mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-09-29 17:57:23 +02:00
7ce87d7b13
If you stood in two activity zones at once, you'll automatically select the one that got created first. And when you activated it, the activity zone prompt would switch to fading out the prompt of the OTHER activity zone, the one you didn't activate. This wasn't a problem in 2.2 and previous, because the fading animation was simply bugged and defaulted to being solid black. However, in 2.3, the fading animation is fixed, so this is possible. Also, this really only happens in the main game. Since there's only one type of useful activity zone in custom levels - namely the terminal activity zone - if two activity zones did happen to overlap, activating one of them wouldn't result in visibly fading out a different activity zone (because they both look the same); furthermore custom level makers are careful to not overlap terminal activity zones, lest this result in player confusion; furthermore the placed activity zones only cover a small area, whereas in the main game, crewmates' activity zones are pretty big. (Technically, you CAN create main game activity zones in custom levels, but those are hardcoded to call main game scripts, and basically nobody uses them.) So what's the solution? Simply adding game.hascontrol and script.running checks to the updating of game.activity_last[prompt|r|g|b]. Why not add those checks to the assignment of game.activeactivity, just above? Because that would introduce a frame ordering issue (that would NOT be (automatically) fixed by #535) where the eligibility of pressing Enter on an activity zone now checks if you were standing in an activity zone LAST frame, and not THIS frame. (I tested this with libTAS.) Better to fiddle with the rendering code than fiddle with the actual physics code. The specific spot I used to test this was standing in Violet's activity zone and the activity zone of the ship radio terminals (the three terminals on the ground in her room); the ship radio terminals are first-placed, so if you're testing this (and you should!), make that the prompt is of the ship radio activity zone before activation.
1580 lines
55 KiB
C++
1580 lines
55 KiB
C++
#include "Credits.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "FileSystemUtils.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Map.h"
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#include "Music.h"
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#include "Network.h"
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#include "Script.h"
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#include "UtilityClass.h"
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void titlelogic(void)
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{
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//Misc
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//map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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graphics.titlebg.bypos -= 2;
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graphics.titlebg.bscroll = -2;
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if (game.menucountdown > 0)
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{
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game.menucountdown--;
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if (game.menucountdown == 0)
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{
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if (game.menudest == Menu::mainmenu)
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{
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music.play(6);
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}
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else if (game.menudest == Menu::gameover2)
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{
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music.playef(11);
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}
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else if (game.menudest == Menu::timetrialcomplete3)
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{
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music.playef(3);
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}
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game.createmenu(game.menudest, true);
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}
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}
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}
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void maplogic(void)
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{
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//Misc
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help.updateglow();
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}
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void gamecompletelogic(void)
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{
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//Misc
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map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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graphics.crewframe = 0;
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graphics.titlebg.scrolldir = 1;
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game.creditposition--;
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if (game.creditposition <= -Credits::creditmaxposition)
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{
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game.creditposition = -Credits::creditmaxposition;
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graphics.titlebg.bscroll = 0;
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}
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else if (!game.press_action)
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{
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graphics.titlebg.bscroll = +1;
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}
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if (graphics.fademode == 1)
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{
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//Fix some graphical things
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graphics.showcutscenebars = false;
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graphics.cutscenebarspos = 0;
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graphics.oldcutscenebarspos = 0;
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graphics.titlebg.scrolldir = 0;
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graphics.titlebg.bypos = 0;
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//Return to game
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game.gamestate = GAMECOMPLETE2;
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graphics.fademode = 4;
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}
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}
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void gamecompletelogic2(void)
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{
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//Misc
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map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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game.creditposdelay--;
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if (game.creditposdelay <= 0)
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{
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game.creditposdelay = 1;
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game.creditposx++;
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if (game.creditposx > 40)
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{
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game.creditposy++;
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game.creditposx = 0;
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if (game.creditposy > 30) game.creditposy = 30;
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}
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}
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if (graphics.fademode == 1)
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{
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//Fix some graphical things
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graphics.showcutscenebars = false;
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graphics.cutscenebarspos = 0;
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//Fix the save thingy
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game.deletequick();
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int tmp=music.currentsong;
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music.currentsong=4;
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obj.flags[67] = true;
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game.savetele();
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music.currentsong=tmp;
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//Return to game
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game.quittomenu();
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game.createmenu(Menu::gamecompletecontinue);
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graphics.titlebg.colstate = 10;
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map.nexttowercolour();
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}
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}
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void gamelogic(void)
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{
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//Misc
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if (map.towermode)
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{
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map.updatetowerglow(graphics.towerbg);
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}
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help.updateglow();
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if (game.alarmon)
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{
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game.alarmdelay--;
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if (game.alarmdelay <= 0)
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{
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music.playef(19);
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game.alarmdelay = 20;
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}
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}
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if (obj.nearelephant)
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{
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obj.upset++;
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if (obj.upset == 300)
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{
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obj.upsetmode = true;
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//change player to sad
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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obj.entities[i].tile = 144;
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}
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music.playef(2);
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}
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if (obj.upset > 301) obj.upset = 301;
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}
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else if (obj.upsetmode)
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{
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obj.upset--;
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if (obj.upset <= 0)
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{
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obj.upset = 0;
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obj.upsetmode = false;
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//change player to happy
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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obj.entities[i].tile = 0;
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}
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}
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}
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else
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{
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obj.upset = 0;
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}
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obj.oldtrophytext = obj.trophytext;
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if (map.towermode)
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{
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map.oldypos = map.ypos;
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map.oldspikeleveltop = map.spikeleveltop;
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map.oldspikelevelbottom = map.spikelevelbottom;
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if(!game.completestop)
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{
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if (map.cameramode == 0)
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{
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//do nothing!
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//a trigger will set this off in the game
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map.cameramode = 1;
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graphics.towerbg.bscroll = 0;
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}
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else if (map.cameramode == 1)
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{
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//move normally
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if(graphics.towerbg.scrolldir==0)
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{
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map.ypos -= 2;
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graphics.towerbg.bypos -= 1;
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graphics.towerbg.bscroll = -1;
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}
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else
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{
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map.ypos += 2;
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graphics.towerbg.bypos += 1;
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graphics.towerbg.bscroll = 1;
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}
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}
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else if (map.cameramode == 2)
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{
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//do nothing, but cycle colours (for taking damage)
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graphics.towerbg.bscroll = 0;
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}
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else if (map.cameramode == 4)
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{
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
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}
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map.cameraseek = map.cameraseek / 10;
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map.cameraseekframe = 10;
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map.cameramode = 5;
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graphics.towerbg.bscroll = map.cameraseek/2;
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}
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else if (map.cameramode == 5)
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{
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//actually do it
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if (map.spikeleveltop > 0) map.spikeleveltop-=2;
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if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
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if (map.cameraseekframe > 0)
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{
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int i = obj.getplayer();
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map.ypos -= map.cameraseek;
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if (map.cameraseek > 0 && INBOUNDS_VEC(i, obj.entities))
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{
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if (map.ypos < obj.entities[i].yp - 120)
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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}
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else if (INBOUNDS_VEC(i, obj.entities))
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{
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if (map.ypos > obj.entities[i].yp - 120)
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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}
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map.cameraseekframe--;
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graphics.towerbg.bypos = map.ypos / 2;
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}
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else
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{
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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graphics.towerbg.bypos = map.ypos / 2;
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map.cameramode = 0;
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map.colsuperstate = 0;
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}
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}
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}
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else
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{
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graphics.towerbg.bscroll = 0;
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}
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if (map.ypos <= 0)
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{
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map.ypos = 0;
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graphics.towerbg.bypos = 0;
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graphics.towerbg.bscroll = 0;
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}
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if (map.towermode && map.minitowermode)
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{
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if (map.ypos >= 568)
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{
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map.ypos = 568;
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graphics.towerbg.bypos = map.ypos / 2;
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graphics.towerbg.bscroll = 0;
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} //100-29 * 8 = 568
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}
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else
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{
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if (map.ypos >= 5368)
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{
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map.ypos = 5368; //700-29 * 8 = 5368
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graphics.towerbg.bypos = map.ypos / 2.0;
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}
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}
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if (game.lifeseq > 0)
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{
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if (map.cameramode == 2)
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{
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map.cameraseekframe = 20;
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map.cameramode = 4;
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map.resumedelay = 4;
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}
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if (map.cameraseekframe <= 0)
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{
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if (map.resumedelay <= 0)
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{
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game.lifesequence();
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if (game.lifeseq == 0) map.cameramode = 1;
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}
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else
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{
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map.resumedelay--;
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}
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}
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}
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}
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else
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{
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game.lifesequence();
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}
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graphics.kludgeswnlinewidth = false;
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if (game.deathseq != -1)
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{
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if (map.towermode)
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{
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map.colsuperstate = 1;
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map.cameramode = 2;
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}
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
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{
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if (obj.entities[i].type == 1)
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{
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if (obj.entities[i].xp < 152)
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{
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//Move the platform to the right side of the disappearing platform,
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//otherwise it will get stuck on the kludge 18,9 tile we placed
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//(and if the tile wasn't there it would pass straight through again)
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int prevx = obj.entities[i].xp;
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int prevy = obj.entities[i].yp;
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obj.disableblockat(prevx, prevy);
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obj.entities[i].xp = 152;
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obj.entities[i].newxp = 152;
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obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
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}
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}
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}
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if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
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{
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//Ok! super magical exception for the room with the intention death for the shiny trinket
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//fix this when the maps are finalised
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if (game.roomx != 111 || game.roomy != 107 || map.custommode)
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{
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obj.entities[i].state = 4;
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}
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else
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{
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obj.entities[i].state = 4;
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map.settile(18, 9, 59);
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}
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}
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else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
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{
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//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
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//graphical uglyness to avoid breaking the room!
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bool entitygone = false;
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while (obj.entities[i].state == 2)
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{
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entitygone = obj.updateentities(i);
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if (entitygone)
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{
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i--;
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break;
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}
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}
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if (!entitygone) obj.entities[i].state = 4;
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}
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else if (map.finalstretch && obj.entities[i].type == 2)
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{
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//for the final level. probably something 99% of players won't see.
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bool entitygone = false;
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while (obj.entities[i].state == 2)
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{
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entitygone = obj.updateentities(i);
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if (entitygone)
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{
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i--;
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break;
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}
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}
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if (!entitygone) obj.entities[i].state = 4;
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}
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else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
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{
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//if playing SWN, get the enemies offscreen.
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obj.entities[i].xp += obj.entities[i].vx*5;
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obj.entities[i].yp += obj.entities[i].vy*5;
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}
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}
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if (game.swnmode)
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{
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//if playing SWN game a, push the clock back to the nearest 10 second interval
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if (game.swngame == 0)
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{
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game.swnpenalty();
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}
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else if (game.swngame == 1)
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{
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game.swnstate = 0;
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game.swnstate2 = 0;
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game.swnstate3 = 0;
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game.swnstate4 = 0;
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game.swndelay = 0;
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if (game.swntimer >= game.swnrecord)
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{
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game.swnrecord = game.swntimer;
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if (game.swnmessage == 0)
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{
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music.playef(25);
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game.savestatsandsettings();
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}
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game.swnmessage = 1;
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}
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}
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}
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game.deathsequence();
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game.deathseq--;
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if (game.deathseq <= 0)
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{
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if (game.nodeathmode)
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{
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game.deathseq = 1;
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game.gethardestroom();
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//start depressing sequence here...
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if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
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if (graphics.fademode == 1)
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{
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game.copyndmresults();
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script.resetgametomenu();
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}
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}
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else
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{
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if (game.swnmode)
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{
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//if playing SWN game b, reset the clock
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if (game.swngame == 1)
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{
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game.swntimer = 0;
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game.swnmessage = 0;
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game.swnrank = 0;
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}
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}
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game.gethardestroom();
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game.hascontrol = true;
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game.gravitycontrol = game.savegc;
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graphics.textboxremove();
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map.resetplayer(true);
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}
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}
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}
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else
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{
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//Update colour thingy
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if (map.finalmode)
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{
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if (map.final_colormode)
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{
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if (map.final_colorframe > 0)
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{
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map.final_colorframedelay--;
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if (map.final_colorframedelay <= 0)
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{
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if (map.final_colorframe == 1)
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{
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map.final_colorframedelay = 40;
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int temp = 1+int(fRandom() * 6);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
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if (temp == 0) temp = 6;
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map.changefinalcol(temp);
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}
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else if (map.final_colorframe == 2)
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{
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map.final_colorframedelay = 15;
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int temp = 1+int(fRandom() * 6);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
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if (temp == 0) temp = 6;
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map.changefinalcol(temp);
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}
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}
|
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}
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}
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}
|
|
//State machine for game logic
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game.updatestate();
|
|
if (game.startscript)
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{
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script.load(game.newscript);
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game.startscript = false;
|
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}
|
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|
|
//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();
|
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if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].ax > 0 && obj.entities[i].xp > 280)
|
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{
|
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obj.entities[i].ax = 0;
|
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obj.entities[i].dir = 0;
|
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}
|
|
}
|
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}
|
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|
|
//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)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav5");
|
|
game.swnbestrank = 1;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 300 && game.swnrank == 1)
|
|
{
|
|
game.swnrank = 2;
|
|
if (game.swnbestrank < 2)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav10");
|
|
game.swnbestrank = 2;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 450 && game.swnrank == 2)
|
|
{
|
|
game.swnrank = 3;
|
|
if (game.swnbestrank < 3)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav15");
|
|
game.swnbestrank = 3;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 600 && game.swnrank == 3)
|
|
{
|
|
game.swnrank = 4;
|
|
if (game.swnbestrank < 4)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav20");
|
|
game.swnbestrank = 4;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 900 && game.swnrank == 4)
|
|
{
|
|
game.swnrank = 5;
|
|
if (game.swnbestrank < 5)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav30");
|
|
game.swnbestrank = 5;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 1800 && game.swnrank == 5)
|
|
{
|
|
game.swnrank = 6;
|
|
if (game.swnbestrank < 6)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav60");
|
|
game.swnbestrank = 6;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
|
|
obj.generateswnwave(1);
|
|
|
|
game.swncoldelay--;
|
|
if(game.swncoldelay<=0)
|
|
{
|
|
game.swncolstate = (game.swncolstate+1)%6;
|
|
game.swncoldelay = 30;
|
|
graphics.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
|
|
{
|
|
int line = obj.getlineat(84 - 32);
|
|
if (INBOUNDS_VEC(line, obj.entities))
|
|
{
|
|
obj.entities[line].w += 24;
|
|
if (obj.entities[line].w > 332)
|
|
{
|
|
obj.entities[line].w = 332;
|
|
game.swngame = 2;
|
|
graphics.kludgeswnlinewidth = true;
|
|
}
|
|
}
|
|
}
|
|
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
|
|
{
|
|
int line = obj.getlineat(148 + 32);
|
|
if (INBOUNDS_VEC(line, obj.entities))
|
|
{
|
|
obj.entities[line].xp += 24;
|
|
if (obj.entities[line].xp > 320)
|
|
{
|
|
obj.disableentity(line);
|
|
game.swngame = 8;
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
else if (game.swngame == 8) //extra kludge if player dies after game a ends
|
|
{
|
|
bool square_onscreen = false;
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].type == 23)
|
|
{
|
|
square_onscreen = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!square_onscreen)
|
|
{
|
|
game.swnmode = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//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);
|
|
if(game.timetrialcountdown == 90) music.playef(21);
|
|
if(game.timetrialcountdown == 60) music.playef(21);
|
|
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);
|
|
}
|
|
}
|
|
|
|
//Have we lost the par?
|
|
if (!game.timetrialparlost)
|
|
{
|
|
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
|
|
{
|
|
game.timetrialparlost = true;
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].tile = 144;
|
|
}
|
|
music.playef(2);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Update entities
|
|
//Ok, moving platform fuckers
|
|
if(!game.completestop)
|
|
{
|
|
if(obj.vertplatforms)
|
|
{
|
|
for (int i = obj.entities.size() - 1; i >= 0; i--)
|
|
{
|
|
if (!obj.entities[i].isplatform
|
|
|| SDL_abs(obj.entities[i].vx) >= 0.000001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int prevx = obj.entities[i].xp;
|
|
int prevy = obj.entities[i].yp;
|
|
obj.disableblockat(prevx, prevy);
|
|
|
|
bool entitygone = obj.updateentities(i); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(i); // Basic Physics
|
|
obj.entitymapcollision(i); // Collisions with walls
|
|
|
|
obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
obj.movingplatformfix(i, obj.getplayer());
|
|
if (game.supercrewmate)
|
|
{
|
|
obj.movingplatformfix(i, obj.getscm());
|
|
}
|
|
}
|
|
}
|
|
|
|
if(obj.horplatforms)
|
|
{
|
|
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
|
|
{
|
|
if (!obj.entities[ie].isplatform
|
|
|| SDL_abs(obj.entities[ie].vy) >= 0.000001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int prevx = obj.entities[ie].xp;
|
|
int prevy = obj.entities[ie].yp;
|
|
obj.disableblockat(prevx, prevy);
|
|
|
|
bool entitygone = obj.updateentities(ie); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(ie); // Basic Physics
|
|
obj.entitymapcollision(ie); // Collisions with walls
|
|
|
|
obj.moveblockto(prevx, prevy, obj.entities[ie].xp, obj.entities[ie].yp, obj.entities[ie].w, obj.entities[ie].h);
|
|
}
|
|
//is the player standing on a moving platform?
|
|
int i = obj.getplayer();
|
|
float j = obj.entitycollideplatformfloor(i);
|
|
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
|
|
{
|
|
obj.entities[i].newxp = obj.entities[i].xp + j;
|
|
obj.entitymapcollision(i);
|
|
}
|
|
else
|
|
{
|
|
j = obj.entitycollideplatformroof(i);
|
|
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
|
|
{
|
|
obj.entities[i].newxp = obj.entities[i].xp + j;
|
|
obj.entitymapcollision(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
|
|
{
|
|
if (obj.entities[ie].isplatform)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
bool entitygone = obj.updateentities(ie); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(ie); // Basic Physics
|
|
obj.entitymapcollision(ie); // Collisions with walls
|
|
}
|
|
|
|
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
|
|
|
|
if (map.towermode)
|
|
{
|
|
//special for tower: is the player touching any spike blocks?
|
|
int player = obj.getplayer();
|
|
if(INBOUNDS_VEC(player, obj.entities) && obj.checktowerspikes(player) && graphics.fademode==0)
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
}
|
|
|
|
if(map.towermode && game.lifeseq==0)
|
|
{
|
|
int player = obj.getplayer();
|
|
if(!map.invincibility && INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
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 (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
if (obj.entities[player].yp-map.ypos <= 0)
|
|
{
|
|
map.ypos-=10;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
else if (obj.entities[player].yp-map.ypos >= 208)
|
|
{
|
|
map.ypos+=2;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
}
|
|
|
|
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos <= 40)
|
|
{
|
|
map.spikeleveltop++;
|
|
if (map.spikeleveltop >= 8) map.spikeleveltop = 8;
|
|
}
|
|
else
|
|
{
|
|
if (map.spikeleveltop > 0) map.spikeleveltop--;
|
|
}
|
|
|
|
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos >= 164)
|
|
{
|
|
map.spikelevelbottom++;
|
|
if (map.spikelevelbottom >= 8) map.spikelevelbottom = 8;
|
|
}
|
|
else
|
|
{
|
|
if (map.spikelevelbottom > 0) map.spikelevelbottom--;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//Using warplines?
|
|
if (obj.customwarpmode) {
|
|
if (!game.glitchrunnermode) {
|
|
//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 (INBOUNDS_VEC(i, obj.entities) && ((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.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if(obj.entities[i].type<50 //Don't warp warp lines
|
|
&& 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)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 400;
|
|
obj.entities[i].lerpoldxp += 400;
|
|
}
|
|
else if (obj.entities[i].xp > 320)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 400;
|
|
obj.entities[i].lerpoldxp -= 400;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (obj.entities[i].xp <= -10)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 320;
|
|
obj.entities[i].lerpoldxp += 320;
|
|
}
|
|
else if (obj.entities[i].xp > 310)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 320;
|
|
obj.entities[i].lerpoldxp -= 320;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (map.warpy && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if(obj.entities[i].type<50){ //Don't warp warp lines
|
|
if (obj.entities[i].yp <= -12)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp + 232, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].yp += 232;
|
|
obj.entities[i].lerpoldyp += 232;
|
|
}
|
|
else if (obj.entities[i].yp > 226)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp - 232, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].yp -= 232;
|
|
obj.entities[i].lerpoldyp -= 232;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (map.warpy && !map.warpx && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
|
|
if(obj.entities[i].type<50 //Don't warp warp lines
|
|
&&obj.entities[i].rule!=0)
|
|
{
|
|
if (obj.entities[i].xp <= -30)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 350;
|
|
obj.entities[i].lerpoldxp += 350;
|
|
}
|
|
else if (obj.entities[i].xp > 320)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 350;
|
|
obj.entities[i].lerpoldxp -= 350;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool screen_transition = false;
|
|
|
|
if (!map.warpy && !map.towermode)
|
|
{
|
|
//Normal! Just change room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_down > -2 && obj.entities[player].yp >= 238)
|
|
{
|
|
obj.entities[player].yp -= 240;
|
|
map.gotoroom(game.roomx, game.roomy + 1);
|
|
screen_transition = true;
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_up > -2 && obj.entities[player].yp < -2)
|
|
{
|
|
obj.entities[player].yp += 240;
|
|
map.gotoroom(game.roomx, game.roomy - 1);
|
|
screen_transition = true;
|
|
}
|
|
}
|
|
|
|
if (!map.warpx && !map.towermode)
|
|
{
|
|
//Normal! Just change room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(game.roomx - 1, game.roomy);
|
|
screen_transition = true;
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(game.roomx + 1, game.roomy);
|
|
screen_transition = true;
|
|
}
|
|
}
|
|
|
|
//Right so! Screenwraping for tower:
|
|
if (map.towermode && map.minitowermode)
|
|
{
|
|
if (graphics.towerbg.scrolldir == 1)
|
|
{
|
|
//This is minitower 1!
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(48, 52);
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && 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!
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && 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 (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(52, 53);
|
|
}
|
|
}
|
|
}
|
|
else if (map.towermode)
|
|
{
|
|
//Always wrap except for the very top and very bottom of the tower
|
|
if(map.ypos>=500 && map.ypos <=5000)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].xp <= -10)
|
|
{
|
|
obj.entities[i].xp += 320;
|
|
obj.entities[i].lerpoldxp += 320;
|
|
}
|
|
else if (obj.entities[i].xp > 310)
|
|
{
|
|
obj.entities[i].xp -= 320;
|
|
obj.entities[i].lerpoldxp -= 320;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Do not wrap! Instead, go to the correct room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && 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 (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(110, 104);
|
|
}
|
|
}
|
|
}
|
|
|
|
//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();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(119, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 100)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(119, 103);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 103)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].xp = 0;
|
|
}
|
|
map.gotoroom(116, 103);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 103)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(116, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 100)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].xp = 0;
|
|
}
|
|
map.gotoroom(114, 102);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 114 && game.roomy == 102)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (screen_transition)
|
|
{
|
|
map.twoframedelayfix();
|
|
}
|
|
}
|
|
|
|
//Update colour cycling for final level
|
|
if (map.finalmode && map.final_colormode)
|
|
{
|
|
map.final_aniframedelay--;
|
|
if(map.final_aniframedelay==0)
|
|
{
|
|
graphics.foregrounddrawn=false;
|
|
}
|
|
if (map.final_aniframedelay <= 0) {
|
|
map.final_aniframedelay = 2;
|
|
map.final_aniframe++;
|
|
if (map.final_aniframe >= 4)
|
|
map.final_aniframe = 0;
|
|
}
|
|
}
|
|
|
|
if (game.roomchange)
|
|
{
|
|
//We've changed room? Let's bring our companion along!
|
|
game.roomchange = false;
|
|
int i = obj.getplayer();
|
|
if (game.companion > 0 && INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
//ok, we'll presume our companion has been destroyed in the room change. So:
|
|
switch(game.companion)
|
|
{
|
|
case 6:
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
break;
|
|
}
|
|
case 7:
|
|
if (game.roomy <= 105) //don't jump after him!
|
|
{
|
|
if (game.roomx == 110)
|
|
{
|
|
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 8:
|
|
if (game.roomy >= 104) //don't jump after him!
|
|
{
|
|
if (game.roomx == 102)
|
|
{
|
|
obj.createentity(310, 177, 17, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 9:
|
|
if (!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);
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 10:
|
|
//intermission 2, choose colour based on lastsaved
|
|
if (game.roomy == 51)
|
|
{
|
|
if (!obj.flags[59])
|
|
{
|
|
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
else if (game.roomy >= 52)
|
|
{
|
|
if (obj.flags[59])
|
|
{
|
|
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.flags[59] = true;
|
|
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 11:
|
|
//Intermission 1: We're using the SuperCrewMate instead!
|
|
if(game.roomx-41==game.scmprogress)
|
|
{
|
|
switch(game.scmprogress)
|
|
{
|
|
case 0:
|
|
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 1:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 2:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 3:
|
|
if (game.scmmoveme)
|
|
{
|
|
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
game.scmmoveme = false;
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
}
|
|
break;
|
|
case 4:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 5:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 6:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 7:
|
|
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 8:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 9:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 10:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 11:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 12:
|
|
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 13:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (game.scmmoveme)
|
|
{
|
|
int scm = obj.getscm();
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(scm, obj.entities) && INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[scm].xp = obj.entities[player].xp;
|
|
}
|
|
game.scmmoveme = false;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
game.activeactivity = obj.checkactivity();
|
|
|
|
if (game.hascontrol && !script.running
|
|
&& INBOUNDS_VEC(game.activeactivity, obj.entities))
|
|
{
|
|
game.activity_lastprompt = obj.blocks[game.activeactivity].prompt;
|
|
game.activity_r = obj.blocks[game.activeactivity].r;
|
|
game.activity_g = obj.blocks[game.activeactivity].g;
|
|
game.activity_b = obj.blocks[game.activeactivity].b;
|
|
}
|
|
|
|
game.oldreadytotele = game.readytotele;
|
|
if (game.activetele && !game.advancetext && game.hascontrol && !script.running && !game.intimetrial)
|
|
{
|
|
int i = obj.getplayer();
|
|
SDL_Rect temprect = SDL_Rect();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
temprect.x = obj.entities[i].xp + obj.entities[i].cx;
|
|
temprect.y = obj.entities[i].yp + obj.entities[i].cy;
|
|
temprect.w = obj.entities[i].w;
|
|
temprect.h = obj.entities[i].h;
|
|
}
|
|
if (help.intersects(game.teleblock, 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();
|
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if (game.shouldreturntoeditor)
|
|
{
|
|
game.returntoeditor();
|
|
}
|
|
#endif
|
|
}
|