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VVVVVV/desktop_version/src/Input.cpp
2024-09-27 17:14:57 -07:00

3573 lines
113 KiB
C++

#include <tinyxml2.h>
#include <vector>
#include "ButtonGlyphs.h"
#include "Credits.h"
#include "CustomLevels.h"
#include "Editor.h"
#include "Entity.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
#include "KeyPoll.h"
#include "LevelDebugger.h"
#include "Localization.h"
#include "LocalizationMaint.h"
#include "LocalizationStorage.h"
#include "MakeAndPlay.h"
#include "Map.h"
#include "Music.h"
#include "RoomnameTranslator.h"
#include "Screen.h"
#include "Script.h"
#include "UtilityClass.h"
#include "Vlogging.h"
static void updatebuttonmappings(int bind)
{
for (
SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
i < SDL_CONTROLLER_BUTTON_DPAD_UP;
i = (SDL_GameControllerButton) (i + 1)
) {
if (key.isDown(i))
{
bool dupe = false;
switch (bind)
{
case 1:
{
size_t j;
for (j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_flip.push_back(i);
music.playef(Sound_VIRIDIAN);
}
for (j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
for (j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
for (j = 0; j < game.controllerButton_interact.size(); j += 1)
{
if (i == game.controllerButton_interact[j])
{
game.controllerButton_interact.erase(game.controllerButton_interact.begin() + j);
}
}
break;
}
case 2:
{
size_t j;
for (j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_map.push_back(i);
music.playef(Sound_VIRIDIAN);
}
for (j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
for (j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
for (j = 0; j < game.controllerButton_interact.size(); j += 1)
{
if (i == game.controllerButton_interact[j])
{
game.controllerButton_interact.erase(game.controllerButton_interact.begin() + j);
}
}
break;
}
case 3:
{
size_t j;
for (j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_esc.push_back(i);
music.playef(Sound_VIRIDIAN);
}
for (j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
for (j = 0; j < game.controllerButton_interact.size(); j += 1)
{
if (i == game.controllerButton_interact[j])
{
game.controllerButton_interact.erase(game.controllerButton_interact.begin() + j);
}
}
break;
}
case 4:
{
size_t j;
for (j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_restart.push_back(i);
music.playef(Sound_VIRIDIAN);
}
for (j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
for (j = 0; j < game.controllerButton_interact.size(); j += 1)
{
if (i == game.controllerButton_interact[j])
{
game.controllerButton_interact.erase(game.controllerButton_interact.begin() + j);
}
}
break;
}
case 5:
{
size_t j;
for (j = 0; j < game.controllerButton_interact.size(); j += 1)
{
if (i == game.controllerButton_interact[j])
{
dupe = true;
}
}
if (!dupe)
{
game.controllerButton_interact.push_back(i);
music.playef(Sound_VIRIDIAN);
}
for (j = 0; j < game.controllerButton_flip.size(); j += 1)
{
if (i == game.controllerButton_flip[j])
{
game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
}
}
for (j = 0; j < game.controllerButton_map.size(); j += 1)
{
if (i == game.controllerButton_map[j])
{
game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
}
}
for (j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
for (j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
break;
}
}
}
}
}
/* Also used in KeyPoll.cpp. */
void recomputetextboxes(void)
{
/* Retranslate and reposition all text boxes.
* WARNING: Needs to update in linear order, starting from 0. */
for (size_t i = 0; i < graphics.textboxes.size(); i++)
{
graphics.textboxes[i].updatetext();
graphics.textboxes[i].applyposition();
}
}
static void toggleflipmode(void)
{
graphics.setflipmode = !graphics.setflipmode;
game.savestatsandsettings_menu();
if (graphics.setflipmode)
{
music.playef(Sound_GAMESAVED);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
music.playef(Sound_VIRIDIAN);
}
/* Some text boxes change depending on Flip Mode, so update text boxes. */
const bool temp = graphics.flipmode;
graphics.flipmode = graphics.setflipmode;
recomputetextboxes();
graphics.flipmode = temp;
}
static bool fadetomode = false;
static int fadetomodedelay = 0;
static enum StartMode gotomode = Start_MAINGAME;
static void startmode(const enum StartMode mode)
{
gotomode = mode;
graphics.fademode = FADE_START_FADEOUT;
fadetomode = true;
fadetomodedelay = 19;
}
static void handlefadetomode(void)
{
if (game.ingame_titlemode)
{
/* We shouldn't be here! */
SDL_assert(0 && "Loading a mode from in-game options!");
return;
}
if (fadetomodedelay > 0)
{
--fadetomodedelay;
}
else
{
fadetomode = false;
script.startgamemode(gotomode);
}
}
static int* user_changing_volume = NULL;
static int previous_volume = 0;
static void initvolumeslider(const int menuoption)
{
switch (menuoption)
{
case 0:
game.slidermode = SLIDER_MUSICVOLUME;
user_changing_volume = &music.user_music_volume;
break;
case 1:
game.slidermode = SLIDER_SOUNDVOLUME;
user_changing_volume = &music.user_sound_volume;
break;
default:
SDL_assert(0 && "Unhandled volume slider option!");
game.slidermode = SLIDER_NONE;
user_changing_volume = NULL;
return;
}
previous_volume = *user_changing_volume;
}
static void deinitvolumeslider(void)
{
user_changing_volume = NULL;
game.savestatsandsettings_menu();
game.slidermode = SLIDER_NONE;
}
static void slidermodeinput(void)
{
if (user_changing_volume == NULL)
{
SDL_assert(0 && "user_changing_volume is NULL!");
return;
}
if (game.press_left)
{
*user_changing_volume -= USER_VOLUME_STEP;
}
else if (game.press_right)
{
*user_changing_volume += USER_VOLUME_STEP;
}
*user_changing_volume = SDL_clamp(*user_changing_volume, 0, USER_VOLUME_MAX);
}
static void menuactionpress(void)
{
if (game.menutestmode)
{
music.playef(Sound_CRUMBLE);
Menu::MenuName nextmenu = (Menu::MenuName) (game.currentmenuname + 1);
game.returnmenu();
game.createmenu(nextmenu);
return;
}
switch (game.currentmenuname)
{
case Menu::mainmenu:
{
int option_id = -1;
int option_seq = 0; /* option number in YOUR configuration */
#define OPTION_ID(id) \
if (option_seq == game.currentmenuoption) \
{ \
option_id = id; \
} \
option_seq++;
#if !defined(MAKEANDPLAY)
OPTION_ID(0) /* play */
#endif
OPTION_ID(1) /* levels */
OPTION_ID(2) /* options */
if (loc::show_translator_menu)
{
OPTION_ID(3) /* translator */
}
OPTION_ID(4) /* credits */
OPTION_ID(5) /* quit */
#undef OPTION_ID
switch (option_id)
{
#if !defined(MAKEANDPLAY)
case 0:
//Play
if (!game.save_exists() && !game.anything_unlocked())
{
//No saves exist, just start a new game
music.playef(Sound_VIRIDIAN);
startmode(Start_MAINGAME);
}
else
{
//Bring you to the normal playmenu
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::play);
map.nexttowercolour();
}
break;
#endif
case 1:
//Bring you to the normal playmenu
music.playef(Sound_VIRIDIAN);
game.editor_disabled = !BUTTONGLYPHS_keyboard_is_available();
game.createmenu(Menu::playerworlds);
map.nexttowercolour();
break;
case 2:
//Options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::options);
map.nexttowercolour();
break;
case 3:
//Translator
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::translator_main);
map.nexttowercolour();
break;
case 4:
//Credits
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits);
map.nexttowercolour();
break;
case 5:
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::youwannaquit);
map.nexttowercolour();
break;
}
break;
}
case Menu::levellist:
{
const bool nextlastoptions = cl.ListOfMetaData.size() > 8;
if(game.currentmenuoption==(int)game.menuoptions.size()-1){
//go back to menu
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}else if(nextlastoptions && game.currentmenuoption==(int)game.menuoptions.size()-2){
//previous page
music.playef(Sound_VIRIDIAN);
if(game.levelpage==0){
game.levelpage=(cl.ListOfMetaData.size()-1)/8;
}else{
game.levelpage--;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-2;
map.nexttowercolour();
}else if(nextlastoptions && game.currentmenuoption==(int)game.menuoptions.size()-3){
//next page
music.playef(Sound_VIRIDIAN);
if((size_t) ((game.levelpage*8)+8) >= cl.ListOfMetaData.size()){
game.levelpage=0;
}else{
game.levelpage++;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-3;
map.nexttowercolour();
}else{
//Ok, launch the level!
//PLAY CUSTOM LEVEL HOOK
music.playef(Sound_VIRIDIAN);
game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
game.customleveltitle=cl.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename=cl.ListOfMetaData[game.playcustomlevel].filename;
std::string name = "saves/" + cl.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
tinyxml2::XMLDocument doc;
if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
startmode(Start_CUSTOM);
}else{
game.createmenu(Menu::quickloadlevel);
map.nexttowercolour();
}
}
break;
}
case Menu::quickloadlevel:
switch (game.currentmenuoption)
{
case 0: //continue save
music.playef(Sound_VIRIDIAN);
startmode(Start_CUSTOM_QUICKSAVE);
break;
case 1:
music.playef(Sound_VIRIDIAN);
startmode(Start_CUSTOM);
break;
case 2:
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::deletequicklevel);
map.nexttowercolour();
break;
default:
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::deletequicklevel:
switch (game.currentmenuoption)
{
default:
music.playef(Sound_VIRIDIAN);
game.returnmenu();
break;
case 1:
game.customdeletequick(cl.ListOfMetaData[game.playcustomlevel].filename);
game.returntomenu(Menu::levellist);
game.flashlight = 5;
game.screenshake = 15;
music.playef(Sound_DESTROY);
break;
}
map.nexttowercolour();
break;
case Menu::playerworlds:
if (game.currentmenuoption == 0)
{
music.playef(Sound_VIRIDIAN);
game.levelpage = 0;
cl.getDirectoryData();
game.loadcustomlevelstats(); //Should only load a file if it's needed
game.createmenu(Menu::levellist);
if (FILESYSTEM_levelDirHasError())
{
game.createmenu(Menu::warninglevellist);
}
map.nexttowercolour();
}
else if (game.currentmenuoption == 1)
{
// LEVEL EDITOR HOOK
if (game.editor_disabled)
{
music.playef(Sound_CRY);
}
else
{
music.playef(Sound_VIRIDIAN);
startmode(Start_EDITOR);
ed.filename = "";
}
}
else if (!game.editor_disabled && game.currentmenuoption == 2)
{
//"OPENFOLDERHOOK"
if (FILESYSTEM_openDirectoryEnabled()
&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
{
music.playef(Sound_VIRIDIAN);
SDL_MinimizeWindow(gameScreen.m_window);
}
else
{
music.playef(Sound_CRY);
}
}
else if (!game.editor_disabled && game.currentmenuoption == 3)
{
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::confirmshowlevelspath);
map.nexttowercolour();
}
else if (game.currentmenuoption == 4 || (game.editor_disabled && game.currentmenuoption == 2))
{
// back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
break;
case Menu::confirmshowlevelspath:
{
int prevmenuoption = game.currentmenuoption; /* returnmenu destroys this */
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
if (prevmenuoption == 1)
{
game.createmenu(Menu::showlevelspath);
}
break;
}
case Menu::showlevelspath:
music.playef(Sound_VIRIDIAN);
game.editor_disabled = !BUTTONGLYPHS_keyboard_is_available();
game.returntomenu(Menu::playerworlds);
map.nexttowercolour();
break;
case Menu::errornostart:
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
case Menu::graphicoptions:
{
int offset = 0;
bool processed = false;
if (game.currentmenuoption == offset + 0 && !gameScreen.isForcedFullscreen())
{
processed = true;
music.playef(Sound_VIRIDIAN);
gameScreen.toggleFullScreen();
}
if (gameScreen.isForcedFullscreen())
{
--offset;
}
if (game.currentmenuoption == offset + 1)
{
processed = true;
music.playef(Sound_VIRIDIAN);
gameScreen.toggleScalingMode();
game.savestatsandsettings_menu();
}
if (game.currentmenuoption == offset + 2 && !gameScreen.isForcedFullscreen())
{
processed = true;
// resize to nearest multiple
if (gameScreen.isWindowed)
{
music.playef(Sound_VIRIDIAN);
gameScreen.ResizeToNearestMultiple();
game.savestatsandsettings_menu();
}
else
{
music.playef(Sound_CRY);
}
}
if (gameScreen.isForcedFullscreen())
{
--offset;
}
if (game.currentmenuoption == offset + 3)
{
processed = true;
music.playef(Sound_VIRIDIAN);
gameScreen.toggleLinearFilter();
game.savestatsandsettings_menu();
}
if (game.currentmenuoption == offset + 4)
{
processed = true;
//change smoothing
music.playef(Sound_VIRIDIAN);
gameScreen.badSignalEffect= !gameScreen.badSignalEffect;
game.savestatsandsettings_menu();
}
if (game.currentmenuoption == offset + 5)
{
processed = true;
//toggle vsync
music.playef(Sound_VIRIDIAN);
gameScreen.toggleVSync();
game.savestatsandsettings_menu();
}
if (!processed)
{
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::youwannaquit:
switch (game.currentmenuoption)
{
case 0:
//bye!
music.playef(Sound_CRY);
startmode(Start_QUIT);
break;
default:
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
break;
case Menu::setinvincibility:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
default:
map.invincibility = !map.invincibility;
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
}
break;
case Menu::setslowdown:
switch (game.currentmenuoption)
{
case 0:
//back
game.slowdown = 30;
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
case 1:
game.slowdown = 24;
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
case 2:
game.slowdown = 18;
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
case 3:
game.slowdown = 12;
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
}
break;
case Menu::speedrunneroptions:
switch (game.currentmenuoption)
{
case 0:
// Glitchrunner mode
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::setglitchrunner);
game.currentmenuoption = GlitchrunnerMode_get();
map.nexttowercolour();
break;
case 1:
/* Input delay */
music.playef(Sound_VIRIDIAN);
game.inputdelay = !game.inputdelay;
game.savestatsandsettings_menu();
break;
case 2:
/* Interact button toggle */
music.playef(Sound_VIRIDIAN);
game.separate_interact = !game.separate_interact;
game.savestatsandsettings_menu();
break;
case 3:
// toggle fake load screen
game.skipfakeload = !game.skipfakeload;
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
break;
case 4:
// toggle in game timer
game.showingametimer = !game.showingametimer;
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
break;
case 5:
// english sprites
loc::english_sprites = !loc::english_sprites;
if (!loc::english_sprites)
{
graphics.grphx.init_translations();
}
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::setglitchrunner:
GlitchrunnerMode_set((enum GlitchrunnerMode) game.currentmenuoption);
music.playef(Sound_VIRIDIAN);
game.returnmenu();
game.savestatsandsettings_menu();
map.nexttowercolour();
break;
case Menu::advancedoptions:
switch (game.currentmenuoption)
{
case 0:
// toggle unfocus pause
game.disablepause = !game.disablepause;
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
break;
case 1:
/* toggle unfocus music pause */
game.disableaudiopause = !game.disableaudiopause;
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
break;
case 2:
// toggle translucent roomname BG
graphics.translucentroomname = !graphics.translucentroomname;
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
break;
case 3:
// toggle checkpoint saving
game.checkpoint_saving = !game.checkpoint_saving;
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::accessibility:
{
int accessibilityoffset = 0;
#if !defined(MAKEANDPLAY)
accessibilityoffset = 1;
if (game.currentmenuoption == 0) {
//unlock play options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenu);
map.nexttowercolour();
}
#endif
if (game.currentmenuoption == accessibilityoffset + 0) {
//invincibility
if (!game.ingame_titlemode || !game.incompetitive())
{
if (!map.invincibility)
{
game.createmenu(Menu::setinvincibility);
map.nexttowercolour();
}
else
{
map.invincibility = !map.invincibility;
game.savestatsandsettings_menu();
}
music.playef(Sound_VIRIDIAN);
}
else
{
music.playef(Sound_CRY);
map.invincibility = false;
}
}
else if (game.currentmenuoption == accessibilityoffset + 1) {
//change game speed
if (!game.ingame_titlemode || !game.incompetitive())
{
game.createmenu(Menu::setslowdown);
map.nexttowercolour();
music.playef(Sound_VIRIDIAN);
}
else
{
music.playef(Sound_CRY);
game.slowdown = 30;
}
}
else if (game.currentmenuoption == accessibilityoffset + 2) {
//disable animated backgrounds
game.colourblindmode = !game.colourblindmode;
game.savestatsandsettings_menu();
graphics.towerbg.tdrawback = true;
graphics.titlebg.tdrawback = true;
music.playef(Sound_VIRIDIAN);
}
else if (game.currentmenuoption == accessibilityoffset + 3) {
//disable screeneffects
game.noflashingmode = !game.noflashingmode;
game.savestatsandsettings_menu();
if (!game.noflashingmode)
{
music.playef(Sound_GAMESAVED);
game.screenshake = 10;
game.flashlight = 5;
}
else {
music.playef(Sound_VIRIDIAN);
}
}
else if (game.currentmenuoption == accessibilityoffset + 4) {
//disable text outline
graphics.notextoutline = !graphics.notextoutline;
game.savestatsandsettings_menu();
music.playef(Sound_VIRIDIAN);
}
else if (game.currentmenuoption == accessibilityoffset + 5) {
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::gameplayoptions:
{
int gameplayoptionsoffset = 0;
#if !defined(MAKEANDPLAY)
if (game.ingame_titlemode && game.unlock[Unlock_FLIPMODE])
#endif
{
gameplayoptionsoffset = 1;
if (game.currentmenuoption == 0) {
toggleflipmode();
// 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(Music_POSITIVEFORCEREVERSED);
}
else
{
music.play(Music_POSITIVEFORCE);
}
}
}
}
if (game.currentmenuoption == gameplayoptionsoffset + 0)
{
//Toggle 30+ FPS
music.playef(Sound_VIRIDIAN);
game.over30mode = !game.over30mode;
game.savestatsandsettings_menu();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 1)
{
//Speedrunner options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::speedrunneroptions);
map.nexttowercolour();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 2)
{
//Advanced options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::advancedoptions);
map.nexttowercolour();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 3)
{
//Clear Data
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::cleardatamenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 4)
{
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::clearcustomdatamenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == gameplayoptionsoffset + 5) {
//return to previous menu
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::options:
switch (game.currentmenuoption)
{
case 0:
//gameplay options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::gameplayoptions);
map.nexttowercolour();
break;
case 1:
//graphic options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::graphicoptions);
map.nexttowercolour();
break;
case 2:
/* Audio options */
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::audiooptions);
map.nexttowercolour();
break;
case 3:
//gamepad options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::controller);
map.nexttowercolour();
break;
case 4:
//accessibility options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::accessibility);
map.nexttowercolour();
break;
case 5:
//language options
if (game.translator_cutscene_test)
{
music.playef(Sound_CRY);
break;
}
music.playef(Sound_VIRIDIAN);
loc::loadlanguagelist();
loc::pre_title_lang_menu = false;
game.createmenu(Menu::language);
game.currentmenuoption = loc::languagelist_curlang;
map.nexttowercolour();
break;
default:
/* Return */
music.playef(Sound_VIRIDIAN);
if (game.ingame_titlemode)
{
game.returntoingame();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
break;
}
break;
case Menu::audiooptions:
switch (game.currentmenuoption)
{
case 0:
case 1:
music.playef(Sound_VIRIDIAN);
if (game.slidermode == SLIDER_NONE)
{
initvolumeslider(game.currentmenuoption);
}
else
{
deinitvolumeslider();
}
break;
case 2:
if (!music.mmmmmm)
{
break;
}
/* Toggle MMMMMM */
music.usingmmmmmm = !music.usingmmmmmm;
music.playef(Sound_VIRIDIAN);
if (music.currentsong > -1)
{
music.play(music.currentsong);
}
game.savestatsandsettings_menu();
break;
}
if (game.currentmenuoption == 2 + (int) music.mmmmmm)
{
/* Return */
game.returnmenu();
map.nexttowercolour();
music.playef(Sound_VIRIDIAN);
}
break;
case Menu::language:
{
std::string prev_lang = std::string(loc::lang);
music.playef(Sound_VIRIDIAN);
if (loc::languagelist.size() != 0 && (unsigned)game.currentmenuoption < loc::languagelist.size())
{
/* Update code also used in KeyPoll.cpp. */
loc::languagelist_curlang = game.currentmenuoption;
loc::lang = loc::languagelist[game.currentmenuoption].code;
loc::loadtext(false);
loc::lang_set = loc::lang_set_current;
graphics.grphx.init_translations();
}
if (loc::pre_title_lang_menu)
{
/* Make the title screen appear, we haven't seen it yet.
* game.returnmenu() works because Menu::mainmenu
* is created before the language menu. */
game.menustart = false;
loc::pre_title_lang_menu = false;
}
if (prev_lang != loc::lang)
{
recomputetextboxes();
}
game.returnmenu();
map.nexttowercolour();
game.savestatsandsettings_menu();
break;
}
case Menu::translator_main:
switch (game.currentmenuoption)
{
case 0:
// translator options
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::translator_options);
map.nexttowercolour();
break;
case 1:
// maintenance
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::translator_maintenance);
map.nexttowercolour();
break;
case 2:
// open lang folder
if (FILESYSTEM_openDirectoryEnabled()
&& FILESYSTEM_openDirectory(FILESYSTEM_getUserMainLangDirectory()))
{
music.playef(Sound_VIRIDIAN);
SDL_MinimizeWindow(gameScreen.m_window);
}
else
{
music.playef(Sound_CRY);
}
break;
default:
// return
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::translator_options:
switch (game.currentmenuoption)
{
case 0:
// language statistics
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::translator_options_stats);
map.nexttowercolour();
break;
case 1:
// translate room names
music.playef(Sound_VIRIDIAN);
roomname_translator::set_enabled(!roomname_translator::enabled);
game.savestatsandsettings_menu();
break;
case 2:
// explore game
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::translator_options_exploregame);
map.nexttowercolour();
break;
case 3:
// menu test
music.playef(Sound_GAMESAVED);
game.menutestmode = true;
game.createmenu((Menu::MenuName) 0);
map.nexttowercolour();
break;
case 4:
// cutscene test
if (loc::lang == "en")
{
music.playef(Sound_CRY);
}
else
{
music.playef(Sound_VIRIDIAN);
game.cutscenetest_menu_page = 0;
loc::populate_testable_script_ids();
game.createmenu(Menu::translator_options_cutscenetest);
map.nexttowercolour();
}
break;
case 5:
// limits check
music.playef(Sound_VIRIDIAN);
loc::local_limits_check();
game.createmenu(Menu::translator_options_limitscheck);
map.nexttowercolour();
break;
default:
// return
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::translator_options_limitscheck:
switch (game.currentmenuoption)
{
case 0:
// next
if (loc::limitscheck_current_overflow < loc::text_overflows.size())
{
music.playef(Sound_VIRIDIAN);
loc::limitscheck_current_overflow++;
}
break;
default:
// return
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::translator_options_stats:
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
case Menu::translator_options_exploregame:
music.playef(Sound_VIRIDIAN);
switch (game.currentmenuoption)
{
case 0:
game.start_translator_exploring = true;
startmode(Start_TIMETRIAL_SPACESTATION1);
break;
case 1:
game.start_translator_exploring = true;
startmode(Start_TIMETRIAL_LABORATORY);
break;
case 2:
game.start_translator_exploring = true;
startmode(Start_TIMETRIAL_TOWER);
break;
case 3:
game.start_translator_exploring = true;
startmode(Start_TIMETRIAL_SPACESTATION2);
break;
case 4:
game.start_translator_exploring = true;
startmode(Start_TIMETRIAL_WARPZONE);
break;
case 5:
game.createmenu(Menu::playint1);
game.start_translator_exploring = true;
map.nexttowercolour();
break;
case 6:
game.createmenu(Menu::playint2);
game.start_translator_exploring = true;
map.nexttowercolour();
break;
case 7:
game.start_translator_exploring = true;
startmode(Start_TIMETRIAL_FINALLEVEL);
break;
default:
// return
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::translator_options_cutscenetest:
if (game.currentmenuoption == (int)game.menuoptions.size()-4)
{
// next page
music.playef(Sound_VIRIDIAN);
if ((size_t) ((game.cutscenetest_menu_page*14)+14) >= loc::testable_script_ids.size())
{
game.cutscenetest_menu_page = 0;
}
else
{
game.cutscenetest_menu_page++;
}
game.createmenu(Menu::translator_options_cutscenetest, true);
game.currentmenuoption=game.menuoptions.size()-4;
map.nexttowercolour();
}
else if (game.currentmenuoption == (int)game.menuoptions.size()-3)
{
// previous page
music.playef(Sound_VIRIDIAN);
if (game.cutscenetest_menu_page == 0)
{
game.cutscenetest_menu_page = (loc::testable_script_ids.size()-1)/14;
}
else
{
game.cutscenetest_menu_page--;
}
game.createmenu(Menu::translator_options_cutscenetest, true);
game.currentmenuoption=game.menuoptions.size()-3;
map.nexttowercolour();
}
else if (game.currentmenuoption == (int)game.menuoptions.size()-2)
{
// play the cutscene, from clipboard
game.cutscenetest_menu_play_id = std::string(SDL_GetClipboardText());
startmode(Start_CUTSCENETEST);
}
else if (game.currentmenuoption == (int)game.menuoptions.size()-1)
{
// go back to menu
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
else
{
// play the cutscene!
game.cutscenetest_menu_play_id = loc::testable_script_ids[(game.cutscenetest_menu_page*14)+game.currentmenuoption];
startmode(Start_CUTSCENETEST);
}
break;
case Menu::translator_maintenance:
music.playef(Sound_VIRIDIAN);
switch (game.currentmenuoption)
{
case 0:
// sync languages
game.createmenu(Menu::translator_maintenance_sync);
map.nexttowercolour();
break;
case 1:
// global statistics
// TODO
map.nexttowercolour();
break;
case 2:
// global limits check
loc::global_limits_check();
game.createmenu(Menu::translator_options_limitscheck);
map.nexttowercolour();
break;
default:
// return
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::translator_maintenance_sync:
{
music.playef(Sound_VIRIDIAN);
bool sync_success = true;
if (game.currentmenuoption == 0)
{
// yes, sync files
sync_success = loc::sync_lang_files();
}
game.returnmenu();
map.nexttowercolour();
if (!sync_success)
{
game.createmenu(Menu::translator_error_setlangwritedir);
}
break;
}
case Menu::translator_error_setlangwritedir:
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
case Menu::unlockmenutrials:
switch (game.currentmenuoption)
{
case 0: //unlock 1
game.unlock[Unlock_TIMETRIAL_SPACESTATION1] = true;
game.unlocknotify[Unlock_TIMETRIAL_SPACESTATION1] = true;
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 1: //unlock 2
game.unlock[Unlock_TIMETRIAL_LABORATORY] = true;
game.unlocknotify[Unlock_TIMETRIAL_LABORATORY] = true;
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 2: //unlock 3
game.unlock[Unlock_TIMETRIAL_TOWER] = true;
game.unlocknotify[Unlock_TIMETRIAL_TOWER] = true;
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 3: //unlock 4
game.unlock[Unlock_TIMETRIAL_SPACESTATION2] = true;
game.unlocknotify[Unlock_TIMETRIAL_SPACESTATION2] = true;
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 4: //unlock 5
game.unlock[Unlock_TIMETRIAL_WARPZONE] = true;
game.unlocknotify[Unlock_TIMETRIAL_WARPZONE] = true;
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 5: //unlock 6
game.unlock[Unlock_TIMETRIAL_FINALLEVEL] = true;
game.unlocknotify[Unlock_TIMETRIAL_FINALLEVEL] = true;
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenutrials, true);
game.savestatsandsettings_menu();
break;
case 6: //back
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::unlockmenu:
switch (game.currentmenuoption)
{
case 0:
//unlock time trials separately...
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::unlockmenutrials);
map.nexttowercolour();
break;
case 1:
//unlock intermissions
music.playef(Sound_VIRIDIAN);
game.unlock[Unlock_INTERMISSION_REPLAYS] = true;
game.unlocknotify[Unlock_INTERMISSION_REPLAYS] = true;
game.unlock[Unlock_INTERMISSION1_COMPLETE] = true;
game.unlock[Unlock_INTERMISSION2_COMPLETE] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 2:
//unlock no death mode
music.playef(Sound_VIRIDIAN);
game.unlock[Unlock_NODEATHMODE] = true;
game.unlocknotify[Unlock_NODEATHMODE] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 3:
//unlock flip mode
music.playef(Sound_VIRIDIAN);
game.unlock[Unlock_FLIPMODE] = true;
game.unlocknotify[Unlock_FLIPMODE] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 4:
//unlock jukebox
music.playef(Sound_VIRIDIAN);
game.stat_trinkets = 20;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
case 5:
//unlock secret lab
music.playef(Sound_VIRIDIAN);
game.unlock[Unlock_SECRETLAB] = true;
game.unlocknotify[Unlock_SECRETLAB] = true;
game.createmenu(Menu::unlockmenu, true);
game.savestatsandsettings_menu();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits2, true);
map.nexttowercolour();
break;
case 1:
//last page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits6, true);
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits2:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits25, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits, true);
map.nexttowercolour();
break;
case 2:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits25:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits_localisations_implementation, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits2, true);
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits_localisations_implementation:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
game.translator_credits_pagenum = 0;
game.current_credits_list_index = 0;
game.createmenu(Menu::credits_localisations_translations, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits25, true);
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits_localisations_translations:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
game.translator_credits_pagenum++;
if (game.translator_credits_pagenum >= (int)SDL_arraysize(Credits::translator_pagesize))
{
// No more translators. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits3, true);
}
else
{
// There are more translators. Refresh the menu with the next ones
game.current_credits_list_index = 0;
for (int i = 0; i < game.translator_credits_pagenum; i += 1)
{
game.current_credits_list_index += Credits::translator_pagesize[i];
}
game.createmenu(Menu::credits_localisations_translations, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(Sound_VIRIDIAN);
game.translator_credits_pagenum--;
if (game.translator_credits_pagenum >= 0)
{
game.current_credits_list_index = 0;
for (int i = 0; i < game.translator_credits_pagenum; i += 1)
{
game.current_credits_list_index += Credits::translator_pagesize[i];
}
game.createmenu(Menu::credits_localisations_translations, true);
}else {
//No more translators. Move to the previous credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits_localisations_implementation, true);
}
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits3:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
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(Sound_VIRIDIAN);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more super patrons. Move to the previous credits section
game.translator_credits_pagenum = (int)SDL_arraysize(Credits::translator_pagesize) - 1;
game.current_credits_list_index = 0;
for (int i = 0; i < game.translator_credits_pagenum; i += 1)
{
game.current_credits_list_index += Credits::translator_pagesize[i];
}
game.createmenu(Menu::credits_localisations_translations, true);
}
else
{
//There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits4:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
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(Sound_VIRIDIAN);
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);
}
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits5:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(Sound_VIRIDIAN);
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(Sound_VIRIDIAN);
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);
}
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits6:
switch (game.currentmenuoption)
{
case 0:
//first page
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::credits, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(Sound_VIRIDIAN);
game.current_credits_list_index = SDL_arraysize(Credits::githubfriends) - 1 - (SDL_arraysize(Credits::githubfriends)-1)%9;
game.createmenu(Menu::credits5, true);
map.nexttowercolour();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::play:
{
//Do we have the Secret Lab option?
int sloffset = game.unlock[Unlock_SECRETLAB] ? 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(Sound_VIRIDIAN);
startmode(Start_MAINGAME);
}
else if (!game.last_telesave.exists)
{
//You at least have a quicksave, or you couldn't have gotten here
music.playef(Sound_VIRIDIAN);
startmode(Start_MAINGAME_QUICKSAVE);
}
else if (!game.last_quicksave.exists)
{
//You at least have a telesave, or you couldn't have gotten here
music.playef(Sound_VIRIDIAN);
startmode(Start_MAINGAME_TELESAVE);
}
else
{
//go to a menu!
music.playef(Sound_VIRIDIAN);
game.loadsummary(); //Prepare save slots to display
game.createmenu(Menu::continuemenu);
}
}
else if (game.currentmenuoption == 1 && game.unlock[Unlock_SECRETLAB])
{
music.playef(Sound_VIRIDIAN);
startmode(Start_SECRETLAB);
}
else if (game.currentmenuoption == sloffset+2)
{
//play modes
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::playmodes);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
{
//newgame
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::newgamewarning);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+ngoffset+4)
{
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::newgamewarning:
switch (game.currentmenuoption)
{
case 0:
//yep
music.playef(Sound_VIRIDIAN);
startmode(Start_MAINGAME);
game.deletequick();
game.deletetele();
break;
default:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::controller:
switch (game.currentmenuoption)
{
case 0:
key.sensitivity++;
music.playef(Sound_VIRIDIAN);
if(key.sensitivity > 4)
{
key.sensitivity = 0;
}
game.savestatsandsettings_menu();
break;
case 6:
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::cleardatamenu:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(Sound_VIRIDIAN);
break;
default:
//yep
music.playef(Sound_DESTROY);
game.deletequick();
game.deletetele();
game.deletestats();
game.deletesettings();
game.flashlight = 5;
game.screenshake = 15;
break;
}
game.returnmenu();
map.nexttowercolour();
break;
case Menu::clearcustomdatamenu:
switch (game.currentmenuoption)
{
default:
music.playef(Sound_VIRIDIAN);
break;
case 1:
game.deletecustomlevelstats();
FILESYSTEM_deleteLevelSaves();
music.playef(Sound_DESTROY);
game.flashlight = 5;
game.screenshake = 15;
break;
}
game.returnmenu();
map.nexttowercolour();
break;
case Menu::playmodes:
if (game.currentmenuoption == 0
&& !game.nocompetitive_unless_translator()) //go to the time trial menu
{
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::timetrials);
map.nexttowercolour();
}
else if (game.currentmenuoption == 1
&& game.unlock[Unlock_INTERMISSION_REPLAYS])
{
//intermission mode menu
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::intermissionmenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == 2
&& game.unlock[Unlock_NODEATHMODE]
&& !game.nocompetitive()) //start a game in no death mode
{
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::startnodeathmode);
map.nexttowercolour();
}
else if (game.currentmenuoption == 3
&& game.unlock[Unlock_FLIPMODE]) //enable/disable flip mode
{
toggleflipmode();
}
else if (game.currentmenuoption == 4)
{
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet!
music.playef(Sound_CRY);
}
break;
case Menu::startnodeathmode:
switch (game.currentmenuoption)
{
case 0: //start no death mode, disabling cutscenes
music.playef(Sound_VIRIDIAN);
startmode(Start_NODEATHMODE_NOCUTSCENES);
break;
case 1:
music.playef(Sound_VIRIDIAN);
startmode(Start_NODEATHMODE_WITHCUTSCENES);
break;
case 2:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::continuemenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(Sound_VIRIDIAN);
startmode(Start_MAINGAME_TELESAVE);
break;
case 1:
music.playef(Sound_VIRIDIAN);
startmode(Start_MAINGAME_QUICKSAVE);
break;
case 2:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::intermissionmenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::playint1);
map.nexttowercolour();
break;
case 1:
music.playef(Sound_VIRIDIAN);
game.createmenu(Menu::playint2);
map.nexttowercolour();
break;
case 2:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint1:
switch (game.currentmenuoption)
{
case 0:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION1_VITELLARY);
break;
case 1:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION1_VERMILION);
break;
case 2:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION1_VERDIGRIS);
break;
case 3:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION1_VICTORIA);
break;
case 4:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint2:
switch (game.currentmenuoption)
{
case 0:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION2_VITELLARY);
break;
case 1:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION2_VERMILION);
break;
case 2:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION2_VERDIGRIS);
break;
case 3:
music.playef(Sound_VIRIDIAN);
startmode(Start_INTERMISSION2_VICTORIA);
break;
case 4:
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::gameover2:
//back
music.playef(Sound_VIRIDIAN);
music.play(Music_PRESENTINGVVVVVV);
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(Sound_VIRIDIAN);
game.createmenu(Menu::play, true);
map.nexttowercolour();
break;
case Menu::timetrials:
if (game.currentmenuoption == 0
&& game.unlock[Unlock_TIMETRIAL_SPACESTATION1])
{
music.playef(Sound_VIRIDIAN);
startmode(Start_TIMETRIAL_SPACESTATION1);
}
else if (game.currentmenuoption == 1
&& game.unlock[Unlock_TIMETRIAL_LABORATORY])
{
music.playef(Sound_VIRIDIAN);
startmode(Start_TIMETRIAL_LABORATORY);
}
else if (game.currentmenuoption == 2
&& game.unlock[Unlock_TIMETRIAL_TOWER])
{
music.playef(Sound_VIRIDIAN);
startmode(Start_TIMETRIAL_TOWER);
}
else if (game.currentmenuoption == 3
&& game.unlock[Unlock_TIMETRIAL_SPACESTATION2])
{
music.playef(Sound_VIRIDIAN);
startmode(Start_TIMETRIAL_SPACESTATION2);
}
else if (game.currentmenuoption == 4
&& game.unlock[Unlock_TIMETRIAL_WARPZONE])
{
music.playef(Sound_VIRIDIAN);
startmode(Start_TIMETRIAL_WARPZONE);
}
else if (game.currentmenuoption == 5
&& game.unlock[Unlock_TIMETRIAL_FINALLEVEL])
{
music.playef(Sound_VIRIDIAN);
startmode(Start_TIMETRIAL_FINALLEVEL);
}
else if (game.currentmenuoption == 6)
{
//back
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet!
music.playef(Sound_CRY);
}
break;
case Menu::timetrialcomplete3:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(Sound_VIRIDIAN);
music.play(Music_PRESENTINGVVVVVV);
game.returntomenu(Menu::timetrials);
map.nexttowercolour();
/* FIXME: This is kinda bad kludge... but if we unlocked No Death Mode
* while in a Time Trial, the player wouldn't be notified until they went
* back to Menu::play first. This is the only case where something can be
* unlocked without being immediately notified after returning to title. */
if (game.can_unlock_ndm())
{
game.unlock_ndm();
}
break;
case 1:
/* Replay time trial */
music.playef(Sound_VIRIDIAN);
startmode((enum StartMode) (game.timetriallevel + Start_FIRST_TIMETRIAL));
break;
}
break;
case Menu::gamecompletecontinue:
case Menu::nodeathmodecomplete2:
music.play(Music_PRESENTINGVVVVVV);
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
case Menu::errorsavingsettings:
if (game.currentmenuoption == 1)
{
game.silence_settings_error = true;
}
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
case Menu::errorloadinglevel:
case Menu::warninglevellist:
music.playef(Sound_VIRIDIAN);
game.returnmenu();
map.nexttowercolour();
break;
default:
break;
}
}
void titleinput(void)
{
//game.mx = (mouseX / 4);
//game.my = (mouseY / 4);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
game.press_interact = false;
bool lang_press_horizontal = 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 (game.currentmenuname == Menu::language)
{
if (key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_w) || key.controllerWantsUp())
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_s) || key.controllerWantsDown())
{
game.press_right = true;
}
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false)
|| key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
{
lang_press_horizontal = true;
game.press_right = true;
}
}
else
{
SDL_Keycode left, right, a, d;
bool controller_up = key.controllerWantsUp();
bool controller_down = key.controllerWantsDown();
if (!font::is_rtl(PR_FONT_INTERFACE))
{
left = KEYBOARD_LEFT;
right = KEYBOARD_RIGHT;
a = KEYBOARD_a;
d = KEYBOARD_d;
controller_up |= key.controllerWantsLeft(false);
controller_down |= key.controllerWantsRight(false);
}
else
{
left = KEYBOARD_RIGHT;
right = KEYBOARD_LEFT;
a = KEYBOARD_d;
d = KEYBOARD_a;
controller_up |= key.controllerWantsRight(false);
controller_down |= key.controllerWantsLeft(false);
}
if (key.isDown(left) || key.isDown(KEYBOARD_UP) || key.isDown(a) || key.isDown(KEYBOARD_w) || controller_up)
{
game.press_left = true;
}
if (key.isDown(right) || key.isDown(KEYBOARD_DOWN) || key.isDown(d) || key.isDown(KEYBOARD_s) || controller_down)
{
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 && !key.isDown(27) && !key.isDown(game.controllerButton_esc)) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (!game.jumpheld && graphics.fademode == FADE_NONE)
{
if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc))
{
game.jumpheld = true;
}
if ( game.currentmenuname == Menu::controller &&
game.currentmenuoption > 0 &&
game.currentmenuoption < 6 &&
(game.separate_interact || game.currentmenuoption < 5) &&
key.controllerButtonDown() )
{
updatebuttonmappings(game.currentmenuoption);
music.playef(Sound_VIRIDIAN);
game.savestatsandsettings_menu();
return;
}
if (game.menustart
&& game.menucountdown <= 0
&& (key.isDown(27) || key.isDown(game.controllerButton_esc)))
{
if (game.currentmenuname == Menu::language && loc::pre_title_lang_menu)
{
/* Don't exit from the initial language screen,
* you can't do this on the loading/title screen either. */
return;
}
else
{
music.playef(Sound_VIRIDIAN);
}
if (game.menutestmode)
{
game.menutestmode = false;
game.returnmenu();
map.nexttowercolour();
}
else if (game.currentmenuname == Menu::mainmenu)
{
game.createmenu(Menu::youwannaquit);
map.nexttowercolour();
}
else
{
if (game.slidermode != SLIDER_NONE)
{
switch (game.slidermode)
{
/* Cancel volume change. */
case SLIDER_MUSICVOLUME:
case SLIDER_SOUNDVOLUME:
if (user_changing_volume == NULL)
{
SDL_assert(0 && "user_changing_volume is NULL!");
break;
}
*user_changing_volume = previous_volume;
deinitvolumeslider();
break;
default:
SDL_assert(0 && "Unhandled slider mode!");
break;
}
}
else if (game.ingame_titlemode
&& game.currentmenuname == Menu::options)
{
game.returntoingame();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
}
}
if(game.menustart)
{
if (game.slidermode == SLIDER_NONE)
{
if (game.currentmenuname == Menu::language)
{
/* The language screen has two columns and navigation in four directions.
* The second column may have one less option than the first. */
int n_options = game.menuoptions.size();
int twocol_voptions = n_options - (n_options/2);
if (lang_press_horizontal)
{
if (game.currentmenuoption < twocol_voptions)
{
game.currentmenuoption += twocol_voptions;
if (game.currentmenuoption >= n_options)
{
game.currentmenuoption = n_options - 1;
}
}
else
{
game.currentmenuoption -= twocol_voptions;
}
}
else
{
/* Vertical movement */
int min_option;
int max_option;
if (game.currentmenuoption < twocol_voptions)
{
min_option = 0;
max_option = twocol_voptions-1;
}
else
{
min_option = twocol_voptions;
max_option = n_options-1;
}
if (game.press_left) /* Up, lol */
{
game.currentmenuoption--;
if (game.currentmenuoption < min_option)
{
game.currentmenuoption = max_option;
}
}
else if (game.press_right) /* Down, lol */
{
game.currentmenuoption++;
if (game.currentmenuoption > max_option)
{
game.currentmenuoption = min_option;
}
}
}
}
else if (game.press_left)
{
game.currentmenuoption--;
}
else if (game.press_right)
{
game.currentmenuoption++;
}
}
else
{
slidermodeinput();
}
}
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(Music_PRESENTINGVVVVVV);
music.playef(Sound_GAMESAVED);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
menuactionpress();
}
}
}
if (fadetomode)
{
handlefadetomode();
}
}
void gameinput(void)
{
//TODO mouse input
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
if(!script.running)
{
if (roomname_translator::enabled && roomname_translator::overlay_input())
{
return;
}
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_interact = 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;
}
if (key.isDown(KEYBOARD_e) || key.isDown(game.controllerButton_interact))
{
game.press_interact = true;
}
}
game.press_map = false;
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
{
game.press_map = true;
}
level_debugger::input();
if (level_debugger::is_pausing())
{
return;
}
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 (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0)
|| !game.glitchrunkludge)
{
game.state++;
game.unlockstate();
}
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.press_interact)
{
game.interactheld = false;
}
if (game.intimetrial && graphics.fademode == FADE_FULLY_BLACK && game.quickrestartkludge && !game.translator_exploring)
{
//restart the time trial
game.quickrestartkludge = false;
script.startgamemode((enum StartMode) (game.timetriallevel + Start_FIRST_TIMETRIAL));
game.deathseq = -1;
game.completestop = false;
game.hascontrol = false;
}
//Returning to editor mode must always be possible
if (map.custommode && !map.custommodeforreal)
{
if ((game.press_map || key.isDown(27)) && !game.mapheld)
{
if (!game.separate_interact
&& game.press_map
&& (INBOUNDS_VEC(game.activeactivity, obj.blocks)
|| (game.activetele && game.readytotele > 20)))
{
/* Pass, let code block below handle it */
}
else
{
game.returntoeditor();
game.mapheld = true;
}
}
}
//Entity type 0 is player controled
bool has_control = false;
bool enter_pressed = game.press_map && !game.mapheld;
bool enter_already_processed = false;
bool interact_pressed;
if (game.separate_interact)
{
interact_pressed = game.press_interact && !game.interactheld;
}
else
{
interact_pressed = enter_pressed;
}
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 (interact_pressed)
{
game.interactheld = true;
if (!game.separate_interact)
{
game.mapheld = true;
}
}
if (interact_pressed && !script.running)
{
if (game.activetele && game.readytotele > 20 && (!game.intimetrial || game.translator_exploring_allowtele))
{
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.setstate(4000);
game.setstatedelay(0);
}
else if (game.companion == 0 && !game.translator_exploring_allowtele)
{
//Alright, normal teleporting
game.mapmenuchange(TELEPORTERMODE, true);
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.setstate(3000);
game.setstatedelay(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.disableblock(game.activeactivity);
game.activeactivity = -1;
}
}
}
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 (has_control)
{
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 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)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
}
}
game.tapright = 0;
}
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
std::vector<size_t> player_entities;
for (size_t ie = 0; ie < obj.entities.size(); ie++)
{
if (obj.entities[ie].rule == 0)
{
player_entities.push_back(ie);
}
}
for (size_t ie = 0; ie < obj.entities.size(); ie++)
{
const bool process_flip = obj.entities[ie].rule == 0 &&
game.jumppressed > 0;
if (!process_flip)
{
continue;
}
game.jumppressed--;
if (obj.entities[ie].onground > 0 && game.gravitycontrol == 0)
{
game.gravitycontrol = 1;
for (size_t j = 0; j < player_entities.size(); j++)
{
const size_t e = player_entities[j];
if (obj.entities[e].onground > 0 || obj.entities[e].onroof > 0)
{
obj.entities[e].vy = -4;
obj.entities[e].ay = -3;
}
}
music.playef(Sound_FLIP);
game.jumppressed = 0;
game.totalflips++;
}
if (obj.entities[ie].onroof > 0 && game.gravitycontrol == 1)
{
game.gravitycontrol = 0;
for (size_t j = 0; j < player_entities.size(); j++)
{
const size_t e = player_entities[j];
if (obj.entities[e].onground > 0 || obj.entities[e].onroof > 0)
{
obj.entities[e].vy = 4;
obj.entities[e].ay = 3;
}
}
music.playef(Sound_UNFLIP);
game.jumppressed = 0;
game.totalflips++;
}
}
}
else
{
//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;
}
}
/* The rest of the if-tree runs only if enter is pressed and it has not
* already been processed with 'separate interact' off.
*/
if (!enter_pressed || (enter_already_processed && !game.separate_interact))
{
// Do nothing
}
else if (game.swnmode == 1
&& (game.swngame == SWN_SUPERGRAVITRON ||
game.swngame == SWN_START_SUPERGRAVITRON_STEP_1 ||
game.swngame == SWN_START_SUPERGRAVITRON_STEP_2))
{
//quitting the super gravitron
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.mapmenuchange(MAPMODE, true);
game.gamesaved = false;
game.gamesavefailed = false;
game.menupage = 20; // The Map Page
}
else if (game.intimetrial && graphics.fademode == FADE_NONE && !game.translator_exploring)
{
//Quick restart of time trial
graphics.fademode = FADE_START_FADEOUT;
game.completestop = true;
music.fadeout();
game.quickrestartkludge = true;
}
else if (game.intimetrial && !game.translator_exploring)
{
//Do nothing if we're in a Time Trial but a fade animation is playing
}
else if (map.custommode && !map.custommodeforreal)
{
// We're playtesting in the editor so don't do anything
}
else
{
//Normal map screen, do transition later
game.mapmenuchange(MAPMODE, true);
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, true);
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(bool version2_2);
void mapinput(void)
{
const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2);
//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;
game.press_interact = false;
if (version2_2 && graphics.fademode == FADE_FULLY_BLACK && 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.setstate(96);
game.setstatedelay(0);
}
else
{
// Produces more glitchiness! Necessary for credits warp to work.
script.running = false;
graphics.textboxes.clear();
game.setstate(80);
game.setstatedelay(0);
}
}
if (game.fadetomenu && !version2_2)
{
if (game.fadetomenudelay > 0)
{
game.fadetomenudelay--;
}
else
{
game.quittomenu();
music.play(Music_PRESENTINGVVVVVV); // should be after game.quittomenu()
game.fadetomenu = false;
}
}
if (game.fadetolab && !version2_2)
{
if (game.fadetolabdelay > 0)
{
game.fadetolabdelay--;
}
else
{
game.returntolab();
game.fadetolab = false;
}
}
if(graphics.menuoffset==0
&& ((!version2_2 && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0)
|| graphics.fademode == FADE_NONE))
{
SDL_Keycode left, right, a, d;
bool controller_up = key.controllerWantsUp();
bool controller_down = key.controllerWantsDown();
if (!font::is_rtl(PR_FONT_INTERFACE))
{
left = KEYBOARD_LEFT;
right = KEYBOARD_RIGHT;
a = KEYBOARD_a;
d = KEYBOARD_d;
controller_up |= key.controllerWantsLeft(false);
controller_down |= key.controllerWantsRight(false);
}
else
{
left = KEYBOARD_RIGHT;
right = KEYBOARD_LEFT;
a = KEYBOARD_d;
d = KEYBOARD_a;
controller_up |= key.controllerWantsRight(false);
controller_down |= key.controllerWantsLeft(false);
}
if (key.isDown(left) || key.isDown(KEYBOARD_UP) || key.isDown(a) || key.isDown(KEYBOARD_w)|| controller_up)
{
game.press_left = true;
}
if (key.isDown(right) || key.isDown(KEYBOARD_DOWN) || key.isDown(d) || key.isDown(KEYBOARD_s)|| controller_down)
{
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 >= 20 && game.menupage <= 21)
|| (game.menupage >= 30 && game.menupage <= 32))
{
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 >= 20 && game.menupage <= 21))
{
game.menupage = 30;
}
else if (game.menupage < 12)
{
game.menupage = 32;
}
else
{
graphics.resumegamemode = true;
}
music.playef(Sound_VIRIDIAN);
}
}
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(version2_2);
}
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 = 32;
if (game.menupage == 33) game.menupage = 30;
}
}
static void mapmenuactionpress(const bool version2_2)
{
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.setstate(4000);
game.setstatedelay(0);
game.lockstate();
}
break;
case 3:
if (!game.gamesaved && !game.gamesavefailed && !game.inspecial())
{
game.flashlight = 5;
game.screenshake = 10;
music.playef(Sound_GAMESAVED);
game.savetime = game.timestring();
game.savetrinkets = game.trinkets();
bool success;
if(map.custommodeforreal)
{
success = game.customsavequick(cl.ListOfMetaData[game.playcustomlevel].filename);
}
else
{
success = game.savequick();
}
game.gamesaved = success;
game.gamesavefailed = !success;
}
break;
case 10:
//return to pause menu
music.playef(Sound_VIRIDIAN);
game.menupage = 32;
break;
case 11:
//quit to menu
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
map.nexttowercolour();
if (!version2_2)
{
game.fadetomenu = true;
game.fadetomenudelay = 19;
}
music.playef(Sound_VIRIDIAN);
break;
case 20:
//return to game
graphics.resumegamemode = true;
music.playef(Sound_VIRIDIAN);
break;
case 21:
//quit to menu
game.swnmode = false;
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
if (!version2_2)
{
game.fadetolab = true;
game.fadetolabdelay = 19;
}
music.playef(Sound_VIRIDIAN);
break;
case 30:
// Return to game
graphics.resumegamemode = true;
music.playef(Sound_VIRIDIAN);
break;
case 31:
// Graphic options and game options
music.playef(Sound_VIRIDIAN);
game.gamestate = TITLEMODE;
graphics.flipmode = false;
game.ingame_titlemode = true;
graphics.ingame_fademode = graphics.fademode;
graphics.fademode = FADE_NONE;
// Set this before we create the menu
game.kludge_ingametemp = game.currentmenuname;
game.createmenu(Menu::options);
map.nexttowercolour();
break;
case 32:
// Go to quit prompt
music.playef(Sound_VIRIDIAN);
game.menupage = 10;
break;
}
}
void teleporterinput(void)
{
//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;
game.press_interact = 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 (!game.separate_interact && (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)))
{
game.press_map = true;
}
if (key.isDown(KEYBOARD_e) || key.isDown(game.controllerButton_interact))
{
game.press_interact = 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.press_interact) 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;
}
music.playef(Sound_VIRIDIAN);
}
}
else
{
game.mapheld = true;
game.jumpheld = true;
}
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map || game.press_interact)
{
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++)
{
SDL_Point& tele = map.teleporters[i];
if (map.isexplored(tele.x, tele.y))
{
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.isexplored(tempx, tempy));
}
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.isexplored(tempx, tempy));
}
if ((game.separate_interact && game.press_interact) || 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.setstate(4000);
game.setstatedelay(0);
}
}
}
}
void gamecompleteinput(void)
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
game.press_interact = 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 == FADE_NONE)
{
graphics.fademode = FADE_START_FADEOUT;
}
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 == FADE_NONE)
{
graphics.fademode = FADE_START_FADEOUT;
}
}
}
if (!game.press_map)
{
game.mapheld = false;
}
}
void gamecompleteinput2(void)
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
game.press_interact = 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 == FADE_NONE)
{
graphics.fademode = FADE_START_FADEOUT;
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 == FADE_NONE)
{
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
}
}
}
if (!game.press_map)
{
game.mapheld = false;
}
}