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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-25 05:58:30 +02:00
VVVVVV/desktop_version/src/Input.cpp
Misa 7ce4f1173d Add "resize to nearest" graphics option
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).

I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
2020-06-30 09:21:00 -04:00

2441 lines
75 KiB
C++

#include "Input.h"
#include "Logic.h"
#include "Script.h"
#include "MakeAndPlay.h"
#include "tinyxml2.h"
#include "FileSystemUtils.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();
game.currentmenuoption = 1;
break;
case 2:
music.playef(11);
graphics.screenbuffer->toggleLinearFilter();
game.useLinearFilter = !game.useLinearFilter;
game.savestats();
game.currentmenuoption = 2;
break;
case 3:
//change smoothing
music.playef(11);
game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal;
graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
game.savestats();
game.currentmenuoption = 3;
break;
case 4:
//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 5:
//toggle 30+ fps
music.playef(11);
game.over30mode = !game.over30mode;
game.savestats();
break;
case 6:
//toggle vsync
music.playef(11);
graphics.vsync = !graphics.vsync;
graphics.processVsync();
game.savestats();
break;
case 7:
// resize to nearest multiple
if (graphics.screenbuffer->isWindowed)
{
music.playef(11);
graphics.screenbuffer->ResizeToNearestMultiple();
game.savestats();
}
else
{
music.playef(2);
}
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::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:
// toggle unfocus pause
game.disablepause = !game.disablepause;
music.playef(11);
break;
case 6:
// toggle fake load screen
game.skipfakeload = !game.skipfakeload;
music.playef(11);
break;
case 7:
// toggle translucent roomname BG
graphics.translucentroomname = !graphics.translucentroomname;
music.playef(11);
break;
case 8:
//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)
#define OFFSET -1
#else
#define OFFSET 0
#endif
switch (game.currentmenuoption)
{
case 0:
//accessibility options
music.playef(11);
game.createmenu(Menu::accessibility);
map.nexttowercolour();
break;
case 1:
// Glitchrunner mode
music.playef(11);
game.glitchrunnermode = !game.glitchrunnermode;
break;
#if !defined(MAKEANDPLAY)
case 2:
//unlock play options
music.playef(11);
game.createmenu(Menu::unlockmenu);
map.nexttowercolour();
break;
#endif
case OFFSET+3:
//clear data menu
music.playef(11);
game.createmenu(Menu::controller);
map.nexttowercolour();
break;
case OFFSET+4:
//clear data menu
music.playef(11);
game.createmenu(Menu::cleardatamenu);
map.nexttowercolour();
break;
}
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
if (game.currentmenuoption == OFFSET+5+mmmmmm_offset)
{
//**** 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();
}
else if (game.currentmenuoption == OFFSET+6+mmmmmm_offset)
{
//back
music.playef(11);
if (game.ingame_titlemode)
{
game.returntopausemenu();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
}
#undef OFFSET
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)game.superpatrons.size())
{
// 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)game.patrons.size())
{
// 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 = game.superpatrons.size() - 1 - (game.superpatrons.size()-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)game.githubfriends.size())
{
// 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 = game.patrons.size() - 1 - (game.patrons.size()-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 = game.githubfriends.size() - 1 - (game.githubfriends.size()-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
{
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{
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(!graphics.flipmode)
{
obj.flags[73] = true; //Flip mode test
}
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. This adds
// about an extra half second of completely black screen.
graphics.resumegamemode = true;
// 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 || graphics.fademode == 0)
&& game.fadetomenudelay <= 0 && game.fadetolabdelay <= 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();
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))
{
// Go to "Do you want to quit?" screen
game.mapheld = true;
game.menupage = 10;
game.gamestate = MAPMODE;
}
}
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;
}
if (game.press_left)
{
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)
{
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;
}
}
else if (game.press_right)
{
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)
{
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;
}
}
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 <= -game.creditmaxposition)
{
if(graphics.fademode==0)
{
graphics.fademode = 2;
}
game.creditposition = -game.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();
}
}
}
}