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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-01 10:33:32 +02:00
VVVVVV/desktop_version/src/Script.cpp
Misa 775ac4c40c Fix bringing up map menu during gamemode(teleporter)
When gamemode(teleporter) gets run in a script, it brings up a read-only
version of the teleporter screen, intended only for displaying rooms on
the minimap.

However, ever since 2.3 allowed bringing up the map screen during
cutscenes (in order to prevent softlocks), bringing up the map screen
during this mode would (1) do an unnecessary animation of suddenly
switching back to the game and bringing up the menu screen again (even
though the menu screen has already been brought up), and (2) would let
you close the menu entirely and go back to GAMEMODE, thus
unintentionally closing the teleporter screen and kind of ruining the
cutscene.

To fix this, when you bring up the map screen, it will instead instantly
transition to the map screen. And when you bring it down, it will also
instantly transition back to the teleporter screen.

But that's not all. The previous behavior was actually kind of a nice
failsafe, in that if you somehow got stuck in a state where a script ran
gamemode(teleporter), but stopped running before it could take you out
of that mode by running gamemode(game), then you could return to
GAMEMODE yourself by bringing up the map screen and then bringing it
back down. So I've made sure to keep that failsafe behavior, only as
long as there isn't a script running.
2020-12-28 21:12:51 -05:00

4046 lines
90 KiB
C++

#define SCRIPT_DEFINITION
#include "Script.h"
#include "editor.h"
#include "Entity.h"
#include "Enums.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "Map.h"
#include "Music.h"
#include "UtilityClass.h"
#include <limits.h>
scriptclass::scriptclass()
{
//Start SDL
//Init
position = 0;
scriptdelay = 0;
running = false;
dontrunnextframe = false;
b = 0;
g = 0;
i = 0;
j = 0;
k = 0;
loopcount = 0;
looppoint = 0;
r = 0;
textx = 0;
texty = 0;
}
void scriptclass::clearcustom(){
customscripts.clear();
}
void scriptclass::tokenize( const std::string& t )
{
j = 0;
std::string tempword;
char currentletter;
for (size_t i = 0; i < t.length(); i++)
{
currentletter = t[i];
if (currentletter == '(' || currentletter == ')' || currentletter == ',')
{
words[j] = tempword;
for (size_t ii = 0; ii < words[j].length(); ii++)
{
words[j][ii] = SDL_tolower(words[j][ii]);
}
j++;
tempword = "";
}
else if (currentletter == ' ')
{
//don't do anything - i.e. strip out spaces.
}
else
{
tempword += currentletter;
}
if (j >= (int) SDL_arraysize(words))
{
break;
}
}
if (tempword != "" && j < (int) SDL_arraysize(words))
{
words[j] = tempword;
}
}
void scriptclass::run()
{
if (!running)
{
return;
}
// This counter here will stop the function when it gets too high
short execution_counter = 0;
while(running && scriptdelay<=0 && !game.pausescript)
{
if (INBOUNDS_VEC(position, commands))
{
//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();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp += ss_toi(words[1]);
obj.entities[player].yp += ss_toi(words[2]);
}
scriptdelay = 1;
}
#if !defined(NO_CUSTOM_LEVELS)
if (words[0] == "warpdir")
{
int temprx=ss_toi(words[1])-1;
int tempry=ss_toi(words[2])-1;
int curlevel=temprx+(ed.maxwidth*(tempry));
bool inbounds = INBOUNDS_ARR(curlevel, ed.level);
if (inbounds)
{
ed.level[curlevel].warpdir=ss_toi(words[3]);
}
//Do we update our own room?
if(inbounds && game.roomx-100==temprx && game.roomy-100==tempry){
//If screen warping, then override all that:
graphics.backgrounddrawn = false;
map.warpx=false; map.warpy=false;
if(ed.level[curlevel].warpdir==0){
map.background = 1;
//Be careful, we could be in a Lab or Warp Zone room...
if(ed.level[curlevel].tileset==2){
//Lab
map.background = 2;
graphics.rcol = ed.level[curlevel].tilecol;
}else if(ed.level[curlevel].tileset==3){
//Warp Zone
map.background = 6;
}
}else if(ed.level[curlevel].warpdir==1){
map.warpx=true;
map.background=3;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==2){
map.warpy=true;
map.background=4;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}else if(ed.level[curlevel].warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
graphics.rcol = ed.getwarpbackground(temprx,tempry);
}
}
}
if (words[0] == "ifwarp")
{
int room = ss_toi(words[1])-1+(ed.maxwidth*(ss_toi(words[2])-1));
if (INBOUNDS_ARR(room, ed.level) && ed.level[room].warpdir == ss_toi(words[3]))
{
load("custom_"+words[4]);
position--;
}
}
#endif
if (words[0] == "destroy")
{
if(words[1]=="gravitylines"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==9) removeentity_iter(edi);
if(obj.entities[edi].type==10) removeentity_iter(edi);
}
}else if(words[1]=="warptokens"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==11) removeentity_iter(edi);
}
}else if(words[1]=="platforms"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) removeentity_iter(edi);
}
}
}
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")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
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")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags))
{
if (words[2] == "on")
{
obj.flags[flag] = true;
}
else if (words[2] == "off")
{
obj.flags[flag] = false;
}
}
}
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")
{
int player = obj.getplayer();
if(INBOUNDS_VEC(player, obj.entities) && obj.entities[player].onroof>0)
{
game.press_action = true;
scriptdelay = 1;
}
}
if (words[0] == "playef")
{
music.playef(ss_toi(words[1]));
}
if (words[0] == "play")
{
music.play(ss_toi(words[1]));
}
if (words[0] == "stopmusic")
{
music.haltdasmusik();
}
if (words[0] == "resumemusic")
{
music.resume();
}
if (words[0] == "musicfadeout")
{
music.fadeout(false);
}
if (words[0] == "musicfadein")
{
music.fadein();
}
if (words[0] == "trinketscriptmusic")
{
music.play(4);
}
if (words[0] == "gotoposition")
{
//USAGE: gotoposition(x position, y position, gravity position)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
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);
}
if (words[0] == "cutscene")
{
graphics.showcutscenebars = true;
}
if (words[0] == "endcutscene")
{
graphics.showcutscenebars = false;
}
if (words[0] == "untilbars")
{
if (graphics.showcutscenebars)
{
if (graphics.cutscenebarspos < 360)
{
scriptdelay = 1;
position--;
}
}
else
{
if (graphics.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] == "white")
{
r = 244;
g = 244;
b = 244;
}
else if (words[1] == "gray")
{
r = 174;
g = 174;
b = 174;
}
else if (words[1] == "orange")
{
r = 255;
g = 130;
b = 20;
}
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!
txt.clear();
for (int i = 0; i < ss_toi(words[4]); i++)
{
position++;
if (INBOUNDS_VEC(position, commands))
{
txt.push_back(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();
if (INBOUNDS_VEC(i, obj.entities))
{
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 (INBOUNDS_VEC(i, obj.entities) && 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 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
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 (INBOUNDS_VEC(i, obj.entities) && 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 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
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(graphics.flipmode) texty += 2*(120 - texty) - 8*(txt.size()+2);
}
else if (words[0] == "speak_active" || words[0] == "speak")
{
//Ok, actually display the textbox we've initilised now!
//If using "speak", don't make the textbox active (so we can use multiple textboxes)
if (txt.empty())
{
txt.resize(1);
}
graphics.createtextbox(txt[0], textx, texty, r, g, b);
if ((int) txt.size() > 1)
{
for (i = 1; i < (int) txt.size(); i++)
{
graphics.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 -= graphics.textboxwidth();
textx += 16;
graphics.textboxmoveto(textx);
}
if (textx == -500 || textx == -1)
{
graphics.textboxcenterx();
}
if (texty == -500)
{
graphics.textboxcentery();
}
graphics.textboxadjust();
if (words[0] == "speak_active")
{
graphics.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")
{
graphics.textboxremove();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "endtextfast")
{
graphics.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();
if (INBOUNDS_VEC(i, obj.entities))
{
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();
if (INBOUNDS_VEC(i, obj.entities))
{
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")
{
std::string word6 = words[6];
std::string word7 = words[7];
std::string word8 = words[8];
std::string word9 = words[9];
if (words[6] == "") words[6] = "0";
if (words[7] == "") words[7] = "0";
if (words[8] == "") words[8] = "320";
if (words[9] == "") words[9] = "240";
obj.createentity(
ss_toi(words[1]),
ss_toi(words[2]),
ss_toi(words[3]),
ss_toi(words[4]),
ss_toi(words[5]),
ss_toi(words[6]),
ss_toi(words[7]),
ss_toi(words[8]),
ss_toi(words[9])
);
words[6] = word6;
words[7] = word7;
words[8] = word8;
words[9] = word9;
}
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(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(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 (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
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 (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
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);
}
if (INBOUNDS_VEC(i, obj.entities))
{
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")
{
game.gravitycontrol = !game.gravitycontrol;
}
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 (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].rule == 7)
{
obj.entities[i].rule = 6;
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities) && obj.getplayer() != i) // Don't destroy player entity
{
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);
}
if (INBOUNDS_VEC(i, obj.entities))
{
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 (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].dir = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
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";
}
if (INBOUNDS_VEC(i, obj.entities))
{
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] == "activateteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
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 (INBOUNDS_VEC(i, obj.entities))
{
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);
}
else if (words[1] == "cyan")
{
music.playef(11);
}
else if (words[1] == "red")
{
music.playef(16);
}
else if (words[1] == "green")
{
music.playef(12);
}
else if (words[1] == "yellow")
{
music.playef(14);
}
else if (words[1] == "blue")
{
music.playef(13);
}
else if (words[1] == "purple")
{
music.playef(15);
}
else if (words[1] == "cry")
{
music.playef(2);
}
else if (words[1] == "terminal")
{
music.playef(20);
}
}
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;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savex = obj.entities[i].xp ;
game.savey = obj.entities[i].yp;
}
game.savegc = game.gravitycontrol;
game.saverx = game.roomx;
game.savery = game.roomy;
if (INBOUNDS_VEC(i, obj.entities))
{
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")
{
graphics.textboxactive();
}
else if (words[0] == "gamemode")
{
if (words[1] == "teleporter")
{
game.mapmenuchange(TELEPORTERMODE);
game.useteleporter = false; //good heavens don't actually use it
}
else if (words[1] == "game")
{
graphics.resumegamemode = true;
game.prevgamestate = GAMEMODE;
}
}
else if (words[0] == "ifexplored")
{
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
if (INBOUNDS_ARR(room, map.explored) && map.explored[room] == 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")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifcrewlost")
{
int crewmate = ss_toi(words[1]);
if (INBOUNDS_ARR(crewmate, game.crewstats) && !game.crewstats[crewmate])
{
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")
{
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
if (INBOUNDS_ARR(room, map.explored))
{
map.explored[room] = false;
}
}
else if (words[0] == "showcoordinates")
{
int room = ss_toi(words[1]) + (20 * ss_toi(words[2]));
if (INBOUNDS_ARR(room, map.explored))
{
map.explored[room] = true;
}
}
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")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = true;
}
}
else if (words[0] == "showplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].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")
{
graphics.fadeamount = 0;
graphics.fademode= 0;
}
else if (words[0] == "fadein")
{
graphics.fademode = 4;
}
else if (words[0] == "fadeout")
{
graphics.fademode = 2;
}
else if (words[0] == "untilfade")
{
if (graphics.fademode>1)
{
scriptdelay = 1;
position--;
}
}
else if (words[0] == "entersecretlab")
{
game.unlocknum(8);
game.insecretlab = true;
}
else if (words[0] == "leavesecretlab")
{
game.insecretlab = false;
}
else if (words[0] == "resetgame")
{
map.resetnames();
map.resetmap();
map.resetplayer();
graphics.towerbg.tdrawback = true;
obj.resetallflags();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 0;
}
for (i = 0; i < 100; i++)
{
obj.collect[i] = false;
obj.customcollect[i] = false;
}
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 = GAMECOMPLETE;
graphics.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);
}
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 (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp > obj.entities[i].xp + 5)
{
obj.entities[i].dir = 1;
}
else if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp < obj.entities[i].xp - 5)
{
obj.entities[i].dir = 0;
}
}
else if (words[0] == "jukebox")
{
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].type == 13)
{
obj.entities[j].colour = 4;
}
}
if (ss_toi(words[1]) == 1)
{
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
for (j = 0; j < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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 < (int) obj.entities.size(); 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;
}
int crewman = obj.getcrewman(i);
if (INBOUNDS_VEC(crewman, obj.entities) && i == 4)
{
obj.createblock(5, obj.entities[crewman].xp - 32, obj.entities[crewman].yp-20, 96, 60, i);
}
else if (INBOUNDS_VEC(crewman, obj.entities))
{
obj.createblock(5, obj.entities[crewman].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(i, 153, 18, 14, 0, 17, 0);
i += 25;
}
if (game.crewstats[3] && game.lastsaved!=3)
{
obj.createentity(i, 153, 18, 15, 0, 17, 0);
i += 25;
}
if (game.crewstats[4] && game.lastsaved!=4)
{
obj.createentity(i, 153, 18, 13, 0, 17, 0);
i += 25;
}
if (game.crewstats[5] && game.lastsaved!=5)
{
obj.createentity(i, 153, 18, 16, 0, 17, 0);
i += 25;
}
}
else if (words[0] == "restoreplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 0;
}
}
else if (words[0] == "changeplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
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();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 101;
}
}
else if (words[0] == "foundtrinket")
{
//music.silencedasmusik();
music.haltdasmusik();
music.playef(3);
size_t trinket = ss_toi(words[1]);
if (trinket < SDL_arraysize(obj.collect))
{
obj.collect[trinket] = true;
}
graphics.textboxremovefast();
graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found a shiny trinket!");
graphics.textboxcenterx();
std::string usethisnum;
#if !defined(NO_CUSTOM_LEVELS)
if (map.custommode)
{
usethisnum = help.number(ed.numtrinkets());
}
else
#endif
{
usethisnum = "Twenty";
}
graphics.createtextbox(" " + help.number(game.trinkets()) + " out of " + usethisnum + " ", 50, 135, 174, 174, 174);
graphics.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);
graphics.textboxremovefast();
graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found the secret lab!");
graphics.textboxcenterx();
graphics.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")
{
graphics.textboxremovefast();
graphics.createtextbox("The secret lab is separate from", 50, 85, 174, 174, 174);
graphics.addline("the rest of the game. You can");
graphics.addline("now come back here at any time");
graphics.addline("by selecting the new SECRET LAB");
graphics.addline("option in the play menu.");
graphics.textboxcenterx();
graphics.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 < (int) obj.entities.size(); 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);
}
else if (words[0] == "telesave")
{
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele();
}
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(200, 153, 18, r, 0, 19, 30);
i = obj.getcrewman(game.lastsaved);
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "specialline")
{
switch(ss_toi(words[1]))
{
case 1:
txt.resize(1);
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
break;
case 2:
txt.resize(3);
if (game.crewrescued() < 5)
{
txt[1] = "to helping you find the";
txt[2] = "rest of the crew!";
}
else
{
txt.resize(2);
txt[1] = "to helping you find " + game.unrescued() + "!";
}
break;
}
}
else if (words[0] == "trinketbluecontrol")
{
if (game.trinkets() == 20 && obj.flags[67])
{
load("talkblue_trinket6");
position--;
}
else if (game.trinkets() >= 19 && !obj.flags[67])
{
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])
{
//game complete
load("talkred_13");
position--;
}
else if (obj.flags[35] && !obj.flags[52])
{
//Intermission level
obj.flags[52] = true;
load("talkred_9");
position--;
}
else if (!obj.flags[51])
{
//We're back home!
obj.flags[51] = true;
load("talkred_5");
position--;
}
else if (!obj.flags[48] && game.crewstats[5])
{
//Victoria's back
obj.flags[48] = true;
load("talkred_6");
position--;
}
else if (!obj.flags[49] && game.crewstats[4])
{
//Verdigris' back
obj.flags[49] = true;
load("talkred_7");
position--;
}
else if (!obj.flags[50] && game.crewstats[2])
{
//Vitellary's back
obj.flags[50] = true;
load("talkred_8");
position--;
}
else if (!obj.flags[45] && !game.crewstats[5])
{
obj.flags[45] = true;
load("talkred_2");
position--;
}
else if (!obj.flags[46] && !game.crewstats[4])
{
obj.flags[46] = true;
load("talkred_3");
position--;
}
else if (!obj.flags[47] && !game.crewstats[2])
{
obj.flags[47] = true;
load("talkred_4");
position--;
}
else
{
obj.flags[45] = false;
obj.flags[46] = false;
obj.flags[47] = false;
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])
{
//game complete
load("talkgreen_10");
position--;
}
else if (obj.flags[34] && !obj.flags[57])
{
//Intermission level
obj.flags[57] = true;
load("talkgreen_7");
position--;
}
else if (!obj.flags[53])
{
//Home!
obj.flags[53] = true;
load("talkgreen_6");
position--;
}
else if (!obj.flags[54] && game.crewstats[2])
{
obj.flags[54] = true;
load("talkgreen_5");
position--;
}
else if (!obj.flags[55] && game.crewstats[3])
{
obj.flags[55] = true;
load("talkgreen_4");
position--;
}
else if (!obj.flags[56] && game.crewstats[5])
{
obj.flags[56] = true;
load("talkgreen_3");
position--;
}
else if (!obj.flags[58])
{
obj.flags[58] = true;
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])
{
//game complete, everything changes for victoria
if (obj.flags[41] && !obj.flags[42])
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42])
{
//Third trinket conversation
obj.flags[42] = true;
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] && !obj.flags[40])
{
//Intermission level
obj.flags[40] = true;
load("talkblue_7");
position--;
}
else if (!obj.flags[36] && game.crewstats[5])
{
//Back on the ship!
obj.flags[36] = true;
load("talkblue_3");
position--;
}
else if (!obj.flags[41] && game.crewrescued() <= 4)
{
//First trinket conversation
obj.flags[41] = true;
load("talkblue_trinket1");
position--;
}
else if (obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//Third trinket conversation
obj.flags[42] = true;
load("talkblue_trinket3");
position--;
}
else if (!obj.flags[37] && game.crewstats[2])
{
obj.flags[37] = true;
load("talkblue_4");
position--;
}
else if (!obj.flags[38] && game.crewstats[3])
{
obj.flags[38] = true;
load("talkblue_5");
position--;
}
else if (!obj.flags[39] && game.crewstats[4])
{
obj.flags[39] = true;
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])
{
//game complete
load("talkyellow_11");
position--;
}
else if (obj.flags[32] && !obj.flags[31])
{
//Intermission level
obj.flags[31] = true;
load("talkyellow_6");
position--;
}
else if (!obj.flags[27] && game.crewstats[2])
{
//Back on the ship!
obj.flags[27] = true;
load("talkyellow_10");
position--;
}
else if (!obj.flags[43] && 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] = true;
obj.flags[42] = true;
obj.flags[41] = true;
load("talkyellow_trinket1");
position--;
}
else if (!obj.flags[24] && game.crewstats[5])
{
obj.flags[24] = true;
load("talkyellow_8");
position--;
}
else if (!obj.flags[26] && game.crewstats[4])
{
obj.flags[26] = true;
load("talkyellow_7");
position--;
}
else if (!obj.flags[25] && game.crewstats[3])
{
obj.flags[25] = true;
load("talkyellow_9");
position--;
}
else if (!obj.flags[28])
{
obj.flags[28] = true;
load("talkyellow_3");
position--;
}
else if (!obj.flags[29])
{
obj.flags[29] = true;
load("talkyellow_4");
position--;
}
else if (!obj.flags[30])
{
obj.flags[30] = true;
load("talkyellow_5");
position--;
}
else if (!obj.flags[23])
{
obj.flags[23] = true;
load("talkyellow_2");
position--;
}
else
{
load("talkyellow_1");
position--;
obj.flags[23] = false;
}
}
else if (words[0] == "purplecontrol")
{
//Controls Purple's conversion
//Crew rescued:
if (game.insecretlab)
{
load("talkpurple_9");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkpurple_8");
position--;
}
else if (!obj.flags[17] && game.crewstats[4])
{
obj.flags[17] = true;
load("talkpurple_6");
position--;
}
else if (!obj.flags[15] && game.crewstats[5])
{
obj.flags[15] = true;
load("talkpurple_4");
position--;
}
else if (!obj.flags[16] && game.crewstats[3])
{
obj.flags[16] = true;
load("talkpurple_5");
position--;
}
else if (!obj.flags[18] && game.crewstats[2])
{
obj.flags[18] = true;
load("talkpurple_7");
position--;
}
else if (obj.flags[19] && !obj.flags[20] && !obj.flags[21])
{
//intermission one: if played one / not had first conversation / not played two [conversation one]
obj.flags[21] = true;
load("talkpurple_intermission1");
position--;
}
else if (obj.flags[20] && obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
obj.flags[22] = true;
load("talkpurple_intermission2");
position--;
}
else if (obj.flags[20] && !obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
obj.flags[22] = true;
load("talkpurple_intermission3");
position--;
}
else if (!obj.flags[12])
{
//Intro conversation
obj.flags[12] = true;
load("talkpurple_intro");
position--;
}
else if (!obj.flags[14])
{
//Shorter intro conversation
obj.flags[14] = true;
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;
}
// Don't increment if we're at the max, signed int overflow is UB
if (execution_counter == SHRT_MAX)
{
// We must be in an infinite loop
printf("Warning: execution counter got to %i, stopping script\n", SHRT_MAX);
running = false;
}
else
{
execution_counter++;
}
}
if(scriptdelay>0)
{
scriptdelay--;
}
}
void scriptclass::resetgametomenu()
{
game.gamestate = TITLEMODE;
graphics.flipmode = false;
obj.entities.clear();
graphics.fademode = 4;
graphics.titlebg.tdrawback = true;
game.createmenu(Menu::gameover);
}
void scriptclass::startgamemode( int t )
{
switch(t)
{
case 0: //Normal new game
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
graphics.oldcutscenebarspos = 320;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 1:
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadtele();
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 2: //Load Quicksave
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadquick();
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
//a very special case for here needs to ensure that the tower is set correctly
if (map.towermode)
{
map.resetplayer();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.ypos = obj.entities[i].yp - 120;
}
graphics.towerbg.bypos = map.ypos / 2;
map.cameramode = 0;
map.colsuperstate = 0;
}
graphics.fademode = 4;
break;
case 3:
//Start Time Trial 1
hardreset();
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);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 4:
//Start Time Trial 2
hardreset();
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);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 5:
//Start Time Trial 3 tow
hardreset();
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);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 6:
//Start Time Trial 4 station
hardreset();
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);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 7:
//Start Time Trial 5 warp
hardreset();
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);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 8:
//Start Time Trial 6// final level!
hardreset();
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);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 9:
game.gamestate = GAMEMODE;
hardreset();
game.nodeathmode = true;
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
graphics.oldcutscenebarspos = 320;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 10:
game.gamestate = GAMEMODE;
hardreset();
game.nodeathmode = true;
game.nocutscenes = true;
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.cutscenebarspos = 320;
graphics.oldcutscenebarspos = 320;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 11:
game.gamestate = GAMEMODE;
hardreset();
game.startspecial(0);
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.insecretlab = true;
map.showteleporters = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
music.play(11);
graphics.fademode = 4;
break;
case 12:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 13:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 14:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 15:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 16:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 17:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 18:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 19:
game.gamestate = GAMEMODE;
hardreset();
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);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
#if !defined(NO_CUSTOM_LEVELS)
case 20:
//Level editor
hardreset();
ed.reset();
music.fadeout();
game.gamestate = EDITORMODE;
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 21: //play custom level (in editor)
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
//If warpdir() is used during playtesting, we need to set it back after!
for (int j = 0; j < ed.maxheight; j++)
{
for (int i = 0; i < ed.maxwidth; i++)
{
ed.kludgewarpdir[i+(j*ed.maxwidth)]=ed.level[i+(j*ed.maxwidth)].warpdir;
}
}
game.customstart();
game.jumpheld = true;
ed.ghosts.clear();
map.custommode = true;
map.customx = 100;
map.customy = 100;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
}
break;
case 22: //play custom level (in game)
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.load(filename);
ed.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
game.customstart();
game.jumpheld = true;
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
ed.generatecustomminimap();
map.customshowmm=true;
if(ed.levmusic>0){
music.play(ed.levmusic);
}else{
music.currentsong=-1;
}
graphics.fademode = 4;
break;
}
case 23: //Continue in custom level
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(ed.ListOfMetaData[game.playcustomlevel].filename);
ed.load(filename);
ed.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
map.custommodeforreal = true;
map.custommode = true;
map.customx = 100;
map.customy = 100;
game.customstart();
game.customloadquick(ed.ListOfMetaData[game.playcustomlevel].filename);
game.jumpheld = true;
game.gravitycontrol = game.savegc;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
else
{
map.resetplayer();
}
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
ed.generatecustomminimap();
graphics.fademode = 4;
break;
}
#endif
case 100:
game.savestatsandsettings();
SDL_Quit();
exit(0);
break;
}
}
void scriptclass::teleport()
{
//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
if (INBOUNDS_VEC(i, obj.entities))
{
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!
obj.entities[i].lerpoldxp = obj.entities[i].xp;
obj.entities[i].lerpoldyp = obj.entities[i].yp;
}
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);
j = obj.getteleporter();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].state = 2;
}
game.teleport_to_new_area = false;
if (INBOUNDS_VEC(j, obj.entities))
{
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;
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
game.savedir = obj.entities[player].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 = "";
// FIXME: Remove this once game loop order is fixed in 2.4!
run();
dontrunnextframe = true;
}
else
{
//change music based on location
if (graphics.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 (game.savetele())
{
graphics.createtextbox(" Game Saved ", -1, graphics.flipmode ? 202 : 12, 174, 174, 174);
graphics.textboxtimer(25);
}
else
{
graphics.createtextbox(" ERROR: Could not save game! ", -1, graphics.flipmode ? 202 : 12, 255, 60, 60);
graphics.textboxtimer(50);
}
}
}
}
void scriptclass::hardreset()
{
//Game:
game.hascontrol = true;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.roomchange = false;
if (!game.glitchrunnermode)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.roomx = 0;
game.roomy = 0;
}
game.prevroomx = 0;
game.prevroomy = 0;
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 < (int) SDL_arraysize(game.crewstats); 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.gamesavefailed = false;
game.savetime = "00:00";
game.savearea = "nowhere";
game.savetrinkets = 0;
if (!game.glitchrunnermode)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.saverx = 0;
game.savery = 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.state = 0;
game.statedelay = 0;
game.hascontrol = true;
if (!game.glitchrunnermode)
{
// Keep the "- Press ACTION to advance text -" prompt around,
// apparently the speedrunners call it the "text storage" glitch
game.advancetext = false;
}
game.pausescript = false;
game.flashlight = 0;
game.screenshake = 0;
game.activeactivity = -1;
game.act_fade = 5;
//dwgraphicsclass
graphics.backgrounddrawn = false;
graphics.textbox.clear();
graphics.flipmode = false; //This will be reset if needs be elsewhere
graphics.showcutscenebars = false;
graphics.cutscenebarspos = 0;
//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;
if (!game.glitchrunnermode)
{
// Ironically, resetting more variables makes the janky fadeout system even more glitchy
map.towermode=false;
}
map.cameraseekframe = 0;
map.resumedelay = 0;
graphics.towerbg.scrolldir = 0;
map.customshowmm=true;
SDL_memset(map.roomdeaths, 0, sizeof(map.roomdeaths));
SDL_memset(map.roomdeathsfinal, 0, sizeof(map.roomdeathsfinal));
map.resetmap();
//entityclass
obj.nearelephant = false;
obj.upsetmode = false;
obj.upset = 0;
obj.trophytext = 0 ;
obj.trophytype = 0;
obj.altstates = 0;
obj.resetallflags();
for (i = 0; i < (int) SDL_arraysize(obj.customcrewmoods); i++){
obj.customcrewmoods[i]=true;
}
SDL_memset(obj.collect, false, sizeof(obj.collect));
SDL_memset(obj.customcollect, false, sizeof(obj.customcollect));
i = 100; //previously a for-loop iterating over collect/customcollect set this to 100
int theplayer = obj.getplayer();
if (INBOUNDS_VEC(theplayer, obj.entities)){
obj.entities[theplayer].tile = 0;
}
// Remove duplicate player entities
for (int i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 0 && i != theplayer)
{
removeentity_iter(i);
theplayer--; // just in case indice of player is not 0
}
}
//Script Stuff
position = 0;
commands.clear();
scriptdelay = 0;
scriptname = "null";
running = false;
}
void scriptclass::loadcustom(const std::string& t)
{
//this magic function breaks down the custom script and turns into real scripting!
std::string cscriptname="";
for(size_t i=0; i<t.length(); i++){
if(i>=7) cscriptname+=t[i];
}
std::string tstring;
std::vector<std::string>* contents = NULL;
for(size_t i = 0; i < customscripts.size(); i++){
Script& script_ = customscripts[i];
if(script_.name == cscriptname){
contents = &script_.contents;
break;
}
}
if(contents == NULL){
return;
}
std::vector<std::string>& lines = *contents;
//Ok, we've got the relavent script segment, we do a pass to assess it, then run it!
int customcutscenemode=0;
for(size_t i=0; i<lines.size(); i++){
tokenize(lines[i]);
if(words[0] == "say"){
customcutscenemode=1;
}else if(words[0] == "reply"){
customcutscenemode=1;
}
}
if(customcutscenemode==1){
add("cutscene()");
add("untilbars()");
}
int customtextmode=0;
int speakermode=0; //0, terminal, numbers for crew
int squeakmode=0;//default on
//Now run the script
for(size_t i=0; i<lines.size(); i++){
words[0]="nothing"; //Default!
words[1]="1"; //Default!
tokenize(lines[i]);
for (size_t ii = 0; ii < words[0].length(); ii++)
{
words[0][ii] = SDL_tolower(words[0][ii]);
}
if(words[0] == "music"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="0"){
tstring="stopmusic()";
}else{
if(words[1]=="11"){ tstring="play(14)";
}else if(words[1]=="10"){ tstring="play(13)";
}else if(words[1]=="9"){ tstring="play(12)";
}else if(words[1]=="8"){ tstring="play(11)";
}else if(words[1]=="7"){ tstring="play(10)";
}else if(words[1]=="6"){ tstring="play(8)";
}else if(words[1]=="5"){ tstring="play(6)";
}else { tstring="play("+words[1]+")"; }
}
add(tstring);
}else if(words[0] == "playremix"){
add("play(15)");
}else if(words[0] == "flash"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("flash(5)");
add("shake(20)");
add("playef(9)");
}else if(words[0] == "sad" || words[0] == "cry"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,1)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,1)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,1)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,1)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,1)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,1)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,1)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,1)");
add("changecustommood(customcyan,1)");
add("changecustommood(purple,1)");
add("changecustommood(yellow,1)");
add("changecustommood(red,1)");
add("changecustommood(green,1)");
add("changecustommood(blue,1)");
}else{
add("changemood(player,1)");
}
if(squeakmode==0) add("squeak(cry)");
}else if(words[0] == "happy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,0)");
if(squeakmode==0) add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,0)");
if(squeakmode==0) add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,0)");
if(squeakmode==0) add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,0)");
if(squeakmode==0) add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,0)");
if(squeakmode==0) add("squeak(blue)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,0)");
add("changecustommood(customcyan,0)");
add("changecustommood(purple,0)");
add("changecustommood(yellow,0)");
add("changecustommood(red,0)");
add("changecustommood(green,0)");
add("changecustommood(blue,0)");
}else{
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}
}else if(words[0] == "squeak"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("squeak(blue)");
}else if(words[1]=="cry" || words[1]=="sad"){
add("squeak(cry)");
}else if(words[1]=="on"){
squeakmode=0;
}else if(words[1]=="off"){
squeakmode=1;
}
}else if(words[0] == "delay"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "flag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "map"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "warpdir"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "ifwarp"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "iftrinkets"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "ifflag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "iftrinketsless"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "destroy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="gravitylines"){
add("destroy(gravitylines)");
}else if(words[1]=="warptokens"){
add("destroy(warptokens)");
}else if(words[1]=="platforms"){
add("destroy(platforms)");
}
}else if(words[0] == "speaker"){
speakermode=0;
if(words[1]=="gray" || words[1]=="grey" || words[1]=="terminal" || words[1]=="0") speakermode=0;
if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="player" || words[1]=="1") speakermode=1;
if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2") speakermode=2;
if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3") speakermode=3;
if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4") speakermode=4;
if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5") speakermode=5;
if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6") speakermode=6;
}else if(words[0] == "say"){
//Speakers!
if(words[2]=="terminal" || words[2]=="gray" || words[2]=="grey" || words[2]=="0") speakermode=0;
if(words[2]=="cyan" || words[2]=="viridian" || words[2]=="player" || words[2]=="1") speakermode=1;
if(words[2]=="purple" || words[2]=="violet" || words[2]=="pink" || words[2]=="2") speakermode=2;
if(words[2]=="yellow" || words[2]=="vitellary" || words[2]=="3") speakermode=3;
if(words[2]=="red" || words[2]=="vermilion" || words[2]=="4") speakermode=4;
if(words[2]=="green" || words[2]=="verdigris" || words[2]=="5") speakermode=5;
if(words[2]=="blue" || words[2]=="victoria" || words[2]=="6") speakermode=6;
switch(speakermode){
case 0:
if(squeakmode==0) add("squeak(terminal)");
add("text(gray,0,114,"+words[1]+")");
break;
case 1: //NOT THE PLAYER
if(squeakmode==0) add("squeak(cyan)");
add("text(cyan,0,0,"+words[1]+")");
break;
case 2:
if(squeakmode==0) add("squeak(purple)");
add("text(purple,0,0,"+words[1]+")");
break;
case 3:
if(squeakmode==0) add("squeak(yellow)");
add("text(yellow,0,0,"+words[1]+")");
break;
case 4:
if(squeakmode==0) add("squeak(red)");
add("text(red,0,0,"+words[1]+")");
break;
case 5:
if(squeakmode==0) add("squeak(green)");
add("text(green,0,0,"+words[1]+")");
break;
case 6:
if(squeakmode==0) add("squeak(blue)");
add("text(blue,0,0,"+words[1]+")");
break;
}
int ti=help.Int(words[1].c_str());
int nti = ti>=0 && ti<=50 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
switch(speakermode){
case 0: add("customposition(center)"); break;
case 1: add("customposition(cyan,above)"); break;
case 2: add("customposition(purple,above)"); break;
case 3: add("customposition(yellow,above)"); break;
case 4: add("customposition(red,above)"); break;
case 5: add("customposition(green,above)"); break;
case 6: add("customposition(blue,above)"); break;
}
add("speak_active");
customtextmode=1;
}else if(words[0] == "reply"){
//For this version, terminal only
if(squeakmode==0) add("squeak(player)");
add("text(cyan,0,0,"+words[1]+")");
int ti=help.Int(words[1].c_str());
int nti = ti>=0 && ti<=50 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
add("position(player,above)");
add("speak_active");
customtextmode=1;
}
}
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(customcutscenemode==1){
add("endcutscene()");
add("untilbars()");
}
}