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VVVVVV/desktop_version/src/Input.cpp
Misa 751e621c14 Fix aggressive glitchrunner hardreset causing issues quitting to menu
This fixes the bug where in glitchrunner mode, quitting to the menu
would always put you back at the play menu on the first option, instead
of the menu you entered the game from.

The problem is the script.hardreset() that gets called before the game
actually quits to the menu, so when Game::quittomenu() gets called to
quit to the menu, all the variables that keep track of whether you're in
a certain gamemode, such as game.insecretlab and map.custommode, all get
prematurely reset before that function can read them and put you back to
the correct menu.

The solution here is to simply reset only what's needed when quitting to
the menu. Specifically, in order for credits warp to work,
script.running needs to be set to false and all the text boxes need to
be removed. Text boxes need to be gone so the "- Press ACTION to advance
text -" prompt will stay up without a text box, enabling the player to
increment the gamestate at will by pressing ACTION, and the script needs
to stop running so further text boxes don't spawn in.

Fixes #389.
2020-08-13 23:51:43 -04:00

2599 lines
80 KiB
C++

#include <tinyxml2.h>
#include "Credits.h"
#include "editor.h"
#include "Entity.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "Logic.h"
#include "MakeAndPlay.h"
#include "Map.h"
#include "Music.h"
#include "Script.h"
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;
if (bind == 1)
{
for (size_t 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(11);
}
for (size_t 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 (size_t 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 (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
}
if (bind == 2)
{
for (size_t 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(11);
}
for (size_t 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 (size_t 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 (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
}
if (bind == 3)
{
for (size_t 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(11);
}
for (size_t 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 (size_t 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 (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
{
if (i == game.controllerButton_restart[j])
{
game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
}
}
}
if (bind == 4)
{
for (size_t 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(11);
}
for (size_t 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 (size_t 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 (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
{
if (i == game.controllerButton_esc[j])
{
game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
}
}
}
}
}
}
void menuactionpress()
{
switch (game.currentmenuname)
{
case Menu::mainmenu:
#if defined(MAKEANDPLAY)
#define MPOFFSET -1
#else
#define MPOFFSET 0
#endif
#if defined(NO_CUSTOM_LEVELS)
#define NOCUSTOMSOFFSET -1
#else
#define NOCUSTOMSOFFSET 0
#endif
#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
switch (game.currentmenuoption)
{
#if !defined(MAKEANDPLAY)
case 0:
//Play
if (!game.save_exists() && !game.anything_unlocked())
{
//No saves exist, just start a new game
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
}
else
{
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::play);
map.nexttowercolour();
}
break;
#endif
#if !defined(NO_CUSTOM_LEVELS)
case OFFSET+1:
//Bring you to the normal playmenu
music.playef(11);
game.createmenu(Menu::playerworlds);
map.nexttowercolour();
break;
#endif
case OFFSET+2:
//Options
music.playef(11);
game.createmenu(Menu::graphicoptions);
map.nexttowercolour();
break;
case OFFSET+3:
//Options
music.playef(11);
game.createmenu(Menu::options);
map.nexttowercolour();
break;
#if !defined(MAKEANDPLAY)
case OFFSET+4:
//Credits
music.playef(11);
game.createmenu(Menu::credits);
map.nexttowercolour();
break;
#else
#undef MPOFFSET
#define MPOFFSET -2
#endif
case OFFSET+5:
//bye!
music.playef(2);
game.mainmenu = 100;
graphics.fademode = 2;
break;
#undef OFFSET
#undef NOCUSTOMSOFFSET
#undef MPOFFSET
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::levellist:
if(game.currentmenuoption==(int)game.menuoptions.size()-1){
//go back to menu
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
//previous page
music.playef(11);
if(game.levelpage==0){
game.levelpage=(ed.ListOfMetaData.size()-1)/8;
}else{
game.levelpage--;
}
game.createmenu(Menu::levellist, true);
game.currentmenuoption=game.menuoptions.size()-2;
map.nexttowercolour();
}else if(game.currentmenuoption==(int)game.menuoptions.size()-3){
//next page
music.playef(11);
if((size_t) ((game.levelpage*8)+8) >= ed.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(11);
game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
tinyxml2::XMLDocument doc;
if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
game.mainmenu = 22;
graphics.fademode = 2;
}else{
game.createmenu(Menu::quickloadlevel);
map.nexttowercolour();
}
}
break;
#endif
case Menu::quickloadlevel:
switch (game.currentmenuoption)
{
case 0: //continue save
music.playef(11);
game.mainmenu = 23;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 22;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::playerworlds:
#if defined(NO_EDITOR)
#define OFFSET -1
#else
#define OFFSET 0
#endif
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.levelpage=0;
ed.getDirectoryData();
game.loadcustomlevelstats(); //Should only load a file if it's needed
game.createmenu(Menu::levellist);
map.nexttowercolour();
break;
#if !defined(NO_EDITOR)
case 1:
//LEVEL EDITOR HOOK
music.playef(11);
game.mainmenu = 20;
graphics.fademode = 2;
ed.filename="";
break;
#endif
case OFFSET+2:
//"OPENFOLDERHOOK"
if (FILESYSTEM_openDirectoryEnabled()
&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
{
music.playef(11);
SDL_MinimizeWindow(graphics.screenbuffer->m_window);
}
else
{
music.playef(2);
}
break;
case OFFSET+3:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
#undef OFFSET
break;
#endif
case Menu::errornostart:
music.playef(11);
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
case Menu::graphicoptions:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
graphics.screenbuffer->toggleFullScreen();
game.fullscreen = !game.fullscreen;
game.savestats();
// Recreate menu to update "resize to nearest"
game.createmenu(game.currentmenuname, true);
game.currentmenuoption = 0;
break;
case 1:
music.playef(11);
graphics.screenbuffer->toggleStretchMode();
game.stretchMode = (game.stretchMode + 1) % 3;
game.savestats();
break;
case 2:
// resize to nearest multiple
if (graphics.screenbuffer->isWindowed)
{
music.playef(11);
graphics.screenbuffer->ResizeToNearestMultiple();
game.savestats();
}
else
{
music.playef(2);
}
break;
case 3:
music.playef(11);
graphics.screenbuffer->toggleLinearFilter();
game.useLinearFilter = !game.useLinearFilter;
game.savestats();
break;
case 4:
//change smoothing
music.playef(11);
game.fullScreenEffect_badSignal = !game.fullScreenEffect_badSignal;
graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
game.savestats();
break;
case 5:
//toggle 30+ fps
music.playef(11);
game.over30mode = !game.over30mode;
game.savestats();
break;
case 6:
//toggle vsync
music.playef(11);
#ifndef __HAIKU__ // FIXME: Remove after SDL VSync bug is fixed! -flibit
graphics.screenbuffer->vsync = !graphics.screenbuffer->vsync;
graphics.screenbuffer->resetRendererWorkaround();
game.savestats();
#endif
break;
default:
//back
music.playef(11);
if (game.ingame_titlemode)
{
game.returntopausemenu();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
break;
}
break;
case Menu::youwannaquit:
switch (game.currentmenuoption)
{
case 0:
//bye!
music.playef(2);
game.mainmenu = 100;
graphics.fademode = 2;
break;
default:
music.playef(11);
map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
game.returnmenu();
}
break;
case Menu::setinvincibility:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
map.invincibility = !map.invincibility;
game.savestats();
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::setslowdown:
switch (game.currentmenuoption)
{
case 0:
//back
game.gameframerate=34;
game.slowdown = 30;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 1:
game.gameframerate=41;
game.slowdown = 24;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 2:
game.gameframerate=55;
game.slowdown = 18;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
case 3:
game.gameframerate=83;
game.slowdown = 12;
game.savestats();
music.playef(11);
game.returnmenu();
game.currentmenuoption = 4;
map.nexttowercolour();
break;
}
break;
case Menu::advancedoptions:
switch (game.currentmenuoption)
{
case 0:
//toggle mouse cursor
music.playef(11);
if (graphics.showmousecursor == true) {
SDL_ShowCursor(SDL_DISABLE);
graphics.showmousecursor = false;
}
else {
SDL_ShowCursor(SDL_ENABLE);
graphics.showmousecursor = true;
}
break;
case 1:
// toggle unfocus pause
game.disablepause = !game.disablepause;
music.playef(11);
break;
case 2:
// toggle fake load screen
game.skipfakeload = !game.skipfakeload;
music.playef(11);
break;
case 3:
// toggle translucent roomname BG
graphics.translucentroomname = !graphics.translucentroomname;
music.playef(11);
break;
case 4:
// Glitchrunner mode
music.playef(11);
game.glitchrunnermode = !game.glitchrunnermode;
break;
case 5:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::accessibility:
switch (game.currentmenuoption)
{
case 0:
//disable animated backgrounds
game.colourblindmode = !game.colourblindmode;
game.savestats();
map.tdrawback = true;
music.playef(11);
break;
case 1:
//disable screeneffects
game.noflashingmode = !game.noflashingmode;
game.savestats();
if (!game.noflashingmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}else{
music.playef(11);
}
break;
case 2:
//disable text outline
graphics.notextoutline = !graphics.notextoutline;
game.savestats();
music.playef(11);
break;
case 3:
//invincibility
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
{
if (!map.invincibility)
{
game.createmenu(Menu::setinvincibility);
map.nexttowercolour();
}
else
{
map.invincibility = !map.invincibility;
}
music.playef(11);
}
else
{
music.playef(2);
map.invincibility = false;
}
break;
case 4:
//change game speed
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
{
game.createmenu(Menu::setslowdown);
map.nexttowercolour();
music.playef(11);
}
else
{
music.playef(2);
game.gameframerate = 34;
}
break;
case 5:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
//Can't do yet! play sad sound
music.playef(2);
break;
}
break;
case Menu::options:
{
#if defined(MAKEANDPLAY)
int flipmode_offset = 0;
#else
int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
#endif
#if defined(MAKEANDPLAY)
int unlockmode_offset = -1;
#else
int unlockmode_offset = 0;
#endif
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
int offset = 0;
switch (game.currentmenuoption)
{
case 0:
//accessibility options
music.playef(11);
game.createmenu(Menu::accessibility);
map.nexttowercolour();
break;
case 1:
//advanced options
music.playef(11);
game.createmenu(Menu::advancedoptions);
map.nexttowercolour();
break;
case 2:
#if !defined(MAKEANDPLAY)
if (game.ingame_titlemode && game.unlock[18])
#endif
{
// toggle Flip Mode
graphics.setflipmode = !graphics.setflipmode;
game.savemystats = true;
if (graphics.setflipmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
music.playef(11);
}
// Fix wrong area music in Tower (Positive Force vs. ecroF evitisoP)
if (map.custommode)
{
break;
}
int area = map.area(game.roomx, game.roomy);
if (area == 3 || area == 11)
{
if (graphics.setflipmode)
{
music.play(9); // ecroF evitisoP
}
else
{
music.play(2); // Positive Force
}
}
}
break;
}
offset += flipmode_offset;
#if !defined(MAKEANDPLAY)
if (game.currentmenuoption == 3+offset)
{
//unlock play options
music.playef(11);
game.createmenu(Menu::unlockmenu);
map.nexttowercolour();
}
#endif
offset += unlockmode_offset;
if (game.currentmenuoption == 4+offset)
{
//clear data menu
music.playef(11);
game.createmenu(Menu::controller);
map.nexttowercolour();
break;
}
else if (game.currentmenuoption == 5+offset)
{
//clear data menu
music.playef(11);
game.createmenu(Menu::cleardatamenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == 6+offset && music.mmmmmm)
{
//**** TOGGLE MMMMMM
if(game.usingmmmmmm > 0){
game.usingmmmmmm=0;
}else{
game.usingmmmmmm=1;
}
music.usingmmmmmm = !music.usingmmmmmm;
music.playef(11);
music.play(music.currentsong);
game.savestats();
}
offset += mmmmmm_offset;
if (game.currentmenuoption == 7+offset)
{
//back
music.playef(11);
if (game.ingame_titlemode)
{
game.returntopausemenu();
}
else
{
game.returnmenu();
map.nexttowercolour();
}
}
break;
}
case Menu::unlockmenutrials:
switch (game.currentmenuoption)
{
case 0: //unlock 1
game.unlock[9] = true;
game.unlocknotify[9] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 0;
break;
case 1: //unlock 2
game.unlock[10] = true;
game.unlocknotify[10] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 1;
break;
case 2: //unlock 3
game.unlock[11] = true;
game.unlocknotify[11] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 2;
break;
case 3: //unlock 4
game.unlock[12] = true;
game.unlocknotify[12] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 3;
break;
case 4: //unlock 5
game.unlock[13] = true;
game.unlocknotify[13] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 4;
break;
case 5: //unlock 6
game.unlock[14] = true;
game.unlocknotify[14] = true;
music.playef(11);
game.savestats();
game.createmenu(Menu::unlockmenutrials, true);
game.currentmenuoption = 5;
break;
case 6: //back
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::unlockmenu:
switch (game.currentmenuoption)
{
case 0:
//unlock time trials separately...
music.playef(11);
game.createmenu(Menu::unlockmenutrials);
map.nexttowercolour();
break;
case 1:
//unlock intermissions
music.playef(11);
game.unlock[16] = true;
game.unlocknotify[16] = true;
game.unlock[6] = true;
game.unlock[7] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 1;
break;
case 2:
//unlock no death mode
music.playef(11);
game.unlock[17] = true;
game.unlocknotify[17] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 2;
break;
case 3:
//unlock flip mode
music.playef(11);
game.unlock[18] = true;
game.unlocknotify[18] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 3;
break;
case 4:
//unlock jukebox
music.playef(11);
game.stat_trinkets = 20;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 4;
break;
case 5:
//unlock secret lab
music.playef(11);
game.unlock[8] = true;
game.unlocknotify[8] = true;
game.savestats();
game.createmenu(Menu::unlockmenu, true);
game.currentmenuoption = 5;
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits2, true);
map.nexttowercolour();
break;
case 1:
//last page
music.playef(11);
game.createmenu(Menu::credits6, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits2:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits25, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits25:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.createmenu(Menu::credits3, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.createmenu(Menu::credits2, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits3:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::superpatrons))
{
// No more super patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits4, true);
}
else
{
// There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more super patrons. Move to the previous credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits25, true);
}
else
{
//There are more super patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits3, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits4:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 14;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::patrons))
{
// No more patrons. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits5, true);
}
else
{
// There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 14;
if (game.current_credits_list_index < 0)
{
//No more patrons. Move to the previous credits section
game.current_credits_list_index = SDL_arraysize(Credits::superpatrons) - 1 - (SDL_arraysize(Credits::superpatrons)-1)%9;
game.createmenu(Menu::credits3, true);
}
else
{
//There are more patrons. Refresh the menu with the next ones
game.createmenu(Menu::credits4, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits5:
switch (game.currentmenuoption)
{
case 0:
//next page
music.playef(11);
game.current_credits_list_index += 9;
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::githubfriends))
{
// No more GitHub contributors. Move to the next credits section
game.current_credits_list_index = 0;
game.createmenu(Menu::credits6, true);
}
else
{
// There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index -= 9;
if (game.current_credits_list_index < 0)
{
//No more GitHub contributors. Move to the previous credits section
game.current_credits_list_index = SDL_arraysize(Credits::patrons) - 1 - (SDL_arraysize(Credits::patrons)-1)%14;
game.createmenu(Menu::credits4, true);
}
else
{
//There are more GitHub contributors. Refresh the menu with the next ones
game.createmenu(Menu::credits5, true);
}
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.current_credits_list_index = 0;
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::credits6:
switch (game.currentmenuoption)
{
case 0:
//first page
music.playef(11);
game.createmenu(Menu::credits, true);
map.nexttowercolour();
break;
case 1:
//previous page
music.playef(11);
game.current_credits_list_index = SDL_arraysize(Credits::githubfriends) - 1 - (SDL_arraysize(Credits::githubfriends)-1)%9;
game.createmenu(Menu::credits5, true);
game.currentmenuoption = 1;
map.nexttowercolour();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
music.niceplay(6);
break;
}
break;
case Menu::play:
{
//Do we have the Secret Lab option?
int sloffset = game.unlock[8] ? 0 : -1;
//Do we have a telesave or quicksave?
int ngoffset = game.save_exists() ? 0 : -1;
if (game.currentmenuoption == 0)
{
//continue
//right, this depends on what saves you've got
if (!game.save_exists())
{
//You have no saves but have something unlocked, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
}
else if (game.telesummary == "")
{
//You at least have a quicksave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 2;
graphics.fademode = 2;
}
else if (game.quicksummary == "")
{
//You at least have a telesave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 1;
graphics.fademode = 2;
}
else
{
//go to a menu!
music.playef(11);
game.loadsummary(); //Prepare save slots to display
game.createmenu(Menu::continuemenu);
}
}
else if (game.currentmenuoption == 1 && game.unlock[8])
{
if(!map.invincibility && game.slowdown == 30){
music.playef(11);
game.mainmenu = 11;
graphics.fademode = 2;
}else{
//Can't do yet! play sad sound
music.playef(2);
}
}
else if (game.currentmenuoption == sloffset+2)
{
//play modes
music.playef(11);
game.createmenu(Menu::playmodes);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
{
//newgame
music.playef(11);
game.createmenu(Menu::newgamewarning);
map.nexttowercolour();
}
else if (game.currentmenuoption == sloffset+ngoffset+4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
break;
}
case Menu::newgamewarning:
switch (game.currentmenuoption)
{
case 0:
//yep
music.playef(11);
game.mainmenu = 0;
graphics.fademode = 2;
game.deletequick();
game.deletetele();
break;
default:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::controller:
switch (game.currentmenuoption)
{
case 0:
game.controllerSensitivity++;
music.playef(11);
if(game.controllerSensitivity > 4)
{
game.controllerSensitivity = 0;
}
break;
case 5:
music.playef(11);
game.returnmenu();
break;
}
break;
case Menu::cleardatamenu:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
//yep
music.playef(23);
game.deletequick();
game.deletetele();
game.deletestats();
game.flashlight = 5;
game.screenshake = 15;
game.createmenu(Menu::mainmenu);
map.nexttowercolour();
break;
}
break;
case Menu::playmodes:
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
{
music.playef(11);
game.createmenu(Menu::timetrials);
map.nexttowercolour();
}
else if (game.currentmenuoption == 1 && game.unlock[16])
{
//intermission mode menu
music.playef(11);
game.createmenu(Menu::intermissionmenu);
map.nexttowercolour();
}
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
{
music.playef(11);
game.createmenu(Menu::startnodeathmode);
map.nexttowercolour();
}
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
{
// WARNING: Partially duplicated in Menu::options
graphics.setflipmode = !graphics.setflipmode;
game.savemystats = true;
if (graphics.setflipmode)
{
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
}
else
{
music.playef(11);
}
}
else if (game.currentmenuoption == 4)
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::startnodeathmode:
switch (game.currentmenuoption)
{
case 0: //start no death mode, disabling cutscenes
music.playef(11);
game.mainmenu = 10;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 9;
graphics.fademode = 2;
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::continuemenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 1;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 2;
graphics.fademode = 2;
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::intermissionmenu:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint1);
map.nexttowercolour();
break;
case 1:
music.playef(11);
music.play(6);
game.createmenu(Menu::playint2);
map.nexttowercolour();
break;
case 2:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint1:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 12;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 13;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.mainmenu = 14;
graphics.fademode = 2;
break;
case 3:
music.playef(11);
game.mainmenu = 15;
graphics.fademode = 2;
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::playint2:
switch (game.currentmenuoption)
{
case 0:
music.playef(11);
game.mainmenu = 16;
graphics.fademode = 2;
break;
case 1:
music.playef(11);
game.mainmenu = 17;
graphics.fademode = 2;
break;
case 2:
music.playef(11);
game.mainmenu = 18;
graphics.fademode = 2;
break;
case 3:
music.playef(11);
game.mainmenu = 19;
graphics.fademode = 2;
break;
case 4:
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::gameover2:
//back
music.playef(11);
music.play(6);
game.returntomenu(Menu::playmodes);
map.nexttowercolour();
break;
case Menu::unlocktimetrials:
case Menu::unlocktimetrial:
case Menu::unlocknodeathmode:
case Menu::unlockintermission:
case Menu::unlockflipmode:
//back
music.playef(11);
game.createmenu(Menu::play, true);
map.nexttowercolour();
break;
case Menu::timetrials:
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
{
music.playef(11);
game.mainmenu = 3;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
{
music.playef(11);
game.mainmenu = 4;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
{
music.playef(11);
game.mainmenu = 5;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
{
music.playef(11);
game.mainmenu = 6;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
{
music.playef(11);
game.mainmenu = 7;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
{
music.playef(11);
game.mainmenu = 8;
graphics.fademode = 2;
}
else if (game.currentmenuoption == 6) //go to the time trial menu
{
//back
music.playef(11);
game.returnmenu();
map.nexttowercolour();
}
else
{
//Can't do yet! play sad sound
music.playef(2);
}
break;
case Menu::timetrialcomplete3:
switch (game.currentmenuoption)
{
case 0:
//back
music.playef(11);
music.play(6);
game.returntomenu(Menu::timetrials);
map.nexttowercolour();
break;
case 1:
//Ok but first quickly remove the last stack frame to prevent piling up timetrialcomplete stack frames
if (game.menustack.empty())
{
puts("Error: menu stack is empty!");
}
else
{
game.menustack.pop_back();
}
//duplicate the above based on given time trial level!
if (game.timetriallevel == 0) //space station 1
{
music.playef(11);
game.mainmenu = 3;
graphics.fademode = 2;
}
else if (game.timetriallevel == 1) //lab
{
music.playef(11);
game.mainmenu = 4;
graphics.fademode = 2;
}
else if (game.timetriallevel == 2) //tower
{
music.playef(11);
game.mainmenu = 5;
graphics.fademode = 2;
}
else if (game.timetriallevel == 3) //station 2
{
music.playef(11);
game.mainmenu = 6;
graphics.fademode = 2;
}
else if (game.timetriallevel == 4) //warp
{
music.playef(11);
game.mainmenu = 7;
graphics.fademode = 2;
}
else if (game.timetriallevel == 5) //final
{
music.playef(11);
game.mainmenu = 8;
graphics.fademode = 2;
}
break;
}
break;
case Menu::gamecompletecontinue:
case Menu::nodeathmodecomplete2:
music.play(6);
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
default:
break;
}
}
void titleinput()
{
//game.mx = (mouseX / 4);
//game.my = (mouseY / 4);
//TODO bit wasteful doing this every poll
key.setSensitivity(game.controllerSensitivity);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (graphics.flipmode)
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true;
}
else
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true))
{
game.press_right = true;
}
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (!game.jumpheld && graphics.fademode==0)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
if (key.isDown(27) && game.currentmenuname != Menu::youwannaquit && game.menustart)
{
music.playef(11);
if (game.ingame_titlemode)
{
game.returntopausemenu();
}
else
{
game.createmenu(Menu::youwannaquit);
map.nexttowercolour();
}
}
if(game.menustart)
{
if (game.press_left)
{
game.currentmenuoption--;
}
else if (game.press_right)
{
game.currentmenuoption++;
}
}
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
if (game.press_action)
{
if (!game.menustart)
{
game.menustart = true;
music.play(6);
music.playef(18);
game.screenshake = 10;
game.flashlight = 5;
map.colstate = 10;
map.nexttowercolour();
}
else
{
menuactionpress();
}
}
if ( game.currentmenuname == Menu::controller &&
game.currentmenuoption > 0 &&
game.currentmenuoption < 5 &&
key.controllerButtonDown() )
{
updatebuttonmappings(game.currentmenuoption);
}
}
if (graphics.fademode == 1)
script.startgamemode(game.mainmenu);
}
void gameinput()
{
//TODO mouse input
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
if(!script.running)
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = 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_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
{
game.press_map = true;
}
}
if (game.advancetext)
{
if (game.pausescript)
{
game.press_action = false;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
}
if (game.press_action && !game.jumpheld)
{
if (game.pausescript)
{
game.pausescript = false;
game.hascontrol = true;
game.jumpheld = true;
}
else
{
if(game.glitchrunnermode || !game.glitchrunkludge) game.state++;
game.jumpheld = true;
game.glitchrunkludge=true;
//Bug fix! You should only be able to do this ONCE.
//...Unless you're in glitchrunner mode
}
}
}
if (!game.press_map) game.mapheld = false;
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
{
//restart the time trial
game.quickrestartkludge = false;
script.startgamemode(game.timetriallevel + 3);
game.deathseq = -1;
game.completestop = false;
}
//Returning to editor mode must always be possible
#if !defined(NO_CUSTOM_LEVELS)
if(map.custommode && !map.custommodeforreal){
if ((game.press_map || key.isDown(27)) && !game.mapheld){
//Return to level editor
if (game.activeactivity > -1 && game.press_map){
//pass, let code block below handle it
}else if(game.activetele && game.readytotele > 20 && game.press_map){
//pass, let code block below handle it
}else{
game.shouldreturntoeditor = true;
game.mapheld = true;
}
}
}
#endif
//Entity type 0 is player controled
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)
{
if (game.press_map && !game.mapheld)
{
game.mapheld = true;
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
{
if(int(std::abs(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 (player > -1)
{
obj.entities[player].colour = 102;
}
int teleporter = obj.getteleporter();
if (teleporter > -1)
{
obj.entities[teleporter].tile = 6;
obj.entities[teleporter].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
else if (game.companion == 0)
{
//Alright, normal teleporting
game.gamestate = TELEPORTERMODE;
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.resumegamemode = false;
game.useteleporter = true;
game.initteleportermode();
}
else
{
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout();
int player = obj.getplayer();
if (player > -1)
{
obj.entities[player].colour = 102;
}
int companion = obj.getcompanion();
if(companion>-1) obj.entities[companion].colour = 102;
int teleporter = obj.getteleporter();
if (teleporter > -1)
{
obj.entities[teleporter].tile = 6;
obj.entities[teleporter].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 3000;
game.statedelay = 0;
}
}
}
else if (game.activeactivity > -1)
{
if((int(std::abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
{
script.load(obj.blocks[game.activeactivity].script);
obj.removeblock(game.activeactivity);
game.activeactivity = -1;
}
}
else if (game.swnmode == 1 && game.swngame == 1)
{
//quitting the super gravitron
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.gamestate = MAPMODE;
game.gamesaved = false;
graphics.resumegamemode = false;
game.menupage = 20; // The Map Page
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
}
else if (game.intimetrial && graphics.fademode==0)
{
//Quick restart of time trial
script.hardreset();
if (graphics.setflipmode) graphics.flipmode = true;
graphics.fademode = 2;
game.completestop = true;
music.fadeout();
game.intimetrial = true;
game.quickrestartkludge = true;
}
else if (graphics.fademode==0)
{
//Normal map screen, do transition later
game.gamestate = MAPMODE;
map.cursordelay = 0;
map.cursorstate = 0;
game.gamesaved = false;
graphics.resumegamemode = false;
game.menupage = 0; // The Map Page
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
}
}
if ((key.isDown(27) || key.isDown(game.controllerButton_esc)) && (!map.custommode || map.custommodeforreal))
{
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.gamestate = MAPMODE;
game.gamesaved = false;
graphics.resumegamemode = false;
game.menupage = 30; // Pause screen
BlitSurfaceStandard(graphics.menubuffer,NULL,graphics.backBuffer, NULL);
graphics.menuoffset = 240; //actually this should count the roomname
graphics.oldmenuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
graphics.oldmenuoffset -= 10;
}
}
if ((key.isDown(SDLK_r) || key.isDown(game.controllerButton_restart)) && !game.nodeathmode)// && map.custommode) //Have fun glitchrunners!
{
game.deathseq = 30;
}
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
if (obj.entities[ie].vx < 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapleft = 0;
}
if (game.press_right)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
game.tapright = 0;
}
if(game.press_left)
{
obj.entities[ie].ax = -3;
obj.entities[ie].dir = 0;
}
else if (game.press_right)
{
obj.entities[ie].ax = 3;
obj.entities[ie].dir = 1;
}
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
if (game.jumppressed > 0)
{
game.jumppressed--;
if (obj.entities[ie].onground>0 && game.gravitycontrol == 0)
{
game.gravitycontrol = 1;
obj.entities[ie].vy = -4;
obj.entities[ie].ay = -3;
music.playef(0);
game.jumppressed = 0;
game.totalflips++;
}
if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1)
{
game.gravitycontrol = 0;
obj.entities[ie].vy = 4;
obj.entities[ie].ay = 3;
music.playef(1);
game.jumppressed = 0;
game.totalflips++;
}
}
}
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;
}
}
}
}
}
void mapmenuactionpress();
void mapinput()
{
//TODO Mouse Input!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (game.glitchrunnermode && graphics.fademode == 1 && graphics.menuoffset == 0)
{
// Deliberate re-addition of the glitchy gamestate-based fadeout!
// First of all, detecting a black screen means if the glitchy fadeout
// gets interrupted but you're still on a black screen, opening a menu
// immediately quits you to the title. This has the side effect that if
// you accidentally press Esc during a cutscene when it's black, you'll
// immediately be quit and lose all your progress, but that's fair in
// glitchrunner mode.
// Also have to check graphics.menuoffset so this doesn't run every frame
// Have to close the menu in order to run gamestates
graphics.resumegamemode = true;
// Remove half-second delay
graphics.menuoffset = 250;
// Technically this was in <=2.2 as well
obj.removeallblocks();
if (game.menupage >= 20 && game.menupage <= 21)
{
game.state = 96;
game.statedelay = 0;
}
else
{
// Produces more glitchiness! Necessary for credits warp to work.
script.running = false;
graphics.textbox.clear();
game.state = 80;
game.statedelay = 0;
}
}
if (game.fadetomenu && !game.glitchrunnermode)
{
if (game.fadetomenudelay > 0)
{
game.fadetomenudelay--;
}
else
{
game.quittomenu();
game.fadetomenu = false;
}
}
if (game.fadetolab && !game.glitchrunnermode)
{
if (game.fadetolabdelay > 0)
{
game.fadetolabdelay--;
}
else
{
game.returntolab();
game.fadetolab = false;
}
}
if(graphics.menuoffset==0
&& ((!game.glitchrunnermode && game.fadetomenudelay <= 0 && game.fadetolabdelay <= 0)
|| graphics.fademode == 0))
{
if (graphics.flipmode)
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsLeft(true) ) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsRight(true)) game.press_right = true;
}
else
{
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(true))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(true))
{
game.press_right = true;
}
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.press_action = true;
}
if (game.menupage < 12 || (game.menupage >= 30 && game.menupage <= 33))
{
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
if (key.isDown(27) && !game.mapheld)
{
game.mapheld = true;
if (game.menupage < 9)
{
game.menupage = 30;
}
else if (game.menupage < 12)
{
game.menupage = 31;
}
else
{
graphics.resumegamemode = true;
}
}
}
else
{
if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true;
}
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right)
{
game.jumpheld = false;
}
if (!game.press_map && !key.isDown(27))
{
game.mapheld = false;
}
}
else
{
game.mapheld = true;
game.jumpheld = true;
}
if (!game.mapheld)
{
if(game.press_map && game.menupage < 10)
{
//Normal map screen, do transition later
graphics.resumegamemode = true;
}
}
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
if (game.press_left)
{
game.menupage--;
}
else if (game.press_right)
{
game.menupage++;
}
if (game.press_action)
{
mapmenuactionpress();
}
if (game.menupage < 0) game.menupage = 3;
if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
if (game.menupage == 9) game.menupage = 11;
if (game.menupage == 12) game.menupage = 10;
if (game.menupage == 19) game.menupage = 21;
if (game.menupage == 22) game.menupage = 20;
if (game.menupage == 29) game.menupage = 33;
if (game.menupage == 34) game.menupage = 30;
}
}
void mapmenuactionpress()
{
switch (game.menupage)
{
case 1:
if (obj.flags[67] && !game.inspecial() && !map.custommode)
{
//Warp back to the ship
graphics.resumegamemode = true;
game.teleport_to_x = 2;
game.teleport_to_y = 11;
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
int i = obj.getplayer();
if (i > -1)
{
obj.entities[i].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
break;
case 3:
if (!game.gamesaved && !game.inspecial())
{
game.flashlight = 5;
game.screenshake = 10;
music.playef(18);
game.gamesaved = true;
game.savetime = game.timestring();
game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
game.savetrinkets = game.trinkets();
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
#if !defined(NO_CUSTOM_LEVELS)
if(map.custommodeforreal)
{
game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
}
else
#endif
{
game.savequick();
}
}
break;
case 10:
//return to pause menu
music.playef(11);
game.menupage = 31;
break;
case 11:
//quit to menu
//Kill contents of offset render buffer, since we do that for some reason.
//This fixes an apparent frame flicker.
FillRect(graphics.tempBuffer, 0x000000);
graphics.fademode = 2;
if (music.currentsong != 6) {
music.fadeout();
}
map.nexttowercolour();
if (!game.glitchrunnermode)
{
game.fadetomenu = true;
game.fadetomenudelay = 16;
}
break;
case 20:
//return to game
graphics.resumegamemode = true;
break;
case 21:
//quit to menu
game.swnmode = false;
graphics.fademode = 2;
music.fadeout();
if (!game.glitchrunnermode)
{
game.fadetolab = true;
game.fadetolabdelay = 16;
}
break;
case 30:
// Return to game
graphics.resumegamemode = true;
break;
case 31:
// Go to quit prompt
music.playef(11);
game.menupage = 10;
break;
case 32:
case 33:
// Graphic options and game options
music.playef(11);
game.gamestate = TITLEMODE;
graphics.flipmode = false;
game.ingame_titlemode = true;
if (game.menupage == 32)
{
game.createmenu(Menu::graphicoptions);
}
else
{
game.createmenu(Menu::options);
}
map.bg_to_kludge();
game.kludge_ingametemp = game.currentmenuname;
map.scrolldir = 0;
map.colstate = ((int) (map.colstate / 5)) * 5;
map.bypos = 0;
map.nexttowercolour();
// Fix delta rendering glitch
graphics.updatetowerbackground();
titleupdatetextcol();
break;
}
}
void teleporterinput()
{
//Todo Mouseinput!
//game.mx = (mouseX / 2);
//game.my = (mouseY / 2);
int tempx, tempy;
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if(graphics.menuoffset==0)
{
if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true;
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (key.isDown(27))
{
if (!map.custommode || map.custommodeforreal)
{
// Go to pause menu
game.mapheld = true;
game.menupage = 30;
game.gamestate = MAPMODE;
}
else
{
// Close teleporter menu
graphics.resumegamemode = true;
}
}
}
else
{
game.mapheld = true;
game.jumpheld = true;
}
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map)
{
game.jumpheld = true;
}
bool any_tele_unlocked = false;
if (game.press_left || game.press_right)
{
for (size_t i = 0; i < map.teleporters.size(); i++)
{
point& tele = map.teleporters[i];
if (map.explored[tele.x + tele.y*20])
{
any_tele_unlocked = true;
break;
}
}
}
if (game.press_left && any_tele_unlocked)
{
do
{
game.teleport_to_teleporter--;
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
while (map.explored[tempx + (20 * tempy)] == 0);
}
else if (game.press_right && any_tele_unlocked)
{
do
{
game.teleport_to_teleporter++;
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
while (map.explored[tempx + (20 * tempy)] == 0);
}
if (game.press_map)
{
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
if (game.roomx == tempx + 100 && game.roomy == tempy + 100)
{
//cancel!
graphics.resumegamemode = true;
}
else
{
//teleport
graphics.resumegamemode = true;
game.teleport_to_x = tempx;
game.teleport_to_y = tempy;
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
int i = obj.getplayer();
if (i > -1)
{
obj.entities[i].colour = 102;
}
i = obj.getteleporter();
if (i > -1)
{
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
}
//which teleporter script do we use? it depends on the companion!
game.state = 4000;
game.statedelay = 0;
}
}
}
}
void gamecompleteinput()
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Do this before we update map.bypos
if (!game.colourblindmode)
{
graphics.updatetowerbackground();
}
//Do these here because input comes first
map.bypos += map.bscroll;
game.oldcreditposition = game.creditposition;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.creditposition -= 6;
if (game.creditposition <= -Credits::creditmaxposition)
{
if(graphics.fademode==0)
{
graphics.fademode = 2;
}
game.creditposition = -Credits::creditmaxposition;
}
else
{
map.bscroll = +7;
}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
{
graphics.fademode = 2;
}
}
}
}
void gamecompleteinput2()
{
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
//Do this here because input comes first
game.oldcreditposx = game.creditposx;
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
{
game.creditposx++;
game.oldcreditposx++;
if (game.creditposy >= 30)
{
if(graphics.fademode==0)
{
graphics.fademode = 2;
music.fadeout();
}
}
game.press_action = true;
}
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
if (!game.mapheld)
{
if(game.press_map)
{
//Return to game
if(graphics.fademode==0)
{
graphics.fademode = 2;
music.fadeout();
}
}
}
}