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VVVVVV/desktop_version/src/Map.cpp
AllyTally bb0bd53604 Add edentity blocks & createblock()
This adds editor entity blocks (boxes which do different things on
collision) like activity zones, hurt boxes, etc.

This also adds a command to go along with it, to both match
`createentity` and so block spawning can be behind conditions.
2024-06-03 21:52:20 -03:00

2238 lines
64 KiB
C++

#define MAP_DEFINITION
#include "Map.h"
#include "Alloc.h"
#include "Constants.h"
#include "CustomLevels.h"
#include "Entity.h"
#include "Game.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "Localization.h"
#include "MakeAndPlay.h"
#include "Maths.h"
#include "Music.h"
#include "Script.h"
#include "Unused.h"
#include "UtilityClass.h"
mapclass::mapclass(void)
{
//Start here!
colstatedelay = 0;
colsuperstate = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
warpx = false;
warpy = false;
extrarow = 0;
showteleporters = false;
showtargets = false;
showtrinkets = false;
finalmode = false;
finalstretch = false;
cursorstate = 0;
cursordelay = 0;
towermode = false;
cameraseekframe = 0;
resumedelay = 0;
final_colormode = false;
final_colorframe = 0;
final_colorframedelay = 0;
final_mapcol = 0;
final_aniframe = 0;
final_aniframedelay = 0;
custommode=false;
custommodeforreal=false;
custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
customzoom=0;
customshowmm=true;
rcol = 0;
//This needs to be in map instead!
invincibility = false;
//We create a blank map
SDL_memset(contents, 0, sizeof(contents));
SDL_memset(roomdeaths, 0, sizeof(roomdeaths));
SDL_memset(roomdeathsfinal, 0, sizeof(roomdeathsfinal));
resetmap();
setroomname("");
hiddenname = "";
roomname_special = false;
specialroomnames.clear();
roomnameset = false;
tileset = 0;
initmapdata();
ypos = 0;
oldypos = 0;
background = 0;
cameramode = 0;
cameraseek = 0;
minitowermode = false;
roomtexton = false;
nexttowercolour_set = false;
}
static char roomname_static[SCREEN_WIDTH_CHARS];
static char* roomname_heap;
void mapclass::destroy(void)
{
VVV_free(roomname_heap);
}
//Areamap starts at 100,100 and extends 20x20
const int mapclass::areamap[] = {
1,2,2,2,2,2,2,2,0,3,0,0,0,4,4,4,4,4,4,4,
1,2,2,2,2,2,2,0,0,3,0,0,0,0,4,4,4,4,4,4,
0,1,0,0,2,0,0,0,0,3,0,0,0,0,4,4,4,4,4,4,
0,0,0,0,2,0,0,0,0,3,0,0,5,5,5,5,4,4,4,4,
0,0,2,2,2,0,0,0,0,3,11,11,5,5,5,5,0,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,0,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,0,0,0,
0,0,0,0,0,0,0,0,0,3,5,5,5,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,11,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,0,0,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,5,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,5,5,5,5,0,5,0,
0,0,0,0,0,0,0,0,0,3,0,5,5,0,0,0,0,0,5,0,
0,0,0,0,0,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
0,0,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
0,2,2,2,2,2,2,2,0,3,0,0,0,0,0,0,0,0,0,0,
2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
2,2,2,2,2,0,0,2,0,3,0,0,0,0,0,0,0,0,0,0,
};
int mapclass::getwidth(void)
{
if (custommode)
{
return cl.mapwidth;
}
return 20;
}
int mapclass::getheight(void)
{
if (custommode)
{
return cl.mapheight;
}
return 20;
}
int mapclass::intpol(int a, int b, float c)
{
return static_cast<int>(a + ((b - a) * c));
}
void mapclass::setteleporter(int x, int y)
{
if (x < 0 || x >= getwidth() || y < 0 || y >= getheight())
{
return;
}
SDL_Point temp;
temp.x = x;
temp.y = y;
teleporters.push_back(temp);
}
void mapclass::settrinket(int x, int y)
{
if (x < 0 || x >= getwidth() || y < 0 || y >= getheight())
{
return;
}
SDL_Point temp;
temp.x = x;
temp.y = y;
shinytrinkets.push_back(temp);
}
void mapclass::setroomname(const char* name)
{
VVV_free(roomname_heap);
const size_t size = SDL_strlcpy(
roomname_static, name, sizeof(roomname_static)
) + 1;
roomname = roomname_static;
if (size > sizeof(roomname_static))
{
roomname_heap = SDL_strdup(name);
if (roomname_heap != NULL)
{
roomname = roomname_heap;
}
}
}
void mapclass::resetmap(void)
{
//clear the explored area of the map
SDL_memset(explored, 0, sizeof(explored));
}
void mapclass::updateroomnames(void)
{
if (roomnameset)
{
return;
}
const int rx = game.roomx;
const int ry = game.roomy;
for (int i = specialroomnames.size() - 1; i >= 0; i--)
{
Roomname* roomname = &specialroomnames[i];
if (rx == roomname->x && ry == roomname->y && (roomname->flag == -1 || (INBOUNDS_ARR(roomname->flag, obj.flags) && obj.flags[roomname->flag])))
{
roomname_special = true;
if (roomname->type == RoomnameType_STATIC)
{
setroomname(roomname->text[0].c_str());
}
if (roomname->type == RoomnameType_GLITCH)
{
roomname->delay--;
if (roomname->delay <= 0)
{
roomname->progress = (roomname->progress + 1) % 2;
roomname->delay = 5;
if (roomname->progress == 0)
{
roomname->delay = 25 + (int) (fRandom() * 10);
}
}
setroomname(roomname->text[roomname->progress].c_str());
}
if (roomname->type == RoomnameType_TRANSFORM)
{
roomname->delay--;
if (roomname->delay <= 0)
{
roomname->progress++;
roomname->delay = 2;
if ((size_t) roomname->progress >= roomname->text.size())
{
roomname->progress = roomname->loop ? 0 : roomname->text.size() - 1;
}
}
setroomname(roomname->text[roomname->progress].c_str());
}
break;
}
}
}
void mapclass::initmapdata(void)
{
if (custommode)
{
initcustommapdata();
return;
}
teleporters.clear();
shinytrinkets.clear();
//Set up static map information like teleporters and shiny trinkets.
setteleporter(0, 0);
setteleporter(0, 16);
setteleporter(2, 4);
setteleporter(2, 11);
setteleporter(7, 9);
setteleporter(7, 15);
setteleporter(8, 11);
setteleporter(10, 5);
setteleporter(11, 4);
setteleporter(13, 2);
setteleporter(13, 8);
setteleporter(14, 19);
setteleporter(15, 0);
setteleporter(17, 12);
setteleporter(17, 17);
setteleporter(18, 1);
setteleporter(18, 7);
settrinket(14, 4);
settrinket(13, 6);
settrinket(11, 12);
settrinket(15, 12);
settrinket(14, 11);
settrinket(18, 14);
settrinket(11, 7);
settrinket(9, 2);
settrinket(9, 16);
settrinket(2, 18);
settrinket(7, 18);
settrinket(6, 1);
settrinket(17, 3);
settrinket(10, 19);
settrinket(5, 15);
settrinket(1, 10);
settrinket(3, 2);
settrinket(10, 8);
//Special room names
specialroomnames.clear();
{
static const char* lines[] = {
"Television Newsvel",
"TelevisvonvNewsvel",
"TvlvvvsvonvNevsvel",
"vvvvvvsvovvNe svel",
"vhv vvv'vvovv vevl",
"vhv V v'Cvovv vewv",
"vhe 9 v'Cvovv vewv",
"vhe 9 v'Cvovv Newv",
"The 9 O'Cvovk Newv",
"The 9 O'Clock News"
};
roomnamechange(45, 51, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Vwitvhed",
"vVwivcvedv",
"vvvwMvcvMdvv",
"DvvvwMvfvvMdvvv",
"Dvav Mvfvr Mdvvvv",
"Diav M for Mdrver",
"Dial M for Murder"
};
roomnamechange(46, 51, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Gvnsmove",
"Gvnvmovevv",
"Gunvmove1vv6",
"Vunsmoke 19v6",
"Gunsmoke 1966"
};
roomnamechange(47, 51, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Please envoy theve repeats",
"Plse envoy tse rvpvas",
"Plse envoy tse rvpvas",
"Vl envoy te rvevs",
"Vv evo tv vevs",
"Iv vhv Mvrvivs",
"In the Margins"
};
roomnamechange(50, 53, lines, SDL_arraysize(lines));
}
{
static const char* lines[] = {
"Try Viggling the Antenna",
"TryJivglvng theAvtevna",
"Tvvivglvng thAvtvvv",
"Vvvgglvnv tvnvva",
"Vvavvnvs vvtv",
"Veavvn's Gvte",
"Heaven's Gate"
};
roomnamechange(50, 54, lines, SDL_arraysize(lines));
}
roomnameglitch(42, 51, "Rear Window", "Rear Vindow");
roomnameglitch(48, 51, "On the Waterfront", "On the Vaterfront");
roomnameglitch(49, 51, "The Untouchables", "The Untouchavles");
}
void mapclass::roomnameglitch(int x, int y, const char* name, const char* text)
{
Roomname roomname;
roomname.x = x;
roomname.y = y;
roomname.type = RoomnameType_GLITCH;
roomname.flag = -1;
roomname.loop = false;
roomname.progress = 1;
roomname.delay = -1;
roomname.text.push_back(name);
roomname.text.push_back(text);
specialroomnames.push_back(roomname);
}
void mapclass::roomnamechange(const int x, const int y, const char** lines, const size_t size)
{
Roomname roomname;
roomname.x = x;
roomname.y = y;
roomname.type = RoomnameType_TRANSFORM;
roomname.flag = 72; // Flag 72 is synced with finalstretch
roomname.loop = false;
roomname.progress = 0;
roomname.delay = 2;
roomname.text.insert(roomname.text.end(), lines, lines + size);
specialroomnames.push_back(roomname);
}
void mapclass::initcustommapdata(void)
{
shinytrinkets.clear();
for (size_t i = 0; i < customentities.size(); i++)
{
const CustomEntity& ent = customentities[i];
if (ent.t != 9)
{
continue;
}
settrinket(ent.rx, ent.ry);
}
}
int mapclass::finalat(int x, int y)
{
//return the tile index of the final stretch tiles offset by the colour difference
const int tile = contents[TILE_IDX(x, y)];
if (tile == 740)
{
//Special case: animated tiles
if (final_mapcol == 1)
{
int offset;
if (game.noflashingmode)
{
offset = 0;
}
else
{
offset = int(fRandom() * 11) * 40;
}
return 737 + offset;
}
else
{
int offset;
if (game.noflashingmode)
{
offset = 0;
}
else
{
offset = final_aniframe * 40;
}
return tile - (final_mapcol * 3) + offset;
}
}
else if (tile >= 80)
{
return tile - (final_mapcol * 3);
}
else
{
return tile;
}
}
int mapclass::maptiletoenemycol(int t)
{
//returns the colour index for enemies that matches the map colour t
switch(t)
{
case 0:
return 11;
break;
case 1:
return 6;
break;
case 2:
return 8;
break;
case 3:
return 12;
break;
case 4:
return 9;
break;
case 5:
return 7;
break;
case 6:
return 18;
break;
}
return 11;
}
void mapclass::changefinalcol(int t)
{
//change the map to colour t - for the game's final stretch.
//First up, the tiles. This is just a setting:
final_mapcol = t;
const int temp = 6 - t;
//Next, entities
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1) //something with a movement behavior
{
if (obj.entities[i].animate == 10 || obj.entities[i].animate == 11) //treadmill
{
if(temp<3)
{
obj.entities[i].tile = 907 + (temp * 80);
}
else
{
obj.entities[i].tile = 911 + ((temp-3) * 80);
}
if(obj.entities[i].animate == 10) obj.entities[i].tile += 40;
}
else if (obj.entities[i].isplatform)
{
obj.entities[i].tile = 915+(temp*40);
}
else //just an enemy
{
obj.entities[i].colour = maptiletoenemycol(temp);
}
}
else if (obj.entities[i].type == 2) //disappearing platforms
{
obj.entities[i].tile = 915+(temp*40);
}
}
}
void mapclass::setcol(TowerBG& bg_obj, const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
{
bg_obj.r = intpol(r1, r2, c / 5);
bg_obj.g = intpol(g1, g2, c / 5);
bg_obj.b = intpol(b1, b2, c / 5);
}
void mapclass::updatebgobj(TowerBG& bg_obj)
{
const int check = bg_obj.colstate % 5; //current state of phase
const int cmode = (bg_obj.colstate - check) / 5; // current colour transition;
switch(cmode)
{
case 0:
setcol(bg_obj, 255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(bg_obj, 255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(bg_obj, 159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(bg_obj, 93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(bg_obj, 177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(bg_obj, 255, 93, 255, 255, 93, 107, check);
break;
}
bg_obj.tdrawback = true;
}
void mapclass::setbgobjlerp(TowerBG& bg_obj)
{
bg_obj.bypos = ypos / 2;
bg_obj.bscroll = (ypos - oldypos) / 2;
}
void mapclass::updatetowerglow(TowerBG& bg_obj)
{
if (colstatedelay <= 0 || colsuperstate > 0)
{
if (colsuperstate > 0) bg_obj.colstate--;
bg_obj.colstate++;
if (bg_obj.colstate >= 30) bg_obj.colstate = 0;
const int check = bg_obj.colstate % 5;
updatebgobj(bg_obj);
if (check == 0)
{
colstatedelay = 45;
}
else
{
colstatedelay = 0;
}
if (colsuperstate > 0) colstatedelay = 0;
}
else
{
colstatedelay--;
}
}
void mapclass::nexttowercolour(void)
{
/* Prevent cycling title BG more than once per frame. */
if (nexttowercolour_set)
{
return;
}
nexttowercolour_set = true;
graphics.titlebg.colstate+=5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
updatebgobj(graphics.titlebg);
}
void mapclass::settowercolour(int t)
{
graphics.titlebg.colstate=t*5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
updatebgobj(graphics.titlebg);
}
bool mapclass::towerspikecollide(int x, int y)
{
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
return false;
}
bool mapclass::collide(int x, int y, const bool invincible)
{
if (towermode)
{
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
if (invincible)
{
if (tower.at(x, y, 0) >= 6 && tower.at(x, y, 0) <= 11) return true;
}
}
else if (tileset == 2)
{
int tile;
if (y == -1) return collide(x, y + 1, invincible);
if (y == 29+extrarow) return collide(x, y - 1, invincible);
if (x == -1) return collide(x + 1, y, invincible);
if (x == 40) return collide(x - 1, y, invincible);
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
tile = contents[TILE_IDX(x, y)];
if (tile >= 12 && tile <= 27) return true;
if (invincible)
{
if (tile >= 6 && tile <= 11) return true;
}
}
else
{
int tile;
if (y == -1) return collide(x, y + 1, invincible);
if (y == 29+extrarow) return collide(x, y - 1, invincible);
if (x == -1) return collide(x + 1, y, invincible);
if (x == 40) return collide(x - 1, y, invincible);
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
tile = contents[TILE_IDX(x, y)];
if (tile == 1) return true;
if (tileset==0 && tile == 59) return true;
if (tile>= 80 && tile < 680) return true;
if (tile == 740 && tileset==1) return true;
if (invincible)
{
if (tile>= 6 && tile <= 9) return true;
if (tile>= 49 && tile <= 50) return true;
if (tileset == 1)
{
if (tile>= 49 && tile < 80) return true;
}
}
}
return false;
}
void mapclass::settile(int xp, int yp, int t)
{
if (xp >= 0 && xp < 40 && yp >= 0 && yp < 29+extrarow)
{
contents[TILE_IDX(xp, yp)] = t;
}
}
int mapclass::area(int _rx, int _ry)
{
//THIS IS THE BUG
if (finalmode)
{
return 6;
}
else
{
int lookup = (_rx - 100) + ((_ry - 100) * 20);
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
return areamap[lookup];
}
else
{
return 6;
}
}
}
bool mapclass::isexplored(const int rx, const int ry)
{
const int roomnum = rx + ry*20;
if (INBOUNDS_ARR(roomnum, explored))
{
return explored[roomnum];
}
return false;
}
void mapclass::setexplored(const int rx, const int ry, const bool status)
{
const int roomnum = rx + ry*20;
if (INBOUNDS_ARR(roomnum, explored))
{
explored[roomnum] = status;
}
}
void mapclass::exploretower(void)
{
for (int i = 0; i < 20; i++)
{
setexplored(9, i, true);
}
}
void mapclass::hideship(void)
{
//remove the ship from the explored areas
setexplored(2, 10, false);
setexplored(3, 10, false);
setexplored(4, 10, false);
setexplored(2, 11, false);
setexplored(3, 11, false);
setexplored(4, 11, false);
}
void mapclass::showship(void)
{
//show the ship in the explored areas
setexplored(2, 10, true);
setexplored(3, 10, true);
setexplored(4, 10, true);
setexplored(2, 11, true);
setexplored(3, 11, true);
setexplored(4, 11, true);
}
void mapclass::resetplayer(void)
{
resetplayer(false);
}
void mapclass::resetplayer(const bool player_died)
{
bool was_in_tower = towermode;
if (game.roomx != game.saverx || game.roomy != game.savery)
{
gotoroom(game.saverx, game.savery);
}
game.deathseq = -1;
int i = obj.getplayer();
if(INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].vx = 0;
obj.entities[i].vy = 0;
obj.entities[i].ax = 0;
obj.entities[i].ay = 0;
obj.entities[i].xp = game.savex;
obj.entities[i].yp = game.savey;
//Fix conveyor death loop glitch
obj.entities[i].newxp = obj.entities[i].xp;
obj.entities[i].newyp = obj.entities[i].yp;
obj.entities[i].dir = game.savedir;
obj.entities[i].colour = game.savecolour;
if (player_died)
{
game.lifeseq = 10;
obj.entities[i].invis = true;
}
else
{
obj.entities[i].invis = false;
}
if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2))
{
obj.entities[i].size = 0;
obj.entities[i].cx = 6;
obj.entities[i].cy = 2;
obj.entities[i].w = 12;
obj.entities[i].h = 21;
}
// If we entered a tower as part of respawn, reposition camera
if (!was_in_tower && towermode)
{
ypos = obj.entities[i].yp - 120;
if (ypos < 0)
{
ypos = 0;
}
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
}
}
if (game.state == 0 && !script.running && game.completestop)
{
/* Looks like a collection dialogue was interrupted.
* Undo its effects! */
game.advancetext = false;
graphics.showcutscenebars = false;
if (music.currentsong > -1)
{
music.fadeMusicVolumeIn(3000);
}
}
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
if (game.supercrewmate)
{
if (game.roomx == game.scmprogress + 41)
{
game.scmprogress = game.roomx - 41;
}
else
{
game.scmprogress = game.roomx - 40;
}
}
}
void mapclass::warpto(int rx, int ry , int t, int tx, int ty)
{
gotoroom(rx, ry);
game.teleport = false;
if (INBOUNDS_VEC(t, obj.entities))
{
obj.entities[t].xp = tx * 8;
obj.entities[t].yp = (ty * 8) - obj.entities[t].h;
obj.entities[t].lerpoldxp = obj.entities[t].xp;
obj.entities[t].lerpoldyp = obj.entities[t].yp;
}
game.gravitycontrol = 0;
}
void mapclass::gotoroom(int rx, int ry)
{
int roomchangedir;
std::vector<entclass> linecrosskludge;
//First, destroy the current room
obj.removeallblocks();
game.activetele = false;
game.readytotele = 0;
game.oldreadytotele = 0;
//Ok, let's save the position of all lines on the screen
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || (obj.entities[i].xp + obj.entities[i].w) >= 312)
{
//it's on a screen edge
obj.copylinecross(linecrosskludge, i);
}
}
}
/* Disable all entities in the room, and deallocate any unnecessary entity slots. */
/* However don't disable player entities, but do preserve holes between them (if any). */
bool player_found = false;
for (int i = obj.entities.size() - 1; i >= 0; --i)
{
/* Iterate in reverse order to prevent unnecessary indice shifting */
if (obj.entities[i].rule == 0)
{
player_found = true;
continue;
}
if (!player_found)
{
obj.entities.erase(obj.entities.begin() + i);
}
else
{
obj.disableentity(i);
}
}
if (rx < game.roomx)
{
roomchangedir = 0;
}
else
{
roomchangedir = 1;
}
if (finalmode)
{
//Ok, what way are we moving?
game.roomx = rx;
game.roomy = ry;
if (game.roomy < 10)
{
game.roomy = 11;
}
if(game.roomx>=41 && game.roomy>=48 && game.roomx<61 && game.roomy<68 )
{
game.currentroomdeaths = roomdeathsfinal[game.roomx - 41 + (20 * (game.roomy - 48))];
}
else
{
game.currentroomdeaths = 0;
}
//Final level for time trial
if (game.intimetrial && game.roomx == 46 && game.roomy == 54)
{
music.niceplay(Music_PREDESTINEDFATEREMIX);
}
}
else if (custommode)
{
game.roomx = rx;
game.roomy = ry;
if (game.roomx < 100) game.roomx = 100 + cl.mapwidth-1;
if (game.roomy < 100) game.roomy = 100 + cl.mapheight-1;
if (game.roomx > 100 + cl.mapwidth-1) game.roomx = 100;
if (game.roomy > 100 + cl.mapheight-1) game.roomy = 100;
}
else
{
game.roomx = rx;
game.roomy = ry;
if (game.roomx < 100) game.roomx = 119;
if (game.roomy < 100) game.roomy = 119;
if (game.roomx > 119) game.roomx = 100;
if (game.roomy > 119) game.roomy = 100;
game.currentroomdeaths = roomdeaths[game.roomx - 100 + (20 * (game.roomy - 100))];
//Alright, change music depending on where we are:
music.changemusicarea(game.roomx - 100, game.roomy - 100);
}
loadlevel(game.roomx, game.roomy);
//Do we need to reload the background?
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if (redrawbg)
{
graphics.backgrounddrawn = false; //Used for background caching speedup
}
graphics.foregrounddrawn = false; //Used for background caching speedup
game.prevroomx = game.roomx;
game.prevroomy = game.roomy;
//a very special case: if entering the communication room, room 13,4 before tag 5 is set, set the game state to a background
//textbox thingy. if tag five is not set when changing room, reset the game state. (tag 5 is set when you get back to the ship)
if(!game.intimetrial && !custommode)
{
if (!obj.flags[5] && !finalmode)
{
game.setstate(0);
if (game.roomx == 113 && game.roomy == 104)
{
game.setstate(50);
}
}
}
//Ok, kludge to fix lines in crossing rooms - if we're intersecting a gravity line right now, let's
//set it to an inactive state.
//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
//continuations!
const int player_idx = obj.getplayer();
if (INBOUNDS_VEC(player_idx, obj.entities))
{
entclass* player = &obj.entities[player_idx];
player->oldxp = player->xp;
player->oldyp = player->yp;
player->lerpoldxp = player->xp - int(player->vx);
player->lerpoldyp = player->yp - int(player->vy);
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 9)
{
//It's a horizontal line
if (obj.entities[i].xp <= 0 || obj.entities[i].xp + obj.entities[i].w >= 312)
{
//it's on a screen edge
for (size_t j = 0; j < linecrosskludge.size(); j++)
{
if (obj.entities[i].yp == linecrosskludge[j].yp)
{
//y's match, how about x's?
//we're moving left:
if (roomchangedir == 0)
{
if (obj.entities[i].xp + obj.entities[i].w >= 312 && linecrosskludge[j].xp <= 0)
{
obj.revertlinecross(linecrosskludge, i, j);
}
}
else
{
if (obj.entities[i].xp <= 0 && linecrosskludge[j].xp + linecrosskludge[j].w >= 312)
{
obj.revertlinecross(linecrosskludge, i, j);
}
}
}
}
}
}
}
if (game.companion > 0)
{
//We've changed room? Let's bring our companion along!
spawncompanion();
}
}
void mapclass::spawncompanion(void)
{
int i = obj.getplayer();
if (!INBOUNDS_VEC(i, obj.entities))
{
return;
}
//ok, we'll presume our companion has been destroyed in the room change. So:
switch(game.companion)
{
case 6:
{
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
break;
}
case 7:
if (game.roomy <= 105) //don't jump after him!
{
if (game.roomx == 110)
{
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
}
else
{
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
}
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 8:
if (game.roomy >= 104) //don't jump after him!
{
if (game.roomx == 102)
{
obj.createentity(310, 177, 17, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
else
{
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
}
break;
case 9:
if (!towermode) //don't go back into the tower!
{
if (game.roomx == 110 && obj.entities[i].xp<20)
{
obj.createentity(100, 185, 18, 15, 0, 1);
}
else
{
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
}
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 10:
//intermission 2, choose colour based on lastsaved
if (game.roomy == 51)
{
if (!obj.flags[59])
{
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
}
else if (game.roomy >= 52)
{
if (obj.flags[59])
{
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
else
{
obj.flags[59] = true;
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
}
break;
case 11:
//Intermission 1: We're using the SuperCrewMate instead!
if(game.roomx-41==game.scmprogress)
{
switch(game.scmprogress)
{
case 0:
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 1:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 2:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 3:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 4:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 5:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 6:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 7:
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 8:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 9:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 10:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 11:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 12:
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
break;
case 13:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
break;
}
}
break;
}
}
const char* mapclass::currentarea(const int roomx, const int roomy)
{
/* For translation, the returned value is passed to loc::gettext_roomname_special().
* Returned strings must therefore be found in roomnames_special.xml! */
if (roomx >= 102 && roomx <= 104 && roomy >= 110 && roomy <= 111)
{
return "The Ship";
}
switch (area(roomx, roomy))
{
case 0:
return "Dimension VVVVVV";
break;
case 1:
return "Dimension VVVVVV";
break;
case 2:
return "Laboratory";
break;
case 3:
return "The Tower";
break;
case 4:
return "Warp Zone";
break;
case 5:
return "Space Station";
break;
case 6:
return "Outside Dimension VVVVVV";
break;
case 7:
return "Outside Dimension VVVVVV";
break;
case 8:
return "Outside Dimension VVVVVV";
break;
case 9:
return "Outside Dimension VVVVVV";
break;
case 10:
return "Outside Dimension VVVVVV";
break;
case 11:
return "The Tower";
break;
}
return "???";
}
static void copy_short_to_int(int* dest, const short* src, const size_t size)
{
size_t i;
for (i = 0; i < size; ++i)
{
dest[i] = src[i];
}
}
void mapclass::loadlevel(int rx, int ry)
{
int t;
if (!finalmode)
{
setexplored(rx - 100, ry - 100, true);
if (rx == 109 && !custommode)
{
exploretower();
}
}
roomtexton = false;
roomtext.clear();
roomnameset = false;
obj.platformtile = 0;
obj.customplatformtile=0;
obj.vertplatforms = false;
obj.horplatforms = false;
setroomname("");
hiddenname = "";
background = 1;
warpx = false;
warpy = false;
towermode = false;
ypos = 0;
oldypos = 0;
extrarow = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
//Custom stuff for warplines
obj.customwarpmode=false;
obj.customwarpmodevon=false;
obj.customwarpmodehon=false;
if (finalmode)
{
t = 6;
//check if we're in the towers
if (rx == 49 && ry == 52)
{
//entered tower 1
t = 7;
}
else if (rx == 49 && ry == 53)
{
//re entered tower 1
t = 8;
}
else if (rx == 51 && ry == 54)
{
//entered tower 2
t = 9;
}
else if (rx == 51 && ry == 53)
{
//re entered tower 2
t = 10;
}
}
else if (custommode)
{
t= 12;
}
else
{
t = area(rx, ry);
if (t == 3)
{
//correct position for tower
if (ry == 109)
{
//entered from ground floor
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities))
{
obj.entities[player].yp += (671 * 8);
}
ypos = (700-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
}
else if (ry == 104)
{
//you've entered from the top floor
ypos = 0;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
}
}
if (t < 2) //on the world map, want to test if we're in the secret lab
{
if (rx >= 116)
{
if (ry >= 105)
{
if (ry <= 107)
{
if (rx == 119 && ry == 105)
{
//Ah, this is just a normal area
}
else
{
//in the secret lab! Crazy background!
background = 2;
if (rx == 116 && ry == 105) graphics.rcol = 1;
if (rx == 117 && ry == 105) graphics.rcol = 5;
if (rx == 118 && ry == 105) graphics.rcol = 4;
if (rx == 117 && ry == 106) graphics.rcol = 2;
if (rx == 118 && ry == 106) graphics.rcol = 0;
if (rx == 119 && ry == 106) graphics.rcol = 3;
if (rx == 119 && ry == 107) graphics.rcol = 1;
}
}
}
}
}
}
if (rx == 119 && ry == 108 && !custommode)
{
background = 5;
graphics.rcol = 3;
warpx = true;
warpy = true;
}
roomname_special = false;
switch(t)
{
#ifdef MAKEANDPLAY
UNUSED(copy_short_to_int);
#else
case 0:
case 1: //World Map
{
tileset = 1;
extrarow = 1;
const short* tmap = otherlevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(otherlevel.roomname);
roomname_special = otherlevel.roomname_special;
hiddenname = otherlevel.hiddenname;
tileset = otherlevel.roomtileset;
break;
}
case 2: //The Lab
{
const short* tmap = lablevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(lablevel.roomname);
roomname_special = lablevel.roomname_special;
tileset = 1;
background = 2;
graphics.rcol = lablevel.rcol;
break;
}
case 3: //The Tower
graphics.towerbg.tdrawback = true;
minitowermode = false;
tower.minitowermode = false;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
setroomname("The Tower");
tileset = 1;
background = 3;
towermode = true;
//All the entities for here are just loaded here; it's essentially one room after all
obj.createentity(48, 5456, 10, 1, 505007); // (savepoint)
obj.createentity(224, 4528, 10, 1, 505017); // (savepoint)
obj.createentity(232, 4168, 10, 0, 505027); // (savepoint)
obj.createentity(280, 3816, 10, 1, 505037); // (savepoint)
obj.createentity(152, 3552, 10, 1, 505047); // (savepoint)
obj.createentity(216, 3280, 10, 0, 505057); // (savepoint)
obj.createentity(216, 4808, 10, 1, 505067); // (savepoint)
obj.createentity(72, 3096, 10, 0, 505077); // (savepoint)
obj.createentity(176, 2600, 10, 0, 505087); // (savepoint)
obj.createentity(216, 2392, 10, 0, 505097); // (savepoint)
obj.createentity(152, 1184, 10, 1, 505107); // (savepoint)
obj.createentity(152, 912, 10, 1, 505117); // (savepoint)
obj.createentity(152, 536, 10, 1, 505127); // (savepoint)
obj.createentity(120, 5136, 10, 0, 505137); // (savepoint)
obj.createentity(144, 1824, 10, 0, 505147); // (savepoint)
obj.createentity(72, 2904, 10, 0, 505157); // (savepoint)
obj.createentity(224, 1648, 10, 1, 505167); // (savepoint)
obj.createentity(112, 5280, 10, 1, 50517); // (savepoint)
obj.createentity(24, 4216, 9, 7); // (shiny trinket)
obj.createentity(280, 3216, 9, 8); // (shiny trinket)
break;
case 4: //The Warpzone
{
const short* tmap = warplevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(warplevel.roomname);
roomname_special = warplevel.roomname_special;
tileset = 1;
background = 3;
graphics.rcol = warplevel.rcol;
graphics.backgrounddrawn = false;
warpx = warplevel.warpx;
warpy = warplevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
break;
}
case 5: //Space station
{
const short* tmap = spacestation2.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(spacestation2.roomname);
roomname_special = spacestation2.roomname_special;
tileset = 0;
break;
}
case 6: //final level
{
const short* tmap = finallevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(finallevel.roomname);
roomname_special = finallevel.roomname_special;
tileset = 1;
background = 3;
graphics.backgrounddrawn = false;
if (finalstretch)
{
background = 6;
}
else
{
warpx = finallevel.warpx;
warpy = finallevel.warpy;
background = 5;
if (warpy) background = 4;
if (warpx) background = 3;
if (warpx && warpy) background = 5;
}
graphics.rcol = 6;
changefinalcol(final_mapcol);
break;
}
case 7: //Final Level, Tower 1
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 1;
setbgobjlerp(graphics.towerbg);
setroomname("Panic Room");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
ypos = 0;
oldypos = 0;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
case 8: //Final Level, Tower 1 (reentered from below)
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 1;
setbgobjlerp(graphics.towerbg);
setroomname("Panic Room");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp += (71 * 8);
}
game.roomy--;
ypos = (100-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;}
break;
case 9: //Final Level, Tower 2
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
setroomname("The Final Challenge");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp += (71 * 8);
}
game.roomy--;
ypos = (100-29) * 8;
oldypos = ypos;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
}
case 10: //Final Level, Tower 2
{
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.scrolldir = 0;
setbgobjlerp(graphics.towerbg);
setroomname("The Final Challenge");
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower2();
obj.createentity(56, 556, 11, 136); // (horizontal gravity line)
obj.createentity(184, 592, 10, 0, 50500); // (savepoint)
obj.createentity(184, 644, 11, 88); // (horizontal gravity line)
obj.createentity(56, 460, 11, 136); // (horizontal gravity line)
obj.createentity(216, 440, 10, 0, 50501); // (savepoint)
obj.createentity(104, 508, 11, 168); // (horizontal gravity line)
obj.createentity(219, 264, 12, 56); // (vertical gravity line)
obj.createentity(120, 332, 11, 96); // (horizontal gravity line)
obj.createentity(219, 344, 12, 56); // (vertical gravity line)
obj.createentity(224, 332, 11, 48); // (horizontal gravity line)
obj.createentity(56, 212, 11, 144); // (horizontal gravity line)
obj.createentity(32, 20, 11, 96); // (horizontal gravity line)
obj.createentity(72, 156, 11, 200); // (horizontal gravity line)
ypos = 0;
oldypos = 0;
setbgobjlerp(graphics.towerbg);
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
break;
}
case 11: //Tower Hallways //Content is held in final level routine
{
const short* tmap = finallevel.loadlevel(rx, ry);
copy_short_to_int(contents, tmap, SDL_arraysize(contents));
setroomname(finallevel.roomname);
roomname_special = finallevel.roomname_special;
tileset = 2;
if (rx == 108)
{
background = 7;
rcol = 15;
}
if (rx == 110)
{
background = 8;
rcol = 10;
}
if (rx == 111)
{
background = 9;
rcol = 0;
}
break;
}
#endif
case 12: //Custom level
{
const RoomProperty* const room = cl.getroomprop(rx - 100, ry - 100);
game.customcol = cl.getlevelcol(room->tileset, room->tilecol) + 1;
obj.customplatformtile = game.customcol * 12;
switch (room->tileset)
{
case 0: // Space Station
tileset = 0;
background = 1;
break;
case 1: // Outside
tileset = 1;
background = 1;
break;
case 2: // Lab
tileset = 1;
background = 2;
graphics.rcol = room->tilecol;
break;
case 3: // Warp Zone/intermission
tileset = 1;
background = 6;
break;
case 4: // Ship
tileset = 1;
background = 1;
break;
default:
tileset = 1;
background = 1;
break;
}
// If screen warping, then override all that:
bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
if (redrawbg)
{
graphics.backgrounddrawn = false;
}
switch (room->warpdir)
{
case 1:
warpx = true;
background = 3;
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
break;
case 2:
warpy = true;
background = 4;
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
break;
case 3:
warpx = true;
warpy = true;
background = 5;
graphics.rcol = cl.getwarpbackground(rx - 100, ry - 100);
break;
}
setroomname(room->roomname.c_str());
extrarow = 1;
const int* tmap = cl.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomtexton = false;
roomtext.clear();
// Entities have to be created HERE, akwardly
int tempcheckpoints = 0;
int tempscriptbox = 0;
for (size_t edi = 0; edi < customentities.size(); edi++)
{
// If entity is in this room, create it
const CustomEntity& ent = customentities[edi];
if (ent.rx != rx - 100 || ent.ry != ry - 100)
{
continue;
}
const int ex = ent.x * 8;
const int ey = ent.y * 8;
// Platform and enemy bounding boxes
int bx1 = 0, by1 = 0, bx2 = 0, by2 = 0;
bool enemy = ent.t == 1;
bool moving_plat = ent.t == 2 && ent.p1 <= 4;
if (enemy || moving_plat)
{
if (enemy)
{
bx1 = room->enemyx1;
by1 = room->enemyy1;
bx2 = room->enemyx2;
by2 = room->enemyy2;
}
else if (moving_plat)
{
bx1 = room->platx1;
by1 = room->platy1;
bx2 = room->platx2;
by2 = room->platy2;
}
// Enlarge bounding boxes to fix warping entities
if (warpx && bx1 == 0 && bx2 == 320)
{
bx1 -= 100;
bx2 += 100;
}
if (warpy && by1 == 0 && by2 == 240)
{
by1 -= 100;
by2 += 100;
}
}
switch (ent.t)
{
case 1: // Enemies
obj.customenemy = room->enemytype;
obj.createentity(ex, ey, 56, ent.p1, 4, bx1, by1, bx2, by2);
break;
case 2: // Platforms and conveyors
if (ent.p1 <= 4)
{
obj.createentity(ex, ey, 2, ent.p1, room->platv, bx1, by1, bx2, by2);
}
else if (ent.p1 >= 5 && ent.p1 <= 8) // Conveyor
{
obj.createentity(ex, ey, 2, ent.p1 + 3, 4);
}
break;
case 3: // Disappearing platforms
obj.createentity(ex, ey, 3);
break;
case 9: // Trinkets
obj.createentity(ex, ey, 9, cl.findtrinket(edi));
break;
case 10: // Checkpoints
obj.createentity(ex, ey, 10, ent.p1, (rx + ry*100) * 20 + tempcheckpoints);
tempcheckpoints++;
break;
case 11: // Gravity Lines
if (ent.p1 == 0) //Horizontal
{
obj.createentity(ent.p2 * 8, ey + 4, 11, ent.p3);
}
else //Vertical
{
obj.createentity(ex + 3, ent.p2 * 8, 12, ent.p3);
}
break;
case 13: // Warp Tokens
obj.createentity(ex, ey, 13, ent.p1, ent.p2);
break;
case 15: // Collectable crewmate
obj.createentity(ex - 4, ey + 1, 55, cl.findcrewmate(edi), ent.p1, ent.p2);
break;
case 17: // Roomtext!
{
roomtexton = true;
Roomtext text;
text.x = ex / 8;
text.y = ey / 8;
text.text = ent.scriptname.c_str();
text.rtl = ent.p1;
roomtext.push_back(text);
break;
}
case 18: // Terminals
{
obj.customscript = ent.scriptname;
int usethistile = ent.p1;
int usethisy = ey;
// This isn't a boolean: we just swap 0 and 1 around and leave the rest alone
if (usethistile == 0)
{
usethistile = 1; // Unflipped
}
else if (usethistile == 1)
{
usethistile = 0; // Flipped;
usethisy -= 8;
}
obj.createentity(ex, usethisy + 8, 20 + SDL_clamp(ent.p2, 0, 1), usethistile);
for (size_t i = 0; i < script.customscripts.size(); i++)
{
if (script.customscripts[i].name == obj.customscript)
{
obj.createblock(ACTIVITY, ex - 8, usethisy + 8, 20, 16, 35);
break;
}
}
break;
}
case 19: //Script Box
if (INBOUNDS_ARR(tempscriptbox, game.customscript))
{
game.customscript[tempscriptbox] = ent.scriptname;
}
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
tempscriptbox++;
break;
case 20: // Activity Zone
obj.customactivitytext = ent.activitytext;
obj.customactivitycolour = ent.activitycolour;
obj.customscript = ent.scriptname;
obj.createblock(ACTIVITY, ex, ey, ent.p1 * 8, ent.p2 * 8, 35, "custom_" + ent.scriptname, true);
break;
case 21: // Collision Box
obj.createblock(BLOCK, ex, ey, ent.p1 * 8, ent.p2 * 8);
break;
case 22: // Damage Box
obj.createblock(DAMAGE, ex, ey, ent.p1 * 8, ent.p2 * 8);
break;
case 23: // Directional Box
obj.createblock(DIRECTIONAL, ex, ey, ent.p1 * 8, ent.p2 * 8, ent.p3);
break;
case 24: // Safe Box
obj.createblock(SAFE, ex, ey, ent.p1 * 8, ent.p2 * 8);
break;
case 25: // Trigger
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, ent.p3);
break;
case 50: // Warp Lines
obj.customwarpmode=true;
switch (ent.p1)
{
case 0: // Vertical, left
obj.createentity(ex + 4, ent.p2 * 8, 51, ent.p3);
break;
case 1: //Horizontal, right
obj.createentity(ex + 4, ent.p2 * 8, 52, ent.p3);
break;
case 2: //Vertical, top
obj.createentity(ent.p2 * 8, ey + 7, 53, ent.p3);
break;
case 3: // Horizontal, bottom
obj.createentity(ent.p2 * 8, ey, 54, ent.p3);
break;
}
break;
}
}
//do the appear/remove roomname here
break;
}
}
//The room's loaded: now we fill out damage blocks based on the tiles.
if (towermode)
{
}
else
{
for (int j = 0; j < 29 + extrarow; j++)
{
for (int i = 0; i < 40; i++)
{
int tile = contents[TILE_IDX(i, j)];
//Damage blocks
if(tileset==0)
{
if (tile == 6 || tile == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (tile == 7 || tile == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
if (tile == 49 || tile == 50)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==1)
{
if ((tile >= 63 && tile <= 74) ||
(tile >= 6 && tile <= 9))
{
//sticking up) {
if (tile < 10) tile++;
//sticking up
if(tile%2==0)
{
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
else
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8) + 4, 8, 4);
}
if (tile < 11) tile--;
}
if (tile >= 49 && tile <= 62)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==2)
{
if (tile == 6 || tile == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (tile == 7 || tile == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
}
//Breakable blocks
if (tile == 10)
{
settile(i, j, 0);
obj.createentity(i * 8, j * 8, 4);
}
//Directional blocks
if (tile >= 14 && tile <= 17)
{
obj.createblock(3, i * 8, j * 8, 8, 8, tile-14);
}
}
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
{
//put a block underneath
int temp = obj.entities[i].xp / 8.0f;
int temp2 = obj.entities[i].yp / 8.0f;
settile(temp, temp2, 1);
settile(temp+1, temp2, 1);
settile(temp+2, temp2, 1);
settile(temp+3, temp2, 1);
if (obj.entities[i].w == 64)
{
settile(temp+4, temp2, 1);
settile(temp+5, temp2, 1);
settile(temp+6, temp2, 1);
settile(temp+7, temp2, 1);
}
}
}
}
//Special scripting: Create objects and triggers based on what crewmembers are rescued.
if (!finalmode && !custommode)
{
//First up: the extra bits:
//Vermilion's quest:
if (rx == 100 && ry == 105) //On path to verdigris
{
if (game.crewstats[3] && !game.crewstats[4])
{
obj.createentity(87, 105, 18, 15, 0, 18);
obj.createblock(5, 87-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 107 && ry == 100) //victoria
{
if (game.crewstats[3] && !game.crewstats[5])
{
obj.createentity(140, 137, 18, 15, 0, 18);
obj.createblock(5, 140-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 114 && ry == 109)
{
if (game.crewstats[3] && !game.crewstats[2])
{
obj.createentity(235, 81, 18, 15, 0, 18);
obj.createblock(5, 235-32, 0, 32+32+32, 240, 3);
}
}
//Verdigris fixing the ship
if (rx == 101 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()>4 && game.crewrescued()!=6)
{
obj.createentity(175, 121, 18, 13, 0, 18);
obj.createblock(5, 175-32, 0, 32+32+32, 240, 4);
}
}
}
else if (rx == 103 && ry == 109)
{
if (game.crewstats[4])
{
if(game.crewrescued()<=4 && game.crewrescued()!=6)
{
obj.createentity(53, 161, 18, 13, 1, 18);
obj.createblock(5, 53-32, 0, 32+32+32, 240, 4);
}
}
}
if (rx == 104 && ry == 111)
{
//Red
//First: is he rescued?
if (game.crewstats[3])
{
//If so, red will always be at his post
obj.createentity(107, 121, 18, 15, 0, 18);
//What script do we use?
obj.createblock(5, 107-32, 0, 32+32+32, 240, 3);
}
}
else if (rx == 103 && ry == 111)
{
//Yellow
//First: is he rescued?
if (game.crewstats[2])
{
obj.createentity(198, 105, 18, 14, 0, 18);
//What script do we use?
obj.createblock(5, 198-32, 0, 32+32+32, 240, 2);
}
}
else if (rx == 103 && ry == 110)
{
//Green
//First: is he rescued?
if (game.crewstats[4])
{
obj.createentity(242, 177, 18, 13, 0, 18);
//What script do we use?
obj.createblock(5, 242-32, 177-20, 32+32+32, 40, 4);
}
}
else if (rx == 104 && ry == 110)
{
//Purple
//First: is she rescued?
if (game.crewstats[1])
{
obj.createentity(140, 177, 18, 20, 0, 18);
//What script do we use?
obj.createblock(5, 140-32, 0, 32+32+32, 240, 1);
}
}
else if (rx == 102 && ry == 110)
{
//Blue
//First: is she rescued?
if (game.crewstats[5])
{
//A slight varation - she's upside down
obj.createentity(249, 62, 18, 16, 0, 18);
int j = obj.getcrewman(BLUE);
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].rule = 7;
obj.entities[j].tile +=6;
}
//What script do we use?
obj.createblock(5, 249-32, 0, 32+32+32, 240, 5);
}
}
}
}
void mapclass::twoframedelayfix(void)
{
// Fixes the two-frame delay in custom levels that use scripts to spawn an entity upon room load.
// Because when the room loads and newscript is set to run, newscript has already ran for that frame,
// and when the script gets loaded script.run() has already ran for that frame, too.
// A bit kludge-y, but it's the least we can do without changing the frame ordering.
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)
|| !custommode
|| game.deathseq != -1)
return;
int block_idx = -1;
// obj.checktrigger() sets block_idx
int activetrigger = obj.checktrigger(&block_idx);
if (activetrigger <= -1
|| !INBOUNDS_VEC(block_idx, obj.blocks)
|| activetrigger < 300)
{
return;
}
game.newscript = obj.blocks[block_idx].script;
obj.removetrigger(activetrigger);
game.setstate(0);
game.setstatedelay(0);
script.load(game.newscript);
}