VVVVVV/desktop_version/src/Map.cpp

2119 lines
48 KiB
C++

#define MAP_DEFINITION
#include "Map.h"
#include "editor.h"
#include "Entity.h"
#include "Game.h"
#include "Graphics.h"
#include "MakeAndPlay.h"
#include "Music.h"
#include "Script.h"
#include "UtilityClass.h"
mapclass::mapclass()
{
//Start here!
r = 196;
g = 196;
b = 196;
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;
finalx = 50;
finaly = 50;
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;
customx=0; customy=0;
customwidth=20; customheight=20;
custommmxoff=0; custommmyoff=0; custommmxsize=0; custommmysize=0;
customzoom=0;
customshowmm=true;
rcol = 0;
//This needs to be in map instead!
invincibility = false;
//We init the lookup table:
for (size_t i = 0; i < SDL_arraysize(vmult); i++)
{
vmult[i] = i * 40;
}
//We create a blank map
SDL_memset(contents, 0, sizeof(contents));
SDL_memset(roomdeaths, 0, sizeof(roomdeaths));
SDL_memset(roomdeathsfinal, 0, sizeof(roomdeathsfinal));
resetmap();
tileset = 0;
initmapdata();
resetnames();
ypos = 0;
oldypos = 0;
background = 0;
cameramode = 0;
cameraseek = 0;
minitowermode = false;
roomtexton = false;
}
//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::intpol(int a, int b, float c)
{
return static_cast<int>(a + ((b - a) * c));
}
void mapclass::setteleporter(int x, int y)
{
point temp;
temp.x = x;
temp.y = y;
teleporters.push_back(temp);
}
void mapclass::settrinket(int x, int y)
{
point temp;
temp.x = x;
temp.y = y;
shinytrinkets.push_back(temp);
}
void mapclass::resetmap()
{
//clear the explored area of the map
SDL_memset(explored, 0, sizeof(explored));
}
void mapclass::resetnames()
{
//Reset all the special names
specialnames[0] = "Rear Window";
specialnames[1] = "On the Waterfront";
specialnames[2] = "The Untouchables";
specialnames[3] = "Television Newsveel";
specialnames[4] = "Vwitched";
specialnames[5] = "Gvnsmoke";
specialnames[6] = "Please enjoy these repeats";
specialnames[7] = "Try Jiggling the Antenna";
glitchmode = 0;
glitchdelay = 0;
}
void mapclass::transformname(int t)
{
//transform special names into new ones, one step at a time
glitchdelay--;
if(glitchdelay<=0)
{
switch(t)
{
case 3:
//Television Newsveel -> The 9 O'Clock News
if (specialnames[3] == "Television Newsveel")
{
specialnames[3] = "Television Newsvel";
}
else if (specialnames[3] == "Television Newsvel")
{
specialnames[3] = "TelevisvonvNewsvel";
}
else if (specialnames[3] == "TelevisvonvNewsvel")
{
specialnames[3] = "TvlvvvsvonvNevsvel";
}
else if (specialnames[3] == "TvlvvvsvonvNevsvel")
{
specialnames[3] = "vvvvvvsvovvNe svel";
}
else if (specialnames[3] == "vvvvvvsvovvNe svel")
{
specialnames[3] = "vhv vvv'vvovv vevl";
}
else if (specialnames[3] == "vhv vvv'vvovv vevl")
{
specialnames[3] = "vhv V v'Cvovv vewv";
}
else if (specialnames[3] == "vhv V v'Cvovv vewv")
{
specialnames[3] = "vhe 9 v'Cvovv vewv";
}
else if (specialnames[3] == "vhe 9 v'Cvovv vewv")
{
specialnames[3] = "vhe 9 v'Cvovv Newv";
}
else if (specialnames[3] == "vhe 9 v'Cvovv Newv")
{
specialnames[3] = "The 9 O'Cvovk Newv";
}
else if (specialnames[3] == "The 9 O'Cvovk Newv")
{
specialnames[3] = "The 9 O'Clock News";
}
break;
case 4:
//Vwitched -> Dial M for Murder
if (specialnames[4] == "Vwitched")
{
specialnames[4] = "Vwitvhed";
}
else if (specialnames[4] == "Vwitvhed")
{
specialnames[4] = "vVwivcvedv";
}
else if (specialnames[4] == "vVwivcvedv")
{
specialnames[4] = "vvvwMvcvMdvv";
}
else if (specialnames[4] == "vvvwMvcvMdvv")
{
specialnames[4] = "DvvvwMvfvvMdvvv";
}
else if (specialnames[4] == "DvvvwMvfvvMdvvv")
{
specialnames[4] = "Dvav Mvfvr Mdvvvv";
}
else if (specialnames[4] == "Dvav Mvfvr Mdvvvv")
{
specialnames[4] = "Diav M for Mdrver";
}
else if (specialnames[4] == "Diav M for Mdrver")
{
specialnames[4] = "Dial M for Murder";
}
break;
case 5:
//Gvnsmoke -> Gunsmoke 1966
if (specialnames[5] == "Gvnsmoke")
{
specialnames[5] = "Gvnsmove";
}
else if (specialnames[5] == "Gvnsmove")
{
specialnames[5] = "Gvnvmovevv";
}
else if (specialnames[5] == "Gvnvmovevv")
{
specialnames[5] = "Gunvmove1vv6";
}
else if (specialnames[5] == "Gunvmove1vv6")
{
specialnames[5] = "Vunsmoke 19v6";
}
else if (specialnames[5] == "Vunsmoke 19v6")
{
specialnames[5] = "Gunsmoke 1966";
}
break;
case 6:
//Please enjoy these repeats -> In the Margins
if (specialnames[6] == "Please enjoy these repeats")
{
specialnames[6] = "Please envoy theve repeats";
}
else if (specialnames[6] == "Please envoy theve repeats")
{
specialnames[6] = "Plse envoy tse rvpvas";
}
else if (specialnames[6] == "Plase envoy these rvpeas")
{
specialnames[6] = "Plse envoy tse rvpvas";
}
else if (specialnames[6] == "Plse envoy tse rvpvas")
{
specialnames[6] = "Vl envoy te rvevs";
}
else if (specialnames[6] == "Vl envoy te rvevs")
{
specialnames[6] = "Vv evo tv vevs";
}
else if (specialnames[6] == "Vv evo tv vevs")
{
specialnames[6] = "Iv vhv Mvrvivs";
}
else if (specialnames[6] == "Iv vhv Mvrvivs")
{
specialnames[6] = "In the Margins";
}
break;
case 7:
//Try Jiggling the Antenna -> Heaven's Gate
if (specialnames[7] == "Try Jiggling the Antenna")
{
specialnames[7] = "Try Viggling the Antenna";
}
else if (specialnames[7] == "Try Viggling the Antenna")
{
specialnames[7] = "TryJivglvng theAvtevna";
}
else if (specialnames[7] == "TryJivglvng theAvtevna")
{
specialnames[7] = "Tvvivglvng thAvtvvv";
}
else if (specialnames[7] == "Tvvivglvng thAvtvvv")
{
specialnames[7] = "Vvvgglvnv tvnvva";
}
else if (specialnames[7] == "Vvvgglvnv tvnvva")
{
specialnames[7] = "Vvavvnvs vvtv";
}
else if (specialnames[7] == "Vvavvnvs vvtv")
{
specialnames[7] = "Veavvn's Gvte";
}
else if (specialnames[7] == "Veavvn's Gvte")
{
specialnames[7] = "Heaven's Gate";
}
break;
}
glitchdelay = 5;
}
else
{
glitchdelay--;
}
}
std::string mapclass::getglitchname(int x, int y)
{
//Returns the name in the final area.
if (roomname == "glitch")
{
//8 Cases!
//First, the three "glitches"
glitchdelay--;
if (glitchdelay <= -5)
{
glitchmode = (glitchmode + 1) % 2;
glitchdelay = 0;
if (glitchmode == 0) glitchdelay = 20 +int(fRandom() * 10);
}
if (x == 42 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[0];
}
else return "Rear Vindow";
}
else if (x == 48 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[1];
}
else return "On the Vaterfront";
}
else if (x == 49 && y == 51)
{
if (glitchmode == 0)
{
return specialnames[2];
}
else return "The Untouchavles";
}
}
else if (roomname == "change")
{
if (finalstretch)
{
if (x == 45 && y == 51) transformname(3);
if (x == 46 && y == 51) transformname(4);
if (x == 47 && y == 51) transformname(5);
if (x == 50 && y == 53) transformname(6);
if (x == 50 && y == 54) transformname(7);
}
if (x == 45 && y == 51) return specialnames[3];
if (x == 46 && y == 51) return specialnames[4];
if (x == 47 && y == 51) return specialnames[5];
if (x == 50 && y == 53) return specialnames[6];
if (x == 50 && y == 54) return specialnames[7];
return roomname;
}
else
{
return roomname;
}
return roomname;
}
void mapclass::initmapdata()
{
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);
}
void mapclass::initcustommapdata()
{
shinytrinkets.clear();
#if !defined(NO_CUSTOM_LEVELS)
for (size_t i = 0; i < edentity.size(); i++)
{
const edentities& ent = edentity[i];
if (ent.t != 9)
{
continue;
}
const int rx = ent.x / 40;
const int ry = ent.y / 30;
settrinket(rx, ry);
}
#endif
}
int mapclass::finalat(int x, int y)
{
//return the tile index of the final stretch tiles offset by the colour difference
if (contents[x + vmult[y]] == 740)
{
//Special case: animated tiles
if (final_mapcol == 1)
{
// Windows hits fRandom() == 1 frequently! For fuck sake! -flibit
return 737 + (std::min(int(fRandom() * 12), 11) * 40);
}
else
{
return contents[x + vmult[y]] - (final_mapcol * 3) + (final_aniframe * 40);
}
}
else if (contents[x + vmult[y]] >= 80)
{
return contents[x + vmult[y]] - (final_mapcol * 3);
}
else
{
return contents[x + vmult[y]];
}
return 0;
}
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;
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(const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c)
{
r = intpol(r1, r2, c / 5);
g = intpol(g1, g2, c / 5);
b = intpol(b1, b2, c / 5);
}
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;
int check = bg_obj.colstate % 5; //current state of phase
int cmode = (bg_obj.colstate - check) / 5; // current colour transition
switch(cmode)
{
case 0:
setcol(255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(255, 93, 255, 255, 93, 107, check);
break;
}
if (check == 0)
{
colstatedelay = 45;
}
else
{
colstatedelay = 0;
}
if (colsuperstate > 0) colstatedelay = 0;
bg_obj.tdrawback = true;
}
else
{
colstatedelay--;
}
}
void mapclass::nexttowercolour()
{
graphics.titlebg.colstate+=5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
int check = graphics.titlebg.colstate % 5; //current state of phase
int cmode = (graphics.titlebg.colstate - check) / 5; // current colour transition
switch(cmode)
{
case 0:
setcol(255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(255, 93, 255, 255, 93, 107, check);
break;
}
graphics.titlebg.tdrawback = true;
}
void mapclass::settowercolour(int t)
{
graphics.titlebg.colstate=t*5;
if (graphics.titlebg.colstate >= 30) graphics.titlebg.colstate = 0;
int check = graphics.titlebg.colstate % 5; //current state of phase
int cmode = (graphics.titlebg.colstate - check) / 5; // current colour transition
switch(cmode)
{
case 0:
setcol(255, 93, 107, 255, 255, 93, check);
break;
case 1:
setcol(255, 255, 93, 159, 255, 93, check);
break;
case 2:
setcol(159, 255, 93, 93, 245, 255, check);
break;
case 3:
setcol(93, 245, 255, 177, 93, 255, check);
break;
case 4:
setcol(177, 93, 255, 255, 93, 255, check);
break;
case 5:
setcol(255, 93, 255, 255, 93, 107, check);
break;
}
graphics.titlebg.tdrawback = true;
}
bool mapclass::spikecollide(int x, int y)
{
if (invincibility) return false;
if (tower.at(x,y,0)>= 6 && tower.at(x,y,0) <= 11) return true;
return false;
}
bool mapclass::collide(int x, int y)
{
if (towermode)
{
if (tower.at(x, y, 0) >= 12 && tower.at(x, y, 0) <= 27) return true;
if (invincibility)
{
if (tower.at(x, y, 0) >= 6 && tower.at(x, y, 0) <= 11) return true;
}
}
else if (tileset == 2)
{
if (y == -1) return collide(x, y + 1);
if (y == 29+extrarow) return collide(x, y - 1);
if (x == -1) return collide(x + 1, y);
if (x == 40) return collide(x - 1, y);
if (x < 0 || y < 0 || x >= 40 || y >= 29 + extrarow) return false;
if (contents[x + vmult[y]] >= 12 && contents[x + vmult[y]] <= 27) return true;
if (invincibility)
{
if (contents[x + vmult[y]] >= 6 && contents[x + vmult[y]] <= 11) return true;
}
}
else
{
if (y == -1) return collide(x, y + 1);
if (y == 29+extrarow) return collide(x, y - 1);
if (x == -1) return collide(x + 1, y);
if (x == 40) return collide(x - 1, y);
if (x < 0 || y < 0 || x >= 40 || y >= 29+extrarow) return false;
if (contents[x + vmult[y]] == 1) return true;
if (tileset==0 && contents[x + vmult[y]] == 59) return true;
if (contents[x + vmult[y]]>= 80 && contents[x + vmult[y]] < 680) return true;
if (contents[x + vmult[y]] == 740 && tileset==1) return true;
if (invincibility)
{
if (contents[x + vmult[y]]>= 6 && contents[x + vmult[y]] <= 9) return true;
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] <= 50) return true;
if (tileset == 1)
{
if (contents[x + vmult[y]]>= 49 && contents[x + vmult[y]] < 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[xp + vmult[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);
//lookup = std::max(0,lookup);
if(_rx-100>=0 && _rx-100<20 && _ry-100>=0 && _ry-100<20){
return areamap[lookup];
}
else
{
return 6;
}
}
}
void mapclass::exploretower()
{
for (int i = 0; i < 20; i++)
{
explored[9 + (i * 20)] = 1;
}
}
void mapclass::hideship()
{
//remove the ship from the explored areas
explored[2 + (10 * 20)] = 0;
explored[3 + (10 * 20)] = 0;
explored[4 + (10 * 20)] = 0;
explored[2 + (11 * 20)] = 0;
explored[3 + (11 * 20)] = 0;
explored[4 + (11 * 20)] = 0;
}
void mapclass::showship()
{
//remove the ship from the explored areas
explored[2 + (10 * 20)] = 1;
explored[3 + (10 * 20)] = 1;
explored[4 + (10 * 20)] = 1;
explored[2 + (11 * 20)] = 1;
explored[3 + (11 * 20)] = 1;
explored[4 + (11 * 20)] = 1;
}
void mapclass::resetplayer()
{
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;
obj.entities[i].dir = game.savedir;
obj.entities[i].colour = 0;
if (player_died)
{
game.lifeseq = 10;
obj.entities[i].invis = true;
}
else
{
obj.entities[i].invis = false;
}
if (!game.glitchrunnermode)
{
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;
graphics.towerbg.bypos = ypos / 2;
}
}
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;
}
if (game.scmprogress != 0)
{
game.scmmoveme = true;
}
else
{
game.scmmoveme = false;
}
}
}
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)
{
//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
obj.linecrosskludge.clear();
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(i);
}
}
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].rule != 0)
{
removeentity_iter(i);
}
}
game.door_up = rx + ((ry - 1) * 100);
game.door_down = rx + ((ry + 1) * 100);
game.door_right = rx + 1 + (ry * 100);
game.door_left = rx -1 + (ry * 100);
if (rx < game.roomx)
{
game.roomchangedir = 0;
}
else
{
game.roomchangedir = 1;
}
if (finalmode)
{
//Ok, what way are we moving?
finalx = rx;
finaly = ry;
game.roomx = finalx;
game.roomy = finaly;
game.roomchange = true;
rx = finalx;
ry = finaly;
if (game.roomy < 10)
{
game.roomy = 11;
finaly = 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)
{
if (game.roomx == 46 && game.roomy == 54) music.niceplay(15); //Final level remix
}
}
#if !defined(NO_CUSTOM_LEVELS)
else if (custommode)
{
game.roomx = rx;
game.roomy = ry;
game.roomchange = true;
if (game.roomx < 100) game.roomx = 100 + ed.mapwidth-1;
if (game.roomy < 100) game.roomy = 100 + ed.mapheight-1;
if (game.roomx > 100 + ed.mapwidth-1) game.roomx = 100;
if (game.roomy > 100 + ed.mapheight-1) game.roomy = 100;
}
#endif
else
{
game.roomx = rx;
game.roomy = ry;
game.roomchange = true;
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:
//Tower
if (game.roomx == 107 && game.roomy == 106) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 107) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 108) music.niceplay(4);
if (game.roomx == 107 && game.roomy == 109) music.niceplay(4);
if (game.roomx == 108 && game.roomy == 109)
{
if (graphics.setflipmode)
{
music.niceplay(9);
}
else
{
music.niceplay(2);
}
}
if (game.roomx == 109)
{
if (graphics.setflipmode)
{
music.niceplay(9);
}
else
{
music.niceplay(2);
}
}
//Warp Zone
if (game.roomx == 112 && game.roomy == 101) music.niceplay(4);
if (game.roomx == 113 && game.roomy == 101) music.niceplay(4);
if (game.roomx == 113 && game.roomy == 102) music.niceplay(4);
if (game.roomx == 114 && game.roomy == 101) music.niceplay(12);
if (game.roomx == 115 && game.roomy == 101) music.niceplay(12);
if (game.roomx == 115 && game.roomy == 102) music.niceplay(12);
//Lab
if (game.roomx == 101 && game.roomy == 115) music.niceplay(4);
if (game.roomx == 100 && game.roomy == 115) music.niceplay(4);
if (game.roomx == 101 && game.roomy == 116) music.niceplay(4);
if (game.roomx == 100 && game.roomy == 116) music.niceplay(4);
if (game.roomx == 102 && game.roomy == 116) music.niceplay(3);
if (game.roomx == 102 && game.roomy == 117) music.niceplay(3);
if (game.roomx == 101 && game.roomy == 117) music.niceplay(3);
//Space Station
if (game.intimetrial)
{
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 114) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 115) music.niceplay(1);
}
else
{
if (game.roomx == 111 && game.roomy == 112) music.niceplay(1);
if (game.roomx == 111 && game.roomy == 113) music.niceplay(1);
if (game.roomx == 112 && game.roomy == 114) music.niceplay(4);
if (game.roomx == 112 && game.roomy == 115) music.niceplay(4);
}
//Leaving the Ship
if (game.roomx == 104 && game.roomy == 112) music.niceplay(4);
}
int temp = rx + (ry * 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.state = 0;
if (game.roomx == 113 && game.roomy == 104)
{
game.state = 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!
temp = obj.getplayer();
if(INBOUNDS_VEC(temp, obj.entities))
{
obj.entities[temp].oldxp = obj.entities[temp].xp;
obj.entities[temp].oldyp = obj.entities[temp].yp;
obj.entities[temp].lerpoldxp = obj.entities[temp].xp - int(obj.entities[temp].vx);
obj.entities[temp].lerpoldyp = obj.entities[temp].yp - int(obj.entities[temp].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 < obj.linecrosskludge.size(); j++)
{
if (obj.entities[i].yp == obj.linecrosskludge[j].yp)
{
//y's match, how about x's?
//we're moving left:
if (game.roomchangedir == 0)
{
if (obj.entities[i].xp + obj.entities[i].w >= 312 && obj.linecrosskludge[j].xp <= 0)
{
obj.revertlinecross(i, j);
}
}
else
{
if (obj.entities[i].xp <= 0 && obj.linecrosskludge[j].xp + obj.linecrosskludge[j].w >= 312)
{
obj.revertlinecross(i, j);
}
}
}
}
}
}
}
}
std::string mapclass::currentarea(int t)
{
switch(t)
{
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 "???";
}
void mapclass::loadlevel(int rx, int ry)
{
int t;
if (!finalmode)
{
explored[rx - 100 + ((ry - 100) * 20)] = true;
if (rx == 109 && !custommode)
{
exploretower();
}
}
roomtexton = false;
roomtext.clear();
obj.platformtile = 0;
obj.customplatformtile=0;
obj.vertplatforms = false;
obj.horplatforms = false;
roomname = "";
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;
graphics.towerbg.bypos = ypos / 2;
cameramode = 0;
graphics.towerbg.colstate = 0;
colsuperstate = 0;
}
else if (ry == 104)
{
//you've entered from the top floor
ypos = 0;
oldypos = ypos;
graphics.towerbg.bypos = 0;
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;
}
switch(t)
{
#if !defined(MAKEANDPLAY)
case 0:
case 1: //World Map
{
tileset = 1;
extrarow = 1;
const short* tmap = otherlevel.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = otherlevel.roomname;
tileset = otherlevel.roomtileset;
//do the appear/remove roomname here
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111)
{
hiddenname = "The Ship";
}
else
{
hiddenname = "Dimension VVVVVV";
}
break;
}
case 2: //The Lab
{
const short* tmap = lablevel.loadlevel(rx, ry);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = lablevel.roomname;
tileset = 1;
background = 2;
graphics.rcol = lablevel.rcol;
break;
}
case 3: //The Tower
graphics.towerbg.tdrawback = true;
minitowermode = false;
tower.minitowermode = false;
graphics.towerbg.bscroll = 0;
graphics.towerbg.scrolldir = 0;
roomname = "The Tower";
tileset = 1;
background = 3;
towermode = true;
//graphics.towerbg.bypos = 0; ypos = 0; cameramode = 0;
//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);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = warplevel.roomname;
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);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = spacestation2.roomname;
tileset = 0;
break;
}
case 6: //final level
{
const short* tmap = finallevel.loadlevel(finalx, finaly);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = finallevel.roomname;
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);
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].type == 1 || obj.entities[i].type == 2)
{
//Fix 1-frame glitch
obj.entities[i].drawframe = obj.entities[i].tile;
}
}
break;
}
case 7: //Final Level, Tower 1
graphics.towerbg.tdrawback = true;
minitowermode = true;
tower.minitowermode = true;
graphics.towerbg.bscroll = 0;
graphics.towerbg.scrolldir = 1;
roomname = "Panic Room";
tileset = 1;
background = 3;
towermode = true;
tower.loadminitower1();
ypos = 0;
oldypos = 0;
graphics.towerbg.bypos = 0;
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.bscroll = 0;
graphics.towerbg.scrolldir = 1;
roomname = "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--;
finaly--;
ypos = (100-29) * 8;
oldypos = ypos;
graphics.towerbg.bypos = ypos/2;
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.bscroll = 0;
graphics.towerbg.scrolldir = 0;
final_colorframe = 2;
roomname = "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--;
finaly--;
ypos = (100-29) * 8;
oldypos = ypos;
graphics.towerbg.bypos = ypos/2;
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.bscroll = 0;
graphics.towerbg.scrolldir = 0;
final_colorframe = 2;
roomname = "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;
graphics.towerbg.bypos = 0;
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);
SDL_memcpy(contents, tmap, sizeof(contents));
roomname = finallevel.roomname;
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
#if !defined(NO_CUSTOM_LEVELS)
case 12: //Custom level
{
const int curlevel = rx-100 + (ry-100) * ed.maxwidth;
const edlevelclass* room_ptr = NULL;
if (!INBOUNDS_ARR(curlevel, ed.level))
{
static edlevelclass blank;
blank.tileset = 1;
room_ptr = &blank;
}
else
{
room_ptr = &ed.level[curlevel];
}
const edlevelclass& room = *room_ptr;
game.customcol = ed.getlevelcol(curlevel) + 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 = ed.getwarpbackground(rx - 100, ry - 100);
break;
case 2:
warpy = true;
background = 4;
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
break;
case 3:
warpx = true;
warpy = true;
background = 5;
graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
break;
}
roomname = room.roomname;
extrarow = 1;
const short* tmap = ed.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 < edentity.size(); edi++)
{
// If entity is in this room, create it
const edentities& ent = edentity[edi];
const int tsx = ent.x / 40;
const int tsy = ent.y / 30;
if (tsx != rx-100 || tsy != ry-100)
{
continue;
}
const int ex = (ent.x % 40) * 8;
const int ey = (ent.y % 30) * 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, ed.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, ed.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;
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, usethistile);
obj.createblock(ACTIVITY, ex - 8, usethisy + 8, 20, 16, 35);
break;
}
case 19: //Script Box
if (INBOUNDS_ARR(tempscriptbox, game.customscript))
{
game.customscript[tempscriptbox] = ent.scriptname;
}
obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
tempscriptbox++;
break;
case 50: // Warp Lines
obj.customwarpmode=true;
switch (ent.p1)
{
case 0: // Vertical, left
obj.createentity(ex + 4, ent.p2 * 8, 51, ent.p3);
break;
case 1: //Horizontal, right
obj.createentity(ex + 4, ent.p2 * 8, 52, ent.p3);
break;
case 2: //Vertical, top
obj.createentity(ent.p2 * 8, ey + 7, 53, ent.p3);
break;
case 3: // Horizontal, bottom
obj.createentity(ent.p2 * 8, ey, 54, ent.p3);
break;
}
break;
}
}
//do the appear/remove roomname here
break;
}
#endif
}
//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++)
{
//Damage blocks
if(tileset==0)
{
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
if (contents[i + vmult[j]] == 49 || contents[i + vmult[j]] == 50)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==1)
{
//if (contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9) obj.createblock(2, (i * 8), (j * 8)+1, 8, 6);
//if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 79) obj.createblock(2, (i * 8) + 1, (j * 8) + 1, 6, 6);
if ((contents[i + vmult[j]] >= 63 && contents[i + vmult[j]] <= 74) ||
(contents[i + vmult[j]] >= 6 && contents[i + vmult[j]] <= 9))
{
//sticking up) {
if (contents[i + vmult[j]] < 10) contents[i + vmult[j]]++;
//sticking up
if(contents[i + vmult[j]]%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 (contents[i + vmult[j]] < 11) contents[i + vmult[j]]--;
}
if (contents[i + vmult[j]] >= 49 && contents[i + vmult[j]] <= 62)
{
//left or right
obj.createblock(2, (i * 8), (j * 8)+3, 8, 2);
}
}
else if(tileset==2)
{
if (contents[i + vmult[j]] == 6 || contents[i + vmult[j]] == 8)
{
//sticking up
obj.createblock(2, (i * 8), (j * 8)+4, 8, 4);
}
if (contents[i + vmult[j]] == 7 || contents[i + vmult[j]] == 9)
{
//Sticking down
obj.createblock(2, (i * 8), (j * 8), 8, 4);
}
}
//Breakable blocks
if (contents[i + vmult[j]] == 10)
{
contents[i + vmult[j]] = 0;
obj.createentity(i * 8, j * 8, 4);
}
//Directional blocks
if (contents[i + vmult[j]] >= 14 && contents[i + vmult[j]] <= 17)
{
obj.createblock(3, i * 8, j * 8, 8, 8, contents[i + vmult[j]]-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(5);
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()
{
// 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 (game.glitchrunnermode
|| !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.state = 0;
game.statedelay = 0;
script.load(game.newscript);
script.run();
script.dontrunnextframe = true;
}