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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-01 18:43:33 +02:00
VVVVVV/desktop_version/src/Logic.cpp
Dav999-v 80b9bcf0dd Add level exploring menu for translators
I would, of course, recommend translators to translate the roomnames
while playing the full game (optionally in invincibility) so they can
immediately get all the context and maybe the most inspiration. And if
you want to go back into a specific level, then there's always the time
trials and intermission replays which will give you full coverage of
all the room names.

However, the time trials weren't really made for room name translation.
They have some annoying features like the instant restart when you
press ENTER at the wrong time, they remove context clues like
teleporters and companions, but the worst problem is that the last room
in a level is often completely untranslatable inside the time trials
because you immediately get sent to the results screen...

So, I added a new menu in the translator options, "explore game", which
gives you access to all the time trials and the two intermissions, from
the same menu. All these time trials (which they're still based off of,
under the hood) are stripped of the annoying features that come with
time trials. These are the changes I made to time trial behavior in
translator exploring mode:

- No 3-2-1-Go! countdown
- No on-screen time/death/shiny/par
- ENTER doesn't restart, and the map menu works. The entire map is also
  revealed.
- Prize for the Reckless is in its normal form
- The teleporters in Entanglement Generator, Wheeler's Wormhole and
  Level Complete are restored as context for room names (actually, we
  should probably restore them in time trials anyway? Their "press to
  teleport" prompt is already blocked out in time trials and they do
  nothing other than being a checkpoint. I guess the reason they were
  removed was to stop people from opening the teleporter menu when that
  was not specifically blocked out in time trials yet.)
- The companions are there at the end of levels, and behave like in no
  death mode (become happy and follow you to the teleporter). Also for
  context.
- At the end of each level, you're not suddenly sent to the menu, but
  you can use the teleporter at your leisure just like in the
  intermission replays. In the Final Level, you do get sent to the menu
  automatically, but after a longer delay.

I made another mark on VVVVVV: don't be startled, I added gamestates.
I wanted all teleporters at the end of levels to behave like the ones
at the end of the intermission replays, and all handling for
teleporting with specific companions is already done in gamestates, so
rather than adding conditional blocks across 5 or so different
gamestates, it made more sense to make a single gamestate for
"teleporting in translator exploring mode" (3090). I also added an
alternative to having to use gamestate 3500 or 82 for the end of the
final level: 3091-3092.

One other thing I want to add to the "explore game" menu: a per-level
count of how many room names are left to translate. That shouldn't be
too difficult, and I'm planning that for the next commit.
2022-12-31 20:04:56 -08:00

1472 lines
49 KiB
C++

#include "Credits.h"
#include "Entity.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "Map.h"
#include "Music.h"
#include "Network.h"
#include "Script.h"
#include "UtilityClass.h"
void titlelogic(void)
{
//Misc
//map.updatetowerglow(graphics.titlebg);
help.updateglow();
graphics.titlebg.bypos -= 2;
graphics.titlebg.bscroll = -2;
if (game.menucountdown > 0)
{
game.menucountdown--;
if (game.menucountdown == 0)
{
if (game.menudest == Menu::mainmenu)
{
music.play(6);
}
else if (game.menudest == Menu::gameover2)
{
music.playef(11);
}
else if (game.menudest == Menu::timetrialcomplete3)
{
music.playef(3);
}
game.createmenu(game.menudest, true);
}
}
}
void maplogic(void)
{
//Misc
help.updateglow();
}
void gamecompletelogic(void)
{
//Misc
map.updatetowerglow(graphics.titlebg);
help.updateglow();
graphics.crewframe = 0;
graphics.titlebg.scrolldir = 1;
game.creditposition--;
if (game.creditposition <= -Credits::creditmaxposition)
{
game.creditposition = -Credits::creditmaxposition;
graphics.titlebg.bscroll = 0;
}
else if (!game.press_action)
{
graphics.titlebg.bscroll = +1;
}
if (graphics.fademode == FADE_FULLY_BLACK)
{
//Fix some graphical things
graphics.showcutscenebars = false;
graphics.setbars(0);
graphics.titlebg.scrolldir = 0;
graphics.titlebg.bypos = 0;
//Return to game
game.gamestate = GAMECOMPLETE2;
graphics.fademode = FADE_START_FADEIN;
}
}
void gamecompletelogic2(void)
{
//Misc
map.updatetowerglow(graphics.titlebg);
help.updateglow();
game.creditposdelay--;
if (game.creditposdelay <= 0)
{
game.creditposdelay = 1;
game.creditposx++;
if (game.creditposx > 40)
{
game.creditposy++;
game.creditposx = 0;
if (game.creditposy > 30) game.creditposy = 30;
}
}
if (graphics.fademode == FADE_FULLY_BLACK)
{
//Fix some graphical things
graphics.showcutscenebars = false;
graphics.setbars(0);
//Fix the save thingy
game.deletequick();
int tmp=music.currentsong;
music.currentsong=4;
obj.flags[67] = true;
game.savetele();
music.currentsong=tmp;
//Return to game
game.quittomenu();
game.createmenu(Menu::gamecompletecontinue);
graphics.titlebg.colstate = 10;
map.nexttowercolour();
}
}
static void gotoroom_wrapper(const int rx, const int ry)
{
map.gotoroom(rx, ry);
}
void gamelogic(void)
{
if (game.physics_frozen())
{
return;
}
bool roomchange = false;
#define GOTOROOM(rx, ry) \
gotoroom_wrapper(rx, ry); \
roomchange = true
#define gotoroom Do not use map.gotoroom directly.
/* Update old lerp positions of entities */
{size_t i; for (i = 0; i < obj.entities.size(); ++i)
{
obj.entities[i].lerpoldxp = obj.entities[i].xp;
obj.entities[i].lerpoldyp = obj.entities[i].yp;
}}
if (!game.blackout && !game.completestop)
{
size_t i;
for (i = 0; i < obj.entities.size(); ++i)
{
/* Is this entity on the ground? (needed for jumping) */
if (obj.entitycollidefloor(i))
{
obj.entities[i].onground = 2;
}
else
{
--obj.entities[i].onground;
}
if (obj.entitycollideroof(i))
{
obj.entities[i].onroof = 2;
}
else
{
--obj.entities[i].onroof;
}
obj.animatehumanoidcollision(i);
}
}
//Misc
if (map.towermode)
{
map.updatetowerglow(graphics.towerbg);
}
help.updateglow();
if (game.alarmon)
{
game.alarmdelay--;
if (game.alarmdelay <= 0)
{
music.playef(19);
game.alarmdelay = 20;
}
}
if (obj.nearelephant)
{
obj.upset++;
if (obj.upset == 300)
{
obj.upsetmode = true;
//change player to sad
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
music.playef(2);
}
if (obj.upset > 301) obj.upset = 301;
}
else if (obj.upsetmode)
{
obj.upset--;
if (obj.upset <= 0)
{
obj.upset = 0;
obj.upsetmode = false;
//change player to happy
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 0;
}
}
}
else
{
obj.upset = 0;
}
obj.oldtrophytext = obj.trophytext;
if (map.towermode)
{
map.oldypos = map.ypos;
map.oldspikeleveltop = map.spikeleveltop;
map.oldspikelevelbottom = map.spikelevelbottom;
if(!game.completestop)
{
if (map.cameramode == 0)
{
//do nothing!
//a trigger will set this off in the game
map.cameramode = 1;
}
else if (map.cameramode == 1)
{
//move normally
if(graphics.towerbg.scrolldir==0)
{
map.ypos -= 2;
}
else
{
map.ypos += 2;
}
}
else if (map.cameramode == 2)
{
//do nothing, but cycle colours (for taking damage)
}
else if (map.cameramode == 4)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
}
map.cameraseek = map.cameraseek / 10;
map.cameraseekframe = 10;
map.cameramode = 5;
}
else if (map.cameramode == 5)
{
//actually do it
if (map.spikeleveltop > 0) map.spikeleveltop-=2;
if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
if (map.cameraseekframe > 0)
{
int i = obj.getplayer();
map.ypos -= map.cameraseek;
if (map.cameraseek > 0 && INBOUNDS_VEC(i, obj.entities))
{
if (map.ypos < obj.entities[i].yp - 120)
{
map.ypos = obj.entities[i].yp - 120;
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
if (map.ypos > obj.entities[i].yp - 120)
{
map.ypos = obj.entities[i].yp - 120;
}
}
map.cameraseekframe--;
}
else
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.ypos = obj.entities[i].yp - 120;
}
map.cameramode = 0;
map.colsuperstate = 0;
}
}
}
if (map.ypos <= 0)
{
map.ypos = 0;
}
if (map.towermode && map.minitowermode)
{
if (map.ypos >= 568)
{
map.ypos = 568;
} //100-29 * 8 = 568
}
else
{
if (map.ypos >= 5368)
{
map.ypos = 5368; //700-29 * 8 = 5368
}
}
if (game.lifeseq > 0)
{
if (map.cameramode == 2)
{
map.cameraseekframe = 20;
map.cameramode = 4;
map.resumedelay = 4;
}
if (map.cameraseekframe <= 0)
{
if (map.resumedelay <= 0)
{
game.lifesequence();
if (game.lifeseq == 0) map.cameramode = 1;
}
else
{
map.resumedelay--;
}
}
}
}
else
{
game.lifesequence();
}
graphics.kludgeswnlinewidth = false;
if (game.deathseq != -1)
{
if (map.towermode)
{
map.colsuperstate = 1;
map.cameramode = 2;
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
{
if (obj.entities[i].type == 1)
{
if (obj.entities[i].xp < 152)
{
//Move the platform to the right side of the disappearing platform,
//otherwise it will get stuck on the kludge 18,9 tile we placed
//(and if the tile wasn't there it would pass straight through again)
int prevx = obj.entities[i].xp;
int prevy = obj.entities[i].yp;
obj.disableblockat(prevx, prevy);
obj.entities[i].xp = 152;
obj.entities[i].newxp = 152;
obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
}
}
if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
{
//Ok! super magical exception for the room with the intention death for the shiny trinket
//fix this when the maps are finalised
if (game.roomx != 111 || game.roomy != 107 || map.custommode)
{
obj.entities[i].state = 4;
}
else
{
obj.entities[i].state = 4;
map.settile(18, 9, 59);
}
}
else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
{
//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
//graphical uglyness to avoid breaking the room!
bool entitygone = false;
while (obj.entities[i].state == 2)
{
entitygone = obj.updateentities(i);
if (entitygone)
{
i--;
break;
}
}
if (!entitygone) obj.entities[i].state = 4;
}
else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
{
//if playing SWN, get the enemies offscreen.
obj.entities[i].xp += obj.entities[i].vx*5;
obj.entities[i].yp += obj.entities[i].vy*5;
}
}
if (game.swnmode)
{
//if playing SWN game a, push the clock back to the nearest 10 second interval
if (game.swngame == 0)
{
game.swnpenalty();
}
else if (game.swngame == 1)
{
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
#ifndef MAKEANDPLAY
if (game.swntimer >= game.swnrecord && !map.custommode)
{
game.swnrecord = game.swntimer;
if (game.swnmessage == 0)
{
music.playef(25);
game.savestatsandsettings();
}
game.swnmessage = 1;
}
#endif
}
}
game.deathsequence();
game.deathseq--;
if (game.deathseq <= 0)
{
if (game.nodeathmode)
{
game.deathseq = 1;
game.gethardestroom();
//start depressing sequence here...
if (game.gameoverdelay <= -10 && graphics.fademode == FADE_NONE)
{
graphics.fademode = FADE_START_FADEOUT;
}
if (graphics.fademode == FADE_FULLY_BLACK)
{
game.copyndmresults();
obj.entities.clear();
game.quittomenu();
game.createmenu(Menu::gameover);
}
}
else
{
if (game.swnmode)
{
//if playing SWN game b, reset the clock
if (game.swngame == 1)
{
game.swntimer = 0;
game.swnmessage = 0;
game.swnrank = 0;
}
}
game.gethardestroom();
game.hascontrol = true;
game.gravitycontrol = game.savegc;
graphics.textboxremove();
map.resetplayer(true);
}
}
}
else
{
//Update colour thingy
if (map.finalmode)
{
if (map.final_colormode)
{
if (map.final_colorframe > 0)
{
map.final_colorframedelay--;
if (map.final_colorframedelay <= 0)
{
if (map.final_colorframe == 1)
{
map.final_colorframedelay = 40;
int temp = 1+int(fRandom() * 5);
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
}
else if (map.final_colorframe == 2)
{
map.final_colorframedelay = 15;
int temp = 1+int(fRandom() * 5);
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
}
}
}
}
}
//State machine for game logic
game.updatestate();
if (game.startscript)
{
script.load(game.newscript);
game.startscript = false;
}
//Intermission 1 Logic
//Player can't walk off a screen with SCM on it until they've left
if (game.supercrewmate)
{
if (game.roomx == 41 + game.scmprogress) //he's in the same room
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].ax > 0 && obj.entities[i].xp > 280)
{
obj.entities[i].ax = 0;
obj.entities[i].dir = 0;
}
}
}
//SWN Minigame Logic
if (game.swnmode) //which game?
{
if(game.swngame==0) //intermission, survive 60 seconds game
{
game.swntimer -= 1;
if (game.swntimer <= 0)
{
music.niceplay(8);
game.swngame = 5;
}
else
{
obj.generateswnwave(0);
}
}
else if(game.swngame==1) //super gravitron game
{
game.swntimer += 1;
#ifndef MAKEANDPLAY
if (!map.custommode)
{
if (game.swntimer > game.swnrecord)
{
game.swnrecord = game.swntimer;
}
if (game.swntimer >= 150 && game.swnrank == 0)
{
game.swnrank = 1;
if (game.swnbestrank < 1)
{
game.unlockAchievement("vvvvvvsupgrav5");
game.swnbestrank = 1;
game.swnmessage = 2+30;
music.playef(26);
}
}
else if (game.swntimer >= 300 && game.swnrank == 1)
{
game.swnrank = 2;
if (game.swnbestrank < 2)
{
game.unlockAchievement("vvvvvvsupgrav10");
game.swnbestrank = 2;
game.swnmessage = 2+30;
music.playef(26);
}
}
else if (game.swntimer >= 450 && game.swnrank == 2)
{
game.swnrank = 3;
if (game.swnbestrank < 3)
{
game.unlockAchievement("vvvvvvsupgrav15");
game.swnbestrank = 3;
game.swnmessage = 2+30;
music.playef(26);
}
}
else if (game.swntimer >= 600 && game.swnrank == 3)
{
game.swnrank = 4;
if (game.swnbestrank < 4)
{
game.unlockAchievement("vvvvvvsupgrav20");
game.swnbestrank = 4;
game.swnmessage = 2+30;
music.playef(26);
}
}
else if (game.swntimer >= 900 && game.swnrank == 4)
{
game.swnrank = 5;
if (game.swnbestrank < 5)
{
game.unlockAchievement("vvvvvvsupgrav30");
game.swnbestrank = 5;
game.swnmessage = 2+30;
music.playef(26);
}
}
else if (game.swntimer >= 1800 && game.swnrank == 5)
{
game.swnrank = 6;
if (game.swnbestrank < 6)
{
game.unlockAchievement("vvvvvvsupgrav60");
game.swnbestrank = 6;
game.swnmessage = 2+30;
music.playef(26);
}
}
}
#endif
obj.generateswnwave(1);
game.swncoldelay--;
if(game.swncoldelay<=0)
{
game.swncolstate = (game.swncolstate+1)%6;
game.swncoldelay = 30;
graphics.rcol = game.swncolstate;
obj.swnenemiescol(game.swncolstate);
}
}
else if (game.swngame == 2) //introduce game a
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 0;
game.swndelay = 0;
game.swntimer = (60 * 30) - 1;
//game.swntimer = 15;
}
}
else if (game.swngame == 3) //extend line
{
int line = obj.getlineat(84 - 32);
if (INBOUNDS_VEC(line, obj.entities))
{
obj.entities[line].w += 24;
if (obj.entities[line].w > 332)
{
obj.entities[line].w = 332;
game.swngame = 2;
graphics.kludgeswnlinewidth = true;
}
}
}
else if (game.swngame == 4) //create top line
{
game.swngame = 3;
obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
music.niceplay(2);
game.swndeaths = game.deathcounts;
}
else if (game.swngame == 5) //remove line
{
int line = obj.getlineat(148 + 32);
if (INBOUNDS_VEC(line, obj.entities))
{
obj.entities[line].xp += 24;
if (obj.entities[line].xp > 320)
{
obj.disableentity(line);
game.swngame = 8;
}
}
}
else if (game.swngame == 6) //Init the super gravitron
{
game.swngame = 7;
music.niceplay(3);
}
else if (game.swngame == 7) //introduce game b
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 1;
game.swndelay = 0;
game.swntimer = 0;
game.swncolstate = 3;
game.swncoldelay = 30;
}
}
else if (game.swngame == 8) //extra kludge if player dies after game a ends
{
bool square_onscreen = false;
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 23)
{
square_onscreen = true;
break;
}
}
if (!square_onscreen)
{
game.swnmode = false;
}
}
}
//Time trial stuff
if (game.intimetrial)
{
if (game.timetrialcountdown > 0)
{
game.hascontrol = true;
game.timetrialcountdown--;
if (game.timetrialcountdown > 30)
{
game.hascontrol = false;
}
if(game.timetrialcountdown == 120) music.playef(21);
if(game.timetrialcountdown == 90) music.playef(21);
if(game.timetrialcountdown == 60) music.playef(21);
if (game.timetrialcountdown == 30)
{
switch(game.timetriallevel)
{
case 0:
music.play(1);
break;
case 1:
music.play(3);
break;
case 2:
music.play(2);
break;
case 3:
music.play(1);
break;
case 4:
music.play(12);
break;
case 5:
music.play(15);
break;
}
music.playef(22);
}
}
//Have we lost the par?
if (!game.timetrialparlost)
{
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
{
game.timetrialparlost = true;
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
music.playef(2);
}
}
}
//Update entities
//Ok, moving platform fuckers
if(!game.completestop)
{
if(obj.vertplatforms)
{
for (int i = obj.entities.size() - 1; i >= 0; i--)
{
if (!obj.entities[i].isplatform
|| SDL_abs(obj.entities[i].vx) >= 0.000001f)
{
continue;
}
int prevx = obj.entities[i].xp;
int prevy = obj.entities[i].yp;
obj.disableblockat(prevx, prevy);
bool entitygone = obj.updateentities(i); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(i); // Basic Physics
obj.entitymapcollision(i); // Collisions with walls
obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
obj.movingplatformfix(i, obj.getplayer());
if (game.supercrewmate)
{
obj.movingplatformfix(i, obj.getscm());
}
}
}
if(obj.horplatforms)
{
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
{
if (!obj.entities[ie].isplatform
|| SDL_abs(obj.entities[ie].vy) >= 0.000001f)
{
continue;
}
int prevx = obj.entities[ie].xp;
int prevy = obj.entities[ie].yp;
obj.disableblockat(prevx, prevy);
bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
obj.moveblockto(prevx, prevy, obj.entities[ie].xp, obj.entities[ie].yp, obj.entities[ie].w, obj.entities[ie].h);
}
//is the player standing on a moving platform?
int i = obj.getplayer();
float j = obj.entitycollideplatformfloor(i);
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
}
else
{
j = obj.entitycollideplatformroof(i);
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
}
}
}
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
{
if (obj.entities[ie].isplatform)
{
continue;
}
bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
}
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
if (map.towermode)
{
//special for tower: is the player touching any spike blocks?
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities)
&& obj.checktowerspikes(player)
/* not really needed, but is slight improvement when exiting to menu near spikes */
&& graphics.fademode == FADE_NONE)
{
game.deathseq = 30;
}
}
if(map.towermode && game.lifeseq==0)
{
int player = obj.getplayer();
if(!map.invincibility && INBOUNDS_VEC(player, obj.entities))
{
if (obj.entities[player].yp-map.ypos <= 0)
{
game.deathseq = 30;
}
else if (obj.entities[player].yp-map.ypos >= 208)
{
game.deathseq = 30;
}
}
else if (INBOUNDS_VEC(player, obj.entities))
{
const bool above_screen = obj.entities[player].yp-map.ypos <= 8;
const bool below_screen = obj.entities[player].yp-map.ypos >= 200;
if (above_screen)
{
if (obj.entities[player].yp - map.ypos <= 0)
{
if (graphics.towerbg.scrolldir == 1)
{
/* Descending tower:
* Counteract 10 pixels of terminal velocity
* + 2 pixels of camera movement */
map.ypos -= 12;
}
else
{
/* Ascending tower:
* Move 8 out of 10 pixels of terminal velocity
* Camera movement will move 2 pixels for us */
map.ypos -= 8;
}
}
else
{
/* Counter 2 pixels of camera movement */
map.ypos -= 2;
}
}
else if (below_screen)
{
if (obj.entities[player].yp - map.ypos >= 208)
{
if (graphics.towerbg.scrolldir == 0)
{
/* Ascending tower:
* Counteract 10 pixels of terminal velocity
* + 2 pixels of camera movement */
map.ypos += 12;
}
else
{
/* Descending tower:
* Move 8 out of 10 pixels of terminal velocity
* Camera movement will move 2 pixels for us */
map.ypos += 8;
}
}
else
{
/* Counter 2 pixels of camera movement */
map.ypos += 2;
}
}
if (above_screen || below_screen)
{
/* The buffer isn't big enough; we have to redraw */
graphics.towerbg.tdrawback = true;
}
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos <= 40)
{
map.spikeleveltop++;
if (map.spikeleveltop >= 8) map.spikeleveltop = 8;
}
else
{
if (map.spikeleveltop > 0) map.spikeleveltop--;
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos >= 164)
{
map.spikelevelbottom++;
if (map.spikelevelbottom >= 8) map.spikelevelbottom = 8;
}
else
{
if (map.spikelevelbottom > 0) map.spikelevelbottom--;
}
}
}
//Using warplines?
if (obj.customwarpmode) {
if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0)) {
//Rewritten system for mobile update: basically, the new logic is to
//check if the player is leaving the map, and if so do a special check against
//warp lines for collision
obj.customwarpmodehon = false;
obj.customwarpmodevon = false;
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities) && (obj.entities[i].yp >= 226-16 || obj.entities[i].yp < -2+16 || obj.entities[i].xp < -14+16 || obj.entities[i].xp >= 308-16)){
//Player is leaving room
obj.customwarplinecheck(i);
}
}
if(obj.customwarpmodehon){ map.warpy=true;
}else{ map.warpy=false; }
if(obj.customwarpmodevon){ map.warpx=true;
}else{ map.warpx=false; }
}
//Finally: Are we changing room?
if (map.warpx && !map.towermode)
{
size_t i;
for (i = 0; i < obj.entities.size(); ++i)
{
if ((obj.entities[i].type >= 51
&& obj.entities[i].type <= 54) /* Don't warp warp lines */
|| obj.entities[i].size == 12) /* Don't warp gravitron squares */
{
continue;
}
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
{
//ascii snakes
if (obj.entities[i].xp <= -80)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp += 400;
obj.entities[i].lerpoldxp += 400;
}
else if (obj.entities[i].xp > 320)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp -= 400;
obj.entities[i].lerpoldxp -= 400;
}
}
else
{
if (obj.entities[i].xp <= -10)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp += 320;
obj.entities[i].lerpoldxp += 320;
}
else if (obj.entities[i].xp > 310)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp -= 320;
obj.entities[i].lerpoldxp -= 320;
}
}
}
}
if (map.warpy && !map.towermode)
{
size_t i;
for (i = 0; i < obj.entities.size(); ++i)
{
if (obj.entities[i].type >= 51
&& obj.entities[i].type <= 54) /* Don't warp warp lines */
{
continue;
}
if (obj.entities[i].yp <= -12)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp + 232, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].yp += 232;
obj.entities[i].lerpoldyp += 232;
}
else if (obj.entities[i].yp > 226)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp - 232, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].yp -= 232;
obj.entities[i].lerpoldyp -= 232;
}
}
}
if (map.warpy && !map.warpx && !map.towermode)
{
size_t i;
for (i = 0; i < obj.entities.size(); ++i)
{
if ((obj.entities[i].type >= 51
&& obj.entities[i].type <= 54) /* Don't warp warp lines */
|| obj.entities[i].rule == 0) /* Don't warp the player */
{
continue;
}
if (obj.entities[i].xp <= -30)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp += 350;
obj.entities[i].lerpoldxp += 350;
}
else if (obj.entities[i].xp > 320)
{
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp -= 350;
obj.entities[i].lerpoldxp -= 350;
}
}
}
if (!map.warpy && !map.towermode)
{
//Normal! Just change room
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp >= 238)
{
obj.entities[player].yp -= 240;
GOTOROOM(game.roomx, game.roomy + 1);
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp < -2)
{
obj.entities[player].yp += 240;
GOTOROOM(game.roomx, game.roomy - 1);
}
}
if (!map.warpx && !map.towermode)
{
//Normal! Just change room
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
GOTOROOM(game.roomx - 1, game.roomy);
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
GOTOROOM(game.roomx + 1, game.roomy);
}
}
//Right so! Screenwraping for tower:
if (map.towermode && map.minitowermode)
{
if (graphics.towerbg.scrolldir == 1)
{
//This is minitower 1!
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
GOTOROOM(48, 52);
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
obj.entities[player].yp -= (71*8);
GOTOROOM(game.roomx + 1, game.roomy+1);
}
}
else
{
//This is minitower 2!
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp < -14)
{
if (obj.entities[player].yp > 300)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (71 * 8);
GOTOROOM(50, 54);
}
else
{
obj.entities[player].xp += 320;
GOTOROOM(50, 53);
}
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
GOTOROOM(52, 53);
}
}
}
else if (map.towermode)
{
//Always wrap except for the very top and very bottom of the tower
if(map.ypos>=500 && map.ypos <=5000)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
obj.entities[i].lerpoldxp += 320;
}
else if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
obj.entities[i].lerpoldxp -= 320;
}
}
}
else
{
//Do not wrap! Instead, go to the correct room
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (671 * 8);
GOTOROOM(108, 109);
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
GOTOROOM(110, 104);
}
}
}
//Warp tokens
if (map.custommode){
if (game.teleport && INBOUNDS_VEC(game.edteleportent, obj.entities))
{
int edi=obj.entities[game.edteleportent].behave;
int edj=obj.entities[game.edteleportent].para;
int edi2, edj2;
edi2 = edi/40;
edj2 = edj/30;
map.warpto(100+edi2, 100+edj2, obj.getplayer(), edi%40, (edj%30)+2);
game.teleport = false;
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
}else{
if (game.teleport)
{
if (game.roomx == 117 && game.roomy == 102)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
GOTOROOM(119, 100);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 100)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
GOTOROOM(119, 103);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 103)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 0;
}
GOTOROOM(116, 103);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 103)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
GOTOROOM(116, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 100)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 0;
}
GOTOROOM(114, 102);
game.teleport = false;
}
else if (game.roomx == 114 && game.roomy == 102)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
GOTOROOM(113, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 104)
{
//pre warp zone here
map.warpto(107, 101, obj.getplayer(), 14, 16);
}
else if (game.roomx == 107 && game.roomy == 101)
{
map.warpto(105, 119, obj.getplayer(), 5, 26);
}
else if (game.roomx == 105 && game.roomy == 118)
{
map.warpto(101, 111, obj.getplayer(), 34, 6);
}
else if (game.roomx == 101 && game.roomy == 111)
{
//There are lots of warp tokens in this room, so we have to distinguish!
switch(game.teleportxpos)
{
case 1:
map.warpto(108, 108, obj.getplayer(), 4, 27);
break;
case 2:
map.warpto(101, 111, obj.getplayer(), 12, 27);
break;
case 3:
map.warpto(119, 111, obj.getplayer(), 31, 7);
break;
case 4:
map.warpto(114, 117, obj.getplayer(), 19, 16);
break;
}
}
else if (game.roomx == 108 && game.roomy == 106)
{
map.warpto(119, 111, obj.getplayer(), 4, 27);
}
else if (game.roomx == 100 && game.roomy == 111)
{
map.warpto(101, 111, obj.getplayer(), 24, 6);
}
else if (game.roomx == 119 && game.roomy == 107)
{
//Secret lab, to super gravitron
map.warpto(119, 108, obj.getplayer(), 19, 10);
}
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
}
if (roomchange)
{
map.twoframedelayfix();
}
}
if (map.towermode)
{
map.setbgobjlerp(graphics.towerbg);
}
//Update colour cycling for final level
if (map.finalmode && map.final_colormode)
{
map.final_aniframedelay--;
if(map.final_aniframedelay==0)
{
graphics.foregrounddrawn=false;
}
if (map.final_aniframedelay <= 0) {
map.final_aniframedelay = 2;
map.final_aniframe++;
if (map.final_aniframe >= 4)
map.final_aniframe = 0;
}
}
game.activeactivity = obj.checkactivity();
if (game.hascontrol && !script.running
&& INBOUNDS_VEC(game.activeactivity, obj.blocks))
{
game.activity_lastprompt = obj.blocks[game.activeactivity].prompt;
game.activity_r = obj.blocks[game.activeactivity].r;
game.activity_g = obj.blocks[game.activeactivity].g;
game.activity_b = obj.blocks[game.activeactivity].b;
game.activity_x = obj.blocks[game.activeactivity].activity_x;
game.activity_y = obj.blocks[game.activeactivity].activity_y;
}
game.oldreadytotele = game.readytotele;
if (game.activetele && game.hascontrol && !script.running && (!game.intimetrial || game.translator_exploring_allowtele))
{
int i = obj.getplayer();
SDL_Rect temprect = SDL_Rect();
if (INBOUNDS_VEC(i, obj.entities))
{
temprect.x = obj.entities[i].xp + obj.entities[i].cx;
temprect.y = obj.entities[i].yp + obj.entities[i].cy;
temprect.w = obj.entities[i].w;
temprect.h = obj.entities[i].h;
}
if (help.intersects(game.teleblock, temprect))
{
game.readytotele += 25;
if (game.readytotele >= 255) game.readytotele = 255;
}
else
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
else
{
if (game.readytotele > 0)
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
if (game.teleport_to_new_area)
script.teleport();
#undef gotoroom
#undef GOTOROOM
}