mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
This is an option for speedrunners whose muscle memory is precisely trained and used to the 1-frame input delay that existed in 2.2 and below. It is located in Game Options -> Advanced Options, and is off by default. To re-add the 1-frame input delay, we simply move the key.Poll() to the start of the frame, instead of before an input function gets ran - undoing what #535 did. There is a frame ordering-sensitive issue here, where toggling game.inputdelay at the wrong time could cause double-polling. However, we only toggle it in an input function, which regardless is always guaranteed to be ran after key.Poll() (it either happened at the start of the frame or just before the input function got ran), so this is not an issue. But, in case we ever need to toggle this variable in the future, we can just use the defer callbacks system to defer the toggle to the end of the frame - also added by #535. Added at the request of Habeechee on the VVVVVV speedrunning Discord server.
2572 lines
77 KiB
C++
2572 lines
77 KiB
C++
#include <tinyxml2.h>
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#include "Credits.h"
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#include "editor.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 "KeyPoll.h"
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#include "MakeAndPlay.h"
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#include "Map.h"
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#include "Music.h"
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#include "Script.h"
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#include "UtilityClass.h"
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static void updatebuttonmappings(int bind)
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{
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for (
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SDL_GameControllerButton i = SDL_CONTROLLER_BUTTON_A;
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i < SDL_CONTROLLER_BUTTON_DPAD_UP;
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i = (SDL_GameControllerButton) (i + 1)
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) {
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if (key.isDown(i))
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{
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bool dupe = false;
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if (bind == 1)
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{
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_flip.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
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}
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}
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}
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if (bind == 2)
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{
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_map.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
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}
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}
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}
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if (bind == 3)
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{
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_esc.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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game.controllerButton_restart.erase(game.controllerButton_restart.begin() + j);
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}
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}
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}
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if (bind == 4)
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{
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for (size_t j = 0; j < game.controllerButton_restart.size(); j += 1)
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{
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if (i == game.controllerButton_restart[j])
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{
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dupe = true;
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}
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}
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if (!dupe)
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{
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game.controllerButton_restart.push_back(i);
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music.playef(11);
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}
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for (size_t j = 0; j < game.controllerButton_flip.size(); j += 1)
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{
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if (i == game.controllerButton_flip[j])
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{
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game.controllerButton_flip.erase(game.controllerButton_flip.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_map.size(); j += 1)
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{
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if (i == game.controllerButton_map[j])
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{
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game.controllerButton_map.erase(game.controllerButton_map.begin() + j);
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}
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}
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for (size_t j = 0; j < game.controllerButton_esc.size(); j += 1)
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{
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if (i == game.controllerButton_esc[j])
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{
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game.controllerButton_esc.erase(game.controllerButton_esc.begin() + j);
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}
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}
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}
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}
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}
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}
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static void toggleflipmode(void)
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{
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graphics.setflipmode = !graphics.setflipmode;
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game.savestatsandsettings_menu();
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if (graphics.setflipmode)
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{
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music.playef(18);
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game.screenshake = 10;
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game.flashlight = 5;
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}
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else
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{
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music.playef(11);
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}
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}
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static bool fadetomode = false;
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static int fadetomodedelay = 0;
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static int gotomode = 0;
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static void startmode(const int mode)
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{
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gotomode = mode;
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graphics.fademode = 2; /* fading out */
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fadetomode = true;
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fadetomodedelay = 16;
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}
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static void menuactionpress(void)
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{
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switch (game.currentmenuname)
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{
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case Menu::mainmenu:
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#if defined(MAKEANDPLAY)
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#define MPOFFSET -1
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#else
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#define MPOFFSET 0
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#endif
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#if defined(NO_CUSTOM_LEVELS)
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#define NOCUSTOMSOFFSET -1
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#else
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#define NOCUSTOMSOFFSET 0
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#endif
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#define OFFSET (MPOFFSET+NOCUSTOMSOFFSET)
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switch (game.currentmenuoption)
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{
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#if !defined(MAKEANDPLAY)
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case 0:
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//Play
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if (!game.save_exists() && !game.anything_unlocked())
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{
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//No saves exist, just start a new game
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music.playef(11);
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startmode(0);
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}
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else
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{
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//Bring you to the normal playmenu
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music.playef(11);
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game.createmenu(Menu::play);
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map.nexttowercolour();
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}
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break;
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#endif
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#if !defined(NO_CUSTOM_LEVELS)
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case OFFSET+1:
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//Bring you to the normal playmenu
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music.playef(11);
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game.createmenu(Menu::playerworlds);
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map.nexttowercolour();
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break;
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#endif
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case OFFSET+2:
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//Options
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music.playef(11);
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game.createmenu(Menu::graphicoptions);
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map.nexttowercolour();
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break;
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case OFFSET+3:
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//Options
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music.playef(11);
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game.createmenu(Menu::options);
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map.nexttowercolour();
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break;
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#if !defined(MAKEANDPLAY)
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case OFFSET+4:
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//Credits
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music.playef(11);
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game.createmenu(Menu::credits);
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map.nexttowercolour();
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break;
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#else
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#undef MPOFFSET
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#define MPOFFSET -2
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#endif
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case OFFSET+5:
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music.playef(11);
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game.createmenu(Menu::youwannaquit);
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map.nexttowercolour();
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break;
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#undef OFFSET
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#undef NOCUSTOMSOFFSET
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#undef MPOFFSET
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}
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case Menu::levellist:
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if(game.currentmenuoption==(int)game.menuoptions.size()-1){
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//go back to menu
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-2){
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//previous page
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music.playef(11);
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if(game.levelpage==0){
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game.levelpage=(ed.ListOfMetaData.size()-1)/8;
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}else{
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game.levelpage--;
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}
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game.createmenu(Menu::levellist, true);
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game.currentmenuoption=game.menuoptions.size()-2;
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map.nexttowercolour();
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}else if(game.currentmenuoption==(int)game.menuoptions.size()-3){
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//next page
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music.playef(11);
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if((size_t) ((game.levelpage*8)+8) >= ed.ListOfMetaData.size()){
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game.levelpage=0;
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}else{
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game.levelpage++;
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}
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game.createmenu(Menu::levellist, true);
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game.currentmenuoption=game.menuoptions.size()-3;
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map.nexttowercolour();
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}else{
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//Ok, launch the level!
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//PLAY CUSTOM LEVEL HOOK
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music.playef(11);
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game.playcustomlevel=(game.levelpage*8)+game.currentmenuoption;
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game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
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game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
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std::string name = "saves/" + ed.ListOfMetaData[game.playcustomlevel].filename.substr(7) + ".vvv";
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tinyxml2::XMLDocument doc;
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if (!FILESYSTEM_loadTiXml2Document(name.c_str(), doc)){
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startmode(22);
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}else{
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game.createmenu(Menu::quickloadlevel);
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map.nexttowercolour();
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}
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}
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break;
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#endif
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case Menu::quickloadlevel:
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switch (game.currentmenuoption)
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{
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case 0: //continue save
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music.playef(11);
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startmode(23);
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break;
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case 1:
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music.playef(11);
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startmode(22);
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break;
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case 2:
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case Menu::playerworlds:
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#if defined(NO_EDITOR)
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#define OFFSET -1
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#else
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#define OFFSET 0
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#endif
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switch (game.currentmenuoption)
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{
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case 0:
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music.playef(11);
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game.levelpage=0;
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ed.getDirectoryData();
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game.loadcustomlevelstats(); //Should only load a file if it's needed
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game.createmenu(Menu::levellist);
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map.nexttowercolour();
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break;
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#if !defined(NO_EDITOR)
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case 1:
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//LEVEL EDITOR HOOK
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music.playef(11);
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startmode(20);
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ed.filename="";
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break;
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#endif
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case OFFSET+2:
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//"OPENFOLDERHOOK"
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if (FILESYSTEM_openDirectoryEnabled()
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&& FILESYSTEM_openDirectory(FILESYSTEM_getUserLevelDirectory()))
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{
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music.playef(11);
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SDL_MinimizeWindow(graphics.screenbuffer->m_window);
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}
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else
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{
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music.playef(2);
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}
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break;
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case OFFSET+3:
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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}
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#undef OFFSET
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break;
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#endif
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case Menu::errornostart:
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music.playef(11);
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game.createmenu(Menu::mainmenu);
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map.nexttowercolour();
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break;
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case Menu::graphicoptions:
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switch (game.currentmenuoption)
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{
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case 0:
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music.playef(11);
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graphics.screenbuffer->toggleFullScreen();
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// Recreate menu to update "resize to nearest"
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game.createmenu(game.currentmenuname, true);
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game.savestatsandsettings_menu();
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break;
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case 1:
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music.playef(11);
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graphics.screenbuffer->toggleStretchMode();
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game.savestatsandsettings_menu();
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break;
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case 2:
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// resize to nearest multiple
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if (graphics.screenbuffer->isWindowed)
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{
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music.playef(11);
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graphics.screenbuffer->ResizeToNearestMultiple();
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game.savestatsandsettings_menu();
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}
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else
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{
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music.playef(2);
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}
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break;
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case 3:
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music.playef(11);
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graphics.screenbuffer->toggleLinearFilter();
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game.savestatsandsettings_menu();
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break;
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case 4:
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//change smoothing
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music.playef(11);
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graphics.screenbuffer->badSignalEffect= !graphics.screenbuffer->badSignalEffect;
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game.savestatsandsettings_menu();
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break;
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case 5:
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//toggle 30+ fps
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music.playef(11);
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game.over30mode = !game.over30mode;
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game.savestatsandsettings_menu();
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break;
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case 6:
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//toggle vsync
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music.playef(11);
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#ifndef __HAIKU__ // FIXME: Remove after SDL VSync bug is fixed! -flibit
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graphics.screenbuffer->vsync = !graphics.screenbuffer->vsync;
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graphics.screenbuffer->resetRendererWorkaround();
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game.savestatsandsettings_menu();
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#endif
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break;
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default:
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//back
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music.playef(11);
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if (game.ingame_titlemode)
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{
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game.returntoingame();
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}
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else
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{
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game.returnmenu();
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map.nexttowercolour();
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}
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break;
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}
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break;
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case Menu::youwannaquit:
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switch (game.currentmenuoption)
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{
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case 0:
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//bye!
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music.playef(2);
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startmode(100);
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break;
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default:
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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}
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break;
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case Menu::setinvincibility:
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switch (game.currentmenuoption)
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{
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case 0:
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//back
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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break;
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default:
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map.invincibility = !map.invincibility;
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
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}
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break;
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case Menu::setslowdown:
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switch (game.currentmenuoption)
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{
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case 0:
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//back
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game.slowdown = 30;
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
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case 1:
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game.slowdown = 24;
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
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case 2:
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game.slowdown = 18;
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
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case 3:
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game.slowdown = 12;
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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game.savestatsandsettings_menu();
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break;
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}
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break;
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case Menu::advancedoptions:
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switch (game.currentmenuoption)
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{
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case 0:
|
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//toggle mouse cursor
|
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music.playef(11);
|
|
if (graphics.showmousecursor == true) {
|
|
SDL_ShowCursor(SDL_DISABLE);
|
|
graphics.showmousecursor = false;
|
|
}
|
|
else {
|
|
SDL_ShowCursor(SDL_ENABLE);
|
|
graphics.showmousecursor = true;
|
|
}
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 1:
|
|
// toggle unfocus pause
|
|
game.disablepause = !game.disablepause;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 2:
|
|
// toggle fake load screen
|
|
game.skipfakeload = !game.skipfakeload;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 3:
|
|
// toggle translucent roomname BG
|
|
graphics.translucentroomname = !graphics.translucentroomname;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 4:
|
|
// Glitchrunner mode
|
|
music.playef(11);
|
|
game.glitchrunnermode = !game.glitchrunnermode;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 5:
|
|
/* Input delay */
|
|
music.playef(11);
|
|
game.inputdelay = !game.inputdelay;
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::accessibility:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//disable animated backgrounds
|
|
game.colourblindmode = !game.colourblindmode;
|
|
game.savestatsandsettings_menu();
|
|
graphics.towerbg.tdrawback = true;
|
|
graphics.titlebg.tdrawback = true;
|
|
music.playef(11);
|
|
break;
|
|
case 1:
|
|
//disable screeneffects
|
|
game.noflashingmode = !game.noflashingmode;
|
|
game.savestatsandsettings_menu();
|
|
if (!game.noflashingmode)
|
|
{
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
}else{
|
|
music.playef(11);
|
|
}
|
|
break;
|
|
case 2:
|
|
//disable text outline
|
|
graphics.notextoutline = !graphics.notextoutline;
|
|
game.savestatsandsettings_menu();
|
|
music.playef(11);
|
|
break;
|
|
case 3:
|
|
//invincibility
|
|
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
|
|
{
|
|
if (!map.invincibility)
|
|
{
|
|
game.createmenu(Menu::setinvincibility);
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
map.invincibility = !map.invincibility;
|
|
game.savestatsandsettings_menu();
|
|
}
|
|
music.playef(11);
|
|
}
|
|
else
|
|
{
|
|
music.playef(2);
|
|
map.invincibility = false;
|
|
}
|
|
break;
|
|
case 4:
|
|
//change game speed
|
|
if (!game.ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode))
|
|
{
|
|
game.createmenu(Menu::setslowdown);
|
|
map.nexttowercolour();
|
|
music.playef(11);
|
|
}
|
|
else
|
|
{
|
|
music.playef(2);
|
|
game.slowdown = 30;
|
|
}
|
|
break;
|
|
case 5:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::options:
|
|
{
|
|
#if defined(MAKEANDPLAY)
|
|
int flipmode_offset = 0;
|
|
#else
|
|
int flipmode_offset = game.ingame_titlemode && game.unlock[18] ? 0 : -1;
|
|
#endif
|
|
|
|
#if defined(MAKEANDPLAY)
|
|
int unlockmode_offset = -1;
|
|
#else
|
|
int unlockmode_offset = 0;
|
|
#endif
|
|
|
|
int mmmmmm_offset = music.mmmmmm ? 0 : -1;
|
|
|
|
int offset = 0;
|
|
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//accessibility options
|
|
music.playef(11);
|
|
game.createmenu(Menu::accessibility);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//advanced options
|
|
music.playef(11);
|
|
game.createmenu(Menu::advancedoptions);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
#if !defined(MAKEANDPLAY)
|
|
if (game.ingame_titlemode && game.unlock[18])
|
|
#endif
|
|
{
|
|
toggleflipmode();
|
|
// Fix wrong area music in Tower (Positive Force vs. ecroF evitisoP)
|
|
if (map.custommode)
|
|
{
|
|
break;
|
|
}
|
|
int area = map.area(game.roomx, game.roomy);
|
|
if (area == 3 || area == 11)
|
|
{
|
|
if (graphics.setflipmode)
|
|
{
|
|
music.play(9); // ecroF evitisoP
|
|
}
|
|
else
|
|
{
|
|
music.play(2); // Positive Force
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
offset += flipmode_offset;
|
|
|
|
#if !defined(MAKEANDPLAY)
|
|
if (game.currentmenuoption == 3+offset)
|
|
{
|
|
//unlock play options
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenu);
|
|
map.nexttowercolour();
|
|
}
|
|
#endif
|
|
|
|
offset += unlockmode_offset;
|
|
|
|
if (game.currentmenuoption == 4+offset)
|
|
{
|
|
//clear data menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::controller);
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
else if (game.currentmenuoption == 5+offset)
|
|
{
|
|
//clear data menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::cleardatamenu);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 6+offset && music.mmmmmm)
|
|
{
|
|
//**** TOGGLE MMMMMM
|
|
music.usingmmmmmm = !music.usingmmmmmm;
|
|
music.playef(11);
|
|
if (music.currentsong > -1)
|
|
{
|
|
music.play(music.currentsong);
|
|
}
|
|
game.savestatsandsettings_menu();
|
|
}
|
|
|
|
offset += mmmmmm_offset;
|
|
|
|
if (game.currentmenuoption == 7+offset)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
if (game.ingame_titlemode)
|
|
{
|
|
game.returntoingame();
|
|
}
|
|
else
|
|
{
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case Menu::unlockmenutrials:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0: //unlock 1
|
|
game.unlock[9] = true;
|
|
game.unlocknotify[9] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 1: //unlock 2
|
|
game.unlock[10] = true;
|
|
game.unlocknotify[10] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 2: //unlock 3
|
|
game.unlock[11] = true;
|
|
game.unlocknotify[11] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 3: //unlock 4
|
|
game.unlock[12] = true;
|
|
game.unlocknotify[12] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 4: //unlock 5
|
|
game.unlock[13] = true;
|
|
game.unlocknotify[13] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 5: //unlock 6
|
|
game.unlock[14] = true;
|
|
game.unlocknotify[14] = true;
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 6: //back
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::unlockmenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//unlock time trials separately...
|
|
music.playef(11);
|
|
game.createmenu(Menu::unlockmenutrials);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//unlock intermissions
|
|
music.playef(11);
|
|
game.unlock[16] = true;
|
|
game.unlocknotify[16] = true;
|
|
game.unlock[6] = true;
|
|
game.unlock[7] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 2:
|
|
//unlock no death mode
|
|
music.playef(11);
|
|
game.unlock[17] = true;
|
|
game.unlocknotify[17] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 3:
|
|
//unlock flip mode
|
|
music.playef(11);
|
|
game.unlock[18] = true;
|
|
game.unlocknotify[18] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 4:
|
|
//unlock jukebox
|
|
music.playef(11);
|
|
game.stat_trinkets = 20;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
case 5:
|
|
//unlock secret lab
|
|
music.playef(11);
|
|
game.unlock[8] = true;
|
|
game.unlocknotify[8] = true;
|
|
game.createmenu(Menu::unlockmenu, true);
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits2, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//last page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits6, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits2:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits25, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits25:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits3, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits2, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits3:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 9;
|
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::superpatrons))
|
|
{
|
|
// No more super patrons. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more super patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 9;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more super patrons. Move to the previous credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits25, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more super patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits4:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 14;
|
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::patrons))
|
|
{
|
|
// No more patrons. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 14;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more patrons. Move to the previous credits section
|
|
game.current_credits_list_index = SDL_arraysize(Credits::superpatrons) - 1 - (SDL_arraysize(Credits::superpatrons)-1)%9;
|
|
game.createmenu(Menu::credits3, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more patrons. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits5:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//next page
|
|
music.playef(11);
|
|
game.current_credits_list_index += 9;
|
|
|
|
if (game.current_credits_list_index >= (int)SDL_arraysize(Credits::githubfriends))
|
|
{
|
|
// No more GitHub contributors. Move to the next credits section
|
|
game.current_credits_list_index = 0;
|
|
game.createmenu(Menu::credits6, true);
|
|
}
|
|
else
|
|
{
|
|
// There are more GitHub contributors. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index -= 9;
|
|
|
|
if (game.current_credits_list_index < 0)
|
|
{
|
|
//No more GitHub contributors. Move to the previous credits section
|
|
game.current_credits_list_index = SDL_arraysize(Credits::patrons) - 1 - (SDL_arraysize(Credits::patrons)-1)%14;
|
|
game.createmenu(Menu::credits4, true);
|
|
}
|
|
else
|
|
{
|
|
//There are more GitHub contributors. Refresh the menu with the next ones
|
|
game.createmenu(Menu::credits5, true);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.current_credits_list_index = 0;
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::credits6:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//first page
|
|
music.playef(11);
|
|
game.createmenu(Menu::credits, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//previous page
|
|
music.playef(11);
|
|
game.current_credits_list_index = SDL_arraysize(Credits::githubfriends) - 1 - (SDL_arraysize(Credits::githubfriends)-1)%9;
|
|
game.createmenu(Menu::credits5, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::play:
|
|
{
|
|
//Do we have the Secret Lab option?
|
|
int sloffset = game.unlock[8] ? 0 : -1;
|
|
//Do we have a telesave or quicksave?
|
|
int ngoffset = game.save_exists() ? 0 : -1;
|
|
if (game.currentmenuoption == 0)
|
|
{
|
|
//continue
|
|
//right, this depends on what saves you've got
|
|
if (!game.save_exists())
|
|
{
|
|
//You have no saves but have something unlocked, or you couldn't have gotten here
|
|
music.playef(11);
|
|
startmode(0);
|
|
}
|
|
else if (game.telesummary == "")
|
|
{
|
|
//You at least have a quicksave, or you couldn't have gotten here
|
|
music.playef(11);
|
|
startmode(2);
|
|
}
|
|
else if (game.quicksummary == "")
|
|
{
|
|
//You at least have a telesave, or you couldn't have gotten here
|
|
music.playef(11);
|
|
startmode(1);
|
|
}
|
|
else
|
|
{
|
|
//go to a menu!
|
|
music.playef(11);
|
|
game.loadsummary(); //Prepare save slots to display
|
|
game.createmenu(Menu::continuemenu);
|
|
}
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[8])
|
|
{
|
|
if(!map.invincibility && game.slowdown == 30){
|
|
music.playef(11);
|
|
startmode(11);
|
|
}else{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
}
|
|
else if (game.currentmenuoption == sloffset+2)
|
|
{
|
|
//play modes
|
|
music.playef(11);
|
|
game.createmenu(Menu::playmodes);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == sloffset+3 && game.save_exists())
|
|
{
|
|
//newgame
|
|
music.playef(11);
|
|
game.createmenu(Menu::newgamewarning);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == sloffset+ngoffset+4)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
break;
|
|
}
|
|
case Menu::newgamewarning:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//yep
|
|
music.playef(11);
|
|
startmode(0);
|
|
game.deletequick();
|
|
game.deletetele();
|
|
break;
|
|
default:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case Menu::controller:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
key.sensitivity++;
|
|
music.playef(11);
|
|
if(key.sensitivity > 4)
|
|
{
|
|
key.sensitivity = 0;
|
|
}
|
|
game.savestatsandsettings_menu();
|
|
break;
|
|
|
|
case 5:
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::cleardatamenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
//yep
|
|
music.playef(23);
|
|
game.deletequick();
|
|
game.deletetele();
|
|
game.deletestats();
|
|
game.deletesettings();
|
|
game.flashlight = 5;
|
|
game.screenshake = 15;
|
|
game.createmenu(Menu::mainmenu);
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playmodes:
|
|
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) //go to the time trial menu
|
|
{
|
|
music.playef(11);
|
|
game.createmenu(Menu::timetrials);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[16])
|
|
{
|
|
//intermission mode menu
|
|
music.playef(11);
|
|
game.createmenu(Menu::intermissionmenu);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) //start a game in no death mode
|
|
{
|
|
music.playef(11);
|
|
game.createmenu(Menu::startnodeathmode);
|
|
map.nexttowercolour();
|
|
}
|
|
else if (game.currentmenuoption == 3 && game.unlock[18]) //enable/disable flip mode
|
|
{
|
|
toggleflipmode();
|
|
}
|
|
else if (game.currentmenuoption == 4)
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
break;
|
|
case Menu::startnodeathmode:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0: //start no death mode, disabling cutscenes
|
|
music.playef(11);
|
|
startmode(10);
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
startmode(9);
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::continuemenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
startmode(1);
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
startmode(2);
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::intermissionmenu:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.createmenu(Menu::playint1);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.createmenu(Menu::playint2);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 2:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playint1:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
startmode(12);
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
startmode(13);
|
|
break;
|
|
case 2:
|
|
music.playef(11);
|
|
startmode(14);
|
|
break;
|
|
case 3:
|
|
music.playef(11);
|
|
startmode(15);
|
|
break;
|
|
case 4:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::playint2:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
music.playef(11);
|
|
startmode(16);
|
|
break;
|
|
case 1:
|
|
music.playef(11);
|
|
startmode(17);
|
|
break;
|
|
case 2:
|
|
music.playef(11);
|
|
startmode(18);
|
|
break;
|
|
case 3:
|
|
music.playef(11);
|
|
startmode(19);
|
|
break;
|
|
case 4:
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::gameover2:
|
|
//back
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.returntomenu(Menu::playmodes);
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::unlocktimetrials:
|
|
case Menu::unlocktimetrial:
|
|
case Menu::unlocknodeathmode:
|
|
case Menu::unlockintermission:
|
|
case Menu::unlockflipmode:
|
|
//back
|
|
music.playef(11);
|
|
game.createmenu(Menu::play, true);
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::timetrials:
|
|
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
|
|
{
|
|
music.playef(11);
|
|
startmode(3);
|
|
}
|
|
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
|
|
{
|
|
music.playef(11);
|
|
startmode(4);
|
|
}
|
|
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
|
|
{
|
|
music.playef(11);
|
|
startmode(5);
|
|
}
|
|
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
|
|
{
|
|
music.playef(11);
|
|
startmode(6);
|
|
}
|
|
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
|
|
{
|
|
music.playef(11);
|
|
startmode(7);
|
|
}
|
|
else if (game.currentmenuoption == 5 && game.unlock[14]) //final
|
|
{
|
|
music.playef(11);
|
|
startmode(8);
|
|
}
|
|
else if (game.currentmenuoption == 6) //go to the time trial menu
|
|
{
|
|
//back
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
//Can't do yet! play sad sound
|
|
music.playef(2);
|
|
}
|
|
break;
|
|
case Menu::timetrialcomplete3:
|
|
switch (game.currentmenuoption)
|
|
{
|
|
case 0:
|
|
//back
|
|
music.playef(11);
|
|
music.play(6);
|
|
game.returntomenu(Menu::timetrials);
|
|
map.nexttowercolour();
|
|
break;
|
|
case 1:
|
|
//Ok but first quickly remove the last stack frame to prevent piling up timetrialcomplete stack frames
|
|
if (game.menustack.empty())
|
|
{
|
|
puts("Error: menu stack is empty!");
|
|
}
|
|
else
|
|
{
|
|
game.menustack.pop_back();
|
|
}
|
|
//duplicate the above based on given time trial level!
|
|
if (game.timetriallevel == 0) //space station 1
|
|
{
|
|
music.playef(11);
|
|
startmode(3);
|
|
}
|
|
else if (game.timetriallevel == 1) //lab
|
|
{
|
|
music.playef(11);
|
|
startmode(4);
|
|
}
|
|
else if (game.timetriallevel == 2) //tower
|
|
{
|
|
music.playef(11);
|
|
startmode(5);
|
|
}
|
|
else if (game.timetriallevel == 3) //station 2
|
|
{
|
|
music.playef(11);
|
|
startmode(6);
|
|
}
|
|
else if (game.timetriallevel == 4) //warp
|
|
{
|
|
music.playef(11);
|
|
startmode(7);
|
|
}
|
|
else if (game.timetriallevel == 5) //final
|
|
{
|
|
music.playef(11);
|
|
startmode(8);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case Menu::gamecompletecontinue:
|
|
case Menu::nodeathmodecomplete2:
|
|
music.play(6);
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
case Menu::errorsavingsettings:
|
|
if (game.currentmenuoption == 1)
|
|
{
|
|
game.silence_settings_error = true;
|
|
}
|
|
music.playef(11);
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void titleinput(void)
|
|
{
|
|
//game.mx = (mouseX / 4);
|
|
//game.my = (mouseY / 4);
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if (graphics.flipmode)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true)) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true)) game.press_right = true;
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w) || key.controllerWantsLeft(true))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s) || key.controllerWantsRight(true))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
//|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.press_action = true; //on menus, up and down don't work as action
|
|
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right && !key.isDown(27) && !key.isDown(game.controllerButton_esc)) game.jumpheld = false;
|
|
if (!game.press_map) game.mapheld = false;
|
|
|
|
if (!game.jumpheld && graphics.fademode==0)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc))
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (game.menustart
|
|
&& game.menucountdown <= 0
|
|
&& (key.isDown(27) || key.isDown(game.controllerButton_esc)))
|
|
{
|
|
music.playef(11);
|
|
if (game.currentmenuname == Menu::mainmenu)
|
|
{
|
|
game.createmenu(Menu::youwannaquit);
|
|
map.nexttowercolour();
|
|
}
|
|
else
|
|
{
|
|
if (game.ingame_titlemode
|
|
&& (game.currentmenuname == Menu::options
|
|
|| game.currentmenuname == Menu::graphicoptions))
|
|
{
|
|
game.returntoingame();
|
|
}
|
|
else
|
|
{
|
|
game.returnmenu();
|
|
map.nexttowercolour();
|
|
}
|
|
}
|
|
}
|
|
|
|
if(game.menustart)
|
|
{
|
|
if (game.press_left)
|
|
{
|
|
game.currentmenuoption--;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
game.currentmenuoption++;
|
|
}
|
|
}
|
|
|
|
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
|
|
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
|
|
|
|
if (game.press_action)
|
|
{
|
|
if (!game.menustart)
|
|
{
|
|
game.menustart = true;
|
|
music.play(6);
|
|
music.playef(18);
|
|
game.screenshake = 10;
|
|
game.flashlight = 5;
|
|
}
|
|
else
|
|
{
|
|
menuactionpress();
|
|
}
|
|
}
|
|
if ( game.currentmenuname == Menu::controller &&
|
|
game.currentmenuoption > 0 &&
|
|
game.currentmenuoption < 5 &&
|
|
key.controllerButtonDown() )
|
|
{
|
|
updatebuttonmappings(game.currentmenuoption);
|
|
}
|
|
|
|
}
|
|
|
|
if (fadetomode)
|
|
{
|
|
if (fadetomodedelay > 0)
|
|
{
|
|
--fadetomodedelay;
|
|
}
|
|
else
|
|
{
|
|
fadetomode = false;
|
|
script.startgamemode(gotomode);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameinput(void)
|
|
{
|
|
//TODO mouse input
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
if(!script.running)
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s)|| key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.press_action = true;
|
|
};
|
|
}
|
|
|
|
game.press_map = false;
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
|
|
{
|
|
game.press_map = true;
|
|
}
|
|
|
|
if (game.advancetext)
|
|
{
|
|
if (game.pausescript)
|
|
{
|
|
game.press_action = false;
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_w) || key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
if (game.pausescript)
|
|
{
|
|
game.pausescript = false;
|
|
game.hascontrol = true;
|
|
game.jumpheld = true;
|
|
}
|
|
else
|
|
{
|
|
if(game.glitchrunnermode || !game.glitchrunkludge) game.state++;
|
|
game.jumpheld = true;
|
|
game.glitchrunkludge=true;
|
|
//Bug fix! You should only be able to do this ONCE.
|
|
//...Unless you're in glitchrunner mode
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!game.press_map
|
|
//Extra conditionals as a kludge fix so if you open the quit menu during
|
|
//the script command gamemode(teleporter) and close it with Esc, it won't
|
|
//immediately open again
|
|
//We really need a better input system soon...
|
|
&& !key.isDown(27)
|
|
&& !key.isDown(game.controllerButton_esc))
|
|
{
|
|
game.mapheld = false;
|
|
}
|
|
|
|
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
|
|
{
|
|
//restart the time trial
|
|
game.quickrestartkludge = false;
|
|
script.startgamemode(game.timetriallevel + 3);
|
|
game.deathseq = -1;
|
|
game.completestop = false;
|
|
}
|
|
|
|
//Returning to editor mode must always be possible
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if(map.custommode && !map.custommodeforreal){
|
|
if ((game.press_map || key.isDown(27)) && !game.mapheld){
|
|
//Return to level editor
|
|
if (INBOUNDS_VEC(game.activeactivity, obj.blocks) && game.press_map){
|
|
//pass, let code block below handle it
|
|
}else if(game.activetele && game.readytotele > 20 && game.press_map){
|
|
//pass, let code block below handle it
|
|
}else{
|
|
game.returntoeditor();
|
|
game.mapheld = true;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//Entity type 0 is player controled
|
|
bool has_control = false;
|
|
bool enter_pressed = game.press_map && !game.mapheld;
|
|
bool enter_already_processed = false;
|
|
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
|
|
{
|
|
if (obj.entities[ie].rule == 0)
|
|
{
|
|
if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5)
|
|
{
|
|
has_control = true;
|
|
if (enter_pressed)
|
|
{
|
|
game.mapheld = true;
|
|
}
|
|
|
|
if (enter_pressed && !script.running)
|
|
{
|
|
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
|
|
{
|
|
enter_already_processed = true;
|
|
if(int(SDL_fabsf(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
|
|
{
|
|
//wait! space station 2 debug thingy
|
|
if (game.teleportscript != "")
|
|
{
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
music.fadeout();
|
|
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[player].colour = 102;
|
|
}
|
|
|
|
int teleporter = obj.getteleporter();
|
|
if (INBOUNDS_VEC(teleporter, obj.entities))
|
|
{
|
|
obj.entities[teleporter].tile = 6;
|
|
obj.entities[teleporter].colour = 102;
|
|
}
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
else if (game.companion == 0)
|
|
{
|
|
//Alright, normal teleporting
|
|
game.mapmenuchange(TELEPORTERMODE);
|
|
|
|
game.useteleporter = true;
|
|
game.initteleportermode();
|
|
}
|
|
else
|
|
{
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
music.fadeout();
|
|
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[player].colour = 102;
|
|
}
|
|
int companion = obj.getcompanion();
|
|
if(INBOUNDS_VEC(companion, obj.entities)) obj.entities[companion].colour = 102;
|
|
|
|
int teleporter = obj.getteleporter();
|
|
if (INBOUNDS_VEC(teleporter, obj.entities))
|
|
{
|
|
obj.entities[teleporter].tile = 6;
|
|
obj.entities[teleporter].colour = 102;
|
|
}
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 3000;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
}
|
|
else if (INBOUNDS_VEC(game.activeactivity, obj.blocks))
|
|
{
|
|
enter_already_processed = true;
|
|
if((int(SDL_fabsf(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
|
|
{
|
|
script.load(obj.blocks[game.activeactivity].script);
|
|
obj.disableblock(game.activeactivity);
|
|
game.activeactivity = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (game.press_left)
|
|
{
|
|
game.tapleft++;
|
|
}
|
|
else
|
|
{
|
|
if (game.tapleft <= 4 && game.tapleft > 0)
|
|
{
|
|
if (obj.entities[ie].vx < 0.0f)
|
|
{
|
|
obj.entities[ie].vx = 0.0f;
|
|
}
|
|
}
|
|
game.tapleft = 0;
|
|
}
|
|
if (game.press_right)
|
|
{
|
|
game.tapright++;
|
|
}
|
|
else
|
|
{
|
|
if (game.tapright <= 4 && game.tapright > 0)
|
|
{
|
|
if (obj.entities[ie].vx > 0.0f)
|
|
{
|
|
obj.entities[ie].vx = 0.0f;
|
|
}
|
|
}
|
|
game.tapright = 0;
|
|
}
|
|
|
|
|
|
if(game.press_left)
|
|
{
|
|
obj.entities[ie].ax = -3;
|
|
obj.entities[ie].dir = 0;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
obj.entities[ie].ax = 3;
|
|
obj.entities[ie].dir = 1;
|
|
}
|
|
|
|
if (!game.press_action)
|
|
{
|
|
game.jumppressed = 0;
|
|
game.jumpheld = false;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
game.jumppressed = 5;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (game.jumppressed > 0)
|
|
{
|
|
game.jumppressed--;
|
|
if (obj.entities[ie].onground>0 && game.gravitycontrol == 0)
|
|
{
|
|
game.gravitycontrol = 1;
|
|
obj.entities[ie].vy = -4;
|
|
obj.entities[ie].ay = -3;
|
|
music.playef(0);
|
|
game.jumppressed = 0;
|
|
game.totalflips++;
|
|
}
|
|
if (obj.entities[ie].onroof>0 && game.gravitycontrol == 1)
|
|
{
|
|
game.gravitycontrol = 0;
|
|
obj.entities[ie].vy = 4;
|
|
obj.entities[ie].ay = 3;
|
|
music.playef(1);
|
|
game.jumppressed = 0;
|
|
game.totalflips++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!has_control)
|
|
{
|
|
//Simple detection of keypresses outside player control, will probably scrap this (expand on
|
|
//advance text function)
|
|
if (!game.press_action)
|
|
{
|
|
game.jumppressed = 0;
|
|
game.jumpheld = false;
|
|
}
|
|
|
|
if (game.press_action && !game.jumpheld)
|
|
{
|
|
game.jumppressed = 5;
|
|
game.jumpheld = true;
|
|
}
|
|
}
|
|
|
|
// Continuation of Enter processing. The rest of the if-tree runs only if
|
|
// enter_pressed && !enter_already_pressed
|
|
if (!enter_pressed || enter_already_processed)
|
|
{
|
|
// Do nothing
|
|
}
|
|
else if (game.swnmode == 1 && game.swngame == 1)
|
|
{
|
|
//quitting the super gravitron
|
|
game.mapheld = true;
|
|
//Quit menu, same conditions as in game menu
|
|
game.mapmenuchange(MAPMODE);
|
|
game.gamesaved = false;
|
|
game.gamesavefailed = false;
|
|
game.menupage = 20; // The Map Page
|
|
}
|
|
else if (game.intimetrial && graphics.fademode == 0)
|
|
{
|
|
//Quick restart of time trial
|
|
graphics.fademode = 2;
|
|
game.completestop = true;
|
|
music.fadeout();
|
|
game.quickrestartkludge = true;
|
|
}
|
|
else if (game.intimetrial)
|
|
{
|
|
//Do nothing if we're in a Time Trial but a fade animation is playing
|
|
}
|
|
else
|
|
{
|
|
//Normal map screen, do transition later
|
|
game.mapmenuchange(MAPMODE);
|
|
map.cursordelay = 0;
|
|
map.cursorstate = 0;
|
|
game.gamesaved = false;
|
|
game.gamesavefailed = false;
|
|
if (script.running)
|
|
{
|
|
game.menupage = 3; // Only allow saving
|
|
}
|
|
else
|
|
{
|
|
game.menupage = 0; // The Map Page
|
|
}
|
|
}
|
|
|
|
if (!game.mapheld
|
|
&& (key.isDown(27) || key.isDown(game.controllerButton_esc))
|
|
&& (!map.custommode || map.custommodeforreal))
|
|
{
|
|
game.mapheld = true;
|
|
//Quit menu, same conditions as in game menu
|
|
game.mapmenuchange(MAPMODE);
|
|
game.gamesaved = false;
|
|
game.gamesavefailed = false;
|
|
game.menupage = 30; // Pause screen
|
|
}
|
|
|
|
if (game.deathseq == -1 && (key.isDown(SDLK_r) || key.isDown(game.controllerButton_restart)) && !game.nodeathmode)// && map.custommode) //Have fun glitchrunners!
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
}
|
|
|
|
static void mapmenuactionpress(void);
|
|
|
|
void mapinput(void)
|
|
{
|
|
//TODO Mouse Input!
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if (game.glitchrunnermode && graphics.fademode == 1 && graphics.menuoffset == 0)
|
|
{
|
|
// Deliberate re-addition of the glitchy gamestate-based fadeout!
|
|
|
|
// First of all, detecting a black screen means if the glitchy fadeout
|
|
// gets interrupted but you're still on a black screen, opening a menu
|
|
// immediately quits you to the title. This has the side effect that if
|
|
// you accidentally press Esc during a cutscene when it's black, you'll
|
|
// immediately be quit and lose all your progress, but that's fair in
|
|
// glitchrunner mode.
|
|
// Also have to check graphics.menuoffset so this doesn't run every frame
|
|
|
|
// Have to close the menu in order to run gamestates
|
|
graphics.resumegamemode = true;
|
|
// Remove half-second delay
|
|
graphics.menuoffset = 250;
|
|
|
|
// Technically this was in <=2.2 as well
|
|
obj.removeallblocks();
|
|
|
|
if (game.menupage >= 20 && game.menupage <= 21)
|
|
{
|
|
game.state = 96;
|
|
game.statedelay = 0;
|
|
}
|
|
else
|
|
{
|
|
// Produces more glitchiness! Necessary for credits warp to work.
|
|
script.running = false;
|
|
graphics.textbox.clear();
|
|
|
|
game.state = 80;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
|
|
if (game.fadetomenu && !game.glitchrunnermode)
|
|
{
|
|
if (game.fadetomenudelay > 0)
|
|
{
|
|
game.fadetomenudelay--;
|
|
}
|
|
else
|
|
{
|
|
game.quittomenu();
|
|
music.play(6); //should be after game.quittomenu()
|
|
game.fadetomenu = false;
|
|
}
|
|
}
|
|
|
|
if (game.fadetolab && !game.glitchrunnermode)
|
|
{
|
|
if (game.fadetolabdelay > 0)
|
|
{
|
|
game.fadetolabdelay--;
|
|
}
|
|
else
|
|
{
|
|
game.returntolab();
|
|
game.fadetolab = false;
|
|
}
|
|
}
|
|
|
|
if(graphics.menuoffset==0
|
|
&& ((!game.glitchrunnermode && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0)
|
|
|| graphics.fademode == 0))
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(true))
|
|
{
|
|
game.press_left = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_DOWN) || key.isDown(KEYBOARD_d) || key.isDown(KEYBOARD_s)|| key.controllerWantsRight(true))
|
|
{
|
|
game.press_right = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.press_action = true;
|
|
}
|
|
if (game.menupage < 12 || (game.menupage >= 30 && game.menupage <= 33))
|
|
{
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map) ) game.press_map = true;
|
|
if (key.isDown(27) && !game.mapheld)
|
|
{
|
|
game.mapheld = true;
|
|
if (game.menupage < 9)
|
|
{
|
|
game.menupage = 30;
|
|
}
|
|
else if (game.menupage < 12)
|
|
{
|
|
game.menupage = 31;
|
|
}
|
|
else
|
|
{
|
|
graphics.resumegamemode = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(27)|| key.isDown(game.controllerButton_map) ) game.press_map = true;
|
|
}
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right)
|
|
{
|
|
game.jumpheld = false;
|
|
}
|
|
if (!game.press_map && !key.isDown(27))
|
|
{
|
|
game.mapheld = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
game.mapheld = true;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map && game.menupage < 10)
|
|
{
|
|
//Normal map screen, do transition later
|
|
graphics.resumegamemode = true;
|
|
}
|
|
}
|
|
|
|
if (!game.jumpheld)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (script.running && game.menupage == 3)
|
|
{
|
|
// Force the player to stay in the SAVE tab while in a cutscene
|
|
}
|
|
else if (game.press_left)
|
|
{
|
|
game.menupage--;
|
|
}
|
|
else if (game.press_right)
|
|
{
|
|
game.menupage++;
|
|
}
|
|
|
|
if (game.press_action)
|
|
{
|
|
mapmenuactionpress();
|
|
}
|
|
|
|
if (game.menupage < 0) game.menupage = 3;
|
|
if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
|
|
|
|
if (game.menupage == 9) game.menupage = 11;
|
|
if (game.menupage == 12) game.menupage = 10;
|
|
|
|
if (game.menupage == 19) game.menupage = 21;
|
|
if (game.menupage == 22) game.menupage = 20;
|
|
|
|
if (game.menupage == 29) game.menupage = 33;
|
|
if (game.menupage == 34) game.menupage = 30;
|
|
}
|
|
}
|
|
|
|
static void mapmenuactionpress(void)
|
|
{
|
|
switch (game.menupage)
|
|
{
|
|
case 1:
|
|
if (obj.flags[67] && !game.inspecial() && !map.custommode)
|
|
{
|
|
//Warp back to the ship
|
|
graphics.resumegamemode = true;
|
|
|
|
game.teleport_to_x = 2;
|
|
game.teleport_to_y = 11;
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].colour = 102;
|
|
}
|
|
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (!game.gamesaved && !game.gamesavefailed && !game.inspecial())
|
|
{
|
|
game.flashlight = 5;
|
|
game.screenshake = 10;
|
|
music.playef(18);
|
|
|
|
game.savetime = game.timestring();
|
|
game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
|
|
game.savetrinkets = game.trinkets();
|
|
|
|
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
|
|
|
|
bool success;
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if(map.custommodeforreal)
|
|
{
|
|
success = game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
success = game.savequick();
|
|
}
|
|
game.gamesaved = success;
|
|
game.gamesavefailed = !success;
|
|
}
|
|
break;
|
|
|
|
case 10:
|
|
//return to pause menu
|
|
music.playef(11);
|
|
game.menupage = 31;
|
|
break;
|
|
case 11:
|
|
//quit to menu
|
|
|
|
//Kill contents of offset render buffer, since we do that for some reason.
|
|
//This fixes an apparent frame flicker.
|
|
ClearSurface(graphics.tempBuffer);
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
map.nexttowercolour();
|
|
if (!game.glitchrunnermode)
|
|
{
|
|
game.fadetomenu = true;
|
|
game.fadetomenudelay = 16;
|
|
}
|
|
break;
|
|
|
|
case 20:
|
|
//return to game
|
|
graphics.resumegamemode = true;
|
|
break;
|
|
case 21:
|
|
//quit to menu
|
|
game.swnmode = false;
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
if (!game.glitchrunnermode)
|
|
{
|
|
game.fadetolab = true;
|
|
game.fadetolabdelay = 16;
|
|
}
|
|
break;
|
|
case 30:
|
|
// Return to game
|
|
graphics.resumegamemode = true;
|
|
break;
|
|
case 31:
|
|
// Go to quit prompt
|
|
music.playef(11);
|
|
game.menupage = 10;
|
|
break;
|
|
case 32:
|
|
case 33:
|
|
// Graphic options and game options
|
|
music.playef(11);
|
|
game.gamestate = TITLEMODE;
|
|
graphics.flipmode = false;
|
|
game.ingame_titlemode = true;
|
|
graphics.ingame_fademode = graphics.fademode;
|
|
graphics.fademode = 0;
|
|
|
|
// Set this before we create the menu
|
|
game.kludge_ingametemp = game.currentmenuname;
|
|
|
|
if (game.menupage == 32)
|
|
{
|
|
game.createmenu(Menu::graphicoptions);
|
|
}
|
|
else
|
|
{
|
|
game.createmenu(Menu::options);
|
|
}
|
|
|
|
map.nexttowercolour();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void teleporterinput(void)
|
|
{
|
|
//Todo Mouseinput!
|
|
//game.mx = (mouseX / 2);
|
|
//game.my = (mouseY / 2);
|
|
|
|
int tempx, tempy;
|
|
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
if(graphics.menuoffset==0)
|
|
{
|
|
if (key.isDown(KEYBOARD_LEFT)|| key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false) ) game.press_left = true;
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d)|| key.controllerWantsRight(false) ) game.press_right = true;
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v)
|
|
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)|| key.isDown(KEYBOARD_w)|| key.isDown(KEYBOARD_s) || key.isDown(game.controllerButton_flip)) game.press_action = true;
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
|
|
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
|
|
if (!game.press_map) game.mapheld = false;
|
|
|
|
if (key.isDown(27))
|
|
{
|
|
if (!map.custommode || map.custommodeforreal)
|
|
{
|
|
// Go to pause menu
|
|
game.mapheld = true;
|
|
game.menupage = 30;
|
|
game.gamestate = MAPMODE;
|
|
}
|
|
else
|
|
{
|
|
// Close teleporter menu
|
|
graphics.resumegamemode = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
game.mapheld = true;
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
if (!game.jumpheld)
|
|
{
|
|
if (game.press_action || game.press_left || game.press_right || game.press_map)
|
|
{
|
|
game.jumpheld = true;
|
|
}
|
|
|
|
bool any_tele_unlocked = false;
|
|
if (game.press_left || game.press_right)
|
|
{
|
|
for (size_t i = 0; i < map.teleporters.size(); i++)
|
|
{
|
|
point& tele = map.teleporters[i];
|
|
|
|
if (map.isexplored(tele.x, tele.y))
|
|
{
|
|
any_tele_unlocked = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (game.press_left && any_tele_unlocked)
|
|
{
|
|
do
|
|
{
|
|
game.teleport_to_teleporter--;
|
|
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.teleporters.size() - 1;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
}
|
|
while (!map.isexplored(tempx, tempy));
|
|
}
|
|
else if (game.press_right && any_tele_unlocked)
|
|
{
|
|
do
|
|
{
|
|
game.teleport_to_teleporter++;
|
|
if (game.teleport_to_teleporter >= (int) map.teleporters.size()) game.teleport_to_teleporter = 0;
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
}
|
|
while (!map.isexplored(tempx, tempy));
|
|
}
|
|
|
|
if (game.press_map)
|
|
{
|
|
tempx = map.teleporters[game.teleport_to_teleporter].x;
|
|
tempy = map.teleporters[game.teleport_to_teleporter].y;
|
|
if (game.roomx == tempx + 100 && game.roomy == tempy + 100)
|
|
{
|
|
//cancel!
|
|
graphics.resumegamemode = true;
|
|
}
|
|
else
|
|
{
|
|
//teleport
|
|
graphics.resumegamemode = true;
|
|
game.teleport_to_x = tempx;
|
|
game.teleport_to_y = tempy;
|
|
|
|
//trace(game.recordstring);
|
|
//We're teleporting! Yey!
|
|
game.activetele = false;
|
|
game.hascontrol = false;
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].colour = 102;
|
|
}
|
|
|
|
i = obj.getteleporter();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].tile = 6;
|
|
obj.entities[i].colour = 102;
|
|
}
|
|
//which teleporter script do we use? it depends on the companion!
|
|
game.state = 4000;
|
|
game.statedelay = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gamecompleteinput(void)
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
//Do this before we update map.bypos
|
|
if (!game.colourblindmode)
|
|
{
|
|
graphics.updatetowerbackground(graphics.titlebg);
|
|
}
|
|
|
|
//Do these here because input comes first
|
|
graphics.titlebg.bypos += graphics.titlebg.bscroll;
|
|
game.oldcreditposition = game.creditposition;
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.creditposition -= 6;
|
|
if (game.creditposition <= -Credits::creditmaxposition)
|
|
{
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
}
|
|
game.creditposition = -Credits::creditmaxposition;
|
|
}
|
|
else
|
|
{
|
|
graphics.titlebg.bscroll = +7;
|
|
}
|
|
game.press_action = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_ENTER)|| key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map)
|
|
{
|
|
//Return to game
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gamecompleteinput2(void)
|
|
{
|
|
game.press_left = false;
|
|
game.press_right = false;
|
|
game.press_action = false;
|
|
game.press_map = false;
|
|
|
|
//Do this here because input comes first
|
|
game.oldcreditposx = game.creditposx;
|
|
|
|
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
|
|
{
|
|
game.creditposx++;
|
|
game.oldcreditposx++;
|
|
if (game.creditposy >= 30)
|
|
{
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
}
|
|
}
|
|
game.press_action = true;
|
|
}
|
|
if (key.isDown(KEYBOARD_ENTER) || key.isDown(game.controllerButton_map)) game.press_map = true;
|
|
|
|
if (!game.mapheld)
|
|
{
|
|
if(game.press_map)
|
|
{
|
|
//Return to game
|
|
if(graphics.fademode==0)
|
|
{
|
|
graphics.fademode = 2;
|
|
music.fadeout();
|
|
}
|
|
}
|
|
}
|
|
}
|