mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-01 18:43:33 +02:00
80b9bcf0dd
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.
1472 lines
49 KiB
C++
1472 lines
49 KiB
C++
#include "Credits.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "FileSystemUtils.h"
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#include "Game.h"
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#include "GlitchrunnerMode.h"
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#include "Graphics.h"
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#include "Map.h"
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#include "Music.h"
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#include "Network.h"
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#include "Script.h"
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#include "UtilityClass.h"
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void titlelogic(void)
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{
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//Misc
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//map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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graphics.titlebg.bypos -= 2;
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graphics.titlebg.bscroll = -2;
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if (game.menucountdown > 0)
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{
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game.menucountdown--;
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if (game.menucountdown == 0)
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{
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if (game.menudest == Menu::mainmenu)
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{
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music.play(6);
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}
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else if (game.menudest == Menu::gameover2)
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{
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music.playef(11);
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}
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else if (game.menudest == Menu::timetrialcomplete3)
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{
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music.playef(3);
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}
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game.createmenu(game.menudest, true);
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}
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}
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}
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void maplogic(void)
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{
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//Misc
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help.updateglow();
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}
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void gamecompletelogic(void)
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{
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//Misc
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map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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graphics.crewframe = 0;
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graphics.titlebg.scrolldir = 1;
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game.creditposition--;
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if (game.creditposition <= -Credits::creditmaxposition)
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{
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game.creditposition = -Credits::creditmaxposition;
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graphics.titlebg.bscroll = 0;
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}
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else if (!game.press_action)
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{
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graphics.titlebg.bscroll = +1;
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}
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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//Fix some graphical things
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graphics.showcutscenebars = false;
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graphics.setbars(0);
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graphics.titlebg.scrolldir = 0;
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graphics.titlebg.bypos = 0;
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//Return to game
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game.gamestate = GAMECOMPLETE2;
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graphics.fademode = FADE_START_FADEIN;
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}
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}
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void gamecompletelogic2(void)
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{
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//Misc
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map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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game.creditposdelay--;
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if (game.creditposdelay <= 0)
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{
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game.creditposdelay = 1;
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game.creditposx++;
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if (game.creditposx > 40)
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{
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game.creditposy++;
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game.creditposx = 0;
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if (game.creditposy > 30) game.creditposy = 30;
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}
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}
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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//Fix some graphical things
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graphics.showcutscenebars = false;
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graphics.setbars(0);
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//Fix the save thingy
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game.deletequick();
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int tmp=music.currentsong;
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music.currentsong=4;
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obj.flags[67] = true;
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game.savetele();
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music.currentsong=tmp;
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//Return to game
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game.quittomenu();
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game.createmenu(Menu::gamecompletecontinue);
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graphics.titlebg.colstate = 10;
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map.nexttowercolour();
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}
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}
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static void gotoroom_wrapper(const int rx, const int ry)
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{
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map.gotoroom(rx, ry);
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}
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void gamelogic(void)
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{
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if (game.physics_frozen())
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{
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return;
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}
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bool roomchange = false;
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#define GOTOROOM(rx, ry) \
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gotoroom_wrapper(rx, ry); \
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roomchange = true
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#define gotoroom Do not use map.gotoroom directly.
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/* Update old lerp positions of entities */
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{size_t i; for (i = 0; i < obj.entities.size(); ++i)
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{
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obj.entities[i].lerpoldxp = obj.entities[i].xp;
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obj.entities[i].lerpoldyp = obj.entities[i].yp;
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}}
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if (!game.blackout && !game.completestop)
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{
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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/* Is this entity on the ground? (needed for jumping) */
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if (obj.entitycollidefloor(i))
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{
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obj.entities[i].onground = 2;
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}
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else
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{
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--obj.entities[i].onground;
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}
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if (obj.entitycollideroof(i))
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{
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obj.entities[i].onroof = 2;
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}
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else
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{
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--obj.entities[i].onroof;
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}
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obj.animatehumanoidcollision(i);
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}
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}
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//Misc
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if (map.towermode)
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{
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map.updatetowerglow(graphics.towerbg);
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}
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help.updateglow();
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if (game.alarmon)
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{
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game.alarmdelay--;
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if (game.alarmdelay <= 0)
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{
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music.playef(19);
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game.alarmdelay = 20;
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}
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}
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if (obj.nearelephant)
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{
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obj.upset++;
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if (obj.upset == 300)
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{
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obj.upsetmode = true;
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//change player to sad
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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obj.entities[i].tile = 144;
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}
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music.playef(2);
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}
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if (obj.upset > 301) obj.upset = 301;
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}
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else if (obj.upsetmode)
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{
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obj.upset--;
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if (obj.upset <= 0)
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{
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obj.upset = 0;
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obj.upsetmode = false;
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//change player to happy
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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obj.entities[i].tile = 0;
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}
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}
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}
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else
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{
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obj.upset = 0;
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}
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obj.oldtrophytext = obj.trophytext;
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if (map.towermode)
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{
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map.oldypos = map.ypos;
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map.oldspikeleveltop = map.spikeleveltop;
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map.oldspikelevelbottom = map.spikelevelbottom;
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if(!game.completestop)
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{
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if (map.cameramode == 0)
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{
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//do nothing!
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//a trigger will set this off in the game
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map.cameramode = 1;
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}
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else if (map.cameramode == 1)
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{
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//move normally
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if(graphics.towerbg.scrolldir==0)
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{
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map.ypos -= 2;
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}
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else
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{
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map.ypos += 2;
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}
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}
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else if (map.cameramode == 2)
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{
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//do nothing, but cycle colours (for taking damage)
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}
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else if (map.cameramode == 4)
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{
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
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}
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map.cameraseek = map.cameraseek / 10;
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map.cameraseekframe = 10;
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map.cameramode = 5;
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}
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else if (map.cameramode == 5)
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{
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//actually do it
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if (map.spikeleveltop > 0) map.spikeleveltop-=2;
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if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
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if (map.cameraseekframe > 0)
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{
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int i = obj.getplayer();
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map.ypos -= map.cameraseek;
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if (map.cameraseek > 0 && INBOUNDS_VEC(i, obj.entities))
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{
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if (map.ypos < obj.entities[i].yp - 120)
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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}
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else if (INBOUNDS_VEC(i, obj.entities))
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{
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if (map.ypos > obj.entities[i].yp - 120)
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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}
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map.cameraseekframe--;
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}
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else
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{
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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map.cameramode = 0;
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map.colsuperstate = 0;
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}
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}
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}
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if (map.ypos <= 0)
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{
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map.ypos = 0;
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}
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if (map.towermode && map.minitowermode)
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{
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if (map.ypos >= 568)
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{
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map.ypos = 568;
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} //100-29 * 8 = 568
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}
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else
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{
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if (map.ypos >= 5368)
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{
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map.ypos = 5368; //700-29 * 8 = 5368
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}
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}
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if (game.lifeseq > 0)
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{
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if (map.cameramode == 2)
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{
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map.cameraseekframe = 20;
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map.cameramode = 4;
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map.resumedelay = 4;
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}
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if (map.cameraseekframe <= 0)
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{
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if (map.resumedelay <= 0)
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{
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game.lifesequence();
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if (game.lifeseq == 0) map.cameramode = 1;
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}
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else
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{
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map.resumedelay--;
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}
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}
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}
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}
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else
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{
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game.lifesequence();
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}
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graphics.kludgeswnlinewidth = false;
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if (game.deathseq != -1)
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{
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if (map.towermode)
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{
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map.colsuperstate = 1;
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map.cameramode = 2;
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}
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
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{
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if (obj.entities[i].type == 1)
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{
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if (obj.entities[i].xp < 152)
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{
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//Move the platform to the right side of the disappearing platform,
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//otherwise it will get stuck on the kludge 18,9 tile we placed
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//(and if the tile wasn't there it would pass straight through again)
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int prevx = obj.entities[i].xp;
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int prevy = obj.entities[i].yp;
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obj.disableblockat(prevx, prevy);
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obj.entities[i].xp = 152;
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obj.entities[i].newxp = 152;
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obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
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}
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}
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}
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if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
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{
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//Ok! super magical exception for the room with the intention death for the shiny trinket
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//fix this when the maps are finalised
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if (game.roomx != 111 || game.roomy != 107 || map.custommode)
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{
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obj.entities[i].state = 4;
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}
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else
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{
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obj.entities[i].state = 4;
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map.settile(18, 9, 59);
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}
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}
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else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
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{
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//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
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//graphical uglyness to avoid breaking the room!
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bool entitygone = false;
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while (obj.entities[i].state == 2)
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{
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entitygone = obj.updateentities(i);
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if (entitygone)
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{
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i--;
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break;
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}
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}
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if (!entitygone) obj.entities[i].state = 4;
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}
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else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
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{
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//if playing SWN, get the enemies offscreen.
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obj.entities[i].xp += obj.entities[i].vx*5;
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obj.entities[i].yp += obj.entities[i].vy*5;
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}
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}
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if (game.swnmode)
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{
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//if playing SWN game a, push the clock back to the nearest 10 second interval
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if (game.swngame == 0)
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{
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game.swnpenalty();
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}
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else if (game.swngame == 1)
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{
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game.swnstate = 0;
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game.swnstate2 = 0;
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game.swnstate3 = 0;
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game.swnstate4 = 0;
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game.swndelay = 0;
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#ifndef MAKEANDPLAY
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if (game.swntimer >= game.swnrecord && !map.custommode)
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{
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game.swnrecord = game.swntimer;
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if (game.swnmessage == 0)
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{
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music.playef(25);
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game.savestatsandsettings();
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}
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game.swnmessage = 1;
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}
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#endif
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}
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}
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game.deathsequence();
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game.deathseq--;
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if (game.deathseq <= 0)
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{
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if (game.nodeathmode)
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{
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game.deathseq = 1;
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game.gethardestroom();
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//start depressing sequence here...
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if (game.gameoverdelay <= -10 && graphics.fademode == FADE_NONE)
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{
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graphics.fademode = FADE_START_FADEOUT;
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}
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if (graphics.fademode == FADE_FULLY_BLACK)
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{
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game.copyndmresults();
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obj.entities.clear();
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game.quittomenu();
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game.createmenu(Menu::gameover);
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}
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}
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else
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{
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if (game.swnmode)
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{
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//if playing SWN game b, reset the clock
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if (game.swngame == 1)
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{
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game.swntimer = 0;
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game.swnmessage = 0;
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game.swnrank = 0;
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}
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}
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game.gethardestroom();
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game.hascontrol = true;
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|
|
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game.gravitycontrol = game.savegc;
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graphics.textboxremove();
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map.resetplayer(true);
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}
|
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}
|
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}
|
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else
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{
|
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//Update colour thingy
|
|
if (map.finalmode)
|
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{
|
|
if (map.final_colormode)
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{
|
|
if (map.final_colorframe > 0)
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{
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map.final_colorframedelay--;
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if (map.final_colorframedelay <= 0)
|
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{
|
|
if (map.final_colorframe == 1)
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{
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map.final_colorframedelay = 40;
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int temp = 1+int(fRandom() * 5);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
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if (temp == 0) temp = 6;
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map.changefinalcol(temp);
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}
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else if (map.final_colorframe == 2)
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|
{
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map.final_colorframedelay = 15;
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|
int temp = 1+int(fRandom() * 5);
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|
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
|
|
}
|