mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-19 01:19:41 +01:00
060fe6938d
This is mostly so people making levels in an RTL language have a more pleasant and logical experience. If roomtext is placed in a level set to RTL, it will get p1=1, which makes that roomtext right-aligned. Because, imagine for English you click to place roomtext, and the text runs left of where you clicked, which wouldn't be logical. Since it's an entity-bound property, switching RTL on and off either in the editor or via a script does not affect existing entities.
2217 lines
63 KiB
C++
2217 lines
63 KiB
C++
#define MAP_DEFINITION
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#include "Map.h"
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#include "Alloc.h"
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#include "Constants.h"
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#include "CustomLevels.h"
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#include "Entity.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 "Localization.h"
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#include "MakeAndPlay.h"
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#include "Maths.h"
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#include "Music.h"
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#include "Script.h"
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#include "Unused.h"
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#include "UtilityClass.h"
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mapclass::mapclass(void)
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{
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//Start here!
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colstatedelay = 0;
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colsuperstate = 0;
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spikeleveltop = 0;
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spikelevelbottom = 0;
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oldspikeleveltop = 0;
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oldspikelevelbottom = 0;
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warpx = false;
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warpy = false;
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extrarow = 0;
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showteleporters = false;
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showtargets = false;
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showtrinkets = false;
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finalmode = false;
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finalstretch = false;
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cursorstate = 0;
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cursordelay = 0;
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towermode = false;
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cameraseekframe = 0;
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resumedelay = 0;
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final_colormode = false;
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final_colorframe = 0;
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final_colorframedelay = 0;
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final_mapcol = 0;
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final_aniframe = 0;
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final_aniframedelay = 0;
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custommode=false;
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custommodeforreal=false;
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custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
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customzoom=0;
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customshowmm=true;
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rcol = 0;
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//This needs to be in map instead!
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invincibility = false;
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//We create a blank map
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SDL_memset(contents, 0, sizeof(contents));
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SDL_memset(roomdeaths, 0, sizeof(roomdeaths));
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SDL_memset(roomdeathsfinal, 0, sizeof(roomdeathsfinal));
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resetmap();
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setroomname("");
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hiddenname = "";
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roomname_special = false;
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specialroomnames.clear();
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roomnameset = false;
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tileset = 0;
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initmapdata();
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ypos = 0;
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oldypos = 0;
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background = 0;
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cameramode = 0;
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cameraseek = 0;
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minitowermode = false;
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roomtexton = false;
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nexttowercolour_set = false;
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}
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static char roomname_static[SCREEN_WIDTH_CHARS];
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static char* roomname_heap;
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void mapclass::destroy(void)
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{
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VVV_free(roomname_heap);
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}
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//Areamap starts at 100,100 and extends 20x20
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const int mapclass::areamap[] = {
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1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4,
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1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4,
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0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4,
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0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4,
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0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0,
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0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
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0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0,
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0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
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0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
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2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
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};
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int mapclass::getwidth(void)
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{
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if (custommode)
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{
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return cl.mapwidth;
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}
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return 20;
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}
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int mapclass::getheight(void)
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{
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if (custommode)
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{
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return cl.mapheight;
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}
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return 20;
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}
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int mapclass::intpol(int a, int b, float c)
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{
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return static_cast<int>(a + ((b - a) * c));
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}
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void mapclass::setteleporter(int x, int y)
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{
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if (x < 0 || x >= getwidth() || y < 0 || y >= getheight())
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{
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return;
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}
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SDL_Point temp;
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temp.x = x;
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temp.y = y;
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teleporters.push_back(temp);
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}
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void mapclass::settrinket(int x, int y)
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{
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if (x < 0 || x >= getwidth() || y < 0 || y >= getheight())
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{
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return;
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}
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SDL_Point temp;
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temp.x = x;
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temp.y = y;
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shinytrinkets.push_back(temp);
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}
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void mapclass::setroomname(const char* name)
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{
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VVV_free(roomname_heap);
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const size_t size = SDL_strlcpy(
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roomname_static, name, sizeof(roomname_static)
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) + 1;
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roomname = roomname_static;
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if (size > sizeof(roomname_static))
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{
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roomname_heap = SDL_strdup(name);
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if (roomname_heap != NULL)
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{
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roomname = roomname_heap;
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}
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}
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}
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void mapclass::resetmap(void)
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{
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//clear the explored area of the map
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SDL_memset(explored, 0, sizeof(explored));
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}
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void mapclass::updateroomnames(void)
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{
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if (roomnameset)
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{
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return;
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}
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const int rx = game.roomx;
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const int ry = game.roomy;
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for (int i = specialroomnames.size() - 1; i >= 0; i--)
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{
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Roomname* roomname = &specialroomnames[i];
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if (rx == roomname->x && ry == roomname->y && (roomname->flag == -1 || (INBOUNDS_ARR(roomname->flag, obj.flags) && obj.flags[roomname->flag])))
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{
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roomname_special = true;
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if (roomname->type == RoomnameType_STATIC)
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{
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setroomname(roomname->text[0].c_str());
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}
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if (roomname->type == RoomnameType_GLITCH)
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{
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roomname->delay--;
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if (roomname->delay <= 0)
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{
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roomname->progress = (roomname->progress + 1) % 2;
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roomname->delay = 5;
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if (roomname->progress == 0)
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{
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roomname->delay = 25 + (int) (fRandom() * 10);
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}
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}
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setroomname(roomname->text[roomname->progress].c_str());
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}
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if (roomname->type == RoomnameType_TRANSFORM)
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{
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roomname->delay--;
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if (roomname->delay <= 0)
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{
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roomname->progress++;
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roomname->delay = 2;
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if ((size_t) roomname->progress >= roomname->text.size())
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{
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roomname->progress = roomname->loop ? 0 : roomname->text.size() - 1;
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}
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}
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setroomname(roomname->text[roomname->progress].c_str());
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}
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break;
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}
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}
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}
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void mapclass::initmapdata(void)
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{
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if (custommode)
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{
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initcustommapdata();
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return;
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}
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teleporters.clear();
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shinytrinkets.clear();
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//Set up static map information like teleporters and shiny trinkets.
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setteleporter(0, 0);
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setteleporter(0, 16);
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setteleporter(2, 4);
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setteleporter(2, 11);
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setteleporter(7, 9);
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setteleporter(7, 15);
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setteleporter(8, 11);
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setteleporter(10, 5);
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setteleporter(11, 4);
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setteleporter(13, 2);
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setteleporter(13, 8);
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setteleporter(14, 19);
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setteleporter(15, 0);
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setteleporter(17, 12);
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setteleporter(17, 17);
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setteleporter(18, 1);
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setteleporter(18, 7);
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settrinket(14, 4);
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settrinket(13, 6);
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settrinket(11, 12);
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settrinket(15, 12);
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settrinket(14, 11);
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settrinket(18, 14);
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settrinket(11, 7);
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settrinket(9, 2);
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settrinket(9, 16);
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settrinket(2, 18);
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settrinket(7, 18);
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settrinket(6, 1);
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settrinket(17, 3);
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settrinket(10, 19);
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settrinket(5, 15);
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settrinket(1, 10);
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settrinket(3, 2);
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settrinket(10, 8);
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//Special room names
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specialroomnames.clear();
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{
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static const char* lines[] = {
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"Television Newsvel",
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"TelevisvonvNewsvel",
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"TvlvvvsvonvNevsvel",
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"vvvvvvsvovvNe svel",
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"vhv vvv'vvovv vevl",
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"vhv V v'Cvovv vewv",
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"vhe 9 v'Cvovv vewv",
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"vhe 9 v'Cvovv Newv",
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"The 9 O'Cvovk Newv",
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"The 9 O'Clock News"
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};
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roomnamechange(45, 51, lines, SDL_arraysize(lines));
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}
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{
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static const char* lines[] = {
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"Vwitvhed",
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"vVwivcvedv",
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"vvvwMvcvMdvv",
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"DvvvwMvfvvMdvvv",
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"Dvav Mvfvr Mdvvvv",
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"Diav M for Mdrver",
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"Dial M for Murder"
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};
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roomnamechange(46, 51, lines, SDL_arraysize(lines));
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}
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{
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static const char* lines[] = {
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"Gvnsmove",
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"Gvnvmovevv",
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"Gunvmove1vv6",
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"Vunsmoke 19v6",
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"Gunsmoke 1966"
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};
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roomnamechange(47, 51, lines, SDL_arraysize(lines));
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}
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{
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static const char* lines[] = {
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"Please envoy theve repeats",
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"Plse envoy tse rvpvas",
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"Plse envoy tse rvpvas",
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"Vl envoy te rvevs",
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"Vv evo tv vevs",
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"Iv vhv Mvrvivs",
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"In the Margins"
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};
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roomnamechange(50, 53, lines, SDL_arraysize(lines));
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}
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{
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static const char* lines[] = {
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"Try Viggling the Antenna",
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"TryJivglvng theAvtevna",
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"Tvvivglvng thAvtvvv",
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"Vvvgglvnv tvnvva",
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"Vvavvnvs vvtv",
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"Veavvn's Gvte",
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"Heaven's Gate"
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};
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roomnamechange(50, 54, lines, SDL_arraysize(lines));
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}
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roomnameglitch(42, 51, "Rear Window", "Rear Vindow");
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roomnameglitch(48, 51, "On the Waterfront", "On the Vaterfront");
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roomnameglitch(49, 51, "The Untouchables", "The Untouchavles");
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}
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void mapclass::roomnameglitch(int x, int y, const char* name, const char* text)
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{
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Roomname roomname;
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roomname.x = x;
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roomname.y = y;
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roomname.type = RoomnameType_GLITCH;
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roomname.flag = -1;
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roomname.loop = false;
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roomname.progress = 1;
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roomname.delay = -1;
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roomname.text.push_back(name);
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roomname.text.push_back(text);
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specialroomnames.push_back(roomname);
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}
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void mapclass::roomnamechange(const int x, const int y, const char** lines, const size_t size)
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{
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Roomname roomname;
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roomname.x = x;
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roomname.y = y;
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roomname.type = RoomnameType_TRANSFORM;
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roomname.flag = 72; // Flag 72 is synced with finalstretch
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roomname.loop = false;
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roomname.progress = 0;
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roomname.delay = 2;
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roomname.text.insert(roomname.text.end(), lines, lines + size);
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specialroomnames.push_back(roomname);
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}
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void mapclass::initcustommapdata(void)
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{
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shinytrinkets.clear();
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for (size_t i = 0; i < customentities.size(); i++)
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{
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const CustomEntity& ent = customentities[i];
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if (ent.t != 9)
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{
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continue;
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}
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settrinket(ent.rx, ent.ry);
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}
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}
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int mapclass::finalat(int x, int y)
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{
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//return the tile index of the final stretch tiles offset by the colour difference
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const int tile = contents[TILE_IDX(x, y)];
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if (tile == 740)
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{
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//Special case: animated tiles
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if (final_mapcol == 1)
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{
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int offset;
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if (game.noflashingmode)
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{
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offset = 0;
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}
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else
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{
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offset = int(fRandom() * 11) * 40;
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}
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return 737 + offset;
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}
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else
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{
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int offset;
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if (game.noflashingmode)
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{
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offset = 0;
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}
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else
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{
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offset = final_aniframe * 40;
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}
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return tile - (final_mapcol * 3) + offset;
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}
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}
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else if (tile >= 80)
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{
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return tile - (final_mapcol * 3);
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}
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else
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{
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return tile;
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}
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}
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int mapclass::maptiletoenemycol(int t)
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{
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//returns the colour index for enemies that matches the map colour t
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switch(t)
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{
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case 0:
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return 11;
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break;
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case 1:
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return 6;
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break;
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case 2:
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return 8;
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break;
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case 3:
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return 12;
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break;
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case 4:
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return 9;
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break;
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case 5:
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return 7;
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break;
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case 6:
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return 18;
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break;
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}
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return 11;
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}
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void mapclass::changefinalcol(int t)
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{
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//change the map to colour t - for the game's final stretch.
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//First up, the tiles. This is just a setting:
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final_mapcol = t;
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const int temp = 6 - t;
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//Next, entities
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if (obj.entities[i].type == 1) //something with a movement behavior
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{
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if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) //treadmill
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{
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if(temp<3)
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{
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obj.entities[i].tile = 907 + (temp * 80);
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}
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else
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{
|
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obj.entities[i].tile = 911 + ((temp-3) * 80);
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}
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if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
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}
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else if (obj.entities[i].isplatform)
|
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{
|
|
obj.entities[i].tile = 915+(temp*40);
|
|
}
|
|
else //just an enemy
|
|
{
|
|
obj.entities[i].colour = maptiletoenemycol(temp);
|
|
}
|
|
}
|
|
else if (obj.entities[i].type == 2) //disappearing platforms
|
|
{
|
|
obj.entities[i].tile = 915+(temp*40);
|
|
}
|
|
}
|
|
}
|
|
|
|
void mapclass::setcol(TowerBG& bg_obj, const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
|
|
{
|
|
bg_obj.r = intpol(r1, r2, c / 5);
|
|
bg_obj.g = intpol(g1, g2, c / 5);
|
|
bg_obj.b = intpol(b1, b2, c / 5);
|
|
}
|
|
|
|
void mapclass::updatebgobj(TowerBG& bg_obj)
|
|
{
|
|
const int check = bg_obj.colstate % 5; //current state of phase
|
|
const int cmode = (bg_obj.colstate - check) / 5; // current colour transition;
|
|
|
|
switch(cmode)
|
|
{
|
|
case 0:
|
|
setcol(bg_obj, 255, 93, 107, 255, 255, 93, check);
|
|
break;
|
|
case 1:
|
|
setcol(bg_obj, 255, 255, 93, 159, 255, 93, check);
|
|
break;
|
|
case 2:
|
|
setcol(bg_obj, 159, 255, 93, 93, 245, 255, check);
|
|
break;
|
|
case 3:
|
|
setcol(bg_obj, 93, 245, 255, 177, 93, 255, check);
|
|
break;
|
|
case 4:
|
|
setcol(bg_obj, 177, 93, 255, 255, 93, 255, check);
|
|
break;
|
|
case 5:
|
|
setcol(bg_obj, 255, 93, 255, 255, 93, 107, check);
|
|
break;
|
|
}
|
|
|
|
bg_obj.tdrawback = true;
|
|
}
|
|
|
|
void mapclass::setbgobjlerp(TowerBG& bg_obj)
|
|
{
|
|
bg_obj.bypos = ypos / 2;
|
|
bg_obj.bscroll = (ypos - oldypos) / 2;
|
|
}
|
|
|
|
void mapclass::updatetowerglow(TowerBG& bg_obj)
|
|
{
|
|
if (colstatedelay <= 0 || colsuperstate > 0)
|
|
{
|
|
if (colsuperstate > 0) bg_obj.colstate--;
|
|
bg_obj.colstate++;
|
|
if (bg_obj.colstate >= 30) bg_obj.colstate = 0;
|
|
|
|
const int check = bg_obj.colstate % 5;
|
|
updatebgobj(bg_obj);
|
|
|
|
if (check == 0)
|
|
{
|
|
colstatedelay = 45;
|
|
}
|
|
else
|
|
{
|
|
colstatedelay = 0;
|
|
}
|
|
if (colsuperstate > 0) colstatedelay = 0;
|
|
}
|
|
else
|
|
{
|
|
colstatedelay--;
|
|
}
|
|
}
|
|
|
|
void mapclass::nexttowercolour(void)
|
|
{
|
|
/* Prevent cycling title BG more than once per frame. */
|
|
if (nexttowercolour_set)
|
|
{
|
|
return;
|
|
}
|
|
nexttowercolour_set = true;
|
|
|
|
graphics.titlebg.colstate+=5;
|
|
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
|
|
|
|
updatebgobj(graphics.titlebg);
|
|
}
|
|
|
|
void mapclass::settowercolour(int t)
|
|
{
|
|
graphics.titlebg.colstate=t*5;
|
|
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
|
|
|
|
updatebgobj(graphics.titlebg);
|
|
}
|
|
|
|
bool mapclass::towerspikecollide(int x, int y)
|
|
{
|
|
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
|
|
return false;
|
|
}
|
|
|
|
bool mapclass::collide(int x, int y, const bool invincible)
|
|
{
|
|
if (towermode)
|
|
{
|
|
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
|
|
if (invincible)
|
|
{
|
|
if (tower.at(x, y, 0) >= 6 && tower.at(x, y, 0) <= 11) return true;
|
|
}
|
|
}
|
|
else if (tileset == 2)
|
|
{
|
|
int tile;
|
|
if (y == -1) return collide(x, y + 1, invincible);
|
|
if (y == 29+extrarow) return collide(x, y - 1, invincible);
|
|
if (x == -1) return collide(x + 1, y, invincible);
|
|
if (x == 40) return collide(x - 1, y, invincible);
|
|
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
|
|
tile = contents[TILE_IDX(x, y)];
|
|
if (tile >= 12 && tile <= 27) return true;
|
|
if (invincible)
|
|
{
|
|
if (tile >= 6 && tile <= 11) return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int tile;
|
|
if (y == -1) return collide(x, y + 1, invincible);
|
|
if (y == 29+extrarow) return collide(x, y - 1, invincible);
|
|
if (x == -1) return collide(x + 1, y, invincible);
|
|
if (x == 40) return collide(x - 1, y, invincible);
|
|
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
|
|
tile = contents[TILE_IDX(x, y)];
|
|
if (tile == 1) return true;
|
|
if (tileset==0 && tile == 59) return true;
|
|
if (tile>= 80 && tile < 680) return true;
|
|
if (tile == 740 && tileset==1) return true;
|
|
if (invincible)
|
|
{
|
|
if (tile>= 6 && tile <= 9) return true;
|
|
if (tile>= 49 && tile <= 50) return true;
|
|
if (tileset == 1)
|
|
{
|
|
if (tile>= 49 && tile < 80) return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void mapclass::settile(int xp, int yp, int t)
|
|
{
|
|
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow)
|
|
{
|
|
contents[TILE_IDX(xp, yp)] = t;
|
|
}
|
|
}
|
|
|
|
|
|
int mapclass::area(int _rx, int _ry)
|
|
{
|
|
//THIS IS THE BUG
|
|
if (finalmode)
|
|
{
|
|
return 6;
|
|
}
|
|
else
|
|
{
|
|
int lookup = (_rx - 100) + ((_ry - 100) * 20);
|
|
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
|
|
return areamap[lookup];
|
|
}
|
|
else
|
|
{
|
|
return 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool mapclass::isexplored(const int rx, const int ry)
|
|
{
|
|
const int roomnum = rx + ry*20;
|
|
if (INBOUNDS_ARR(roomnum, explored))
|
|
{
|
|
return explored[roomnum];
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void mapclass::setexplored(const int rx, const int ry, const bool status)
|
|
{
|
|
const int roomnum = rx + ry*20;
|
|
if (INBOUNDS_ARR(roomnum, explored))
|
|
{
|
|
explored[roomnum] = status;
|
|
}
|
|
}
|
|
|
|
void mapclass::exploretower(void)
|
|
{
|
|
for (int i = 0; i < 20; i++)
|
|
{
|
|
setexplored(9, i, true);
|
|
}
|
|
}
|
|
|
|
void mapclass::hideship(void)
|
|
{
|
|
//remove the ship from the explored areas
|
|
setexplored(2, 10, false);
|
|
setexplored(3, 10, false);
|
|
setexplored(4, 10, false);
|
|
setexplored(2, 11, false);
|
|
setexplored(3, 11, false);
|
|
setexplored(4, 11, false);
|
|
}
|
|
|
|
void mapclass::showship(void)
|
|
{
|
|
//show the ship in the explored areas
|
|
setexplored(2, 10, true);
|
|
setexplored(3, 10, true);
|
|
setexplored(4, 10, true);
|
|
setexplored(2, 11, true);
|
|
setexplored(3, 11, true);
|
|
setexplored(4, 11, true);
|
|
}
|
|
|
|
void mapclass::resetplayer(void)
|
|
{
|
|
resetplayer(false);
|
|
}
|
|
|
|
void mapclass::resetplayer(const bool player_died)
|
|
{
|
|
bool was_in_tower = towermode;
|
|
if (game.roomx != game.saverx || game.roomy != game.savery)
|
|
{
|
|
gotoroom(game.saverx, game.savery);
|
|
}
|
|
|
|
game.deathseq = -1;
|
|
int i = obj.getplayer();
|
|
if(INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].vx = 0;
|
|
obj.entities[i].vy = 0;
|
|
obj.entities[i].ax = 0;
|
|
obj.entities[i].ay = 0;
|
|
obj.entities[i].xp = game.savex;
|
|
obj.entities[i].yp = game.savey;
|
|
|
|
//Fix conveyor death loop glitch
|
|
obj.entities[i].newxp = obj.entities[i].xp;
|
|
obj.entities[i].newyp = obj.entities[i].yp;
|
|
|
|
obj.entities[i].dir = game.savedir;
|
|
obj.entities[i].colour = game.savecolour;
|
|
if (player_died)
|
|
{
|
|
game.lifeseq = 10;
|
|
obj.entities[i].invis = true;
|
|
}
|
|
else
|
|
{
|
|
obj.entities[i].invis = false;
|
|
}
|
|
if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2))
|
|
{
|
|
obj.entities[i].size = 0;
|
|
obj.entities[i].cx = 6;
|
|
obj.entities[i].cy = 2;
|
|
obj.entities[i].w = 12;
|
|
obj.entities[i].h = 21;
|
|
}
|
|
|
|
// If we entered a tower as part of respawn, reposition camera
|
|
if (!was_in_tower && towermode)
|
|
{
|
|
ypos = obj.entities[i].yp - 120;
|
|
if (ypos < 0)
|
|
{
|
|
ypos = 0;
|
|
}
|
|
oldypos = ypos;
|
|
setbgobjlerp(graphics.towerbg);
|
|
}
|
|
}
|
|
|
|
if (game.state == 0 && !script.running && game.completestop)
|
|
{
|
|
/* Looks like a collection dialogue was interrupted.
|
|
* Undo its effects! */
|
|
game.advancetext = false;
|
|
graphics.showcutscenebars = false;
|
|
if (music.currentsong > -1)
|
|
{
|
|
music.fadeMusicVolumeIn(3000);
|
|
}
|
|
}
|
|
|
|
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
|
|
if (game.supercrewmate)
|
|
{
|
|
if (game.roomx == game.scmprogress + 41)
|
|
{
|
|
game.scmprogress = game.roomx - 41;
|
|
}
|
|
else
|
|
{
|
|
game.scmprogress = game.roomx - 40;
|
|
}
|
|
}
|
|
}
|
|
|
|
void mapclass::warpto(int rx, int ry , int t, int tx, int ty)
|
|
{
|
|
gotoroom(rx, ry);
|
|
game.teleport = false;
|
|
if (INBOUNDS_VEC(t, obj.entities))
|
|
{
|
|
obj.entities[t].xp = tx * 8;
|
|
obj.entities[t].yp = (ty * 8) - obj.entities[t].h;
|
|
obj.entities[t].lerpoldxp = obj.entities[t].xp;
|
|
obj.entities[t].lerpoldyp = obj.entities[t].yp;
|
|
}
|
|
game.gravitycontrol = 0;
|
|
}
|
|
|
|
void mapclass::gotoroom(int rx, int ry)
|
|
{
|
|
int roomchangedir;
|
|
std::vector<entclass> linecrosskludge;
|
|
|
|
//First, destroy the current room
|
|
obj.removeallblocks();
|
|
game.activetele = false;
|
|
game.readytotele = 0;
|
|
game.oldreadytotele = 0;
|
|
|
|
//Ok, let's save the position of all lines on the screen
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].type == 9)
|
|
{
|
|
//It's a horizontal line
|
|
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
|
|
{
|
|
//it's on a screen edge
|
|
obj.copylinecross(linecrosskludge, i);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Disable all entities in the room, and deallocate any unnecessary entity slots. */
|
|
/* However don't disable player entities, but do preserve holes between them (if any). */
|
|
bool player_found = false;
|
|
for (int i = obj.entities.size() - 1; i >= 0; --i)
|
|
{
|
|
/* Iterate in reverse order to prevent unnecessary indice shifting */
|
|
if (obj.entities[i].rule == 0)
|
|
{
|
|
player_found = true;
|
|
continue;
|
|
}
|
|
|
|
if (!player_found)
|
|
{
|
|
obj.entities.erase(obj.entities.begin() + i);
|
|
}
|
|
else
|
|
{
|
|
obj.disableentity(i);
|
|
}
|
|
}
|
|
|
|
if (rx < game.roomx)
|
|
{
|
|
roomchangedir = 0;
|
|
}
|
|
else
|
|
{
|
|
roomchangedir = 1;
|
|
}
|
|
|
|
if (finalmode)
|
|
{
|
|
//Ok, what way are we moving?
|
|
game.roomx = rx;
|
|
game.roomy = ry;
|
|
|
|
if (game.roomy < 10)
|
|
{
|
|
game.roomy = 11;
|
|
}
|
|
|
|
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 )
|
|
{
|
|
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
|
|
}
|
|
else
|
|
{
|
|
game.currentroomdeaths = 0;
|
|
}
|
|
|
|
//Final level for time trial
|
|
if (game.intimetrial && game.roomx == 46 && game.roomy == 54)
|
|
{
|
|
music.niceplay(Music_PREDESTINEDFATEREMIX);
|
|
}
|
|
}
|
|
else if (custommode)
|
|
{
|
|
game.roomx = rx;
|
|
game.roomy = ry;
|
|
if (game.roomx < 100) game.roomx = 100 + cl.mapwidth-1;
|
|
if (game.roomy < 100) game.roomy = 100 + cl.mapheight-1;
|
|
if (game.roomx > 100 + cl.mapwidth-1) game.roomx = 100;
|
|
if (game.roomy > 100 + cl.mapheight-1) game.roomy = 100;
|
|
}
|
|
else
|
|
{
|
|
game.roomx = rx;
|
|
game.roomy = ry;
|
|
if (game.roomx < 100) game.roomx = 119;
|
|
if (game.roomy < 100) game.roomy = 119;
|
|
if (game.roomx > 119) game.roomx = 100;
|
|
if (game.roomy > 119) game.roomy = 100;
|
|
|
|
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
|
|
|
|
//Alright, change music depending on where we are:
|
|
music.changemusicarea(game.roomx - 100, game.roomy - 100);
|
|
}
|
|
loadlevel(game.roomx, game.roomy);
|
|
|
|
|
|
//Do we need to reload the background?
|
|
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
|
|
|
|
if (redrawbg)
|
|
{
|
|
graphics.backgrounddrawn = false; //Used for background caching speedup
|
|
}
|
|
graphics.foregrounddrawn = false; //Used for background caching speedup
|
|
|
|
game.prevroomx = game.roomx;
|
|
game.prevroomy = game.roomy;
|
|
|
|
//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
|
|
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
|
|
if(!game.intimetrial && !custommode)
|
|
{
|
|
if (!obj.flags[5] && !finalmode)
|
|
{
|
|
game.setstate(0);
|
|
if (game.roomx == 113 && game.roomy == 104)
|
|
{
|
|
game.setstate(50);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
|
|
//set it to an inactive state.
|
|
|
|
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
|
|
//continuations!
|
|
|
|
const int player_idx = obj.getplayer();
|
|
if (INBOUNDS_VEC(player_idx, obj.entities))
|
|
{
|
|
entclass* player = &obj.entities[player_idx];
|
|
player->oldxp = player->xp;
|
|
player->oldyp = player->yp;
|
|
player->lerpoldxp = player->xp - int(player->vx);
|
|
player->lerpoldyp = player->yp - int(player->vy);
|
|
}
|
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].type == 9)
|
|
{
|
|
//It's a horizontal line
|
|
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
|
|
{
|
|
//it's on a screen edge
|
|
for (size_t j = 0; j < linecrosskludge.size(); j++)
|
|
{
|
|
if (obj.entities[i].yp == linecrosskludge[j].yp)
|
|
{
|
|
//y's match, how about x's?
|
|
//we're moving left:
|
|
if (roomchangedir == 0)
|
|
{
|
|
if (obj.entities[i].xp + obj.entities[i].w >= 312 && linecrosskludge[j].xp <= 0)
|
|
{
|
|
obj.revertlinecross(linecrosskludge, i, j);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (obj.entities[i].xp <= 0 && linecrosskludge[j].xp + linecrosskludge[j].w >= 312)
|
|
{
|
|
obj.revertlinecross(linecrosskludge, i, j);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (game.companion > 0)
|
|
{
|
|
//We've changed room? Let's bring our companion along!
|
|
spawncompanion();
|
|
}
|
|
}
|
|
|
|
void mapclass::spawncompanion(void)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (!INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
return;
|
|
}
|
|
|
|
//ok, we'll presume our companion has been destroyed in the room change. So:
|
|
switch(game.companion)
|
|
{
|
|
case 6:
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
break;
|
|
}
|
|
case 7:
|
|
if (game.roomy <= 105) //don't jump after him!
|
|
{
|
|
if (game.roomx == 110)
|
|
{
|
|
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 8:
|
|
if (game.roomy >= 104) //don't jump after him!
|
|
{
|
|
if (game.roomx == 102)
|
|
{
|
|
obj.createentity(310, 177, 17, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 9:
|
|
if (!towermode) //don't go back into the tower!
|
|
{
|
|
if (game.roomx == 110 && obj.entities[i].xp<20)
|
|
{
|
|
obj.createentity(100, 185, 18, 15, 0, 1);
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 10:
|
|
//intermission 2, choose colour based on lastsaved
|
|
if (game.roomy == 51)
|
|
{
|
|
if (!obj.flags[59])
|
|
{
|
|
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
else if (game.roomy >= 52)
|
|
{
|
|
if (obj.flags[59])
|
|
{
|
|
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.flags[59] = true;
|
|
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 11:
|
|
//Intermission 1: We're using the SuperCrewMate instead!
|
|
if(game.roomx-41==game.scmprogress)
|
|
{
|
|
switch(game.scmprogress)
|
|
{
|
|
case 0:
|
|
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 1:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 2:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 3:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 4:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 5:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 6:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 7:
|
|
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 8:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 9:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 10:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 11:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 12:
|
|
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 13:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
const char* mapclass::currentarea(const int roomx, const int roomy)
|
|
{
|
|
/* For translation, the returned value is passed to loc::gettext_roomname_special().
|
|
* Returned strings must therefore be found in roomnames_special.xml! */
|
|
|
|
if (roomx >= 102 && roomx <= 104 && roomy >= 110 && roomy <= 111)
|
|
{
|
|
return "The Ship";
|
|
}
|
|
|
|
switch (area(roomx, roomy))
|
|
{
|
|
case 0:
|
|
return "Dimension VVVVVV";
|
|
break;
|
|
case 1:
|
|
return "Dimension VVVVVV";
|
|
break;
|
|
case 2:
|
|
return "Laboratory";
|
|
break;
|
|
case 3:
|
|
return "The Tower";
|
|
break;
|
|
case 4:
|
|
return "Warp Zone";
|
|
break;
|
|
case 5:
|
|
return "Space Station";
|
|
break;
|
|
case 6:
|
|
return "Outside Dimension VVVVVV";
|
|
break;
|
|
case 7:
|
|
return "Outside Dimension VVVVVV";
|
|
break;
|
|
case 8:
|
|
return "Outside Dimension VVVVVV";
|
|
break;
|
|
case 9:
|
|
return "Outside Dimension VVVVVV";
|
|
break;
|
|
case 10:
|
|
return "Outside Dimension VVVVVV";
|
|
break;
|
|
case 11:
|
|
return "The Tower";
|
|
break;
|
|
}
|
|
return "???";
|
|
}
|
|
|
|
static void copy_short_to_int(int* dest, const short* src, const size_t size)
|
|
{
|
|
size_t i;
|
|
for (i = 0; i < size; ++i)
|
|
{
|
|
dest[i] = src[i];
|
|
}
|
|
}
|
|
|
|
void mapclass::loadlevel(int rx, int ry)
|
|
{
|
|
int t;
|
|
if (!finalmode)
|
|
{
|
|
setexplored(rx - 100, ry - 100, true);
|
|
if (rx == 109 && !custommode)
|
|
{
|
|
exploretower();
|
|
}
|
|
}
|
|
|
|
|
|
roomtexton = false;
|
|
roomtext.clear();
|
|
roomnameset = false;
|
|
|
|
obj.platformtile = 0;
|
|
obj.customplatformtile=0;
|
|
obj.vertplatforms = false;
|
|
obj.horplatforms = false;
|
|
setroomname("");
|
|
hiddenname = "";
|
|
background = 1;
|
|
warpx = false;
|
|
warpy = false;
|
|
|
|
towermode = false;
|
|
ypos = 0;
|
|
oldypos = 0;
|
|
extrarow = 0;
|
|
spikeleveltop = 0;
|
|
spikelevelbottom = 0;
|
|
oldspikeleveltop = 0;
|
|
oldspikelevelbottom = 0;
|
|
|
|
//Custom stuff for warplines
|
|
obj.customwarpmode=false;
|
|
obj.customwarpmodevon=false;
|
|
obj.customwarpmodehon=false;
|
|
|
|
if (finalmode)
|
|
{
|
|
t = 6;
|
|
//check if we're in the towers
|
|
if (rx == 49 && ry == 52)
|
|
{
|
|
//entered tower 1
|
|
t = 7;
|
|
}
|
|
else if (rx == 49 && ry == 53)
|
|
{
|
|
//re entered tower 1
|
|
t = 8;
|
|
}
|
|
else if (rx == 51 && ry == 54)
|
|
{
|
|
//entered tower 2
|
|
t = 9;
|
|
}
|
|
else if (rx == 51 && ry == 53)
|
|
{
|
|
//re entered tower 2
|
|
t = 10;
|
|
}
|
|
}
|
|
else if (custommode)
|
|
{
|
|
t= 12;
|
|
}
|
|
else
|
|
{
|
|
t = area(rx, ry);
|
|
|
|
if (t == 3)
|
|
{
|
|
//correct position for tower
|
|
if (ry == 109)
|
|
{
|
|
//entered from ground floor
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[player].yp += (671 * 8);
|
|
}
|
|
|
|
ypos = (700-29) * 8;
|
|
oldypos = ypos;
|
|
setbgobjlerp(graphics.towerbg);
|
|
cameramode = 0;
|
|
graphics.towerbg.colstate = 0;
|
|
colsuperstate = 0;
|
|
}
|
|
else if (ry == 104)
|
|
{
|
|
//you've entered from the top floor
|
|
ypos = 0;
|
|
oldypos = ypos;
|
|
setbgobjlerp(graphics.towerbg);
|
|
cameramode = 0;
|
|
graphics.towerbg.colstate = 0;
|
|
colsuperstate = 0;
|
|
}
|
|
}
|
|
|
|
if (t < 2) //on the world map, want to test if we're in the secret lab
|
|
{
|
|
if (rx >= 116)
|
|
{
|
|
if (ry >= 105)
|
|
{
|
|
if (ry <= 107)
|
|
{
|
|
if (rx == 119 && ry == 105)
|
|
{
|
|
//Ah, this is just a normal area
|
|
}
|
|
else
|
|
{
|
|
//in the secret lab! Crazy background!
|
|
background = 2;
|
|
if (rx == 116 && ry == 105) graphics.rcol = 1;
|
|
if (rx == 117 && ry == 105) graphics.rcol = 5;
|
|
if (rx == 118 && ry == 105) graphics.rcol = 4;
|
|
if (rx == 117 && ry == 106) graphics.rcol = 2;
|
|
if (rx == 118 && ry == 106) graphics.rcol = 0;
|
|
if (rx == 119 && ry == 106) graphics.rcol = 3;
|
|
if (rx == 119 && ry == 107) graphics.rcol = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rx == 119 && ry == 108 && !custommode)
|
|
{
|
|
background = 5;
|
|
graphics.rcol = 3;
|
|
warpx = true;
|
|
warpy = true;
|
|
}
|
|
|
|
roomname_special = false;
|
|
|
|
switch(t)
|
|
{
|
|
#ifdef MAKEANDPLAY
|
|
UNUSED(copy_short_to_int);
|
|
#else
|
|
case 0:
|
|
case 1: //World Map
|
|
{
|
|
tileset = 1;
|
|
extrarow = 1;
|
|
const short* tmap = otherlevel.loadlevel(rx, ry);
|
|
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
|
|
setroomname(otherlevel.roomname);
|
|
roomname_special = otherlevel.roomname_special;
|
|
hiddenname = otherlevel.hiddenname;
|
|
tileset = otherlevel.roomtileset;
|
|
break;
|
|
}
|
|
case 2: //The Lab
|
|
{
|
|
const short* tmap = lablevel.loadlevel(rx, ry);
|
|
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
|
|
setroomname(lablevel.roomname);
|
|
roomname_special = lablevel.roomname_special;
|
|
tileset = 1;
|
|
background = 2;
|
|
graphics.rcol = lablevel.rcol;
|
|
break;
|
|
}
|
|
case 3: //The Tower
|
|
graphics.towerbg.tdrawback = true;
|
|
minitowermode = false;
|
|
tower.minitowermode = false;
|
|
graphics.towerbg.scrolldir = 0;
|
|
setbgobjlerp(graphics.towerbg);
|
|
|
|
setroomname("The Tower");
|
|
tileset = 1;
|
|
background = 3;
|
|
towermode = true;
|
|
|
|
//All the entities for here are just loaded here; it's essentially one room after all
|
|
|
|
|
|
obj.createentity(48, 5456, 10, 1, 505007); // (savepoint)
|
|
obj.createentity(224, 4528, 10, 1, 505017); // (savepoint)
|
|
obj.createentity(232, 4168, 10, 0, 505027); // (savepoint)
|
|
obj.createentity(280, 3816, 10, 1, 505037); // (savepoint)
|
|
obj.createentity(152, 3552, 10, 1, 505047); // (savepoint)
|
|
obj.createentity(216, 3280, 10, 0, 505057); // (savepoint)
|
|
obj.createentity(216, 4808, 10, 1, 505067); // (savepoint)
|
|
obj.createentity(72, 3096, 10, 0, 505077); // (savepoint)
|
|
obj.createentity(176, 2600, 10, 0, 505087); // (savepoint)
|
|
obj.createentity(216, 2392, 10, 0, 505097); // (savepoint)
|
|
obj.createentity(152, 1184, 10, 1, 505107); // (savepoint)
|
|
obj.createentity(152, 912, 10, 1, 505117); // (savepoint)
|
|
obj.createentity(152, 536, 10, 1, 505127); // (savepoint)
|
|
obj.createentity(120, 5136, 10, 0, 505137); // (savepoint)
|
|
obj.createentity(144, 1824, 10, 0, 505147); // (savepoint)
|
|
obj.createentity(72, 2904, 10, 0, 505157); // (savepoint)
|
|
obj.createentity(224, 1648, 10, 1, 505167); // (savepoint)
|
|
obj.createentity(112, 5280, 10, 1, 50517); // (savepoint)
|
|
|
|
obj.createentity(24, 4216, 9, 7); // (shiny trinket)
|
|
obj.createentity(280, 3216, 9, 8); // (shiny trinket)
|
|
break;
|
|
case 4: //The Warpzone
|
|
{
|
|
const short* tmap = warplevel.loadlevel(rx, ry);
|
|
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
|
|
setroomname(warplevel.roomname);
|
|
roomname_special = warplevel.roomname_special;
|
|
tileset = 1;
|
|
background = 3;
|
|
graphics.rcol = warplevel.rcol;
|
|
graphics.backgrounddrawn = false;
|
|
|
|
warpx = warplevel.warpx;
|
|
warpy = warplevel.warpy;
|
|
background = 5;
|
|
if (warpy) background = 4;
|
|
if (warpx) background = 3;
|
|
if (warpx && warpy) background = 5;
|
|
break;
|
|
}
|
|
case 5: //Space station
|
|
{
|
|
const short* tmap = spacestation2.loadlevel(rx, ry);
|
|
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
|
|
setroomname(spacestation2.roomname);
|
|
roomname_special = spacestation2.roomname_special;
|
|
tileset = 0;
|
|
break;
|
|
}
|
|
case 6: //final level
|
|
{
|
|
const short* tmap = finallevel.loadlevel(rx, ry);
|
|
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
|
|
setroomname(finallevel.roomname);
|
|
roomname_special = finallevel.roomname_special;
|
|
tileset = 1;
|
|
background = 3;
|
|
graphics.backgrounddrawn = false;
|
|
|
|
if (finalstretch)
|
|
{
|
|
background = 6;
|
|
}
|
|
else
|
|
{
|
|
warpx = finallevel.warpx;
|
|
warpy = finallevel.warpy;
|
|
background = 5;
|
|
if (warpy) background = 4;
|
|
if (warpx) background = 3;
|
|
if (warpx && warpy) background = 5;
|
|
}
|
|
|
|
graphics.rcol = 6;
|
|
changefinalcol(final_mapcol);
|
|
break;
|
|
}
|
|
case 7: //Final Level, Tower 1
|
|
graphics.towerbg.tdrawback = true;
|
|
minitowermode = true;
|
|
tower.minitowermode = true;
|
|
graphics.towerbg.scrolldir = 1;
|
|
setbgobjlerp(graphics.towerbg);
|
|
|
|
setroomname("Panic Room");
|
|
tileset = 1;
|
|
background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower1();
|
|
|
|
ypos = 0;
|
|
oldypos = 0;
|
|
setbgobjlerp(graphics.towerbg);
|
|
cameramode = 0;
|
|
graphics.towerbg.colstate = 0;
|
|
colsuperstate = 0;
|
|
break;
|
|
case 8: //Final Level, Tower 1 (reentered from below)
|
|
{
|
|
graphics.towerbg.tdrawback = true;
|
|
minitowermode = true;
|
|
tower.minitowermode = true;
|
|
graphics.towerbg.scrolldir = 1;
|
|
setbgobjlerp(graphics.towerbg);
|
|
|
|
setroomname("Panic Room");
|
|
tileset = 1;
|
|
background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower1();
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp += (71 * 8);
|
|
}
|
|
game.roomy--;
|
|
|
|
ypos = (100-29) * 8;
|
|
oldypos = ypos;
|
|
setbgobjlerp(graphics.towerbg);
|
|
cameramode = 0;
|
|
graphics.towerbg.colstate = 0;
|
|
colsuperstate = 0;}
|
|
break;
|
|
case 9: //Final Level, Tower 2
|
|
{
|
|
graphics.towerbg.tdrawback = true;
|
|
minitowermode = true;
|
|
tower.minitowermode = true;
|
|
graphics.towerbg.scrolldir = 0;
|
|
setbgobjlerp(graphics.towerbg);
|
|
|
|
setroomname("The Final Challenge");
|
|
tileset = 1;
|
|
background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower2();
|
|
|
|
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
|
|
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
|
|
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
|
|
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
|
|
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
|
|
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
|
|
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
|
|
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
|
|
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp += (71 * 8);
|
|
}
|
|
game.roomy--;
|
|
|
|
ypos = (100-29) * 8;
|
|
oldypos = ypos;
|
|
setbgobjlerp(graphics.towerbg);
|
|
cameramode = 0;
|
|
graphics.towerbg.colstate = 0;
|
|
colsuperstate = 0;
|
|
break;
|
|
}
|
|
case 10: //Final Level, Tower 2
|
|
{
|
|
|
|
graphics.towerbg.tdrawback = true;
|
|
minitowermode = true;
|
|
tower.minitowermode = true;
|
|
graphics.towerbg.scrolldir = 0;
|
|
setbgobjlerp(graphics.towerbg);
|
|
|
|
setroomname("The Final Challenge");
|
|
tileset = 1;
|
|
background = 3;
|
|
towermode = true;
|
|
|
|
tower.loadminitower2();
|
|
|
|
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
|
|
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
|
|
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
|
|
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
|
|
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
|
|
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
|
|
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
|
|
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
|
|
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
|
|
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
|
|
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
|
|
|
|
ypos = 0;
|
|
oldypos = 0;
|
|
setbgobjlerp(graphics.towerbg);
|
|
cameramode = 0;
|
|
graphics.towerbg.colstate = 0;
|
|
colsuperstate = 0;
|
|
break;
|
|
}
|
|
case 11: //Tower Hallways //Content is held in final level routine
|
|
{
|
|
const short* tmap = finallevel.loadlevel(rx, ry);
|
|
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
|
|
setroomname(finallevel.roomname);
|
|
roomname_special = finallevel.roomname_special;
|
|
tileset = 2;
|
|
if (rx == 108)
|
|
{
|
|
background = 7;
|
|
rcol = 15;
|
|
}
|
|
if (rx == 110)
|
|
{
|
|
background = 8;
|
|
rcol = 10;
|
|
}
|
|
if (rx == 111)
|
|
{
|
|
background = 9;
|
|
rcol = 0;
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
case 12: //Custom level
|
|
{
|
|
const RoomProperty* const room = cl.getroomprop(rx - 100, ry - 100);
|
|
game.customcol = cl.getlevelcol(room->tileset, room->tilecol) + 1;
|
|
obj.customplatformtile = game.customcol * 12;
|
|
|
|
switch (room->tileset)
|
|
{
|
|
case 0: // Space Station
|
|
tileset = 0;
|
|
background = 1;
|
|
break;
|
|
case 1: // Outside
|
|
tileset = 1;
|
|
background = 1;
|
|
break;
|
|
case 2: // Lab
|
|
tileset = 1;
|
|
background = 2;
|
|
graphics.rcol = room->tilecol;
|
|
break;
|
|
case 3: // Warp Zone/intermission
|
|
tileset = 1;
|
|
background = 6;
|
|
break;
|
|
case 4: // Ship
|
|
tileset = 1;
|
|
background = 1;
|
|
break;
|
|
default:
|
|
tileset = 1;
|
|
background = 1;
|
|
break;
|
|
}
|
|
|
|
// If screen warping, then override all that:
|
|
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
|
|
if (redrawbg)
|
|
{
|
|
graphics.backgrounddrawn = false;
|
|
}
|
|
|
|
switch (room->warpdir)
|
|
{
|
|
case 1:
|
|
warpx = true;
|
|
background = 3;
|
|
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
|
|
break;
|
|
case 2:
|
|
warpy = true;
|
|
background = 4;
|
|
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
|
|
break;
|
|
case 3:
|
|
warpx = true;
|
|
warpy = true;
|
|
background = 5;
|
|
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
|
|
break;
|
|
}
|
|
|
|
setroomname(room->roomname.c_str());
|
|
extrarow = 1;
|
|
const int* tmap = cl.loadlevel(rx, ry);
|
|
SDL_memcpy(contents, tmap, sizeof(contents));
|
|
|
|
|
|
roomtexton = false;
|
|
roomtext.clear();
|
|
|
|
// Entities have to be created HERE, akwardly
|
|
int tempcheckpoints = 0;
|
|
int tempscriptbox = 0;
|
|
for (size_t edi = 0; edi < customentities.size(); edi++)
|
|
{
|
|
// If entity is in this room, create it
|
|
const CustomEntity& ent = customentities[edi];
|
|
if (ent.rx != rx - 100 || ent.ry != ry - 100)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const int ex = ent.x * 8;
|
|
const int ey = ent.y * 8;
|
|
|
|
// Platform and enemy bounding boxes
|
|
int bx1 = 0, by1 = 0, bx2 = 0, by2 = 0;
|
|
|
|
bool enemy = ent.t == 1;
|
|
bool moving_plat = ent.t == 2 && ent.p1 <= 4;
|
|
if (enemy || moving_plat)
|
|
{
|
|
if (enemy)
|
|
{
|
|
bx1 = room->enemyx1;
|
|
by1 = room->enemyy1;
|
|
bx2 = room->enemyx2;
|
|
by2 = room->enemyy2;
|
|
}
|
|
else if (moving_plat)
|
|
{
|
|
bx1 = room->platx1;
|
|
by1 = room->platy1;
|
|
bx2 = room->platx2;
|
|
by2 = room->platy2;
|
|
}
|
|
|
|
// Enlarge bounding boxes to fix warping entities
|
|
if (warpx && bx1 == 0 && bx2 == 320)
|
|
{
|
|
bx1 -= 100;
|
|
bx2 += 100;
|
|
}
|
|
if (warpy && by1 == 0 && by2 == 240)
|
|
{
|
|
by1 -= 100;
|
|
by2 += 100;
|
|
}
|
|
}
|
|
|
|
switch (ent.t)
|
|
{
|
|
case 1: // Enemies
|
|
obj.customenemy = room->enemytype;
|
|
obj.createentity(ex, ey, 56, ent.p1, 4, bx1, by1, bx2, by2);
|
|
break;
|
|
case 2: // Platforms and conveyors
|
|
if (ent.p1 <= 4)
|
|
{
|
|
obj.createentity(ex, ey, 2, ent.p1, room->platv, bx1, by1, bx2, by2);
|
|
}
|
|
else if (ent.p1 >= 5 && ent.p1 <= 8) // Conveyor
|
|
{
|
|
obj.createentity(ex, ey, 2, ent.p1 + 3, 4);
|
|
}
|
|
break;
|
|
case 3: // Disappearing platforms
|
|
obj.createentity(ex, ey, 3);
|
|
break;
|
|
case 9: // Trinkets
|
|
obj.createentity(ex, ey, 9, cl.findtrinket(edi));
|
|
break;
|
|
case 10: // Checkpoints
|
|
obj.createentity(ex, ey, 10, ent.p1, (rx + ry*100) * 20 + tempcheckpoints);
|
|
tempcheckpoints++;
|
|
break;
|
|
case 11: // Gravity Lines
|
|
if (ent.p1 == 0) //Horizontal
|
|
{
|
|
obj.createentity(ent.p2 * 8, ey + 4, 11, ent.p3);
|
|
}
|
|
else //Vertical
|
|
{
|
|
obj.createentity(ex + 3, ent.p2 * 8, 12, ent.p3);
|
|
}
|
|
break;
|
|
case 13: // Warp Tokens
|
|
obj.createentity(ex, ey, 13, ent.p1, ent.p2);
|
|
break;
|
|
case 15: // Collectable crewmate
|
|
obj.createentity(ex - 4, ey + 1, 55, cl.findcrewmate(edi), ent.p1, ent.p2);
|
|
break;
|
|
case 17: // Roomtext!
|
|
{
|
|
roomtexton = true;
|
|
Roomtext text;
|
|
text.x = ex / 8;
|
|
text.y = ey / 8;
|
|
text.text = ent.scriptname.c_str();
|
|
text.rtl = ent.p1;
|
|
roomtext.push_back(text);
|
|
break;
|
|
}
|
|
case 18: // Terminals
|
|
{
|
|
obj.customscript = ent.scriptname;
|
|
|
|
int usethistile = ent.p1;
|
|
int usethisy = ey;
|
|
|
|
// This isn't a boolean: we just swap 0 and 1 around and leave the rest alone
|
|
if (usethistile == 0)
|
|
{
|
|
usethistile = 1; // Unflipped
|
|
}
|
|
else if (usethistile == 1)
|
|
{
|
|
usethistile = 0; // Flipped;
|
|
usethisy -= 8;
|
|
}
|
|
|
|
obj.createentity(ex, usethisy + 8, 20 + SDL_clamp(ent.p2, 0, 1), usethistile);
|
|
|
|
for (size_t i = 0; i < script.customscripts.size(); i++)
|
|
{
|
|
if (script.customscripts[i].name == obj.customscript)
|
|
{
|
|
obj.createblock(ACTIVITY, ex - 8, usethisy + 8, 20, 16, 35);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 19: //Script Box
|
|
if (INBOUNDS_ARR(tempscriptbox, game.customscript))
|
|
{
|
|
game.customscript[tempscriptbox] = ent.scriptname;
|
|
}
|
|
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
|
|
tempscriptbox++;
|
|
break;
|
|
case 50: // Warp Lines
|
|
obj.customwarpmode=true;
|
|
switch (ent.p1)
|
|
{
|
|
case 0: // Vertical, left
|
|
obj.createentity(ex + 4, ent.p2 * 8, 51, ent.p3);
|
|
break;
|
|
case 1: //Horizontal, right
|
|
obj.createentity(ex + 4, ent.p2 * 8, 52, ent.p3);
|
|
break;
|
|
case 2: //Vertical, top
|
|
obj.createentity(ent.p2 * 8, ey + 7, 53, ent.p3);
|
|
break;
|
|
case 3: // Horizontal, bottom
|
|
obj.createentity(ent.p2 * 8, ey, 54, ent.p3);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//do the appear/remove roomname here
|
|
break;
|
|
}
|
|
}
|
|
//The room's loaded: now we fill out damage blocks based on the tiles.
|
|
if (towermode)
|
|
{
|
|
|
|
}
|
|
else
|
|
{
|
|
for (int j = 0; j < 29 + extrarow; j++)
|
|
{
|
|
for (int i = 0; i < 40; i++)
|
|
{
|
|
int tile = contents[TILE_IDX(i, j)];
|
|
//Damage blocks
|
|
if(tileset==0)
|
|
{
|
|
if (tile == 6 || tile == 8)
|
|
{
|
|
//sticking up
|
|
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
|
|
}
|
|
if (tile == 7 || tile == 9)
|
|
{
|
|
//Sticking down
|
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
|
}
|
|
if (tile == 49 || tile == 50)
|
|
{
|
|
//left or right
|
|
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
|
|
}
|
|
}
|
|
else if(tileset==1)
|
|
{
|
|
if ((tile >= 63 && tile <= 74) ||
|
|
(tile >= 6 && tile <= 9))
|
|
{
|
|
//sticking up) {
|
|
if (tile < 10) tile++;
|
|
//sticking up
|
|
if(tile%2==0)
|
|
{
|
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
|
}
|
|
else
|
|
{
|
|
//Sticking down
|
|
obj.createblock(2, (i * 8), (j * 8) + 4, 8, 4);
|
|
}
|
|
if (tile < 11) tile--;
|
|
}
|
|
if (tile >= 49 && tile <= 62)
|
|
{
|
|
//left or right
|
|
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
|
|
}
|
|
}
|
|
else if(tileset==2)
|
|
{
|
|
if (tile == 6 || tile == 8)
|
|
{
|
|
//sticking up
|
|
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
|
|
}
|
|
if (tile == 7 || tile == 9)
|
|
{
|
|
//Sticking down
|
|
obj.createblock(2, (i * 8), (j * 8), 8, 4);
|
|
}
|
|
}
|
|
//Breakable blocks
|
|
if (tile == 10)
|
|
{
|
|
settile(i, j, 0);
|
|
obj.createentity(i * 8, j * 8, 4);
|
|
}
|
|
//Directional blocks
|
|
if (tile >= 14 && tile <= 17)
|
|
{
|
|
obj.createblock(3, i * 8, j * 8, 8, 8, tile-14);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
|
|
{
|
|
//put a block underneath
|
|
int temp = obj.entities[i].xp / 8.0f;
|
|
int temp2 = obj.entities[i].yp / 8.0f;
|
|
settile(temp, temp2, 1);
|
|
settile(temp+1, temp2, 1);
|
|
settile(temp+2, temp2, 1);
|
|
settile(temp+3, temp2, 1);
|
|
if (obj.entities[i].w == 64)
|
|
{
|
|
settile(temp+4, temp2, 1);
|
|
settile(temp+5, temp2, 1);
|
|
settile(temp+6, temp2, 1);
|
|
settile(temp+7, temp2, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
|
|
if (!finalmode && !custommode)
|
|
{
|
|
//First up: the extra bits:
|
|
//Vermilion's quest:
|
|
if (rx == 100 && ry == 105) //On path to verdigris
|
|
{
|
|
if (game.crewstats[3] && !game.crewstats[4])
|
|
{
|
|
obj.createentity(87, 105, 18, 15, 0, 18);
|
|
obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}
|
|
else if (rx == 107 && ry == 100) //victoria
|
|
{
|
|
if (game.crewstats[3] && !game.crewstats[5])
|
|
{
|
|
obj.createentity(140, 137, 18, 15, 0, 18);
|
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}
|
|
else if (rx == 114 && ry == 109)
|
|
{
|
|
if (game.crewstats[3] && !game.crewstats[2])
|
|
{
|
|
obj.createentity(235, 81, 18, 15, 0, 18);
|
|
obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}
|
|
|
|
//Verdigris fixing the ship
|
|
if (rx == 101 && ry == 109)
|
|
{
|
|
if (game.crewstats[4])
|
|
{
|
|
if(game.crewrescued()>4 && game.crewrescued()!=6)
|
|
{
|
|
obj.createentity(175, 121, 18, 13, 0, 18);
|
|
obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
|
|
}
|
|
}
|
|
}
|
|
else if (rx == 103 && ry == 109)
|
|
{
|
|
if (game.crewstats[4])
|
|
{
|
|
if(game.crewrescued()<=4 && game.crewrescued()!=6)
|
|
{
|
|
obj.createentity(53, 161, 18, 13, 1, 18);
|
|
obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rx == 104 && ry == 111)
|
|
{
|
|
//Red
|
|
//First: is he rescued?
|
|
if (game.crewstats[3])
|
|
{
|
|
//If so, red will always be at his post
|
|
obj.createentity(107, 121, 18, 15, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
|
|
}
|
|
}
|
|
else if (rx == 103 && ry == 111)
|
|
{
|
|
//Yellow
|
|
//First: is he rescued?
|
|
if (game.crewstats[2])
|
|
{
|
|
obj.createentity(198, 105, 18, 14, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
|
|
}
|
|
}
|
|
else if (rx == 103 && ry == 110)
|
|
{
|
|
//Green
|
|
//First: is he rescued?
|
|
if (game.crewstats[4])
|
|
{
|
|
obj.createentity(242, 177, 18, 13, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
|
|
}
|
|
}
|
|
else if (rx == 104 && ry == 110)
|
|
{
|
|
//Purple
|
|
//First: is she rescued?
|
|
if (game.crewstats[1])
|
|
{
|
|
obj.createentity(140, 177, 18, 20, 0, 18);
|
|
//What script do we use?
|
|
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
|
|
}
|
|
}
|
|
else if (rx == 102 && ry == 110)
|
|
{
|
|
//Blue
|
|
//First: is she rescued?
|
|
if (game.crewstats[5])
|
|
{
|
|
//A slight varation - she's upside down
|
|
obj.createentity(249, 62, 18, 16, 0, 18);
|
|
int j = obj.getcrewman(BLUE);
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].rule = 7;
|
|
obj.entities[j].tile +=6;
|
|
}
|
|
//What script do we use?
|
|
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void mapclass::twoframedelayfix(void)
|
|
{
|
|
// Fixes the two-frame delay in custom levels that use scripts to spawn an entity upon room load.
|
|
// Because when the room loads and newscript is set to run, newscript has already ran for that frame,
|
|
// and when the script gets loaded script.run() has already ran for that frame, too.
|
|
// A bit kludge-y, but it's the least we can do without changing the frame ordering.
|
|
|
|
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)
|
|
|| !custommode
|
|
|| game.deathseq != -1)
|
|
return;
|
|
|
|
int block_idx = -1;
|
|
// obj.checktrigger() sets block_idx
|
|
int activetrigger = obj.checktrigger(&block_idx);
|
|
if (activetrigger <= -1
|
|
|| !INBOUNDS_VEC(block_idx, obj.blocks)
|
|
|| activetrigger < 300)
|
|
{
|
|
return;
|
|
}
|
|
|
|
game.newscript = obj.blocks[block_idx].script;
|
|
obj.removetrigger(activetrigger);
|
|
game.setstate(0);
|
|
game.setstatedelay(0);
|
|
script.load(game.newscript);
|
|
}
|