mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-02 11:03:32 +02:00
ee0ba8a723
There are multiple different exit paths to the main menu. In 2.2, they all had a bunch of copy-pasted code. In 2.3 currently, most of them use game.quittomenu(), but there are some stragglers that still use hand-copied code. This is a bit of a problem, because all exit paths should consistently have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level custom assets. Furthermore, most (but not all) of the paths call script.hardreset() too, and some of the stragglers don't. So there could be something persisting through to the title screen (like a really long flash/shake timer) that could only persist if exiting to the title screen through those paths. But, actually, it seems like there's a good reason for some of those to not call script.hardreset() - namely, dying or completing No Death Mode and completing a Time Trial presents some information onscreen that would get reset by script.hardreset(), so I'll fix that in a later commit. So what I've done for this commit is found every exit path that didn't already use game.quittomenu(), and made them use game.quittomenu(). As well, some of them had special handling that existed on top of them already having a corresponding entry in game.quittomenu() (but the path would take the special handling because it never did game.quittomenu()), so I removed that special handling as well (e.g. exiting from a custom level used returntomenu(Menu::levellist) when quittomenu() already had that same returntomenu()). The menu that exiting from the level editor returns to is now handled in game.quittomenu() as well, where the map.custommode branch now also checks for map.custommodeforreal. Unfortunately, it seems like entering the level editor doesn't properly initialize map.custommode, so entering the level editor now initializes map.custommode, too. I've also taken the music.play(6) out of game.quittomenu(), because not all exit paths immediately play Presenting VVVVVV, so all exit paths that DO immediately play Presenting VVVVVV now have music.play(6) special-cased for them, which is fine enough for me. Here is the list of all exit paths to the menu: - Exiting through the pause menu (without glitchrunner mode) - Exiting through the pause menu (with glitchrunner mode) - Completing a custom level - Completing a Time Trial - Dying in No Death Mode - Completing No Death Mode - Completing an Intermission replay - Exiting from the level editor - Completing the main game
2604 lines
79 KiB
C++
2604 lines
79 KiB
C++
#include <tinyxml2.h>
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#include "Credits.h"
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#include "editor.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "FileSystemUtils.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "MakeAndPlay.h"
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#include "Map.h"
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#include "Music.h"
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#include "RenderFixed.h"
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#include "Script.h"
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#include "UtilityClass.h"
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static void updatebuttonmappings(int bind)
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{
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for (
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SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
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i < SDL_CONTROLLER_BUTTON_DPAD_UP;
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i = (SDL_GameControllerButton) (i + 1)
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) {
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if (key.isDown(i))
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{
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bool dupe = false;
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if (bind == 1)
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{
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_flip.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
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}
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}
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}
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if (bind == 2)
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{
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_map.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
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}
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}
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}
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if (bind == 3)
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{
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_esc.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
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}
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}
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}
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if (bind == 4)
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{
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_restart.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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}
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}
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}
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}
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static void menuactionpress()
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{
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switch (game.currentmenuname)
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{
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case Menu::mainmenu:
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#if defined(MAKEANDPLAY)
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#define MPOFFSET -1
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#else
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#define MPOFFSET 0
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#endif
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#if defined(NO_CUSTOM_LEVELS)
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#define NOCUSTOMSOFFSET -1
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#else
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#define NOCUSTOMSOFFSET 0
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#endif
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#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
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switch (game.currentmenuoption)
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{
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#if !defined(MAKEANDPLAY)
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case 0:
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//Play
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if (!game.save_exists() && !game.anything_unlocked())
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{
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//No saves exist, just start a new game
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music.playef(11);
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game.mainmenu = 0;
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graphics.fademode = 2;
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}
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else
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{
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//Bring you to the normal playmenu
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music.playef(11);
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game.createmenu(Menu::play);
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map.nexttowercolour();
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}
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break;
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#endif
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#if !defined(NO_CUSTOM_LEVELS)
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case OFFSET+1:
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//Bring you to the normal playmenu
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music.playef(11);
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game.createmenu(Menu::playerworlds);
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map.nexttowercolour();
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break;
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#endif
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case OFFSET+2:
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//Options
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music.playef(11);
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game.createmenu(Menu::graphicoptions);
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map.nexttowercolour();
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break;
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case OFFSET+3:
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//Options
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music.playef(11);
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game.createmenu(Menu::options);
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map.nexttowercolour();
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break;
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#if !defined(MAKEANDPLAY)
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case OFFSET+4:
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//Credits
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music.playef(11);
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game.createmenu(Menu::credits);
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map.nexttowercolour();
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break;
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#else
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#undef MPOFFSET
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#define MPOFFSET -2
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#endif
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case OFFSET+5:
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//bye!
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music.playef(2);
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game.mainmenu = 100;
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graphics.fademode = 2;
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break;
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#undef OFFSET
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#undef NOCUSTOMSOFFSET
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#undef MPOFFSET
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}
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case Menu::levellist:
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if(game.currentmenuoption==(int)game.menuoptions.size()-1){
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//go back to menu
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
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//previous page
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music.playef(11);
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if(game.levelpage==0){
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game.levelpage=(ed.ListOfMetaData.size()-1)/8;
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}else{
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game.levelpage--;
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}
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game.createmenu(Menu::levellist, true);
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game.currentmenuoption=game.menuoptions.size()-2;
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-3){
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//next page
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music.playef(11);
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if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
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game.levelpage=0;
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}else{
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game.levelpage++;
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}
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game.createmenu(Menu::levellist, true);
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game.currentmenuoption=game.menuoptions.size()-3;
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map.nexttowercolour();
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}else{
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//Ok, launch the level!
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//PLAY CUSTOM LEVEL HOOK
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music.playef(11);
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game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
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game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
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game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
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std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
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tinyxml2::XMLDocument doc;
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if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
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game.mainmenu = 22;
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graphics.fademode = 2;
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}else{
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game.createmenu(Menu::quickloadlevel);
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map.nexttowercolour();
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}
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}
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break;
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#endif
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case Menu::quickloadlevel:
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switch (game.currentmenuoption)
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{
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case 0: //continue save
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music.playef(11);
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game.mainmenu = 23;
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graphics.fademode = 2;
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break;
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case 1:
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music.playef(11);
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game.mainmenu = 22;
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graphics.fademode = 2;
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break;
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case 2:
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case Menu::playerworlds:
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#if defined(NO_EDITOR)
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#define OFFSET -1
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#else
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#define OFFSET 0
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#endif
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switch (game.currentmenuoption)
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{
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case 0:
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music.playef(11);
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game.levelpage=0;
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ed.getDirectoryData();
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game.loadcustomlevelstats(); //Should only load a file if it's needed
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game.createmenu(Menu::levellist);
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map.nexttowercolour();
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break;
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#if !defined(NO_EDITOR)
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case 1:
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//LEVEL EDITOR HOOK
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music.playef(11);
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game.mainmenu = 20;
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graphics.fademode = 2;
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ed.filename="";
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break;
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#endif
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case OFFSET+2:
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//"OPENFOLDERHOOK"
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if (FILESYSTEM_openDirectoryEnabled()
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&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
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{
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music.playef(11);
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SDL_MinimizeWindow(graphics.screenbuffer->m_window);
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}
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else
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{
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music.playef(2);
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}
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break;
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case OFFSET+3:
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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#undef OFFSET
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break;
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#endif
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case Menu::errornostart:
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music.playef(11);
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game.createmenu(Menu::mainmenu);
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map.nexttowercolour();
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break;
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case Menu::graphicoptions:
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switch (game.currentmenuoption)
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{
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case 0:
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music.playef(11);
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graphics.screenbuffer->toggleFullScreen();
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// Recreate menu to update "resize to nearest"
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game.createmenu(game.currentmenuname, true);
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game.currentmenuoption = 0;
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game.savestatsandsettings_menu();
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break;
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case 1:
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music.playef(11);
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graphics.screenbuffer->toggleStretchMode();
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game.savestatsandsettings_menu();
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break;
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case 2:
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// resize to nearest multiple
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if (graphics.screenbuffer->isWindowed)
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{
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music.playef(11);
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graphics.screenbuffer->ResizeToNearestMultiple();
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game.savestatsandsettings_menu();
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}
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else
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{
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music.playef(2);
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}
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break;
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case 3:
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music.playef(11);
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graphics.screenbuffer->toggleLinearFilter();
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game.savestatsandsettings_menu();
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break;
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case 4:
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//change smoothing
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music.playef(11);
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graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
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game.savestatsandsettings_menu();
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break;
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case 5:
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//toggle 30+ fps
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music.playef(11);
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game.over30mode = !game.over30mode;
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game.savestatsandsettings_menu();
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break;
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case 6:
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//toggle vsync
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music.playef(11);
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#ifndef __HAIKU__ // FIXME: Remove after SDL VSync bug is fixed! -flibit
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graphics.screenbuffer->vsync = !graphics.screenbuffer->vsync;
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graphics.screenbuffer->resetRendererWorkaround();
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game.savestatsandsettings_menu();
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#endif
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break;
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default:
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//back
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music.playef(11);
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if (game.ingame_titlemode)
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{
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game.returntopausemenu();
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}
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else
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{
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game.returnmenu();
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map.nexttowercolour();
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}
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break;
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}
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break;
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case Menu::youwannaquit:
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switch (game.currentmenuoption)
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{
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case 0:
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//bye!
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music.playef(2);
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game.mainmenu = 100;
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graphics.fademode = 2;
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break;
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default:
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music.playef(11);
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map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
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game.returnmenu();
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}
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break;
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case Menu::setinvincibility:
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switch (game.currentmenuoption)
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{
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case 0:
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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default:
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map.invincibility = !map.invincibility;
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
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}
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break;
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case Menu::setslowdown:
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switch (game.currentmenuoption)
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{
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case 0:
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//back
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game.slowdown = 30;
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music.playef(11);
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game.returnmenu();
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game.currentmenuoption = 4;
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
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case 1:
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game.slowdown = 24;
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music.playef(11);
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game.returnmenu();
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game.currentmenuoption = 4;
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
|
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case 2:
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game.slowdown = 18;
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music.playef(11);
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game.returnmenu();
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game.currentmenuoption = 4;
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map.nexttowercolour();
|
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game.savestatsandsettings_menu();
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break;
|
|
case 3:
|
|
game.slowdown = 12;
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
game.currentmenuoption = 4;
|
|
map.nexttowercolour();
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::advancedoptions:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//toggle mouse cursor
|
|
music.playef(11);
|
|
if (graphics.showmousecursor == true) {
|
|
SDL_ShowCursor(SDL_DISABLE);
|
|
graphics.showmousecursor = false;
|
|
}
|
|
else {
|
|
SDL_ShowCursor(SDL_ENABLE);
|
|
graphics.showmousecursor = true;
|
|
}
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 1:
|
|
// toggle unfocus pause
|
|
game.disablepause = !game.disablepause;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 2:
|
|
// toggle fake load screen
|
|
game.skipfakeload = !game.skipfakeload;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 3:
|
|
// toggle translucent roomname BG
|
|
graphics.translucentroomname = !graphics.translucentroomname;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 4:
|
|
// Glitchrunner mode
|
|
music.playef(11);
|
|
game.glitchrunnermode = !game.glitchrunnermode;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 5:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::accessibility:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//disable animated backgrounds
|
|
game.colourblindmode = !game.colourblindmode;
|
|
game.savestatsandsettings_menu();
|
|
graphics.towerbg.tdrawback = true;
|
|
graphics.titlebg.tdrawback = true;
|
|
music.playef(11);
|
|
break;
|
|
case 1:
|
|
//disable screeneffects
|
|
game.noflashingmode = !game.noflashingmode;
|
|
game.savestatsandsettings_menu();
|
|
if (!game.noflashingmode)
|
|
{
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
}else{
|
|
music.playef(11);
|
|
}
|
|
break;
|
|
case 2:
|
|
//disable text outline
|
|
graphics.notextoutline = !graphics.notextoutline;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 3:
|
|
//invincibility
|
|
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
|
|
{
|
|
if (!map.invincibility)
|
|
{
|
|
game.createmenu(Menu::setinvincibility);
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
map.invincibility = !map.invincibility;
|
|
game.savestatsandsettings_menu();
|
|
}
|
|
music.playef(11);
|
|
}
|
|
else
|
|
{
|
|
music.playef(2);
|
|
map.invincibility = false;
|
|
}
|
|
break;
|
|
case 4:
|
|
//change game speed
|
|
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
|
|
{
|
|
game.createmenu(Menu::setslowdown);
|
|
map.nexttowercolour();
|
|
music.playef(11);
|
|
}
|
|
else
|
|
{
|
|
music.playef(2);
|
|
game.slowdown = 30;
|
|
}
|
|
break;
|
|
case 5:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::options:
|
|
{
|
|
#if defined(MAKEANDPLAY)
|
|
int flipmode_offset = 0;
|
|
#else
|
|
int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
|
|
#endif
|
|
|
|
#if defined(MAKEANDPLAY)
|
|
int unlockmode_offset = -1;
|
|
#else
|
|
int unlockmode_offset = 0;
|
|
#endif
|
|
|
|
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
|
|
|
|
int offset = 0;
|
|
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//accessibility options
|
|
music.playef(11);
|
|
game.createmenu(Menu::accessibility);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//advanced options
|
|
music.playef(11);
|
|
game.createmenu(Menu::advancedoptions);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
#if !defined(MAKEANDPLAY)
|
|
if (game.ingame_titlemode && game.unlock[18])
|
|
#endif
|
|
{
|
|
// toggle Flip Mode
|
|
graphics.setflipmode = !graphics.setflipmode;
|
|
game.savestatsandsettings();
|
|
if (graphics.setflipmode)
|
|
{
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
}
|
|
else
|
|
{
|
|
music.playef(11);
|
|
}
|
|
// Fix wrong area music in Tower (Positive Force vs. ecroF evitisoP)
|
|
if (map.custommode)
|
|
{
|
|
break;
|
|
}
|
|
int area = map.area(game.roomx, game.roomy);
|
|
if (area == 3 || area == 11)
|
|
{
|
|
if (graphics.setflipmode)
|
|
{
|
|
music.play(9); // ecroF evitisoP
|
|
}
|
|
else
|
|
{
|
|
music.play(2); // Positive Force
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
offset += flipmode_offset;
|
|
|
|
#if !defined(MAKEANDPLAY)
|
|
if (game.currentmenuoption == 3+offset)
|
|
{
|
|
//unlock play options
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenu);
|
|
map.nexttowercolour();
|
|
}
|
|
#endif
|
|
|
|
offset += unlockmode_offset;
|
|
|
|
if (game.currentmenuoption == 4+offset)
|
|
{
|
|
//clear data menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::controller);
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
else if (game.currentmenuoption == 5+offset)
|
|
{
|
|
//clear data menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::cleardatamenu);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 6+offset && music.mmmmmm)
|
|
{
|
|
//**** TOGGLE MMMMMM
|
|
music.usingmmmmmm = !music.usingmmmmmm;
|
|
music.playef(11);
|
|
music.play(music.currentsong);
|
|
game.savestatsandsettings();
|
|
}
|
|
|
|
offset += mmmmmm_offset;
|
|
|
|
if (game.currentmenuoption == 7+offset)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
if (game.ingame_titlemode)
|
|
{
|
|
game.returntopausemenu();
|
|
}
|
|
else
|
|
{
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case Menu::unlockmenutrials:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0: //unlock 1
|
|
game.unlock[9] = true;
|
|
game.unlocknotify[9] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 0;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 1: //unlock 2
|
|
game.unlock[10] = true;
|
|
game.unlocknotify[10] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 1;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 2: //unlock 3
|
|
game.unlock[11] = true;
|
|
game.unlocknotify[11] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 2;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 3: //unlock 4
|
|
game.unlock[12] = true;
|
|
game.unlocknotify[12] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 3;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 4: //unlock 5
|
|
game.unlock[13] = true;
|
|
game.unlocknotify[13] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 4;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 5: //unlock 6
|
|
game.unlock[14] = true;
|
|
game.unlocknotify[14] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.currentmenuoption = 5;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 6: //back
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::unlockmenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//unlock time trials separately...
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//unlock intermissions
|
|
music.playef(11);
|
|
game.unlock[16] = true;
|
|
game.unlocknotify[16] = true;
|
|
game.unlock[6] = true;
|
|
game.unlock[7] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 1;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 2:
|
|
//unlock no death mode
|
|
music.playef(11);
|
|
game.unlock[17] = true;
|
|
game.unlocknotify[17] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 2;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 3:
|
|
//unlock flip mode
|
|
music.playef(11);
|
|
game.unlock[18] = true;
|
|
game.unlocknotify[18] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 3;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 4:
|
|
//unlock jukebox
|
|
music.playef(11);
|
|
game.stat_trinkets = 20;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 4;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 5:
|
|
//unlock secret lab
|
|
music.playef(11);
|
|
game.unlock[8] = true;
|
|
game.unlocknotify[8] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.currentmenuoption = 5;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits2, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//last page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits6, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits2:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits25, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits25:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits3, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits2, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits3:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 9;
|
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::superpatrons))
|
|
{
|
|
// No more super patrons. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more super patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 9;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more super patrons. Move to the previous credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits25, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more super patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits4:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 14;
|
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::patrons))
|
|
{
|
|
// No more patrons. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 14;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more patrons. Move to the previous credits section
|
|
game.current_credits_list_index = SDL_arraysize(Credits::superpatrons) - 1 - (SDL_arraysize(Credits::superpatrons)-1)%9;
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits5:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 9;
|
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::githubfriends))
|
|
{
|
|
// No more GitHub contributors. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits6, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more GitHub contributors. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 9;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more GitHub contributors. Move to the previous credits section
|
|
game.current_credits_list_index = SDL_arraysize(Credits::patrons) - 1 - (SDL_arraysize(Credits::patrons)-1)%14;
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more GitHub contributors. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
game.currentmenuoption = 1;
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits6:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//first page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index = SDL_arraysize(Credits::githubfriends) - 1 - (SDL_arraysize(Credits::githubfriends)-1)%9;
|
|
game.createmenu(Menu::credits5, true);
|
|
game.currentmenuoption = 1;
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
music.niceplay(6);
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::play:
|
|
{
|
|
//Do we have the Secret Lab option?
|
|
int sloffset = game.unlock[8] ? 0 : -1;
|
|
//Do we have a telesave or quicksave?
|
|
int ngoffset = game.save_exists() ? 0 : -1;
|
|
if (game.currentmenuoption == 0)
|
|
{
|
|
//continue
|
|
//right, this depends on what saves you've got
|
|
if (!game.save_exists())
|
|
{
|
|
//You have no saves but have something unlocked, or you couldn't have gotten here
|
|
music.playef(11);
|
|
game.mainmenu = 0;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.telesummary == "")
|
|
{
|
|
//You at least have a quicksave, or you couldn't have gotten here
|
|
music.playef(11);
|
|
game.mainmenu = 2;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.quicksummary == "")
|
|
{
|
|
//You at least have a telesave, or you couldn't have gotten here
|
|
music.playef(11);
|
|
game.mainmenu = 1;
|
|
graphics.fademode = 2;
|
|
}
|
|
else
|
|
{
|
|
//go to a menu!
|
|
music.playef(11);
|
|
game.loadsummary(); //Prepare save slots to display
|
|
game.createmenu(Menu::continuemenu);
|
|
}
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[8])
|
|
{
|
|
if(!map.invincibility && game.slowdown == 30){
|
|
music.playef(11);
|
|
game.mainmenu = 11;
|
|
graphics.fademode = 2;
|
|
}else{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
}
|
|
else if (game.currentmenuoption == sloffset+2)
|
|
{
|
|
//play modes
|
|
music.playef(11);
|
|
game.createmenu(Menu::playmodes);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
|
|
{
|
|
//newgame
|
|
music.playef(11);
|
|
game.createmenu(Menu::newgamewarning);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == sloffset+ngoffset+4)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
break;
|
|
}
|
|
case Menu::newgamewarning:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//yep
|
|
music.playef(11);
|
|
game.mainmenu = 0;
|
|
graphics.fademode = 2;
|
|
game.deletequick();
|
|
game.deletetele();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case Menu::controller:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
key.sensitivity++;
|
|
music.playef(11);
|
|
if(key.sensitivity > 4)
|
|
{
|
|
key.sensitivity = 0;
|
|
}
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
|
|
case 5:
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::cleardatamenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//yep
|
|
music.playef(23);
|
|
game.deletequick();
|
|
game.deletetele();
|
|
game.deletestats();
|
|
game.deletesettings();
|
|
game.flashlight = 5;
|
|
game.screenshake = 15;
|
|
game.createmenu(Menu::mainmenu);
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playmodes:
|
|
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
|
|
{
|
|
music.playef(11);
|
|
game.createmenu(Menu::timetrials);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[16])
|
|
{
|
|
//intermission mode menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::intermissionmenu);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
|
|
{
|
|
music.playef(11);
|
|
game.createmenu(Menu::startnodeathmode);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
|
|
{
|
|
// WARNING: Partially duplicated in Menu::options
|
|
graphics.setflipmode = !graphics.setflipmode;
|
|
game.savestatsandsettings();
|
|
if (graphics.setflipmode)
|
|
{
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
}
|
|
else
|
|
{
|
|
music.playef(11);
|
|
}
|
|
}
|
|
else if (game.currentmenuoption == 4)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
break;
|
|
case Menu::startnodeathmode:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0: //start no death mode, disabling cutscenes
|
|
music.playef(11);
|
|
game.mainmenu = 10;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
game.mainmenu = 9;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::continuemenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
game.mainmenu = 1;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
game.mainmenu = 2;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::intermissionmenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.createmenu(Menu::playint1);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.createmenu(Menu::playint2);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playint1:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
game.mainmenu = 12;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
game.mainmenu = 13;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
music.playef(11);
|
|
game.mainmenu = 14;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 3:
|
|
music.playef(11);
|
|
game.mainmenu = 15;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 4:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playint2:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
game.mainmenu = 16;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
game.mainmenu = 17;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 2:
|
|
music.playef(11);
|
|
game.mainmenu = 18;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 3:
|
|
music.playef(11);
|
|
game.mainmenu = 19;
|
|
graphics.fademode = 2;
|
|
break;
|
|
case 4:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::gameover2:
|
|
//back
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.returntomenu(Menu::playmodes);
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::unlocktimetrials:
|
|
case Menu::unlocktimetrial:
|
|
case Menu::unlocknodeathmode:
|
|
case Menu::unlockintermission:
|
|
case Menu::unlockflipmode:
|
|
//back
|
|
music.playef(11);
|
|
game.createmenu(Menu::play, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::timetrials:
|
|
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 3;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 4;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 5;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 6;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 7;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 8;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.currentmenuoption == 6) //go to the time trial menu
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
break;
|
|
case Menu::timetrialcomplete3:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//back
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.returntomenu(Menu::timetrials);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//Ok but first quickly remove the last stack frame to prevent piling up timetrialcomplete stack frames
|
|
if (game.menustack.empty())
|
|
{
|
|
puts("Error: menu stack is empty!");
|
|
}
|
|
else
|
|
{
|
|
game.menustack.pop_back();
|
|
}
|
|
//duplicate the above based on given time trial level!
|
|
if (game.timetriallevel == 0) //space station 1
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 3;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 1) //lab
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 4;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 2) //tower
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 5;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 3) //station 2
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 6;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 4) //warp
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 7;
|
|
graphics.fademode = 2;
|
|
}
|
|
else if (game.timetriallevel == 5) //final
|
|
{
|
|
music.playef(11);
|
|
game.mainmenu = 8;
|
|
graphics.fademode = 2;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::gamecompletecontinue:
|
|
case Menu::nodeathmodecomplete2:
|
|
music.play(6);
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::errorsavingsettings:
|
|
if (game.currentmenuoption == 1)
|
|
{
|
|
game.silence_settings_error = true;
|
|
}
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void titleinput()
|
|
{
|
|
//game.mx = (mouseX / 4);
|
|
//game.my = (mouseY / 4);
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if (graphics.flipmode)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true;
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
|
|
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
|
|
if (!game.press_map) game.mapheld = false;
|
|
|
|
if (!game.jumpheld && graphics.fademode==0)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (key.isDown(27) && game.currentmenuname != Menu::youwannaquit && game.menustart)
|
|
{
|
|
music.playef(11);
|
|
if (game.ingame_titlemode)
|
|
{
|
|
game.returntopausemenu();
|
|
}
|
|
else
|
|
{
|
|
game.createmenu(Menu::youwannaquit);
|
|
map.nexttowercolour();
|
|
}
|
|
}
|
|
|
|
if(game.menustart)
|
|
{
|
|
if (game.press_left)
|
|
{
|
|
game.currentmenuoption--;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
game.currentmenuoption++;
|
|
}
|
|
}
|
|
|
|
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
|
|
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
|
|
|
|
if (game.press_action)
|
|
{
|
|
if (!game.menustart)
|
|
{
|
|
game.menustart = true;
|
|
music.play(6);
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
}
|
|
else
|
|
{
|
|
menuactionpress();
|
|
}
|
|
}
|
|
if ( game.currentmenuname == Menu::controller &&
|
|
game.currentmenuoption > 0 &&
|
|
game.currentmenuoption < 5 &&
|
|
key.controllerButtonDown() )
|
|
{
|
|
updatebuttonmappings(game.currentmenuoption);
|
|
}
|
|
|
|
}
|
|
|
|
if (graphics.fademode == 1)
|
|
script.startgamemode(game.mainmenu);
|
|
}
|
|
|
|
void gameinput()
|
|
{
|
|
//TODO mouse input
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
if(!script.running)
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s)|| key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.press_action = true;
|
|
};
|
|
}
|
|
|
|
game.press_map = false;
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
|
|
{
|
|
game.press_map = true;
|
|
}
|
|
|
|
if (game.advancetext)
|
|
{
|
|
if (game.pausescript)
|
|
{
|
|
game.press_action = false;
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
if (game.pausescript)
|
|
{
|
|
game.pausescript = false;
|
|
game.hascontrol = true;
|
|
game.jumpheld = true;
|
|
}
|
|
else
|
|
{
|
|
if(game.glitchrunnermode || !game.glitchrunkludge) game.state++;
|
|
game.jumpheld = true;
|
|
game.glitchrunkludge=true;
|
|
//Bug fix! You should only be able to do this ONCE.
|
|
//...Unless you're in glitchrunner mode
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!game.press_map
|
|
//Extra conditionals as a kludge fix so if you open the quit menu during
|
|
//the script command gamemode(teleporter) and close it with Esc, it won't
|
|
//immediately open again
|
|
//We really need a better input system soon...
|
|
&& !key.isDown(27)
|
|
&& !key.isDown(game.controllerButton_esc))
|
|
{
|
|
game.mapheld = false;
|
|
}
|
|
|
|
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
|
|
{
|
|
//restart the time trial
|
|
game.quickrestartkludge = false;
|
|
script.startgamemode(game.timetriallevel + 3);
|
|
game.deathseq = -1;
|
|
game.completestop = false;
|
|
}
|
|
|
|
//Returning to editor mode must always be possible
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if(map.custommode && !map.custommodeforreal){
|
|
if ((game.press_map || key.isDown(27)) && !game.mapheld){
|
|
//Return to level editor
|
|
if (INBOUNDS_VEC(game.activeactivity, obj.blocks) && game.press_map){
|
|
//pass, let code block below handle it
|
|
}else if(game.activetele && game.readytotele > 20 && game.press_map){
|
|
//pass, let code block below handle it
|
|
}else{
|
|
game.shouldreturntoeditor = true;
|
|
game.mapheld = true;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//Entity type 0 is player controled
|
|
bool has_control = false;
|
|
bool enter_pressed = game.press_map && !game.mapheld;
|
|
bool enter_already_processed = false;
|
|
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
|
|
{
|
|
if (obj.entities[ie].rule == 0)
|
|
{
|
|
if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5)
|
|
{
|
|
has_control = true;
|
|
if (enter_pressed)
|
|
{
|
|
game.mapheld = true;
|
|
|
|
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
|
|
{
|
|
enter_already_processed = true;
|
|
if(int(SDL_fabsf(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
|
|
{
|
|
//wait! space station 2 debug thingy
|
|
if (game.teleportscript != "")
|
|
{
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
music.fadeout();
|
|
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[player].colour = 102;
|
|
}
|
|
|
|
int teleporter = obj.getteleporter();
|
|
if (INBOUNDS_VEC(teleporter, obj.entities))
|
|
{
|
|
obj.entities[teleporter].tile = 6;
|
|
obj.entities[teleporter].colour = 102;
|
|
}
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
else if (game.companion == 0)
|
|
{
|
|
//Alright, normal teleporting
|
|
game.mapmenuchange(TELEPORTERMODE);
|
|
|
|
game.useteleporter = true;
|
|
game.initteleportermode();
|
|
}
|
|
else
|
|
{
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
music.fadeout();
|
|
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[player].colour = 102;
|
|
}
|
|
int companion = obj.getcompanion();
|
|
if(INBOUNDS_VEC(companion, obj.entities)) obj.entities[companion].colour = 102;
|
|
|
|
int teleporter = obj.getteleporter();
|
|
if (INBOUNDS_VEC(teleporter, obj.entities))
|
|
{
|
|
obj.entities[teleporter].tile = 6;
|
|
obj.entities[teleporter].colour = 102;
|
|
}
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 3000;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
}
|
|
else if (INBOUNDS_VEC(game.activeactivity, obj.blocks))
|
|
{
|
|
enter_already_processed = true;
|
|
if((int(SDL_fabsf(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
|
|
{
|
|
script.load(obj.blocks[game.activeactivity].script);
|
|
obj.removeblock(game.activeactivity);
|
|
game.activeactivity = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (game.press_left)
|
|
{
|
|
game.tapleft++;
|
|
}
|
|
else
|
|
{
|
|
if (game.tapleft <= 4 && game.tapleft > 0)
|
|
{
|
|
if (obj.entities[ie].vx < 0.0f)
|
|
{
|
|
obj.entities[ie].vx = 0.0f;
|
|
}
|
|
}
|
|
game.tapleft = 0;
|
|
}
|
|
if (game.press_right)
|
|
{
|
|
game.tapright++;
|
|
}
|
|
else
|
|
{
|
|
if (game.tapright <= 4 && game.tapright > 0)
|
|
{
|
|
if (obj.entities[ie].vx > 0.0f)
|
|
{
|
|
obj.entities[ie].vx = 0.0f;
|
|
}
|
|
}
|
|
game.tapright = 0;
|
|
}
|
|
|
|
|
|
if(game.press_left)
|
|
{
|
|
obj.entities[ie].ax = -3;
|
|
obj.entities[ie].dir = 0;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
obj.entities[ie].ax = 3;
|
|
obj.entities[ie].dir = 1;
|
|
}
|
|
|
|
if (!game.press_action)
|
|
{
|
|
game.jumppressed = 0;
|
|
game.jumpheld = false;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
game.jumppressed = 5;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (game.jumppressed > 0)
|
|
{
|
|
game.jumppressed--;
|
|
if (obj.entities[ie].onground>0 && game.gravitycontrol == 0)
|
|
{
|
|
game.gravitycontrol = 1;
|
|
obj.entities[ie].vy = -4;
|
|
obj.entities[ie].ay = -3;
|
|
music.playef(0);
|
|
game.jumppressed = 0;
|
|
game.totalflips++;
|
|
}
|
|
if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1)
|
|
{
|
|
game.gravitycontrol = 0;
|
|
obj.entities[ie].vy = 4;
|
|
obj.entities[ie].ay = 3;
|
|
music.playef(1);
|
|
game.jumppressed = 0;
|
|
game.totalflips++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!has_control)
|
|
{
|
|
//Simple detection of keypresses outside player control, will probably scrap this (expand on
|
|
//advance text function)
|
|
if (!game.press_action)
|
|
{
|
|
game.jumppressed = 0;
|
|
game.jumpheld = false;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
game.jumppressed = 5;
|
|
game.jumpheld = true;
|
|
}
|
|
}
|
|
|
|
// Continuation of Enter processing. The rest of the if-tree runs only if
|
|
// enter_pressed && !enter_already_pressed
|
|
if (!enter_pressed || enter_already_processed)
|
|
{
|
|
// Do nothing
|
|
}
|
|
else if (game.swnmode == 1 && game.swngame == 1)
|
|
{
|
|
//quitting the super gravitron
|
|
game.mapheld = true;
|
|
//Quit menu, same conditions as in game menu
|
|
game.mapmenuchange(MAPMODE);
|
|
game.gamesaved = false;
|
|
game.gamesavefailed = false;
|
|
game.menupage = 20; // The Map Page
|
|
}
|
|
else if (game.intimetrial && graphics.fademode == 0)
|
|
{
|
|
//Quick restart of time trial
|
|
graphics.fademode = 2;
|
|
game.completestop = true;
|
|
music.fadeout();
|
|
game.quickrestartkludge = true;
|
|
}
|
|
else if (game.intimetrial)
|
|
{
|
|
//Do nothing if we're in a Time Trial but a fade animation is playing
|
|
}
|
|
else
|
|
{
|
|
//Normal map screen, do transition later
|
|
game.mapmenuchange(MAPMODE);
|
|
map.cursordelay = 0;
|
|
map.cursorstate = 0;
|
|
game.gamesaved = false;
|
|
game.gamesavefailed = false;
|
|
if (script.running)
|
|
{
|
|
game.menupage = 3; // Only allow saving
|
|
}
|
|
else
|
|
{
|
|
game.menupage = 0; // The Map Page
|
|
}
|
|
}
|
|
|
|
if (!game.mapheld
|
|
&& (key.isDown(27) || key.isDown(game.controllerButton_esc))
|
|
&& (!map.custommode || map.custommodeforreal))
|
|
{
|
|
game.mapheld = true;
|
|
//Quit menu, same conditions as in game menu
|
|
game.mapmenuchange(MAPMODE);
|
|
game.gamesaved = false;
|
|
game.gamesavefailed = false;
|
|
game.menupage = 30; // Pause screen
|
|
}
|
|
|
|
if (game.deathseq == -1 && (key.isDown(SDLK_r) || key.isDown(game.controllerButton_restart)) && !game.nodeathmode)// && map.custommode) //Have fun glitchrunners!
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
}
|
|
|
|
static void mapmenuactionpress();
|
|
|
|
void mapinput()
|
|
{
|
|
//TODO Mouse Input!
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if (game.glitchrunnermode && graphics.fademode == 1 && graphics.menuoffset == 0)
|
|
{
|
|
// Deliberate re-addition of the glitchy gamestate-based fadeout!
|
|
|
|
// First of all, detecting a black screen means if the glitchy fadeout
|
|
// gets interrupted but you're still on a black screen, opening a menu
|
|
// immediately quits you to the title. This has the side effect that if
|
|
// you accidentally press Esc during a cutscene when it's black, you'll
|
|
// immediately be quit and lose all your progress, but that's fair in
|
|
// glitchrunner mode.
|
|
// Also have to check graphics.menuoffset so this doesn't run every frame
|
|
|
|
// Have to close the menu in order to run gamestates
|
|
graphics.resumegamemode = true;
|
|
// Remove half-second delay
|
|
graphics.menuoffset = 250;
|
|
|
|
// Technically this was in <=2.2 as well
|
|
obj.removeallblocks();
|
|
|
|
if (game.menupage >= 20 && game.menupage <= 21)
|
|
{
|
|
game.state = 96;
|
|
game.statedelay = 0;
|
|
}
|
|
else
|
|
{
|
|
// Produces more glitchiness! Necessary for credits warp to work.
|
|
script.running = false;
|
|
graphics.textbox.clear();
|
|
|
|
game.state = 80;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
|
|
if (game.fadetomenu && !game.glitchrunnermode)
|
|
{
|
|
if (game.fadetomenudelay > 0)
|
|
{
|
|
game.fadetomenudelay--;
|
|
}
|
|
else
|
|
{
|
|
game.quittomenu();
|
|
music.play(6); //should be after game.quittomenu()
|
|
game.fadetomenu = false;
|
|
}
|
|
}
|
|
|
|
if (game.fadetolab && !game.glitchrunnermode)
|
|
{
|
|
if (game.fadetolabdelay > 0)
|
|
{
|
|
game.fadetolabdelay--;
|
|
}
|
|
else
|
|
{
|
|
game.returntolab();
|
|
game.fadetolab = false;
|
|
}
|
|
}
|
|
|
|
if(graphics.menuoffset==0
|
|
&& ((!game.glitchrunnermode && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0)
|
|
|| graphics.fademode == 0))
|
|
{
|
|
if (graphics.flipmode)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsLeft(true) ) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsRight(true)) game.press_right = true;
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(true))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(true))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.press_action = true;
|
|
}
|
|
if (game.menupage < 12 || (game.menupage >= 30 && game.menupage <= 33))
|
|
{
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
|
|
if (key.isDown(27) && !game.mapheld)
|
|
{
|
|
game.mapheld = true;
|
|
if (game.menupage < 9)
|
|
{
|
|
game.menupage = 30;
|
|
}
|
|
else if (game.menupage < 12)
|
|
{
|
|
game.menupage = 31;
|
|
}
|
|
else
|
|
{
|
|
graphics.resumegamemode = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true;
|
|
}
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right)
|
|
{
|
|
game.jumpheld = false;
|
|
}
|
|
if (!game.press_map && !key.isDown(27))
|
|
{
|
|
game.mapheld = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
game.mapheld = true;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map && game.menupage < 10)
|
|
{
|
|
//Normal map screen, do transition later
|
|
graphics.resumegamemode = true;
|
|
}
|
|
}
|
|
|
|
if (!game.jumpheld)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (script.running && game.menupage == 3)
|
|
{
|
|
// Force the player to stay in the SAVE tab while in a cutscene
|
|
}
|
|
else if (game.press_left)
|
|
{
|
|
game.menupage--;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
game.menupage++;
|
|
}
|
|
|
|
if (game.press_action)
|
|
{
|
|
mapmenuactionpress();
|
|
}
|
|
|
|
if (game.menupage < 0) game.menupage = 3;
|
|
if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
|
|
|
|
if (game.menupage == 9) game.menupage = 11;
|
|
if (game.menupage == 12) game.menupage = 10;
|
|
|
|
if (game.menupage == 19) game.menupage = 21;
|
|
if (game.menupage == 22) game.menupage = 20;
|
|
|
|
if (game.menupage == 29) game.menupage = 33;
|
|
if (game.menupage == 34) game.menupage = 30;
|
|
}
|
|
}
|
|
|
|
static void mapmenuactionpress()
|
|
{
|
|
switch (game.menupage)
|
|
{
|
|
case 1:
|
|
if (obj.flags[67] && !game.inspecial() && !map.custommode)
|
|
{
|
|
//Warp back to the ship
|
|
graphics.resumegamemode = true;
|
|
|
|
game.teleport_to_x = 2;
|
|
game.teleport_to_y = 11;
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].colour = 102;
|
|
}
|
|
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (!game.gamesaved && !game.gamesavefailed && !game.inspecial())
|
|
{
|
|
game.flashlight = 5;
|
|
game.screenshake = 10;
|
|
music.playef(18);
|
|
|
|
game.savetime = game.timestring();
|
|
game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
|
|
game.savetrinkets = game.trinkets();
|
|
|
|
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
|
|
|
|
bool success;
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if(map.custommodeforreal)
|
|
{
|
|
success = game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
success = game.savequick();
|
|
}
|
|
game.gamesaved = success;
|
|
game.gamesavefailed = !success;
|
|
}
|
|
break;
|
|
|
|
case 10:
|
|
//return to pause menu
|
|
music.playef(11);
|
|
game.menupage = 31;
|
|
break;
|
|
case 11:
|
|
//quit to menu
|
|
|
|
//Kill contents of offset render buffer, since we do that for some reason.
|
|
//This fixes an apparent frame flicker.
|
|
FillRect(graphics.tempBuffer, 0x000000);
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
map.nexttowercolour();
|
|
if (!game.glitchrunnermode)
|
|
{
|
|
game.fadetomenu = true;
|
|
game.fadetomenudelay = 16;
|
|
}
|
|
break;
|
|
|
|
case 20:
|
|
//return to game
|
|
graphics.resumegamemode = true;
|
|
break;
|
|
case 21:
|
|
//quit to menu
|
|
game.swnmode = false;
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
if (!game.glitchrunnermode)
|
|
{
|
|
game.fadetolab = true;
|
|
game.fadetolabdelay = 16;
|
|
}
|
|
break;
|
|
case 30:
|
|
// Return to game
|
|
graphics.resumegamemode = true;
|
|
break;
|
|
case 31:
|
|
// Go to quit prompt
|
|
music.playef(11);
|
|
game.menupage = 10;
|
|
break;
|
|
case 32:
|
|
case 33:
|
|
// Graphic options and game options
|
|
music.playef(11);
|
|
game.gamestate = TITLEMODE;
|
|
graphics.flipmode = false;
|
|
game.ingame_titlemode = true;
|
|
|
|
// Set this before we create the menu
|
|
game.kludge_ingametemp = game.currentmenuname;
|
|
|
|
if (game.menupage == 32)
|
|
{
|
|
game.createmenu(Menu::graphicoptions);
|
|
}
|
|
else
|
|
{
|
|
game.createmenu(Menu::options);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
|
|
// Fix delta rendering glitch
|
|
graphics.updatetowerbackground(graphics.titlebg);
|
|
titleupdatetextcol();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void teleporterinput()
|
|
{
|
|
//Todo Mouseinput!
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
int tempx, tempy;
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if(graphics.menuoffset==0)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true;
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
|
|
if (!game.press_map) game.mapheld = false;
|
|
|
|
if (key.isDown(27))
|
|
{
|
|
if (!map.custommode || map.custommodeforreal)
|
|
{
|
|
// Go to pause menu
|
|
game.mapheld = true;
|
|
game.menupage = 30;
|
|
game.gamestate = MAPMODE;
|
|
}
|
|
else
|
|
{
|
|
// Close teleporter menu
|
|
graphics.resumegamemode = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
game.mapheld = true;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (!game.jumpheld)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
bool any_tele_unlocked = false;
|
|
if (game.press_left || game.press_right)
|
|
{
|
|
for (size_t i = 0; i < map.teleporters.size(); i++)
|
|
{
|
|
point& tele = map.teleporters[i];
|
|
|
|
if (map.explored[tele.x + tele.y*20])
|
|
{
|
|
any_tele_unlocked = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (game.press_left && any_tele_unlocked)
|
|
{
|
|
do
|
|
{
|
|
game.teleport_to_teleporter--;
|
|
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
}
|
|
while (map.explored[tempx + (20 * tempy)] == 0);
|
|
}
|
|
else if (game.press_right && any_tele_unlocked)
|
|
{
|
|
do
|
|
{
|
|
game.teleport_to_teleporter++;
|
|
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
}
|
|
while (map.explored[tempx + (20 * tempy)] == 0);
|
|
}
|
|
|
|
if (game.press_map)
|
|
{
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
if (game.roomx == tempx + 100 && game.roomy == tempy + 100)
|
|
{
|
|
//cancel!
|
|
graphics.resumegamemode = true;
|
|
}
|
|
else
|
|
{
|
|
//teleport
|
|
graphics.resumegamemode = true;
|
|
game.teleport_to_x = tempx;
|
|
game.teleport_to_y = tempy;
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].colour = 102;
|
|
}
|
|
|
|
i = obj.getteleporter();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].tile = 6;
|
|
obj.entities[i].colour = 102;
|
|
}
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gamecompleteinput()
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
//Do this before we update map.bypos
|
|
if (!game.colourblindmode)
|
|
{
|
|
graphics.updatetowerbackground(graphics.titlebg);
|
|
}
|
|
|
|
//Do these here because input comes first
|
|
graphics.titlebg.bypos += graphics.titlebg.bscroll;
|
|
game.oldcreditposition = game.creditposition;
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.creditposition -= 6;
|
|
if (game.creditposition <= -Credits::creditmaxposition)
|
|
{
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
}
|
|
game.creditposition = -Credits::creditmaxposition;
|
|
}
|
|
else
|
|
{
|
|
graphics.titlebg.bscroll = +7;
|
|
}
|
|
game.press_action = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map)
|
|
{
|
|
//Return to game
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gamecompleteinput2()
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
//Do this here because input comes first
|
|
game.oldcreditposx = game.creditposx;
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.creditposx++;
|
|
game.oldcreditposx++;
|
|
if (game.creditposy >= 30)
|
|
{
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
}
|
|
}
|
|
game.press_action = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map)
|
|
{
|
|
//Return to game
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
}
|
|
}
|
|
}
|
|
}
|