks[game.activeactivity].script);
obj.removeblock(game.activeactivity);
game.activeactivity = -1;
}
}
else if (game.swnmode == 1 && game.swngame == 1)
{
//quitting the super gravitron
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.gamestate = MAPMODE;
game.gamesaved = false;
graphics.resumegamemode = false;
game.menupage = 20; // The Map Page
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
}
else if (game.intimetrial && graphics.fademode==0)
{
//Quick restart of time trial
script.hardreset();
if (graphics.setflipmode) graphics.flipmode = true;
graphics.fademode = 2;
game.completestop = true;
music.fadeout();
game.intimetrial = true;
game.quickrestartkludge = true;
}
else if (graphics.fademode==0)
{
//Normal map screen, do transition later
game.gamestate = MAPMODE;
map.cursordelay = 0;
map.cursorstate = 0;
game.gamesaved = false;
graphics.resumegamemode = false;
game.menupage = 0; // The Map Page
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
}
}
if ((key.isDown(27) || key.isDown(game.controllerButton_esc)) && (!map.custommode || map.custommodeforreal))
{
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.gamestate = MAPMODE;
game.gamesaved = false;
graphics.resumegamemode = false;
game.menupage = 30; // Pause screen
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
}
if (key.keymap[SDLK_r] && game.deathseq<=0)// && map.custommode) //Have fun glitchrunners!
{
game.deathseq = 30;
}
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
if (obj.entities[ie].vx < 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapleft = 0;
}
if (game.press_right)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapright = 0;
}
if(game.press_left)
{
obj.entities[ie].ax = -3;
obj.entities[ie].dir = 0;
}
else if (game.press_right)
{
obj.entities[ie].ax = 3;
obj.entities[ie].dir = 1;
}
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
if (game.jumppressed > 0)
{
game.jumppressed--;
if (obj.entities[ie].onground>0 && game.gravitycontrol == 0)
{
game.gravitycontrol = 1;
obj.entities[ie].vy = -4;
obj.entities[ie].ay = -3;
music.playef(0);
game.jumppressed = 0;
game.totalflips++;
}
if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1)
{
game.gravitycontrol = 0;
obj.entities[ie].vy = 4;
obj.entities[ie].ay = 3;
music.playef(1);
game.jumppressed = 0;
game.totalflips++;
}
}
}
else
{
//Simple detection of keypresses outside player control, will probably scrap this (expand on
//advance text function)
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
}
}
}
}
void mapmenuactionpress();
void mapinput()
{
//TODO Mouse Input!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (game.glitchrunnermode && graphics.fademode == 1 && graphics.menuoffset == 0)
{
// Deliberate re-addition of the glitchy gamestate-based fadeout!
// First of all, detecting a black screen means if the glitchy fadeout
// gets interrupted but you're still on a black screen, opening a menu
// immediately quits you to the title. This has the side effect that if
// you accidentally press Esc during a cutscene when it's black, you'll
// immediately be quit and lose all your progress, but that's fair in
// glitchrunner mode.
// Also have to check graphics.menuoffset so this doesn't run every frame
// Have to close the menu in order to run gamestates
graphics.resumegamemode = true;
// Remove half-second delay
graphics.menuoffset = 250;
// Technically this was in <=2.2 as well
obj.removeallblocks();
if (game.menupage >= 20 && game.menupage <= 21)
{
game.state = 96;
game.statedelay = 0;
}
else
{
// Produces more glitchiness! Necessary for credits warp to work.
script.hardreset();
game.state = 80;
game.statedelay = 0;
}
}
if (game.fadetomenu && !game.glitchrunnermode)
{
if (game.fadetomenudelay > 0)
{
game.fadetomenudelay--;
}
else
{
game.quittomenu();
game.fadetomenu = false;
}
}
if (game.fadetolab && !game.glitchrunnermode)
{
if (game.fadetolabdelay > 0)
{
game.fadetolabdelay--;
}
else
{
game.returntolab();
game.fadetolab = false;
}
}
if(graphics.menuoffset==0
&& ((!game.glitchrunnermode && game.fadetomenudelay <= 0 && game.fadetolabdelay <= 0)
|| graphics.fademode == 0))
{
if (graphics.flipmode)
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsLeft(false) ) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsRight(false)) game.press_right = true;
}
else
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(false))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(false))
{
game.press_right = true;
}
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.press_action = true;
}
if (game.menupage < 12 || (game.menupage >= 30 && game.menupage <= 33))
{
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
if (key.isDown(27) && !game.mapheld)
{
game.mapheld = true;
if (game.menupage < 9)
{
game.menupage = 30;
}
else if (game.menupage < 12)
{
game.menupage = 31;
}
else
{
graphics.resumegamemode = true;
}
}
}
else
{
if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true;
}
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right)
{
game.jumpheld = false;
}
if (!game.press_map && !key.isDown(27))
{
game.mapheld = false;
}
}
else
{
game.mapheld = true;
game.jumpheld = true;
}
if (!game.mapheld)
{
if(game.press_map && game.menupage < 10)
{
//Normal map screen, do transition later
graphics.resumegamemode = true;
}
}
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
if (game.press_left)
{
game.menupage--;
}
else if (game.press_right)
{
game.menupage++;
}
if (game.press_action)
{
mapmenuactionpress();
}
if (game.menupage < 0) game.menupage = 3;
if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
if (game.menupage == 9) game.menupage = 11;
if (game.menupage == 12) game.menupage = 10;
if (game.menupage == 19) game.menupage = 21;
if (game.menupage == 22) game.menupage = 20;
if (game.menupage == 29) game.menupage = 33;
if (game.menupage == 34) game.menupage = 30;
}
}
void mapmenuactionpress()
{
switch (game.menupage)
{
case 1:
if (obj.flags[67] && !game.inspecial() && !map.custommode)
{
//Warp back to the ship
graphics.resumegamemode = true;
game.teleport_to_x = 2;
game.teleport_to_y = 11;
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
int i = obj.getplayer();
if (i > -1)
{
obj.entities[i].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
break;
case 3:
if (!game.gamesaved && !game.inspecial())
{
game.flashlight = 5;
game.screenshake = 10;
music.playef(18);
game.gamesaved = true;
game.savetime = game.timestring();
game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
game.savetrinkets = game.trinkets();
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
#if !defined(NO_CUSTOM_LEVELS)
if(map.custommodeforreal)
{
game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
}
else
#endif
{
game.savequick();
}
}
break;
case 10:
//return to pause menu
music.playef(11);
game.menupage = 31;
break;
case 11:
//quit to menu
//Kill contents of offset render buffer, since we do that for some reason.
//This fixes an apparent frame flicker.
FillRect(graphics.tempBuffer, 0x000000);
graphics.fademode = 2;
music.fadeout();
map.nexttowercolour();
if (!game.glitchrunnermode)
{
game.fadetomenu = true;
game.fadetomenudelay = 16;
}
break;
case 20:
//return to game
graphics.resumegamemode = true;
break;
case 21:
//quit to menu
game.swnmode = false;
graphics.fademode = 2;
music.fadeout();
if (!game.glitchrunnermode)
{
game.fadetolab = true;
game.fadetolabdelay = 16;
}
break;
case 30:
// Return to game
graphics.resumegamemode = true;
break;
case 31:
// Go to quit prompt
music.playef(11);
game.menupage = 10;
break;
case 32:
case 33:
// Graphic options and game options
music.playef(11);
game.gamestate = TITLEMODE;
graphics.flipmode = false;
game.ingame_titlemode = true;
if (game.menupage == 32)
{
game.createmenu(Menu::graphicoptions);
}
else
{
game.createmenu(Menu::options);
}
map.bg_to_kludge();
game.kludge_ingametemp = game.currentmenuname;
map.scrolldir = 0;
map.colstate = ((int) (map.colstate / 5)) * 5;
map.bypos = 0;
map.nexttowercolour();
// Fix delta rendering glitch
graphics.updatetowerbackground();
titleupdatetextcol();
break;
}
}
void teleporterinput()
{
//Todo Mouseinput!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
int tempx, tempy;
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if(graphics.menuoffset==0)
{
if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (key.isDown(27))
{
if (!map.custommode || map.custommodeforreal)
{
// Go to pause menu
game.mapheld = true;
game.menupage = 30;
game.gamestate = MAPMODE;
}
else
{
// Close teleporter menu
graphics.resumegamemode = true;
}
}
}
else
{
game.mapheld = true;
game.jumpheld = true;
}
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
bool any_tele_unlocked = false;
if (game.press_left || game.press_right)
{
for (size_t i = 0; i < map.teleporters.size(); i++)
{
point& tele = map.teleporters[i];
if (map.explored[tele.x + tele.y*20])
{
any_tele_unlocked = true;
break;
}
}
}
if (game.press_left && any_tele_unlocked)
{
do
{
game.teleport_to_teleporter--;
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
while (map.explored[tempx + (20 * tempy)] == 0);
}
else if (game.press_right && any_tele_unlocked)
{
do
{
game.teleport_to_teleporter++;
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
while (map.explored[tempx + (20 * tempy)] == 0);
}
if (game.press_map)
{
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
if (game.roomx == tempx + 100 && game.roomy == tempy + 100)
{
//cancel!
graphics.resumegamemode = true;
}
else
{
//teleport
graphics.resumegamemode = true;
game.teleport_to_x = tempx;
game.teleport_to_y = tempy;
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
int i = obj.getplayer();
if (i > -1)
{
obj.entities[i].colour = 102;
}
i = obj.getteleporter();
if (i > -1)
{
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
}
}
}
void gamecompleteinput()
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Do this before we update map.bypos
if (!game.colourblindmode)
{
graphics.updatetowerbackground();
}
//Do these here because input comes first
map.bypos += map.bscroll;
game.oldcreditposition = game.creditposition;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.creditposition -= 6;
if (game.creditposition <= -Credits::creditmaxposition)
{
if(graphics.fademode==0)
{
graphics.fademode = 2;
}
game.creditposition = -Credits::creditmaxposition;
}
else
{
map.bscroll = +7;
}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
{
graphics.fademode = 2;
}
}
}
}
void gamecompleteinput2()
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Do this here because input comes first
game.oldcreditposx = game.creditposx;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.creditposx++;
game.oldcreditposx++;
if (game.creditposy >= 30)
{
if(graphics.fademode==0)
{
graphics.fademode = 2;
music.fadeout();
}
}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
{
graphics.fademode = 2;
music.fadeout();
}
}
}
}