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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-23 04:58:30 +02:00
VVVVVV/desktop_version/src/Logic.cpp
Misa ea3c778b84 Remove global args from scriptclass
This commit removes all global args from the parameters of each function
on the scriptclass object, and updates all places they are called
accordingly. It also changes all instances of 'dwgfx' to 'graphics' in
Script.cpp.

Interestingly enough, it looks like editor.h depended on Script.h's
class define of the musicclass. I've temporarily placed the class define
in editor.h, but by the end of this patchset it'll be gone.
2020-04-03 10:40:50 -04:00

1549 lines
51 KiB
C++

#include "Logic.h"
#include "Script.h"
#include "Network.h"
extern int temp;
extern scriptclass script;
void titlelogic( Graphics& dwgfx, Game& game, entityclass& obj, UtilityClass& help, musicclass& music, mapclass& map)
{
//Misc
//map.updatetowerglow();
help.updateglow();
map.bypos -= 2;
map.bscroll = -2;
//if (map.ypos <= 0) { map.ypos = 0; map.bypos = 0; map.bscroll = 0; }
//if (map.ypos >= 5368) { map.ypos = 5368; map.bypos = map.ypos / 2; } //700-29 * 8 = 5368
if (game.menucountdown > 0)
{
game.menucountdown--;
if (game.menucountdown == 0)
{
if (game.menudest == "mainmenu")
{
music.play(6);
}
else if (game.menudest == "gameover2")
{
music.playef(11, 10);
}
else if (game.menudest == "timetrialcomplete3")
{
music.playef(3, 10);
}
game.createmenu(game.menudest);
}
}
}
void maplogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
{
//Misc
help.updateglow();
}
void gamecompletelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
{
//Misc
map.updatetowerglow();
help.updateglow();
dwgfx.crewframe = 0;
map.tdrawback = true;
game.creditposition--;
if (game.creditposition <= -game.creditmaxposition)
{
game.creditposition = -game.creditmaxposition;
map.bscroll = 0;
}
else
{
map.bypos += 1;
map.bscroll = +1;
}
if (dwgfx.fademode == 1)
{
//Fix some graphical things
dwgfx.showcutscenebars = false;
dwgfx.cutscenebarspos = 0;
//Return to game
game.gamestate = 7;
dwgfx.fademode = 4;
}
}
void gamecompletelogic2(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
{
//Misc
map.updatetowerglow();
help.updateglow();
game.creditposdelay--;
if (game.creditposdelay <= 0)
{
game.creditposdelay = 1;
game.creditposx++;
if (game.creditposx > 40)
{
game.creditposy++;
game.creditposx = 0;
if (game.creditposy > 30) game.creditposy = 30;
}
}
/*
game.creditposition--;
if (game.creditposition <= -1650) {
game.creditposition = -1650;
map.bscroll = 0;
}else {
map.bypos += 1; map.bscroll = +1;
}
*/
if (dwgfx.fademode == 1)
{
//Fix some graphical things
dwgfx.showcutscenebars = false;
dwgfx.cutscenebarspos = 0;
//Fix the save thingy
game.deletequick();
int tmp=music.currentsong;
music.currentsong=4;
game.savetele();
music.currentsong=tmp;
game.telegotoship();
//Return to game
map.colstate = 10;
game.gamestate = 1;
dwgfx.fademode = 4;
music.playef(18, 10);
game.createmenu("gamecompletecontinue");
map.nexttowercolour();
}
}
void towerlogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
{
//Logic for the tower level
map.updatetowerglow();
help.updateglow();
if(!game.completestop)
{
if (map.cameramode == 0)
{
//do nothing!
//a trigger will set this off in the game
map.cameramode = 1;
map.bscroll = 0;
}
else if (map.cameramode == 1)
{
//move normally
if(map.scrolldir==0)
{
map.ypos -= 2;
map.bypos -= 1;
map.bscroll = -1;
}
else
{
map.ypos += 2;
map.bypos += 1;
map.bscroll = 1;
}
}
else if (map.cameramode == 2)
{
//do nothing, but cycle colours (for taking damage)
map.bscroll = 0;
}
else if (map.cameramode == 4)
{
int i = obj.getplayer();
map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
map.cameraseek = map.cameraseek / 10;
map.cameraseekframe = 10;
map.cameramode = 5;
map.bscroll = map.cameraseek/2;
}
else if (map.cameramode == 5)
{
//actually do it
if (map.spikeleveltop > 0) map.spikeleveltop-=2;
if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
if (map.cameraseekframe > 0)
{
int i = obj.getplayer();
map.ypos -= map.cameraseek;
if (map.cameraseek > 0)
{
if (map.ypos < obj.entities[i].yp - 120)
{
map.ypos = obj.entities[i].yp - 120;
}
}
else
{
if (map.ypos > obj.entities[i].yp - 120)
{
map.ypos = obj.entities[i].yp - 120;
}
}
map.cameraseekframe--;
map.bypos = map.ypos / 2;
}
else
{
int i = obj.getplayer();
map.ypos = obj.entities[i].yp - 120;
map.bypos = map.ypos / 2;
map.cameramode = 0;
map.colsuperstate = 0;
}
}
}
else
{
map.bscroll = 0;
}
if (map.ypos <= 0)
{
map.ypos = 0;
map.bypos = 0;
map.bscroll = 0;
}
if (map.minitowermode)
{
if (map.ypos >= 568)
{
map.ypos = 568;
map.bypos = map.ypos / 2;
map.bscroll = 0;
} //100-29 * 8 = 568
}
else
{
if (map.ypos >= 5368)
{
map.ypos = 5368; //700-29 * 8 = 5368
map.bypos = map.ypos / 2.0;
}
}
if (game.lifeseq > 0)
{
if (map.cameramode == 2)
{
map.cameraseekframe = 20;
map.cameramode = 4;
map.resumedelay = 4;
}
if (map.cameraseekframe <= 0)
{
if (map.resumedelay <= 0)
{
game.lifesequence();
if (game.lifeseq == 0) map.cameramode = 1;
}
else
{
map.resumedelay--;
}
}
}
if (game.deathseq != -1)
{
map.colsuperstate = 1;
map.cameramode = 2;
game.deathsequence();
game.deathseq--;
if (game.deathseq <= 0)
{
if (game.nodeathmode)
{
game.deathseq = 1;
game.gethardestroom();
//start depressing sequence here...
if (game.gameoverdelay <= -10 && dwgfx.fademode==0) dwgfx.fademode = 2;
if (dwgfx.fademode == 1) script.resetgametomenu();
}
else
{
if (game.currentroomdeaths > game.hardestroomdeaths)
{
game.hardestroomdeaths = game.currentroomdeaths;
game.hardestroom = map.roomname;
}
game.gravitycontrol = game.savegc;
dwgfx.textboxremove();
map.resetplayer();
}
}
}
else
{
//State machine for game logic
game.updatestate();
//Time trial stuff
if (game.intimetrial)
{
if (game.timetrialcountdown > 0)
{
game.hascontrol = true;
game.timetrialcountdown--;
if (game.timetrialcountdown > 30)
{
game.hascontrol = false;
}
if(game.timetrialcountdown == 120) music.playef(21, 10);
if(game.timetrialcountdown == 90) music.playef(21, 10);
if(game.timetrialcountdown == 60) music.playef(21, 10);
if (game.timetrialcountdown == 30)
{
switch(game.timetriallevel)
{
case 0:
music.play(1);
break;
case 1:
music.play(3);
break;
case 2:
music.play(2);
break;
case 3:
music.play(1);
break;
case 4:
music.play(12);
break;
case 5:
music.play(15);
break;
}
music.playef(22, 10);
}
}
//Have we lost the par?
if (!game.timetrialparlost)
{
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
{
game.timetrialparlost = true;
int i = obj.getplayer();
if (i > -1)
{
obj.entities[i].tile = 144;
}
music.playef(2, 10);
}
}
}
//Update entities
if(!game.completestop)
{
for (int i = obj.nentity - 1; i >= 0; i--)
{
//Remove old platform
//if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.updateentities(i); // Behavioral logic
obj.updateentitylogic(i); // Basic Physics
obj.entitymapcollision(i); // Collisions with walls
//Create new platform
//if (obj.entities[i].isplatform) obj.movingplatformfix(i);
}
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
//special for tower: is the player touching any spike blocks?
int player = obj.getplayer();
if(obj.checktowerspikes(player) && dwgfx.fademode==0)
{
game.deathseq = 30;
}
//Right so! Screenwraping for tower:
if (map.minitowermode)
{
if (map.scrolldir == 1)
{
//This is minitower 1!
player = obj.getplayer();
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
map.gotoroom(48, 52);
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
obj.entities[player].yp -= (71*8);
map.gotoroom(game.roomx + 1, game.roomy+1);
}
}
else
{
//This is minitower 2!
player = obj.getplayer();
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
if (obj.entities[player].yp > 300)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (71 * 8);
map.gotoroom(50, 54);
}
else
{
obj.entities[player].xp += 320;
map.gotoroom(50, 53);
}
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(52, 53);
}
}
}
else
{
//Always wrap except for the very top and very bottom of the tower
if(map.ypos>=500 && map.ypos <=5000)
{
for (int i = 0; i < obj.nentity; i++)
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
}
else
{
if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
}
}
}
}
else
{
//Do not wrap! Instead, go to the correct room
player = obj.getplayer();
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (671 * 8);
map.gotoroom(108, 109);
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(110, 104);
}
}
}
if(game.lifeseq==0)
{
int player = obj.getplayer();
if(!map.invincibility)
{
if (obj.entities[player].yp-map.ypos <= 0)
{
game.deathseq = 30;
}
else if (obj.entities[player].yp-map.ypos >= 208)
{
game.deathseq = 30;
}
}
else
{
if (obj.entities[player].yp-map.ypos <= 0)
{
map.ypos-=10;
map.bypos = map.ypos / 2;
map.bscroll = 0;
}
else if (obj.entities[player].yp-map.ypos >= 208)
{
map.ypos+=2;
map.bypos = map.ypos / 2;
map.bscroll = 0;
}
}
if (obj.entities[player].yp - map.ypos <= 40)
{
map.spikeleveltop++;
if (map.spikeleveltop >= 8) map.spikeleveltop = 8;
}
else
{
if (map.spikeleveltop > 0) map.spikeleveltop--;
}
if (obj.entities[player].yp - map.ypos >= 164)
{
map.spikelevelbottom++;
if (map.spikelevelbottom >= 8) map.spikelevelbottom = 8;
}
else
{
if (map.spikelevelbottom > 0) map.spikelevelbottom--;
}
}
}
//now! let's clean up removed entities
obj.cleanup();
//Looping around, room change conditions!
}
if (game.teleport_to_new_area) script.teleport();
}
void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help)
{
//Misc
help.updateglow();
if (game.alarmon)
{
game.alarmdelay--;
if (game.alarmdelay <= 0)
{
music.playef(19);
game.alarmdelay = 20;
}
}
if (obj.nearelephant)
{
obj.upset++;
if (obj.upset == 300)
{
obj.upsetmode = true;
//change player to sad
int i = obj.getplayer();
obj.entities[i].tile = 144;
music.playef(2, 10);
}
if (obj.upset > 301) obj.upset = 301;
}
else if (obj.upsetmode)
{
obj.upset--;
if (obj.upset <= 0)
{
obj.upset = 0;
obj.upsetmode = false;
//change player to happy
int i = obj.getplayer();
obj.entities[i].tile = 0;
}
}
else
{
obj.upset = 0;
}
game.lifesequence();
if (game.deathseq != -1)
{
for (int i = 0; i < obj.nentity; i++)
{
if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
{
if (obj.entities[i].type == 1)
{
if (obj.entities[i].xp < 152)
{
obj.entities[i].xp = 152;
obj.entities[i].newxp = 152;
}
}
}
if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
{
//Ok! super magical exception for the room with the intention death for the shiny trinket
//fix this when the maps are finalised
if (game.roomx != 111 || game.roomy != 107 || map.custommode)
{
obj.entities[i].state = 4;
}
else
{
obj.entities[i].state = 4;
map.settile(18, 9, 59);
}
}
else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
{
//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
//graphical uglyness to avoid breaking the room!
while (obj.entities[i].state == 2) obj.updateentities(i);
obj.entities[i].state = 4;
}
else if (map.finalstretch && obj.entities[i].type == 2)
{
//TODO: }else if (map.finallevel && map.finalstretch && obj.entities[i].type == 2) {
//for the final level. probably something 99% of players won't see.
while (obj.entities[i].state == 2) obj.updateentities(i);
obj.entities[i].state = 4;
}
else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
{
//if playing SWN, get the enemies offscreen.
obj.entities[i].xp += obj.entities[i].vx*5;
obj.entities[i].yp += obj.entities[i].vy*5;
}
}
if (game.swnmode)
{
//if playing SWN game a, push the clock back to the nearest 10 second interval
if (game.swngame == 0)
{
game.swnpenalty();
}
else if (game.swngame == 1)
{
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
if (game.swntimer >= game.swnrecord)
{
if (game.swnmessage == 0) music.playef(25, 10);
game.swnmessage = 1;
game.swnrecord = game.swntimer;
}
}
}
game.deathsequence();
game.deathseq--;
if (game.deathseq <= 0)
{
if (game.nodeathmode)
{
game.deathseq = 1;
game.gethardestroom();
//start depressing sequence here...
if (game.gameoverdelay <= -10 && dwgfx.fademode==0) dwgfx.fademode = 2;
if (dwgfx.fademode == 1) script.resetgametomenu();
}
else
{
if (game.swnmode)
{
//if playing SWN game b, reset the clock
if (game.swngame == 1)
{
game.swntimer = 0;
game.swnmessage = 0;
game.swnrank = 0;
}
}
game.gethardestroom();
game.hascontrol = true;
game.gravitycontrol = game.savegc;
dwgfx.textboxremove();
map.resetplayer();
}
}
}
else
{
//Update colour thingy
if (map.finalmode)
{
if (map.final_colormode)
{
if (map.final_colorframe > 0)
{
map.final_colorframedelay--;
if (map.final_colorframedelay <= 0)
{
if (map.final_colorframe == 1)
{
map.final_colorframedelay = 40;
temp = 1+int(fRandom() * 6);
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
}
else if (map.final_colorframe == 2)
{
map.final_colorframedelay = 15;
temp = 1+int(fRandom() * 6);
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
}
}
}
}
}
//State machine for game logic
game.updatestate();
if (game.startscript)
{
script.load(game.newscript);
game.startscript = false;
}
//Intermission 1 Logic
//Player can't walk off a screen with SCM on it until they've left
if (game.supercrewmate)
{
if (game.roomx == 41 + game.scmprogress) //he's in the same room
{
int i = obj.getplayer();
if (obj.entities[i].ax > 0 && obj.entities[i].xp > 280)
{
obj.entities[i].ax = 0;
obj.entities[i].dir = 0;
}
}
}
//SWN Minigame Logic
if (game.swnmode) //which game?
{
if(game.swngame==0) //intermission, survive 60 seconds game
{
game.swntimer -= 1;
if (game.swntimer <= 0)
{
music.niceplay(8);
game.swngame = 5;
}
else
{
obj.generateswnwave(0);
}
}
else if(game.swngame==1) //super gravitron game
{
game.swntimer += 1;
if (game.swntimer > game.swnrecord) game.swnrecord = game.swntimer;
if (game.swntimer >= 150 && game.swnrank == 0)
{
game.swnrank = 1;
if (game.swnbestrank < 1)
{
NETWORK_unlockAchievement("vvvvvvsupgrav5");
game.swnbestrank = 1;
game.swnmessage = 2+30;
music.playef(26, 10);
}
}
else if (game.swntimer >= 300 && game.swnrank == 1)
{
game.swnrank = 2;
if (game.swnbestrank < 2)
{
NETWORK_unlockAchievement("vvvvvvsupgrav10");
game.swnbestrank = 2;
game.swnmessage = 2+30;
music.playef(26, 10);
}
}
else if (game.swntimer >= 450 && game.swnrank == 2)
{
game.swnrank = 3;
if (game.swnbestrank < 3)
{
NETWORK_unlockAchievement("vvvvvvsupgrav15");
game.swnbestrank = 3;
game.swnmessage = 2+30;
music.playef(26, 10);
}
}
else if (game.swntimer >= 600 && game.swnrank == 3)
{
game.swnrank = 4;
if (game.swnbestrank < 4)
{
NETWORK_unlockAchievement("vvvvvvsupgrav20");
game.swnbestrank = 4;
game.swnmessage = 2+30;
music.playef(26, 10);
}
}
else if (game.swntimer >= 900 && game.swnrank == 4)
{
game.swnrank = 5;
if (game.swnbestrank < 5)
{
NETWORK_unlockAchievement("vvvvvvsupgrav30");
game.swnbestrank = 5;
game.swnmessage = 2+30;
music.playef(26, 10);
}
}
else if (game.swntimer >= 1800 && game.swnrank == 5)
{
game.swnrank = 6;
if (game.swnbestrank < 6)
{
NETWORK_unlockAchievement("vvvvvvsupgrav60");
game.swnbestrank = 6;
game.swnmessage = 2+30;
music.playef(26, 10);
}
}
obj.generateswnwave(1);
game.swncoldelay--;
if(game.swncoldelay<=0)
{
game.swncolstate = (game.swncolstate+1)%6;
game.swncoldelay = 30;
dwgfx.rcol = game.swncolstate;
obj.swnenemiescol(game.swncolstate);
}
}
else if (game.swngame == 2) //introduce game a
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 0;
game.swndelay = 0;
game.swntimer = (60 * 30) - 1;
//game.swntimer = 15;
}
}
else if (game.swngame == 3) //extend line
{
obj.entities[obj.getlineat(84 - 32)].w += 24;
if (obj.entities[obj.getlineat(84 - 32)].w > 332)
{
obj.entities[obj.getlineat(84 - 32)].w = 332;
game.swngame = 2;
}
}
else if (game.swngame == 4) //create top line
{
game.swngame = 3;
obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
music.niceplay(2);
game.swndeaths = game.deathcounts;
}
else if (game.swngame == 5) //remove line
{
obj.entities[obj.getlineat(148 + 32)].xp += 24;
if (obj.entities[obj.getlineat(148 + 32)].xp > 320)
{
obj.entities[obj.getlineat(148 + 32)].active = false;
game.swnmode = false;
game.swngame = 6;
}
}
else if (game.swngame == 6) //Init the super gravitron
{
game.swngame = 7;
music.niceplay(3);
}
else if (game.swngame == 7) //introduce game b
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 1;
game.swndelay = 0;
game.swntimer = 0;
game.swncolstate = 3;
game.swncoldelay = 30;
}
}
}
//Time trial stuff
if (game.intimetrial)
{
if (game.timetrialcountdown > 0)
{
game.timetrialparlost = false;
game.hascontrol = true;
game.timetrialcountdown--;
if (game.timetrialcountdown > 30)
{
game.hascontrol = false;
}
if(game.timetrialcountdown == 120) music.playef(21, 10);
if(game.timetrialcountdown == 90) music.playef(21, 10);
if(game.timetrialcountdown == 60) music.playef(21, 10);
if (game.timetrialcountdown == 30)
{
switch(game.timetriallevel)
{
case 0:
music.play(1);
break;
case 1:
music.play(3);
break;
case 2:
music.play(2);
break;
case 3:
music.play(1);
break;
case 4:
music.play(12);
break;
case 5:
music.play(15);
break;
}
music.playef(22, 10);
}
}
//Have we lost the par?
if (!game.timetrialparlost)
{
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
{
game.timetrialparlost = true;
int i = obj.getplayer();
if (i > -1)
{
obj.entities[i].tile = 144;
}
music.playef(2, 10);
}
}
}
//Update entities
//Ok, moving platform fuckers
if(!game.completestop)
{
if(obj.vertplatforms)
{
for (int i = obj.nentity - 1; i >= 0; i--)
{
if (obj.entities[i].isplatform)
{
if(abs(obj.entities[i].vx) < 0.000001f)
{
obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.updateentities(i); // Behavioral logic
obj.updateentitylogic(i); // Basic Physics
obj.entitymapcollision(i); // Collisions with walls
obj.createblock(0, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
if (game.supercrewmate)
{
obj.movingplatformfix(i);
obj.scmmovingplatformfix(i);
}
else
{
obj.movingplatformfix(i);
}
}
}
}
}
if(obj.horplatforms)
{
for (int ie = obj.nentity - 1; ie >= 0; ie--)
{
if (obj.entities[ie].isplatform)
{
if(abs(obj.entities[ie].vy) < 0.000001f)
{
obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp);
obj.updateentities(ie); // Behavioral logic
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
obj.hormovingplatformfix(ie);
}
}
}
//is the player standing on a moving platform?
int i = obj.getplayer();
float j = obj.entitycollideplatformfloor(i);
if (j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
}
else
{
j = obj.entitycollideplatformroof(i);
if (j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
}
}
}
for (int ie = obj.nentity - 1; ie >= 0; ie--)
{
if (!obj.entities[ie].isplatform)
{
obj.updateentities(ie); // Behavioral logic
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
}
}
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
}
//now! let's clean up removed entities
obj.cleanup();
//Using warplines?
if (obj.customwarpmode) {
//Rewritten system for mobile update: basically, the new logic is to
//check if the player is leaving the map, and if so do a special check against
//warp lines for collision
obj.customwarpmodehon = false;
obj.customwarpmodevon = false;
int i = obj.getplayer();
if ((game.door_down > -2 && obj.entities[i].yp >= 226-16) || (game.door_up > -2 && obj.entities[i].yp < -2+16) || (game.door_left > -2 && obj.entities[i].xp < -14+16) || (game.door_right > -2 && obj.entities[i].xp >= 308-16)){
//Player is leaving room
obj.customwarplinecheck(i);
}
if(obj.customwarpmodehon){ map.warpy=true;
}else{ map.warpy=false; }
if(obj.customwarpmodevon){ map.warpx=true;
}else{ map.warpx=false; }
}
//Finally: Are we changing room?
if (map.warpx && map.warpy)
{
for (int i = 0; i < obj.nentity; i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
}
else
{
if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
}
}
}
}
}
for (int i = 0; i < obj.nentity; i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (obj.entities[i].yp <= -12)
{
obj.entities[i].yp += 232;
}
else
{
if (obj.entities[i].yp > 226)
{
obj.entities[i].yp -= 232;
}
}
}
}
}
}
else if (map.warpx)
{
for (int i = 0; i < obj.nentity; i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
{
//ascii snakes
if (obj.entities[i].xp <= -80)
{
obj.entities[i].xp += 400;
}
else
{
if (obj.entities[i].xp > 320)
{
obj.entities[i].xp -= 400;
}
}
}
else
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
}
else
{
if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
}
}
}
}
}
}
int player = obj.getplayer();
if (game.door_down > -2 && obj.entities[player].yp >= 238)
{
obj.entities[player].yp -= 240;
map.gotoroom(game.roomx, game.roomy + 1);
}
if (game.door_up > -2 && obj.entities[player].yp < -2)
{
obj.entities[player].yp += 240;
map.gotoroom(game.roomx, game.roomy - 1);
}
}
else if (map.warpy)
{
for (int i = 0; i < obj.nentity; i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].yp <= -12)
{
obj.entities[i].yp += 232;
}
else
{
if (obj.entities[i].yp > 226)
{
obj.entities[i].yp -= 232;
}
}
}
}
for (int i = 0; i < obj.nentity; i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if(obj.entities[i].rule!=0)
{
if (obj.entities[i].xp <= -30)
{
obj.entities[i].xp += 350;
}
else
{
if (obj.entities[i].xp > 320)
{
obj.entities[i].xp -= 350;
}
}
}
}
}
int player = obj.getplayer();
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
map.gotoroom(game.roomx - 1, game.roomy);
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(game.roomx + 1, game.roomy);
}
}
else
{
//Normal! Just change room
int player = obj.getplayer();
if (game.door_down > -2 && obj.entities[player].yp >= 238)
{
obj.entities[player].yp -= 240;
map.gotoroom(game.roomx, game.roomy + 1);
}
if (game.door_up > -2 && obj.entities[player].yp < -2)
{
obj.entities[player].yp += 240;
map.gotoroom(game.roomx, game.roomy - 1);
}
if (game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
map.gotoroom(game.roomx - 1, game.roomy);
}
if (game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(game.roomx + 1, game.roomy);
}
}
//Warp tokens
if (map.custommode){
if (game.teleport)
{
int edi=obj.entities[game.edteleportent].behave;
int edj=obj.entities[game.edteleportent].para;
int edi2, edj2;
edi2 = (edi-(edi%40))/40;
edj2 = (edj-(edj%30))/30;
map.warpto(100+edi2, 100+edj2, obj.getplayer(), edi%40, (edj%30)+2);
game.teleport = false;
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
}else{
if (game.teleport)
{
if (game.roomx == 117 && game.roomy == 102)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(119, 100);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 100)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(119, 103);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 103)
{
int i = obj.getplayer();
obj.entities[i].xp = 0;
map.gotoroom(116, 103);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 103)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(116, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 100)
{
int i = obj.getplayer();
obj.entities[i].xp = 0;
map.gotoroom(114, 102);
game.teleport = false;
}
else if (game.roomx == 114 && game.roomy == 102)
{
int i = obj.getplayer();
obj.entities[i].yp = 225;
map.gotoroom(113, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 104)
{
//pre warp zone here
map.warpto(107, 101, obj.getplayer(), 14, 16);
}
else if (game.roomx == 107 && game.roomy == 101)
{
map.warpto(105, 119, obj.getplayer(), 5, 26);
}
else if (game.roomx == 105 && game.roomy == 118)
{
map.warpto(101, 111, obj.getplayer(), 34, 6);
}
else if (game.roomx == 101 && game.roomy == 111)
{
//There are lots of warp tokens in this room, so we have to distinguish!
switch(game.teleportxpos)
{
case 1:
map.warpto(108, 108, obj.getplayer(), 4, 27);
break;
case 2:
map.warpto(101, 111, obj.getplayer(), 12, 27);
break;
case 3:
map.warpto(119, 111, obj.getplayer(), 31, 7);
break;
case 4:
map.warpto(114, 117, obj.getplayer(), 19, 16);
break;
}
}
else if (game.roomx == 108 && game.roomy == 106)
{
map.warpto(119, 111, obj.getplayer(), 4, 27);
}
else if (game.roomx == 100 && game.roomy == 111)
{
map.warpto(101, 111, obj.getplayer(), 24, 6);
}
else if (game.roomx == 119 && game.roomy == 107)
{
//Secret lab, to super gravitron
map.warpto(119, 108, obj.getplayer(), 19, 10);
}
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
}
}
int j;
if (game.roomchange)
{
//We've changed room? Let's bring our companion along!
game.roomchange = false;
if (game.companion > 0)
{
int i = obj.getplayer();
//ok, we'll presume our companion has been destroyed in the room change. So:
switch(game.companion)
{
case 6:
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
j = obj.getcompanion(6);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
break;
case 7:
if (game.roomy <= 105) //don't jump after him!
{
if (game.roomx == 110)
{
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
}
else
{
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
}
j = obj.getcompanion(7);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
break;
case 8:
if (game.roomy >= 104) //don't jump after him!
{
if (game.roomx == 102)
{
obj.createentity(310, 177, 17, 1);
j = obj.getcompanion(8);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
else
{
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
j = obj.getcompanion(8);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 9:
if (!map.towermode) //don't go back into the tower!
{
if (game.roomx == 110 && obj.entities[i].xp<20)
{
obj.createentity(100, 185, 18, 15, 0, 1);
}
else
{
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
}
j = obj.getcompanion(9);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
break;
case 10:
//intermission 2, choose colour based on lastsaved
if (game.roomy == 51)
{
if (obj.flags[59] == 0)
{
obj.createentity(225.0f, 169.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 10);
j = obj.getcompanion(10);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
else if (game.roomy >= 52)
{
if (obj.flags[59] == 1)
{
obj.createentity(160.0f, 177.0f, 18, dwgfx.crewcolour(game.lastsaved), 0, 18, 1);
j = obj.getcompanion(10);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
else
{
obj.flags[59] = 1;
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, dwgfx.crewcolour(game.lastsaved), 0, 10, 0);
j = obj.getcompanion(10);
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
}
break;
case 11:
//Intermission 1: We're using the SuperCrewMate instead!
//obj.createentity(obj.entities[i].xp, obj.entities[i].yp, 24, dwgfx.crewcolour(game.lastsaved));
if(game.roomx-41==game.scmprogress)
{
switch(game.scmprogress)
{
case 0:
obj.createentity(76, 161, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 1:
obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 2:
obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 3:
if (game.scmmoveme)
{
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
game.scmmoveme = false;
}
else
{
obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved), 2);
}
break;
case 4:
obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 5:
obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 6:
obj.createentity(10, 185, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 7:
obj.createentity(10, 41, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 8:
obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 9:
obj.createentity(10, 169, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 10:
obj.createentity(10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 11:
obj.createentity(10, 129, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 12:
obj.createentity(10, 65, 24, dwgfx.crewcolour(game.lastsaved), 2);
break;
case 13:
obj.createentity(10, 177, 24, dwgfx.crewcolour(game.lastsaved));
break;
}
}
if (game.scmmoveme)
{
obj.entities[obj.getscm()].xp = obj.entities[obj.getplayer()].xp;
game.scmmoveme = false;
}
break;
}
}
}
game.activeactivity = obj.checkactivity();
if (game.activetele)
{
int i = obj.getplayer();
obj.settemprect(i);
if (help.intersects(game.teleblock, obj.temprect))
{
game.readytotele += 25;
if (game.readytotele >= 255) game.readytotele = 255;
}
else
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
else
{
if (game.readytotele > 0)
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
if (game.teleport_to_new_area)
script.teleport();
}