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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 06:28:30 +02:00
VVVVVV/desktop_version/src/Logic.cpp
Misa b8553107ff Fix a rare chance that finalstretch displays glitchy cycle (color 7)
It's quite rare, though possible, that during finalstretch you could see
a glitchy tileset that looked like this:

https://i.imgur.com/V7cYKDW.png

This happened because final_mapcol, the variable that controls which
color of finalstretch is rendered, could end up being 7. Normally, it's
in the range of 1..6, which perfectly correlates with the Warp Zone
tilesets in tiles2.png, and the higher the number the farther back in
the tileset it goes from the gray Warp Zone tileset. However, if it's 7,
then it'll start grabbing tiles from the Ship plus some unused blank
tiles, which does not look pretty in the slightest.

This happened because it's possible, though exceedingly unlikely, that
fRandom(), a function which returns a float between 0..1, could return
exactly 1. fRandom() calls rand(), which returns a result between 0 and
RAND_MAX, and divides it by RAND_MAX. This value is implementation
dependent, but required to be at least 32767, and on most systems is
2147483647. Even taking the value of 32767, that means there's a 0.003%
chance that you could get this glitchy tileset when the game cycled the
color in finalstretch. But of course, playing the game for long periods
of time will eventually increase this chance - cycling the color 1,000
times (around 17 minutes of playing) will result in the chance being 3%.

Then as the calculations in the finalstretch color cycling logic calls
fRandom(), then multiplies by 6 and adds 1, it was possible for
fRandom() to return exactly 1, then have
6 added to it, resulting in final_mapcol being 7.

To fix this, just decrement the multiplication by fRandom() to multiply
by 5 instead of 6. Now the only possible numbers that calculation can
produce would be 1..6.
2022-04-09 17:31:17 -07:00

1459 lines
49 KiB
C++

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