1
0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-01 18:43:33 +02:00
VVVVVV/desktop_version/src/Script.cpp
Misa b67386894c hardreset: Reset ingame_titlemode
You'll note that getting in to the glitchy state of the game (the state
where you could play the game after it had hardreset() called on it)
required the player to quit to menu with ingame_titlemode set to true.
Well, quitting to menu calls hardreset(). So if hardreset() is called
when quitting, then you can no longer preserve ingame_titlemode that
way. This is a bit overkill, but I'm just taking precautions.
2021-12-17 23:39:26 -08:00

3579 lines
118 KiB
C++

#define SCRIPT_DEFINITION
#include "Script.h"
#include <limits.h>
#include <SDL_timer.h>
#include "CustomLevels.h"
#include "Editor.h"
#include "Entity.h"
#include "Enums.h"
#include "Exit.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "Map.h"
#include "Music.h"
#include "UtilityClass.h"
#include "Vlogging.h"
#include "Xoshiro.h"
scriptclass::scriptclass(void)
{
position = 0;
scriptdelay = 0;
running = false;
b = 0;
g = 0;
i = 0;
j = 0;
k = 0;
loopcount = 0;
looppoint = 0;
r = 0;
textx = 0;
texty = 0;
textflipme = false;
}
void scriptclass::clearcustom(void)
{
customscripts.clear();
}
static bool argexists[NUM_SCRIPT_ARGS];
void scriptclass::tokenize( const std::string& t )
{
j = 0;
std::string tempword;
char currentletter;
SDL_zeroa(argexists);
for (size_t i = 0; i < t.length(); i++)
{
currentletter = t[i];
if (currentletter == '(' || currentletter == ')' || currentletter == ',')
{
words[j] = tempword;
argexists[j] = words[j] != "";
for (size_t ii = 0; ii < words[j].length(); ii++)
{
words[j][ii] = SDL_tolower(words[j][ii]);
}
j++;
tempword = "";
}
else if (currentletter == ' ')
{
//don't do anything - i.e. strip out spaces.
}
else
{
tempword += currentletter;
}
if (j >= (int) SDL_arraysize(words))
{
break;
}
}
if (j < (int) SDL_arraysize(words))
{
const bool lastargexists = tempword != "";
if (lastargexists)
{
words[j] = tempword;
}
argexists[j] = lastargexists;
}
}
static int getcolorfromname(std::string name)
{
if (name == "player") return CYAN;
else if (name == "cyan") return CYAN;
else if (name == "red") return RED;
else if (name == "green") return GREEN;
else if (name == "yellow") return YELLOW;
else if (name == "blue") return BLUE;
else if (name == "purple") return PURPLE;
else if (name == "customcyan") return CYAN;
else if (name == "gray") return GRAY;
else if (name == "teleporter") return TELEPORTER;
int color = help.Int(name.c_str(), -1);
if (color < 0) return -1; // Not a number (or it's negative), so we give up
return color; // Last effort to give a valid color, maybe they just input the color?
}
static int getcrewmanfromname(std::string name)
{
if (name == "player") return obj.getplayer(); // Return the player
int color = getcolorfromname(name); // Maybe they passed in a crewmate name, or an id?
if (color == -1) return -1; // ...Nope, return -1
return obj.getcrewman(color);
}
void scriptclass::run(void)
{
if (!running)
{
return;
}
// This counter here will stop the function when it gets too high
short execution_counter = 0;
while(running && scriptdelay<=0 && !game.pausescript)
{
if (INBOUNDS_VEC(position, commands))
{
//Let's split or command in an array of words
tokenize(commands[position]);
//For script assisted input
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Ok, now we run a command based on that string
if (words[0] == "moveplayer")
{
//USAGE: moveplayer(x offset, y offset)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp += ss_toi(words[1]);
obj.entities[player].yp += ss_toi(words[2]);
obj.entities[player].lerpoldxp = obj.entities[player].xp;
obj.entities[player].lerpoldyp = obj.entities[player].yp;
}
scriptdelay = 1;
}
#if !defined(NO_CUSTOM_LEVELS)
if (words[0] == "warpdir")
{
int temprx=ss_toi(words[1])-1;
int tempry=ss_toi(words[2])-1;
const RoomProperty* room;
cl.setroomwarpdir(temprx, tempry, ss_toi(words[3]));
room = cl.getroomprop(temprx, tempry);
//Do we update our own room?
if(game.roomx-100==temprx && game.roomy-100==tempry){
//If screen warping, then override all that:
graphics.backgrounddrawn = false;
map.warpx=false; map.warpy=false;
if(room->warpdir==0){
map.background = 1;
//Be careful, we could be in a Lab or Warp Zone room...
if(room->tileset==2){
//Lab
map.background = 2;
graphics.rcol = room->tilecol;
}else if(room->tileset==3){
//Warp Zone
map.background = 6;
}
}else if(room->warpdir==1){
map.warpx=true;
map.background=3;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}else if(room->warpdir==2){
map.warpy=true;
map.background=4;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}else if(room->warpdir==3){
map.warpx=true; map.warpy=true;
map.background = 5;
graphics.rcol = cl.getwarpbackground(temprx,tempry);
}
}
}
if (words[0] == "ifwarp")
{
const RoomProperty* const room = cl.getroomprop(ss_toi(words[1])-1, ss_toi(words[2])-1);
if (room->warpdir == ss_toi(words[3]))
{
load("custom_"+words[4]);
position--;
}
}
#endif
if (words[0] == "destroy")
{
if(words[1]=="gravitylines"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==9) obj.disableentity(edi);
if(obj.entities[edi].type==10) obj.disableentity(edi);
}
}else if(words[1]=="warptokens"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(obj.entities[edi].type==11) obj.disableentity(edi);
}
}else if(words[1]=="platforms"||words[1]=="moving"){
bool fixed=words[1]=="moving";
for(size_t edi=0; edi<obj.entities.size(); edi++){
if(fixed) obj.disableblockat(obj.entities[edi].xp, obj.entities[edi].yp);
if(obj.entities[edi].rule==2 && obj.entities[edi].animate==100) obj.disableentity(edi);
}
}else if(words[1]=="disappear"){
for(size_t edi=0; edi<obj.entities.size(); edi++){
obj.disableblockat(obj.entities[edi].xp, obj.entities[edi].yp);
if(obj.entities[edi].type==2 && obj.entities[edi].rule==3) obj.disableentity(edi);
}
}
}
if (words[0] == "customiftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "customiftrinketsless")
{
if (game.trinkets() < ss_toi(words[1]))
{
load("custom_"+words[2]);
position--;
}
}
else if (words[0] == "customifflag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
load("custom_"+words[2]);
position--;
}
}
if (words[0] == "custommap")
{
if(words[1]=="on"){
map.customshowmm=true;
}else if(words[1]=="off"){
map.customshowmm=false;
}
}
if (words[0] == "delay")
{
//USAGE: delay(frames)
scriptdelay = ss_toi(words[1]);
}
if (words[0] == "flag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags))
{
if (words[2] == "on")
{
obj.flags[flag] = true;
}
else if (words[2] == "off")
{
obj.flags[flag] = false;
}
}
}
if (words[0] == "flash")
{
//USAGE: flash(frames)
game.flashlight = ss_toi(words[1]);
}
if (words[0] == "shake")
{
//USAGE: shake(frames)
game.screenshake = ss_toi(words[1]);
}
if (words[0] == "walk")
{
//USAGE: walk(dir,frames)
if (words[1] == "left")
{
game.press_left = true;
}
else if (words[1] == "right")
{
game.press_right = true;
}
scriptdelay = ss_toi(words[2]);
}
if (words[0] == "flip")
{
game.press_action = true;
scriptdelay = 1;
}
if (words[0] == "tofloor")
{
int player = obj.getplayer();
if(INBOUNDS_VEC(player, obj.entities) && obj.entities[player].onroof>0)
{
game.press_action = true;
scriptdelay = 1;
}
}
if (words[0] == "playef")
{
music.playef(ss_toi(words[1]));
}
if (words[0] == "play")
{
music.play(ss_toi(words[1]));
}
if (words[0] == "stopmusic")
{
music.haltdasmusik();
}
if (words[0] == "resumemusic")
{
music.resumefade(0);
}
if (words[0] == "musicfadeout")
{
music.fadeout(false);
}
if (words[0] == "musicfadein")
{
music.fadein();
}
if (words[0] == "trinketscriptmusic")
{
music.play(4);
}
if (words[0] == "gotoposition")
{
//USAGE: gotoposition(x position, y position, gravity position)
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].xp = ss_toi(words[1]);
obj.entities[player].yp = ss_toi(words[2]);
obj.entities[player].lerpoldxp = obj.entities[player].xp;
obj.entities[player].lerpoldyp = obj.entities[player].yp;
}
game.gravitycontrol = ss_toi(words[3]);
}
if (words[0] == "gotoroom")
{
//USAGE: gotoroom(x,y) (manually add 100)
map.gotoroom(ss_toi(words[1])+100, ss_toi(words[2])+100);
}
if (words[0] == "cutscene")
{
graphics.showcutscenebars = true;
}
if (words[0] == "endcutscene")
{
graphics.showcutscenebars = false;
}
if (words[0] == "audiopause")
{
if (words[1] == "on")
{
game.disabletemporaryaudiopause = false;
}
else if (words[1] == "off")
{
game.disabletemporaryaudiopause = true;
}
}
if (words[0] == "untilbars")
{
if (graphics.showcutscenebars)
{
if (graphics.cutscenebarspos < 360)
{
scriptdelay = 1;
position--;
}
}
else
{
if (graphics.cutscenebarspos > 0)
{
scriptdelay = 1;
position--;
}
}
}
else if (words[0] == "text")
{
//oh boy
//first word is the colour.
if (words[1] == "cyan")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "player")
{
r = 164;
g = 164;
b = 255;
}
else if (words[1] == "red")
{
r = 255;
g = 60;
b = 60;
}
else if (words[1] == "green")
{
r = 144;
g = 255;
b = 144;
}
else if (words[1] == "yellow")
{
r = 255;
g = 255;
b = 134;
}
else if (words[1] == "blue")
{
r = 95;
g = 95;
b = 255;
}
else if (words[1] == "purple")
{
r = 255;
g = 134;
b = 255;
}
else if (words[1] == "white")
{
r = 244;
g = 244;
b = 244;
}
else if (words[1] == "gray")
{
r = 174;
g = 174;
b = 174;
}
else if (words[1] == "orange")
{
r = 255;
g = 130;
b = 20;
}
else if (words[1] == "transparent")
{
r = 0;
g = 0;
b = 0;
}
else
{
//use a gray
r = 174;
g = 174;
b = 174;
}
//next are the x,y coordinates
textx = ss_toi(words[2]);
texty = ss_toi(words[3]);
//Number of lines for the textbox!
txt.clear();
for (int i = 0; i < ss_toi(words[4]); i++)
{
position++;
if (INBOUNDS_VEC(position, commands))
{
txt.push_back(commands[position]);
}
}
}
else if (words[0] == "position")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
else // Well, are they asking for a crewmate...?
{
i = getcrewmanfromname(words[1]);
if (INBOUNDS_VEC(i, obj.entities))
{
j = obj.entities[i].dir;
}
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "customposition")
{
//are we facing left or right? for some objects we don't care, default at 0.
j = 0;
//the first word is the object to position relative to
if (words[1] == "player")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "cyan")
{
i = obj.getcustomcrewman(0);
j = obj.entities[i].dir;
}
else if (words[1] == "purple")
{
i = obj.getcustomcrewman(1);
j = obj.entities[i].dir;
}
else if (words[1] == "yellow")
{
i = obj.getcustomcrewman(2);
j = obj.entities[i].dir;
}
else if (words[1] == "red")
{
i = obj.getcustomcrewman(3);
j = obj.entities[i].dir;
}
else if (words[1] == "green")
{
i = obj.getcustomcrewman(4);
j = obj.entities[i].dir;
}
else if (words[1] == "blue")
{
i = obj.getcustomcrewman(5);
j = obj.entities[i].dir;
}
else if (words[1] == "centerx")
{
words[2] = "donothing";
j = -1;
textx = -500;
}
else if (words[1] == "centery")
{
words[2] = "donothing";
j = -1;
texty = -500;
}
else if (words[1] == "center")
{
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
if(i==0 && words[1]!="player" && words[1]!="cyan"){
//Requested crewmate is not actually on screen
words[2] = "donothing";
j = -1;
textx = -500;
texty = -500;
}
//next is whether to position above or below
if (INBOUNDS_VEC(i, obj.entities) && words[2] == "above")
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp - 16 - (txt.size()*8);
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp - 18 - (txt.size() * 8);
}
}
else if (INBOUNDS_VEC(i, obj.entities))
{
if (j == 1) //left
{
textx = obj.entities[i].xp -10000; //tells the box to be oriented correctly later
texty = obj.entities[i].yp + 26;
}
else if (j == 0) //Right
{
textx = obj.entities[i].xp - 16;
texty = obj.entities[i].yp + 26;
}
}
}
else if (words[0] == "backgroundtext")
{
game.backgroundtext = true;
}
else if (words[0] == "flipme")
{
textflipme = !textflipme;
}
else if (words[0] == "speak_active" || words[0] == "speak")
{
//Ok, actually display the textbox we've initilised now!
//If using "speak", don't make the textbox active (so we can use multiple textboxes)
if (txt.empty())
{
txt.resize(1);
}
graphics.createtextboxreal(txt[0], textx, texty, r, g, b, textflipme);
textflipme = false;
if ((int) txt.size() > 1)
{
for (i = 1; i < (int) txt.size(); i++)
{
graphics.addline(txt[i]);
}
}
//the textbox cannot be outside the screen. Fix if it is.
if (textx <= -1000)
{
//position to the left of the player
textx += 10000;
textx -= graphics.textboxwidth();
textx += 16;
graphics.textboxmoveto(textx);
}
if (textx == -500 || textx == -1)
{
graphics.textboxcenterx();
}
if (texty == -500)
{
graphics.textboxcentery();
}
graphics.textboxadjust();
if (words[0] == "speak_active")
{
graphics.textboxactive();
}
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "endtext")
{
graphics.textboxremove();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "endtextfast")
{
graphics.textboxremovefast();
game.hascontrol = true;
game.advancetext = false;
}
else if (words[0] == "do")
{
//right, loop from this point
looppoint = position;
loopcount = ss_toi(words[1]);
}
else if (words[0] == "loop")
{
//right, loop from this point
loopcount--;
if (loopcount > 0)
{
position = looppoint;
}
}
else if (words[0] == "vvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 30;
obj.entities[i].yp = 46;
obj.entities[i].size = 13;
obj.entities[i].colour = 23;
obj.entities[i].cx = 36;// 6;
obj.entities[i].cy = 12+80;// 2;
obj.entities[i].h = 126-80;// 21;
}
}
else if (words[0] == "undovvvvvvman")
{
//Create the super VVVVVV combo!
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 100;
obj.entities[i].size = 0;
obj.entities[i].colour = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].h = 21;
}
}
else if (words[0] == "createentity")
{
std::string word6 = words[6];
std::string word7 = words[7];
std::string word8 = words[8];
std::string word9 = words[9];
if (!argexists[6]) words[6] = "0";
if (!argexists[7]) words[7] = "0";
if (!argexists[8]) words[8] = "320";
if (!argexists[9]) words[9] = "240";
obj.createentity(
ss_toi(words[1]),
ss_toi(words[2]),
ss_toi(words[3]),
ss_toi(words[4]),
ss_toi(words[5]),
ss_toi(words[6]),
ss_toi(words[7]),
ss_toi(words[8]),
ss_toi(words[9])
);
words[6] = word6;
words[7] = word7;
words[8] = word8;
words[9] = word9;
}
else if (words[0] == "createcrewman")
{
// Note: Do not change the "r" variable, it's used in custom levels
// to have glitchy textbox colors, where the game treats the value
// we set here as the red channel for the color.
r = getcolorfromname(words[3]);
if (r == -1) r = 19;
//convert the command to the right index
if (words[5] == "followplayer") words[5] = "10";
if (words[5] == "followpurple") words[5] = "11";
if (words[5] == "followyellow") words[5] = "12";
if (words[5] == "followred") words[5] = "13";
if (words[5] == "followgreen") words[5] = "14";
if (words[5] == "followblue") words[5] = "15";
if (words[5] == "followposition") words[5] = "16";
if (words[5] == "faceleft")
{
words[5] = "17";
words[6] = "0";
}
if (words[5] == "faceright")
{
words[5] = "17";
words[6] = "1";
}
if (words[5] == "faceplayer")
{
words[5] = "18";
words[6] = "0";
}
if (words[5] == "panic")
{
words[5] = "20";
words[6] = "0";
}
if (ss_toi(words[5]) >= 16)
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]), ss_toi(words[6]));
}
else
{
obj.createentity(ss_toi(words[1]), ss_toi(words[2]), 18, r, ss_toi(words[4]), ss_toi(words[5]));
}
}
else if (words[0] == "changemood")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changecustommood")
{
if (words[1] == "player")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "cyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "customcyan")
{
i=obj.getcustomcrewman(0);
obj.customcrewmoods[0]=ss_toi(words[2]);
}
else if (words[1] == "red")
{
i=obj.getcustomcrewman(3);
obj.customcrewmoods[3]=ss_toi(words[2]);
}
else if (words[1] == "green")
{
i=obj.getcustomcrewman(4);
obj.customcrewmoods[4]=ss_toi(words[2]);
}
else if (words[1] == "yellow")
{
i=obj.getcustomcrewman(2);
obj.customcrewmoods[2]=ss_toi(words[2]);
}
else if (words[1] == "blue")
{
i=obj.getcustomcrewman(5);
obj.customcrewmoods[5]=ss_toi(words[2]);
}
else if (words[1] == "purple")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
else if (words[1] == "pink")
{
i=obj.getcustomcrewman(1);
obj.customcrewmoods[1]=ss_toi(words[2]);
}
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
}
else if (words[0] == "changetile")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = ss_toi(words[2]);
}
}
else if (words[0] == "flipgravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
if (words[1] == "player")
{
game.gravitycontrol = !game.gravitycontrol;
++game.totalflips;
}
else
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].rule == 7)
{
obj.entities[i].rule = 6;
obj.entities[i].tile = 0;
}
else if (INBOUNDS_VEC(i, obj.entities) && obj.getplayer() != i) // Don't destroy player entity
{
obj.entities[i].rule = 7;
obj.entities[i].tile = 6;
}
}
}
else if (words[0] == "changegravity")
{
//not something I'll use a lot, I think. Doesn't need to be very robust!
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile +=12;
}
}
else if (words[0] == "changedir")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && ss_toi(words[2]) == 0)
{
obj.entities[i].dir = 0;
}
else if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "alarmon")
{
game.alarmon = true;
game.alarmdelay = 0;
}
else if (words[0] == "alarmoff")
{
game.alarmon = false;
}
else if (words[0] == "changeai")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (words[2] == "followplayer") words[2] = "10";
if (words[2] == "followpurple") words[2] = "11";
if (words[2] == "followyellow") words[2] = "12";
if (words[2] == "followred") words[2] = "13";
if (words[2] == "followgreen") words[2] = "14";
if (words[2] == "followblue") words[2] = "15";
if (words[2] == "followposition") words[2] = "16";
if (words[2] == "faceleft")
{
words[2] = "17";
words[3] = "0";
}
if (words[2] == "faceright")
{
words[2] = "17";
words[3] = "1";
}
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].state = ss_toi(words[2]);
if (obj.entities[i].state == 16)
{
obj.entities[i].para=ss_toi(words[3]);
}
else if (obj.entities[i].state == 17)
{
obj.entities[i].dir=ss_toi(words[3]);
}
}
}
else if (words[0] == "activateteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
}
else if (words[0] == "changecolour")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = getcolorfromname(words[2]);
}
}
else if (words[0] == "squeak")
{
if (words[1] == "player")
{
music.playef(11);
}
else if (words[1] == "cyan")
{
music.playef(11);
}
else if (words[1] == "red")
{
music.playef(16);
}
else if (words[1] == "green")
{
music.playef(12);
}
else if (words[1] == "yellow")
{
music.playef(14);
}
else if (words[1] == "blue")
{
music.playef(13);
}
else if (words[1] == "purple")
{
music.playef(15);
}
else if (words[1] == "cry")
{
music.playef(2);
}
else if (words[1] == "terminal")
{
music.playef(20);
}
}
else if (words[0] == "blackout")
{
game.blackout = true;
}
else if (words[0] == "blackon")
{
game.blackout = false;
}
else if (words[0] == "setcheckpoint")
{
i = obj.getplayer();
game.savepoint = 0;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savex = obj.entities[i].xp ;
game.savey = obj.entities[i].yp;
}
game.savegc = game.gravitycontrol;
game.saverx = game.roomx;
game.savery = game.roomy;
if (INBOUNDS_VEC(i, obj.entities))
{
game.savedir = obj.entities[i].dir;
}
}
else if (words[0] == "gamestate")
{
game.state = ss_toi(words[1]);
game.statedelay = 0;
}
else if (words[0] == "textboxactive")
{
graphics.textboxactive();
}
else if (words[0] == "gamemode")
{
if (words[1] == "teleporter")
{
game.gamestate = GAMEMODE; /* to set prevgamestate */
game.mapmenuchange(TELEPORTERMODE, false);
game.useteleporter = false; //good heavens don't actually use it
}
else if (words[1] == "game")
{
graphics.resumegamemode = true;
game.prevgamestate = GAMEMODE;
}
}
else if (words[0] == "ifexplored")
{
if (map.isexplored(ss_toi(words[1]), ss_toi(words[2])))
{
load(words[3]);
position--;
}
}
else if (words[0] == "iflast")
{
if (game.lastsaved==ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifskip")
{
if (game.nocutscenes)
{
load(words[1]);
position--;
}
}
else if (words[0] == "ifflag")
{
int flag = ss_toi(words[1]);
if (INBOUNDS_ARR(flag, obj.flags) && obj.flags[flag])
{
load(words[2]);
position--;
}
}
else if (words[0] == "ifcrewlost")
{
int crewmate = ss_toi(words[1]);
if (INBOUNDS_ARR(crewmate, game.crewstats) && !game.crewstats[crewmate])
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinkets")
{
if (game.trinkets() >= ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "iftrinketsless")
{
if (game.stat_trinkets < ss_toi(words[1]))
{
load(words[2]);
position--;
}
}
else if (words[0] == "hidecoordinates")
{
map.setexplored(ss_toi(words[1]), ss_toi(words[2]), false);
}
else if (words[0] == "showcoordinates")
{
map.setexplored(ss_toi(words[1]), ss_toi(words[2]), true);
}
else if (words[0] == "hideship")
{
map.hideship();
}
else if (words[0] == "showship")
{
map.showship();
}
else if (words[0] == "showsecretlab")
{
map.setexplored(16, 5, true);
map.setexplored(17, 5, true);
map.setexplored(18, 5, true);
map.setexplored(17, 6, true);
map.setexplored(18, 6, true);
map.setexplored(19, 6, true);
map.setexplored(19, 7, true);
map.setexplored(19, 8, true);
}
else if (words[0] == "hidesecretlab")
{
map.setexplored(16, 5, false);
map.setexplored(17, 5, false);
map.setexplored(18, 5, false);
map.setexplored(17, 6, false);
map.setexplored(18, 6, false);
map.setexplored(19, 6, false);
map.setexplored(19, 7, false);
map.setexplored(19, 8, false);
}
else if (words[0] == "showteleporters")
{
map.showteleporters = true;
}
else if (words[0] == "showtargets")
{
map.showtargets = true;
}
else if (words[0] == "showtrinkets")
{
map.showtrinkets = true;
}
else if (words[0] == "hideteleporters")
{
map.showteleporters = false;
}
else if (words[0] == "hidetargets")
{
map.showtargets = false;
}
else if (words[0] == "hidetrinkets")
{
map.showtrinkets = false;
}
else if (words[0] == "hideplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = true;
}
}
else if (words[0] == "showplayer")
{
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].invis = false;
}
}
else if (words[0] == "teleportscript")
{
game.teleportscript = words[1];
}
else if (words[0] == "clearteleportscript")
{
game.teleportscript = "";
}
else if (words[0] == "nocontrol")
{
game.hascontrol = false;
}
else if (words[0] == "hascontrol")
{
game.hascontrol = true;
}
else if (words[0] == "companion")
{
game.companion = ss_toi(words[1]);
}
else if (words[0] == "befadein")
{
graphics.setfade(0);
graphics.fademode= 0;
}
else if (words[0] == "fadein")
{
graphics.fademode = 4;
}
else if (words[0] == "fadeout")
{
graphics.fademode = 2;
}
else if (words[0] == "untilfade")
{
if (graphics.fademode>1)
{
scriptdelay = 1;
position--;
}
}
else if (words[0] == "entersecretlab")
{
game.unlocknum(8);
game.insecretlab = true;
SDL_memset(map.explored, true, sizeof(map.explored));
}
else if (words[0] == "leavesecretlab")
{
game.insecretlab = false;
}
else if (words[0] == "resetgame")
{
map.resetnames();
map.resetmap();
map.resetplayer();
graphics.towerbg.tdrawback = true;
obj.resetallflags();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 0;
}
for (i = 0; i < 100; i++)
{
obj.collect[i] = false;
obj.customcollect[i] = false;
}
game.deathcounts = 0;
game.advancetext = false;
game.hascontrol = true;
game.resetgameclock();
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
//get out of final level mode!
map.finalmode = false;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
map.finalstretch = false;
}
else if (words[0] == "loadscript")
{
load(words[1]);
position--;
}
else if (words[0] == "rollcredits")
{
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
if (map.custommode && !map.custommodeforreal)
{
game.returntoeditor();
ed.note = "Rolled credits";
ed.notedelay = 45;
}
else
#endif
{
game.gamestate = GAMECOMPLETE;
graphics.fademode = 4;
game.creditposition = 0;
}
}
else if (words[0] == "finalmode")
{
map.finalmode = true;
map.gotoroom(ss_toi(words[1]), ss_toi(words[2]));
}
else if (words[0] == "rescued")
{
if (words[1] == "red")
{
game.crewstats[3] = true;
}
else if (words[1] == "green")
{
game.crewstats[4] = true;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = true;
}
else if (words[1] == "blue")
{
game.crewstats[5] = true;
}
else if (words[1] == "purple")
{
game.crewstats[1] = true;
}
else if (words[1] == "player")
{
game.crewstats[0] = true;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = true;
}
}
else if (words[0] == "missing")
{
if (words[1] == "red")
{
game.crewstats[3] = false;
}
else if (words[1] == "green")
{
game.crewstats[4] = false;
}
else if (words[1] == "yellow")
{
game.crewstats[2] = false;
}
else if (words[1] == "blue")
{
game.crewstats[5] = false;
}
else if (words[1] == "purple")
{
game.crewstats[1] = false;
}
else if (words[1] == "player")
{
game.crewstats[0] = false;
}
else if (words[1] == "cyan")
{
game.crewstats[0] = false;
}
}
else if (words[0] == "face")
{
int crewmate = getcrewmanfromname(words[1]);
if (crewmate != -1) i = crewmate; // Ensure AEM is kept
crewmate = getcrewmanfromname(words[2]);
if (crewmate != -1) j = crewmate; // Ensure AEM is kept
if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp > obj.entities[i].xp + 5)
{
obj.entities[i].dir = 1;
}
else if (INBOUNDS_VEC(i, obj.entities) && INBOUNDS_VEC(j, obj.entities) && obj.entities[j].xp < obj.entities[i].xp - 5)
{
obj.entities[i].dir = 0;
}
}
else if (words[0] == "jukebox")
{
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].type == 13)
{
obj.entities[j].colour = 4;
}
}
if (ss_toi(words[1]) == 1)
{
obj.createblock(5, 88 - 4, 80, 20, 16, 25);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 2)
{
obj.createblock(5, 128 - 4, 80, 20, 16, 26);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 3)
{
obj.createblock(5, 176 - 4, 80, 20, 16, 27);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 4)
{
obj.createblock(5, 216 - 4, 80, 20, 16, 28);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==80)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 5)
{
obj.createblock(5, 88 - 4, 128, 20, 16, 29);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 88 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 6)
{
obj.createblock(5, 176 - 4, 128, 20, 16, 30);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 176 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 7)
{
obj.createblock(5, 40 - 4, 40, 20, 16, 31);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 40 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 8)
{
obj.createblock(5, 216 - 4, 128, 20, 16, 32);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 216 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 9)
{
obj.createblock(5, 128 - 4, 128, 20, 16, 33);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 128 && obj.entities[j].yp==128)
{
obj.entities[j].colour = 5;
}
}
}
else if (ss_toi(words[1]) == 10)
{
obj.createblock(5, 264 - 4, 40, 20, 16, 34);
for (j = 0; j < (int) obj.entities.size(); j++)
{
if (obj.entities[j].xp == 264 && obj.entities[j].yp==40)
{
obj.entities[j].colour = 5;
}
}
}
}
else if (words[0] == "createactivityzone")
{
int crew_color = i; // stay consistent with past behavior!
if (words[1] == "red")
{
i = 3;
crew_color = RED;
}
else if (words[1] == "green")
{
i = 4;
crew_color = GREEN;
}
else if (words[1] == "yellow")
{
i = 2;
crew_color = YELLOW;
}
else if (words[1] == "blue")
{
i = 5;
crew_color = BLUE;
}
else if (words[1] == "purple")
{
i = 1;
crew_color = PURPLE;
}
int crewman = obj.getcrewman(crew_color);
if (INBOUNDS_VEC(crewman, obj.entities) && crew_color == GREEN)
{
obj.createblock(5, obj.entities[crewman].xp - 32, obj.entities[crewman].yp-20, 96, 60, i, "", (i == 35));
}
else if (INBOUNDS_VEC(crewman, obj.entities))
{
obj.createblock(5, obj.entities[crewman].xp - 32, 0, 96, 240, i, "", (i == 35));
}
}
else if (words[0] == "setactivitycolour")
{
obj.customactivitycolour = words[1];
}
else if (words[0] == "setactivitytext")
{
++position;
if (INBOUNDS_VEC(position, commands))
{
obj.customactivitytext = commands[position];
}
}
else if (words[0] == "setactivityposition")
{
obj.customactivitypositionx = ss_toi(words[1]);
obj.customactivitypositiony = ss_toi(words[2]);
}
else if (words[0] == "createrescuedcrew")
{
//special for final level cutscene
//starting at 180, create the rescued crewmembers (ingoring violet, who's at 155)
i = 215;
if (game.crewstats[2] && game.lastsaved!=2)
{
obj.createentity(i, 153, 18, 14, 0, 17, 0);
i += 25;
}
if (game.crewstats[3] && game.lastsaved!=3)
{
obj.createentity(i, 153, 18, 15, 0, 17, 0);
i += 25;
}
if (game.crewstats[4] && game.lastsaved!=4)
{
obj.createentity(i, 153, 18, 13, 0, 17, 0);
i += 25;
}
if (game.crewstats[5] && game.lastsaved!=5)
{
obj.createentity(i, 153, 18, 16, 0, 17, 0);
i += 25;
}
}
else if (words[0] == "restoreplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 0;
}
}
else if (words[0] == "changeplayercolour")
{
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = getcolorfromname(words[1]);
}
}
else if (words[0] == "changerespawncolour")
{
game.savecolour = getcolorfromname(words[1]);
}
else if (words[0] == "altstates")
{
obj.altstates = ss_toi(words[1]);
}
else if (words[0] == "activeteleporter")
{
i = obj.getteleporter();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].colour = 101;
}
}
else if (words[0] == "foundtrinket")
{
music.silencedasmusik();
music.playef(3);
size_t trinket = ss_toi(words[1]);
if (trinket < SDL_arraysize(obj.collect))
{
obj.collect[trinket] = true;
}
graphics.textboxremovefast();
graphics.createtextboxflipme(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found a shiny trinket!");
graphics.textboxcenterx();
std::string usethisnum;
#if !defined(NO_CUSTOM_LEVELS)
if (map.custommode)
{
usethisnum = help.number_words(cl.numtrinkets());
}
else
#endif
{
usethisnum = "Twenty";
}
graphics.createtextboxflipme(" " + help.number_words(game.trinkets()) + " out of " + usethisnum + " ", 50, 135, 174, 174, 174);
graphics.textboxcenterx();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab")
{
music.playef(3);
graphics.textboxremovefast();
graphics.createtextbox(" Congratulations! ", 50, 85, 174, 174, 174);
graphics.addline("");
graphics.addline("You have found the secret lab!");
graphics.textboxcenterx();
graphics.textboxcentery();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "foundlab2")
{
graphics.textboxremovefast();
graphics.createtextbox("The secret lab is separate from", 50, 85, 174, 174, 174);
graphics.addline("the rest of the game. You can");
graphics.addline("now come back here at any time");
graphics.addline("by selecting the new SECRET LAB");
graphics.addline("option in the play menu.");
graphics.textboxcenterx();
graphics.textboxcentery();
if (!game.backgroundtext)
{
game.advancetext = true;
game.hascontrol = false;
game.pausescript = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
}
else if (words[0] == "everybodysad")
{
for (i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 6 || obj.entities[i].rule == 0)
{
obj.entities[i].tile = 144;
}
}
}
else if (words[0] == "startintermission2")
{
map.finalmode = true; //Enable final level mode
game.savex = 228;
game.savey = 129;
game.saverx = 53;
game.savery = 49;
game.savegc = 0;
game.savedir = 0; //Intermission level 2
game.savepoint = 0;
game.gravitycontrol = 0;
map.gotoroom(46, 54);
}
else if (words[0] == "telesave")
{
if (!game.intimetrial && !game.nodeathmode && !game.inintermission) game.savetele();
}
else if (words[0] == "createlastrescued")
{
r = graphics.crewcolour(game.lastsaved);
if (r == 0 || r == PURPLE)
{
r = GRAY; // Default to gray if invalid color.
}
obj.createentity(200, 153, 18, r, 0, 19, 30);
i = obj.getcrewman(game.lastsaved);
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].dir = 1;
}
}
else if (words[0] == "specialline")
{
switch(ss_toi(words[1]))
{
case 1:
txt.resize(1);
txt[0] = "I'm worried about " + game.unrescued() + ", Doctor!";
break;
case 2:
txt.resize(3);
if (game.crewrescued() < 5)
{
txt[1] = "to helping you find the";
txt[2] = "rest of the crew!";
}
else
{
txt.resize(2);
txt[1] = "to helping you find " + game.unrescued() + "!";
}
break;
}
}
else if (words[0] == "trinketbluecontrol")
{
if (game.trinkets() == 20 && obj.flags[67])
{
load("talkblue_trinket6");
position--;
}
else if (game.trinkets() >= 19 && !obj.flags[67])
{
load("talkblue_trinket5");
position--;
}
else
{
load("talkblue_trinket4");
position--;
}
}
else if (words[0] == "trinketyellowcontrol")
{
if (game.trinkets() >= 19)
{
load("talkyellow_trinket3");
position--;
}
else
{
load("talkyellow_trinket2");
position--;
}
}
else if (words[0] == "redcontrol")
{
if (game.insecretlab)
{
load("talkred_14");
position--;
}
else if (game.roomx != 104)
{
if (game.roomx == 100)
{
load("talkred_10");
position--;
}
else if (game.roomx == 107)
{
load("talkred_11");
position--;
}
else if (game.roomx == 114)
{
load("talkred_12");
position--;
}
}
else if (obj.flags[67])
{
//game complete
load("talkred_13");
position--;
}
else if (obj.flags[35] && !obj.flags[52])
{
//Intermission level
obj.flags[52] = true;
load("talkred_9");
position--;
}
else if (!obj.flags[51])
{
//We're back home!
obj.flags[51] = true;
load("talkred_5");
position--;
}
else if (!obj.flags[48] && game.crewstats[5])
{
//Victoria's back
obj.flags[48] = true;
load("talkred_6");
position--;
}
else if (!obj.flags[49] && game.crewstats[4])
{
//Verdigris' back
obj.flags[49] = true;
load("talkred_7");
position--;
}
else if (!obj.flags[50] && game.crewstats[2])
{
//Vitellary's back
obj.flags[50] = true;
load("talkred_8");
position--;
}
else if (!obj.flags[45] && !game.crewstats[5])
{
obj.flags[45] = true;
load("talkred_2");
position--;
}
else if (!obj.flags[46] && !game.crewstats[4])
{
obj.flags[46] = true;
load("talkred_3");
position--;
}
else if (!obj.flags[47] && !game.crewstats[2])
{
obj.flags[47] = true;
load("talkred_4");
position--;
}
else
{
obj.flags[45] = false;
obj.flags[46] = false;
obj.flags[47] = false;
load("talkred_1");
position--;
}
}
//TODO: Non Urgent fix compiler nesting errors without adding complexity
if (words[0] == "greencontrol")
{
if (game.insecretlab)
{
load("talkgreen_11");
position--;
}
else if (game.roomx == 103 && game.roomy == 109)
{
load("talkgreen_8");
position--;
}
else if (game.roomx == 101 && game.roomy == 109)
{
load("talkgreen_9");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkgreen_10");
position--;
}
else if (obj.flags[34] && !obj.flags[57])
{
//Intermission level
obj.flags[57] = true;
load("talkgreen_7");
position--;
}
else if (!obj.flags[53])
{
//Home!
obj.flags[53] = true;
load("talkgreen_6");
position--;
}
else if (!obj.flags[54] && game.crewstats[2])
{
obj.flags[54] = true;
load("talkgreen_5");
position--;
}
else if (!obj.flags[55] && game.crewstats[3])
{
obj.flags[55] = true;
load("talkgreen_4");
position--;
}
else if (!obj.flags[56] && game.crewstats[5])
{
obj.flags[56] = true;
load("talkgreen_3");
position--;
}
else if (!obj.flags[58])
{
obj.flags[58] = true;
load("talkgreen_2");
position--;
}
else
{
load("talkgreen_1");
position--;
}
}
else if (words[0] == "bluecontrol")
{
if (game.insecretlab)
{
load("talkblue_9");
position--;
}
else if (obj.flags[67])
{
//game complete, everything changes for victoria
if (obj.flags[41] && !obj.flags[42])
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42])
{
//Third trinket conversation
obj.flags[42] = true;
load("talkblue_trinket3");
position--;
}
else
{
//Ok, we've already dealt with the trinket thing; so either you have them all, or you don't. If you do:
if (game.trinkets() >= 20)
{
load("startepilogue");
position--;
}
else
{
load("talkblue_8");
position--;
}
}
}
else if (obj.flags[33] && !obj.flags[40])
{
//Intermission level
obj.flags[40] = true;
load("talkblue_7");
position--;
}
else if (!obj.flags[36] && game.crewstats[5])
{
//Back on the ship!
obj.flags[36] = true;
load("talkblue_3");
position--;
}
else if (!obj.flags[41] && game.crewrescued() <= 4)
{
//First trinket conversation
obj.flags[41] = true;
load("talkblue_trinket1");
position--;
}
else if (obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//second trinket conversation
obj.flags[42] = true;
load("talkblue_trinket2");
position--;
}
else if (!obj.flags[41] && !obj.flags[42] && game.crewrescued() == 5)
{
//Third trinket conversation
obj.flags[42] = true;
load("talkblue_trinket3");
position--;
}
else if (!obj.flags[37] && game.crewstats[2])
{
obj.flags[37] = true;
load("talkblue_4");
position--;
}
else if (!obj.flags[38] && game.crewstats[3])
{
obj.flags[38] = true;
load("talkblue_5");
position--;
}
else if (!obj.flags[39] && game.crewstats[4])
{
obj.flags[39] = true;
load("talkblue_6");
position--;
}
else
{
//if all else fails:
//if yellow is found
if (game.crewstats[2])
{
load("talkblue_2");
position--;
}
else
{
load("talkblue_1");
position--;
}
}
}
else if (words[0] == "yellowcontrol")
{
if (game.insecretlab)
{
load("talkyellow_12");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkyellow_11");
position--;
}
else if (obj.flags[32] && !obj.flags[31])
{
//Intermission level
obj.flags[31] = true;
load("talkyellow_6");
position--;
}
else if (!obj.flags[27] && game.crewstats[2])
{
//Back on the ship!
obj.flags[27] = true;
load("talkyellow_10");
position--;
}
else if (!obj.flags[43] && game.crewrescued() == 5 && !game.crewstats[5])
{
//If by chance we've rescued everyone except Victoria by the end, Vitellary provides you with
//the trinket information instead.
obj.flags[43] = true;
obj.flags[42] = true;
obj.flags[41] = true;
load("talkyellow_trinket1");
position--;
}
else if (!obj.flags[24] && game.crewstats[5])
{
obj.flags[24] = true;
load("talkyellow_8");
position--;
}
else if (!obj.flags[26] && game.crewstats[4])
{
obj.flags[26] = true;
load("talkyellow_7");
position--;
}
else if (!obj.flags[25] && game.crewstats[3])
{
obj.flags[25] = true;
load("talkyellow_9");
position--;
}
else if (!obj.flags[28])
{
obj.flags[28] = true;
load("talkyellow_3");
position--;
}
else if (!obj.flags[29])
{
obj.flags[29] = true;
load("talkyellow_4");
position--;
}
else if (!obj.flags[30])
{
obj.flags[30] = true;
load("talkyellow_5");
position--;
}
else if (!obj.flags[23])
{
obj.flags[23] = true;
load("talkyellow_2");
position--;
}
else
{
load("talkyellow_1");
position--;
obj.flags[23] = false;
}
}
else if (words[0] == "purplecontrol")
{
//Controls Purple's conversion
//Crew rescued:
if (game.insecretlab)
{
load("talkpurple_9");
position--;
}
else if (obj.flags[67])
{
//game complete
load("talkpurple_8");
position--;
}
else if (!obj.flags[17] && game.crewstats[4])
{
obj.flags[17] = true;
load("talkpurple_6");
position--;
}
else if (!obj.flags[15] && game.crewstats[5])
{
obj.flags[15] = true;
load("talkpurple_4");
position--;
}
else if (!obj.flags[16] && game.crewstats[3])
{
obj.flags[16] = true;
load("talkpurple_5");
position--;
}
else if (!obj.flags[18] && game.crewstats[2])
{
obj.flags[18] = true;
load("talkpurple_7");
position--;
}
else if (obj.flags[19] && !obj.flags[20] && !obj.flags[21])
{
//intermission one: if played one / not had first conversation / not played two [conversation one]
obj.flags[21] = true;
load("talkpurple_intermission1");
position--;
}
else if (obj.flags[20] && obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / had first conversation / not had second conversation [conversation two]
obj.flags[22] = true;
load("talkpurple_intermission2");
position--;
}
else if (obj.flags[20] && !obj.flags[21] && !obj.flags[22])
{
//intermission two: if played two / not had first conversation / not had second conversation [conversation three]
obj.flags[22] = true;
load("talkpurple_intermission3");
position--;
}
else if (!obj.flags[12])
{
//Intro conversation
obj.flags[12] = true;
load("talkpurple_intro");
position--;
}
else if (!obj.flags[14])
{
//Shorter intro conversation
obj.flags[14] = true;
load("talkpurple_3");
position--;
}
else
{
//if all else fails:
//if green is found
if (game.crewstats[4])
{
load("talkpurple_2");
position--;
}
else
{
load("talkpurple_1");
position--;
}
}
}
position++;
}
else
{
running = false;
}
// Don't increment if we're at the max, signed int overflow is UB
if (execution_counter == SHRT_MAX)
{
// We must be in an infinite loop
vlog_warn("Warning: execution counter got to %i, stopping script", SHRT_MAX);
running = false;
}
else
{
execution_counter++;
}
}
if(scriptdelay>0)
{
scriptdelay--;
}
}
void scriptclass::resetgametomenu(void)
{
obj.entities.clear();
game.quittomenu();
game.createmenu(Menu::gameover);
}
static void gotoerrorloadinglevel(void)
{
game.createmenu(Menu::errorloadinglevel);
map.nexttowercolour();
graphics.fademode = 4; /* start fade in */
music.currentsong = -1; /* otherwise music.play won't work */
music.play(6); /* title screen music */
}
void scriptclass::startgamemode( int t )
{
switch(t)
{
case 0: //Normal new game
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.setbars(320);
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 1:
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadtele();
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 2: //Load Quicksave
game.gamestate = GAMEMODE;
hardreset();
game.start();
game.loadquick();
game.gravitycontrol = game.savegc;
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
else obj.flags[73] = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
//a very special case for here needs to ensure that the tower is set correctly
if (map.towermode)
{
map.resetplayer();
i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.ypos = obj.entities[i].yp - 120;
map.oldypos = map.ypos;
}
map.setbgobjlerp(graphics.towerbg);
map.cameramode = 0;
map.colsuperstate = 0;
}
graphics.fademode = 4;
break;
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
//Start Time Trial
music.fadeout();
hardreset();
game.nocutscenes = true;
game.intimetrial = true;
game.timetrialcountdown = 150;
game.timetrialparlost = false;
game.timetriallevel = t - 3;
switch (t)
{
case 3:
game.timetrialpar = 75;
game.timetrialshinytarget = 2;
break;
case 4:
game.timetrialpar = 165;
game.timetrialshinytarget = 4;
break;
case 5:
game.timetrialpar = 105;
game.timetrialshinytarget = 2;
break;
case 6:
game.timetrialpar = 200;
game.timetrialshinytarget = 5;
break;
case 7:
game.timetrialpar = 120;
game.timetrialshinytarget = 1;
break;
case 8:
game.timetrialpar = 135;
game.timetrialshinytarget = 1;
map.finalmode = true; //Enable final level mode
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
break;
}
game.gamestate = GAMEMODE;
game.starttrial(game.timetriallevel);
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if (obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 9:
game.gamestate = GAMEMODE;
hardreset();
game.nodeathmode = true;
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.setbars(320);
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 10:
game.gamestate = GAMEMODE;
hardreset();
game.nodeathmode = true;
game.nocutscenes = true;
game.start();
game.jumpheld = true;
graphics.showcutscenebars = true;
graphics.setbars(320);
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intro");
break;
case 11:
game.gamestate = GAMEMODE;
hardreset();
game.startspecial(0);
game.jumpheld = true;
//Secret lab, so reveal the map, give them all 20 trinkets
SDL_memset(obj.collect, true, sizeof(obj.collect[0]) * 20);
SDL_memset(map.explored, true, sizeof(map.explored));
i = 400; /* previously a nested for-loop set this */
game.insecretlab = true;
map.showteleporters = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
music.play(11);
graphics.fademode = 4;
break;
case 12:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 13:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 14:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 15:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_1");
break;
case 16:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 2;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 17:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 3;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 18:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 4;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
case 19:
game.gamestate = GAMEMODE;
hardreset();
music.fadeout();
game.lastsaved = 5;
game.crewstats[game.lastsaved] = true;
game.inintermission = true;
map.finalmode = true;
map.final_colormode = false;
map.final_mapcol = 0;
map.final_colorframe = 0;
game.startspecial(1);
game.jumpheld = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
load("intermission_2");
break;
#ifndef NO_CUSTOM_LEVELS
# ifndef NO_EDITOR
case 20:
//Level editor
hardreset();
cl.reset();
ed.reset();
music.fadeout();
map.custommode = true;
map.custommodeforreal = false;
game.gamestate = EDITORMODE;
game.jumpheld = true;
if (graphics.setflipmode) graphics.flipmode = true;//set flipmode
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
graphics.fademode = 4;
break;
case 21: //play custom level (in editor)
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
//If warpdir() is used during playtesting, we need to set it back after!
for (int j = 0; j < cl.maxheight; j++)
{
for (int i = 0; i < cl.maxwidth; i++)
{
ed.kludgewarpdir[i+(j*cl.maxwidth)]=cl.roomproperties[i+(j*cl.maxwidth)].warpdir;
}
}
game.customstart();
game.jumpheld = true;
ed.ghosts.clear();
map.custommode = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
if(cl.levmusic>0){
music.play(cl.levmusic);
}else{
music.currentsong=-1;
}
break;
# endif /* NO_EDITOR */
case 22: //play custom level (in game)
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(cl.ListOfMetaData[game.playcustomlevel].filename);
if (!cl.load(filename))
{
gotoerrorloadinglevel();
break;
}
cl.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
game.customstart();
game.jumpheld = true;
map.custommodeforreal = true;
map.custommode = true;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
cl.generatecustomminimap();
map.customshowmm=true;
if(cl.levmusic>0){
music.play(cl.levmusic);
}else{
music.currentsong=-1;
}
graphics.fademode = 4;
break;
}
case 23: //Continue in custom level
{
//Initilise the level
//First up, find the start point
std::string filename = std::string(cl.ListOfMetaData[game.playcustomlevel].filename);
if (!cl.load(filename))
{
gotoerrorloadinglevel();
break;
}
cl.findstartpoint();
game.gamestate = GAMEMODE;
music.fadeout();
hardreset();
map.custommodeforreal = true;
map.custommode = true;
game.customstart();
game.customloadquick(cl.ListOfMetaData[game.playcustomlevel].filename);
game.jumpheld = true;
game.gravitycontrol = game.savegc;
//set flipmode
if (graphics.setflipmode) graphics.flipmode = true;
if(obj.entities.empty())
{
obj.createentity(game.savex, game.savey, 0, 0); //In this game, constant, never destroyed
}
map.resetplayer();
map.gotoroom(game.saverx, game.savery);
map.initmapdata();
cl.generatecustomminimap();
graphics.fademode = 4;
break;
}
#endif /* NO_CUSTOM_LEVELS */
case 100:
VVV_exit(0);
break;
}
}
void scriptclass::teleport(void)
{
//er, ok! Teleport to a new area, so!
//A general rule of thumb: if you teleport with a companion, get rid of them!
game.companion = 0;
i = obj.getplayer(); //less likely to have a serious collision error if the player is centered
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 150;
obj.entities[i].yp = 110;
if(game.teleport_to_x==17 && game.teleport_to_y==17) obj.entities[i].xp = 88; //prevent falling!
obj.entities[i].lerpoldxp = obj.entities[i].xp;
obj.entities[i].lerpoldyp = obj.entities[i].yp;
}
if (game.teleportscript == "levelonecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
else if (game.teleportscript == "gamecomplete")
{
game.teleport_to_x = 2;
game.teleport_to_y = 11;
}
game.gravitycontrol = 0;
map.gotoroom(100+game.teleport_to_x, 100+game.teleport_to_y);
j = obj.getteleporter();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].state = 2;
}
game.teleport_to_new_area = false;
if (INBOUNDS_VEC(j, obj.entities))
{
game.savepoint = obj.entities[j].para;
game.savex = obj.entities[j].xp + 44;
game.savey = obj.entities[j].yp + 44;
}
game.savegc = 0;
game.saverx = game.roomx;
game.savery = game.roomy;
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
game.savedir = obj.entities[player].dir;
}
if(game.teleport_to_x==0 && game.teleport_to_y==0)
{
game.state = 4020;
}
else if(game.teleport_to_x==0 && game.teleport_to_y==16)
{
game.state = 4030;
}
else if(game.teleport_to_x==7 && game.teleport_to_y==9)
{
game.state = 4040;
}
else if(game.teleport_to_x==8 && game.teleport_to_y==11)
{
game.state = 4050;
}
else if(game.teleport_to_x==14 && game.teleport_to_y==19)
{
game.state = 4030;
}
else if(game.teleport_to_x==17 && game.teleport_to_y==12)
{
game.state = 4020;
}
else if(game.teleport_to_x==17 && game.teleport_to_y==17)
{
game.state = 4020;
}
else if(game.teleport_to_x==18 && game.teleport_to_y==7)
{
game.state = 4060;
}
else
{
game.state = 4010;
}
if (game.teleportscript != "")
{
game.state = 0;
load(game.teleportscript);
game.teleportscript = "";
}
else
{
//change music based on location
if (game.teleport_to_x == 2 && game.teleport_to_y == 11)
{
/* Special case: Ship music needs to be set here;
* ship teleporter on music map is -1 for jukebox. */
music.niceplay(4);
}
game.savetele_textbox();
}
}
void scriptclass::hardreset(void)
{
const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2);
#if SDL_VERSION_ATLEAST(2, 0, 17)
/* The RNG is 32-bit. We don't _really_ need 64-bit... */
xoshiro_seed((Uint32) SDL_GetTicks64());
#else
xoshiro_seed(SDL_GetTicks());
#endif
//Game:
game.hascontrol = true;
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.roomx = 0;
game.roomy = 0;
}
game.prevroomx = 0;
game.prevroomy = 0;
game.teleport_to_new_area = false;
game.teleport_to_x = 0;
game.teleport_to_y = 0;
game.teleportscript = "";
game.tapleft = 0;
game.tapright = 0;
game.startscript = false;
game.newscript = "";
game.alarmon = false;
game.alarmdelay = 0;
game.blackout = false;
game.useteleporter = false;
game.teleport_to_teleporter = 0;
game.nodeathmode = false;
game.nocutscenes = false;
for (i = 0; i < (int) SDL_arraysize(game.crewstats); i++)
{
game.crewstats[i] = false;
}
game.crewstats[0] = true;
game.lastsaved = 0;
game.deathcounts = 0;
game.gameoverdelay = 0;
game.resetgameclock();
game.gamesaved = false;
game.gamesavefailed = false;
game.savetime = "00:00";
game.savearea = "nowhere";
game.savetrinkets = 0;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy
game.saverx = 0;
game.savery = 0;
}
game.savecolour = 0;
game.intimetrial = false;
game.timetrialcountdown = 0;
game.timetrialshinytarget = 0;
game.timetrialparlost = false;
game.timetrialpar = 0;
game.totalflips = 0;
game.hardestroom = "Welcome Aboard";
game.hardestroomdeaths = 0;
game.currentroomdeaths=0;
game.swnmode = false;
game.swntimer = 0;
game.swngame = 0;//Not playing sine wave ninja!
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
game.swndeaths = 0;
game.supercrewmate = false;
game.scmhurt = false;
game.scmprogress = 0;
game.swncolstate = 0;
game.swncoldelay = 0;
game.swnrank = 0;
game.swnmessage = 0;
game.creditposx = 0;
game.creditposy = 0;
game.creditposdelay = 0;
game.inintermission = false;
game.insecretlab = false;
game.state = 0;
game.statedelay = 0;
game.hascontrol = true;
if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0))
{
// Keep the "- Press ACTION to advance text -" prompt around,
// apparently the speedrunners call it the "text storage" glitch
game.advancetext = false;
}
game.pausescript = false;
game.completestop = false;
game.flashlight = 0;
game.screenshake = 0;
game.activeactivity = -1;
game.act_fade = 5;
game.disabletemporaryaudiopause = true;
game.ingame_titlemode = false;
//dwgraphicsclass
graphics.backgrounddrawn = false;
graphics.textboxes.clear();
graphics.flipmode = false; //This will be reset if needs be elsewhere
graphics.showcutscenebars = false;
graphics.setbars(0);
//mapclass
map.warpx = false;
map.warpy = false;
map.showteleporters = false;
map.showtargets = false;
map.showtrinkets = false;
map.finalmode = false;
map.finalstretch = false;
map.final_colormode = false;
map.final_colorframe = 0;
map.final_colorframedelay = 0;
map.final_mapcol = 0;
map.final_aniframe = 0;
map.final_aniframedelay = 0;
map.rcol = 0;
map.resetnames();
map.custommode=false;
map.custommodeforreal=false;
if (!version2_2)
{
// Ironically, resetting more variables makes the janky fadeout system even more glitchy
map.towermode=false;
}
map.cameraseekframe = 0;
map.resumedelay = 0;
graphics.towerbg.scrolldir = 0;
map.customshowmm=true;
SDL_memset(map.roomdeaths, 0, sizeof(map.roomdeaths));
SDL_memset(map.roomdeathsfinal, 0, sizeof(map.roomdeathsfinal));
map.resetmap();
//entityclass
obj.nearelephant = false;
obj.upsetmode = false;
obj.upset = 0;
obj.trophytext = 0 ;
obj.trophytype = 0;
obj.altstates = 0;
obj.resetallflags();
for (i = 0; i < (int) SDL_arraysize(obj.customcrewmoods); i++){
obj.customcrewmoods[i]=true;
}
SDL_memset(obj.collect, false, sizeof(obj.collect));
SDL_memset(obj.customcollect, false, sizeof(obj.customcollect));
i = 100; //previously a for-loop iterating over collect/customcollect set this to 100
int theplayer = obj.getplayer();
if (INBOUNDS_VEC(theplayer, obj.entities)){
obj.entities[theplayer].tile = 0;
}
/* Disable duplicate player entities */
for (int i = 0; i < (int) obj.entities.size(); i++)
{
if (obj.entities[i].rule == 0 && i != theplayer)
{
obj.disableentity(i);
}
}
obj.customscript = "";
//Script Stuff
position = 0;
commands.clear();
scriptdelay = 0;
scriptname = "null";
running = false;
for (size_t ii = 0; ii < SDL_arraysize(words); ++ii)
{
words[ii] = "";
}
obj.customactivitycolour = "";
obj.customactivitytext = "";
obj.customactivitypositionx = -1;
obj.customactivitypositiony = -1;
}
void scriptclass::loadcustom(const std::string& t)
{
//this magic function breaks down the custom script and turns into real scripting!
std::string cscriptname="";
for(size_t i=0; i<t.length(); i++){
if(i>=7) cscriptname+=t[i];
}
std::string tstring;
std::vector<std::string>* contents = NULL;
for(size_t i = 0; i < customscripts.size(); i++){
Script& script_ = customscripts[i];
if(script_.name == cscriptname){
contents = &script_.contents;
break;
}
}
if(contents == NULL){
return;
}
std::vector<std::string>& lines = *contents;
//Ok, we've got the relavent script segment, we do a pass to assess it, then run it!
int customcutscenemode=0;
for(size_t i=0; i<lines.size(); i++){
tokenize(lines[i]);
if(words[0] == "say"){
customcutscenemode=1;
}else if(words[0] == "reply"){
customcutscenemode=1;
}
}
if(customcutscenemode==1){
add("cutscene()");
add("untilbars()");
}
int customtextmode=0;
int speakermode=0; //0, terminal, numbers for crew
int squeakmode=0;//default on
//Now run the script
for(size_t i=0; i<lines.size(); i++){
words[0]="nothing"; //Default!
words[1]="1"; //Default!
tokenize(lines[i]);
for (size_t ii = 0; ii < words[0].length(); ii++)
{
words[0][ii] = SDL_tolower(words[0][ii]);
}
if(words[0] == "music"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="0"){
tstring="stopmusic()";
}else{
if(words[1]=="11"){ tstring="play(14)";
}else if(words[1]=="10"){ tstring="play(13)";
}else if(words[1]=="9"){ tstring="play(12)";
}else if(words[1]=="8"){ tstring="play(11)";
}else if(words[1]=="7"){ tstring="play(10)";
}else if(words[1]=="6"){ tstring="play(8)";
}else if(words[1]=="5"){ tstring="play(6)";
}else { tstring="play("+words[1]+")"; }
}
add(tstring);
}else if(words[0] == "playremix"){
add("play(15)");
}else if(words[0] == "flash"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("flash(5)");
add("shake(20)");
add("playef(9)");
}else if(words[0] == "sad" || words[0] == "cry"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,1)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,1)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,1)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,1)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,1)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,1)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,1)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,1)");
add("changecustommood(customcyan,1)");
add("changecustommood(purple,1)");
add("changecustommood(yellow,1)");
add("changecustommood(red,1)");
add("changecustommood(green,1)");
add("changecustommood(blue,1)");
}else{
add("changemood(player,1)");
}
if(squeakmode==0) add("squeak(cry)");
}else if(words[0] == "happy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("changecustommood(customcyan,0)");
if(squeakmode==0) add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("changecustommood(purple,0)");
if(squeakmode==0) add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("changecustommood(yellow,0)");
if(squeakmode==0) add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("changecustommood(red,0)");
if(squeakmode==0) add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("changecustommood(green,0)");
if(squeakmode==0) add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("changecustommood(blue,0)");
if(squeakmode==0) add("squeak(blue)");
}else if(words[1]=="all" || words[1]=="everybody" || words[1]=="everyone"){
add("changemood(player,0)");
add("changecustommood(customcyan,0)");
add("changecustommood(purple,0)");
add("changecustommood(yellow,0)");
add("changecustommood(red,0)");
add("changecustommood(green,0)");
add("changecustommood(blue,0)");
}else{
add("changemood(player,0)");
if(squeakmode==0) add("squeak(player)");
}
}else if(words[0] == "squeak"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(words[1]=="player"){
add("squeak(player)");
}else if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="1"){
add("squeak(player)");
}else if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2"){
add("squeak(purple)");
}else if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3"){
add("squeak(yellow)");
}else if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4"){
add("squeak(red)");
}else if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5"){
add("squeak(green)");
}else if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6"){
add("squeak(blue)");
}else if(words[1]=="cry" || words[1]=="sad"){
add("squeak(cry)");
}else if(words[1]=="on"){
squeakmode=0;
}else if(words[1]=="off"){
squeakmode=1;
}
}else if(words[0] == "delay"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "flag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "map"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "warpdir"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "ifwarp"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "iftrinkets"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "ifflag"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "iftrinketsless"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add("custom"+lines[i]);
}else if(words[0] == "destroy"){
if(customtextmode==1){ add("endtext"); customtextmode=0;}
add(lines[i]);
}else if(words[0] == "speaker"){
speakermode=0;
if(words[1]=="gray" || words[1]=="grey" || words[1]=="terminal" || words[1]=="0") speakermode=0;
if(words[1]=="cyan" || words[1]=="viridian" || words[1]=="player" || words[1]=="1") speakermode=1;
if(words[1]=="purple" || words[1]=="violet" || words[1]=="pink" || words[1]=="2") speakermode=2;
if(words[1]=="yellow" || words[1]=="vitellary" || words[1]=="3") speakermode=3;
if(words[1]=="red" || words[1]=="vermilion" || words[1]=="4") speakermode=4;
if(words[1]=="green" || words[1]=="verdigris" || words[1]=="5") speakermode=5;
if(words[1]=="blue" || words[1]=="victoria" || words[1]=="6") speakermode=6;
}else if(words[0] == "say"){
//Speakers!
if(words[2]=="terminal" || words[2]=="gray" || words[2]=="grey" || words[2]=="0") speakermode=0;
if(words[2]=="cyan" || words[2]=="viridian" || words[2]=="player" || words[2]=="1") speakermode=1;
if(words[2]=="purple" || words[2]=="violet" || words[2]=="pink" || words[2]=="2") speakermode=2;
if(words[2]=="yellow" || words[2]=="vitellary" || words[2]=="3") speakermode=3;
if(words[2]=="red" || words[2]=="vermilion" || words[2]=="4") speakermode=4;
if(words[2]=="green" || words[2]=="verdigris" || words[2]=="5") speakermode=5;
if(words[2]=="blue" || words[2]=="victoria" || words[2]=="6") speakermode=6;
switch(speakermode){
case 0:
if(squeakmode==0) add("squeak(terminal)");
add("text(gray,0,114,"+words[1]+")");
break;
case 1: //NOT THE PLAYER
if(squeakmode==0) add("squeak(cyan)");
add("text(cyan,0,0,"+words[1]+")");
break;
case 2:
if(squeakmode==0) add("squeak(purple)");
add("text(purple,0,0,"+words[1]+")");
break;
case 3:
if(squeakmode==0) add("squeak(yellow)");
add("text(yellow,0,0,"+words[1]+")");
break;
case 4:
if(squeakmode==0) add("squeak(red)");
add("text(red,0,0,"+words[1]+")");
break;
case 5:
if(squeakmode==0) add("squeak(green)");
add("text(green,0,0,"+words[1]+")");
break;
case 6:
if(squeakmode==0) add("squeak(blue)");
add("text(blue,0,0,"+words[1]+")");
break;
}
int ti=help.Int(words[1].c_str());
int nti = ti>=0 && ti<=50 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
switch(speakermode){
case 0: add("customposition(center)"); break;
case 1: add("customposition(cyan,above)"); break;
case 2: add("customposition(purple,above)"); break;
case 3: add("customposition(yellow,above)"); break;
case 4: add("customposition(red,above)"); break;
case 5: add("customposition(green,above)"); break;
case 6: add("customposition(blue,above)"); break;
}
add("speak_active");
customtextmode=1;
}else if(words[0] == "reply"){
//For this version, terminal only
if(squeakmode==0) add("squeak(player)");
add("text(cyan,0,0,"+words[1]+")");
int ti=help.Int(words[1].c_str());
int nti = ti>=0 && ti<=50 ? ti : 1;
for(int ti2=0; ti2<nti; ti2++){
i++;
if(INBOUNDS_VEC(i, lines)){
add(lines[i]);
}
}
add("position(player,above)");
add("speak_active");
customtextmode=1;
}
}
if(customtextmode==1){ add("endtext"); customtextmode=0;}
if(customcutscenemode==1){
add("endcutscene()");
add("untilbars()");
}
}