VVVVVV/desktop_version/src/Render.cpp

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#include <SDL.h>
#include "Constants.h"
#include "Credits.h"
#include "CustomLevels.h"
#include "Editor.h"
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#include "Entity.h"
#include "FileSystemUtils.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
Optimize recompilation from changing commit hash This reworks how the commit hash and date are compiled so that if they're changed (and they're changed often), only one source file needs to be recompiled in order to update it everywhere in the game, no matter how many source files use the hash or date. The commit hash and date are now declared in InterimVersion.h (and they need `extern "C"` guards because otherwise it results in a link fail on MSVC because MSVC is stupid). To do this, what now happens is that upon every rebuild, InterimVersion.in.c is processed to create InterimVersion.out.c, then InterimVersion.out.c is compiled into its own static library that is then linked with VVVVVV. (Why didn't I just simply add it to the list of VVVVVV source files? Well, doing it _now_ does nothing because at that point the horse is already out of the barn, and the VVVVVV executable has already been declared, so I can't modify its sources. And I can't do it before either, because we depend on the VVVVVV executable existing to do the interim version logic. I could probably work around this by cleverly moving around lines, but that'd separate related logic from each other.) And yes, the naming convention has changed. Not only did I rename Version to InterimVersion (to clearly differentiate it from ReleaseVersion, which I'll be adding later), I also named the files InterimVersion.in.c and InterimVersion.out.c instead of InterimVersion.c.in and InterimVersion.c.out. I needed to put the file extension on the end because otherwise CMake wouldn't recognize what kind of language it is, and I mean like yeah duh of course it doesn't, my text editor doesn't recognize it either.
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#include "InterimVersion.h"
#include "KeyPoll.h"
#include "MakeAndPlay.h"
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#include "Map.h"
#include "Maths.h"
#include "Music.h"
#include "ReleaseVersion.h"
#include "Screen.h"
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#include "Script.h"
#include "UtilityClass.h"
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static int tr;
static int tg;
static int tb;
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struct MapRenderData
{
int zoom;
int xoff;
int yoff;
int legendxoff;
int legendyoff;
};
static inline void drawslowdowntext(void)
{
switch (game.slowdown)
{
case 30:
graphics.Print( -1, 85, "Game speed is normal.", tr/2, tg/2, tb/2, true);
break;
case 24:
graphics.Print( -1, 85, "Game speed is at 80%", tr, tg, tb, true);
break;
case 18:
graphics.Print( -1, 85, "Game speed is at 60%", tr, tg, tb, true);
break;
case 12:
graphics.Print( -1, 85, "Game speed is at 40%", tr, tg, tb, true);
break;
}
}
static void volumesliderrender(void)
{
char buffer[40 + 1];
char slider[20 + 1];
int slider_length;
const char symbol[] = "[]";
int symbol_length;
int offset;
int num_positions;
const int* volume_ptr;
switch (game.currentmenuoption)
{
case 0:
volume_ptr = &music.user_music_volume;
break;
case 1:
volume_ptr = &music.user_sound_volume;
break;
default:
SDL_assert(0 && "Unhandled volume slider menu option!");
return;
}
VVV_fillstring(slider, sizeof(slider), '.');
slider_length = sizeof(slider) - 1;
symbol_length = sizeof(symbol) - 1;
num_positions = slider_length - symbol_length + 1;
offset = num_positions * (*volume_ptr) / USER_VOLUME_MAX;
offset = SDL_clamp(offset, 0, slider_length - symbol_length);
/* SDL_strlcpy null-terminates, which would end the string in the middle of
* it, which we don't want!
*/
SDL_memcpy(&slider[offset], symbol, symbol_length);
if (game.slidermode == SLIDER_NONE)
{
SDL_strlcpy(buffer, slider, sizeof(buffer));
}
else
{
/* Draw selection brackets. */
SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", slider);
}
graphics.Print(-1, 85, buffer, tr, tg, tb, true);
}
static void inline drawglitchrunnertext(void)
{
int tempr = tr;
int tempg = tg;
int tempb = tb;
char buffer[SCREEN_WIDTH_CHARS + 1];
const char* mode_string;
const enum GlitchrunnerMode mode = GlitchrunnerMode_get();
if (mode == GlitchrunnerNone)
{
tempr /= 2;
tempg /= 2;
tempb /= 2;
mode_string = "OFF";
}
else
{
mode_string = GlitchrunnerMode_enum_to_string(mode);
}
SDL_snprintf(buffer, sizeof(buffer), "Glitchrunner mode is %s", mode_string);
graphics.Print(-1, 95, buffer, tempr, tempg, tempb, true);
}
static void menurender(void)
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{
int temp = 50;
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switch (game.currentmenuname)
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{
case Menu::mainmenu:
graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
#if defined(MAKEANDPLAY)
graphics.Print(-1,temp+35," MAKE AND PLAY EDITION",tr, tg, tb, true);
#endif
Optimize recompilation from changing commit hash This reworks how the commit hash and date are compiled so that if they're changed (and they're changed often), only one source file needs to be recompiled in order to update it everywhere in the game, no matter how many source files use the hash or date. The commit hash and date are now declared in InterimVersion.h (and they need `extern "C"` guards because otherwise it results in a link fail on MSVC because MSVC is stupid). To do this, what now happens is that upon every rebuild, InterimVersion.in.c is processed to create InterimVersion.out.c, then InterimVersion.out.c is compiled into its own static library that is then linked with VVVVVV. (Why didn't I just simply add it to the list of VVVVVV source files? Well, doing it _now_ does nothing because at that point the horse is already out of the barn, and the VVVVVV executable has already been declared, so I can't modify its sources. And I can't do it before either, because we depend on the VVVVVV executable existing to do the interim version logic. I could probably work around this by cleverly moving around lines, but that'd separate related logic from each other.) And yes, the naming convention has changed. Not only did I rename Version to InterimVersion (to clearly differentiate it from ReleaseVersion, which I'll be adding later), I also named the files InterimVersion.in.c and InterimVersion.out.c instead of InterimVersion.c.in and InterimVersion.c.out. I needed to put the file extension on the end because otherwise CMake wouldn't recognize what kind of language it is, and I mean like yeah duh of course it doesn't, my text editor doesn't recognize it either.
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#ifdef INTERIM_VERSION_EXISTS
graphics.Print( 310 - (10*8), 210, COMMIT_DATE, tr/2, tg/2, tb/2);
Optimize recompilation from changing commit hash This reworks how the commit hash and date are compiled so that if they're changed (and they're changed often), only one source file needs to be recompiled in order to update it everywhere in the game, no matter how many source files use the hash or date. The commit hash and date are now declared in InterimVersion.h (and they need `extern "C"` guards because otherwise it results in a link fail on MSVC because MSVC is stupid). To do this, what now happens is that upon every rebuild, InterimVersion.in.c is processed to create InterimVersion.out.c, then InterimVersion.out.c is compiled into its own static library that is then linked with VVVVVV. (Why didn't I just simply add it to the list of VVVVVV source files? Well, doing it _now_ does nothing because at that point the horse is already out of the barn, and the VVVVVV executable has already been declared, so I can't modify its sources. And I can't do it before either, because we depend on the VVVVVV executable existing to do the interim version logic. I could probably work around this by cleverly moving around lines, but that'd separate related logic from each other.) And yes, the naming convention has changed. Not only did I rename Version to InterimVersion (to clearly differentiate it from ReleaseVersion, which I'll be adding later), I also named the files InterimVersion.in.c and InterimVersion.out.c instead of InterimVersion.c.in and InterimVersion.c.out. I needed to put the file extension on the end because otherwise CMake wouldn't recognize what kind of language it is, and I mean like yeah duh of course it doesn't, my text editor doesn't recognize it either.
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graphics.Print( 310 - LEN_INTERIM_COMMIT * 8, 220, INTERIM_COMMIT, tr/2, tg/2, tb/2);
#endif
graphics.Print( 310 - (SDL_arraysize(RELEASE_VERSION) - 1) * 8, 230, RELEASE_VERSION, tr/2, tg/2, tb/2);
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if(music.mmmmmm){
graphics.Print( 10, 230, "[MMMMMM Mod Installed]", tr/2, tg/2, tb/2);
}
break;
#if !defined(NO_CUSTOM_LEVELS)
case Menu::levellist:
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{
if(cl.ListOfMetaData.size()==0){
graphics.Print( -1, 100, "ERROR: No levels found.", tr, tg, tb, true);
}
int tmp=game.currentmenuoption+(game.levelpage*8);
if(INBOUNDS_VEC(tmp, cl.ListOfMetaData)){
const bool nextlastoptions = cl.ListOfMetaData.size() > 8;
//Don't show next/previous page or return to menu options here!
if(nextlastoptions && game.menuoptions.size() - game.currentmenuoption<=3){
}else{
graphics.bigprint( -1, 15, cl.ListOfMetaData[tmp].title, tr, tg, tb, true);
graphics.Print( -1, 40, "by " + cl.ListOfMetaData[tmp].creator, tr, tg, tb, true);
graphics.Print( -1, 50, cl.ListOfMetaData[tmp].website, tr, tg, tb, true);
graphics.Print( -1, 70, cl.ListOfMetaData[tmp].Desc1, tr, tg, tb, true);
graphics.Print( -1, 80, cl.ListOfMetaData[tmp].Desc2, tr, tg, tb, true);
graphics.Print( -1, 90, cl.ListOfMetaData[tmp].Desc3, tr, tg, tb, true);
}
}
break;
}
#endif
case Menu::errornostart:
graphics.Print( -1, 65, "ERROR: This level has", tr, tg, tb, true);
graphics.Print( -1, 75, "no start point!", tr, tg, tb, true);
break;
case Menu::gameplayoptions:
{
int gameplayoptionsoffset = 0;
#if !defined(MAKEANDPLAY)
if (game.ingame_titlemode && game.unlock[18])
#endif
{
gameplayoptionsoffset = 1;
if (game.currentmenuoption == 0) {
graphics.bigprint(-1, 30, "Flip Mode", tr, tg, tb, true);
graphics.Print(-1, 65, "Flip the entire game vertically.", tr, tg, tb, true);
if (graphics.setflipmode)
{
graphics.Print(-1, 85, "Currently ENABLED!", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Currently Disabled.", tr / 2, tg / 2, tb / 2, true);
}
}
}
if (game.currentmenuoption == gameplayoptionsoffset + 0)
{
//Toggle FPS
graphics.bigprint(-1, 30, "Toggle 30+ FPS", tr, tg, tb, true);
graphics.Print(-1, 65, "Change whether the game", tr, tg, tb, true);
graphics.Print(-1, 75, "runs at 30 or over 30 FPS.", tr, tg, tb, true);
if (!game.over30mode)
{
graphics.Print(-1, 95, "Current mode: 30 FPS", tr / 2, tg / 2, tb / 2, true);
}
else
{
graphics.Print(-1, 95, "Current mode: Over 30 FPS", tr, tg, tb, true);
}
break;
}
else if (game.currentmenuoption == gameplayoptionsoffset + 1)
{
//Speedrunner options
graphics.bigprint(-1, 30, "Speedrunner Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Access some advanced settings that", tr, tg, tb, true);
graphics.Print(-1, 75, "might be of interest to speedrunners.", tr, tg, tb, true);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 2)
{
//Advanced options
graphics.bigprint(-1, 30, "Advanced Options", tr, tg, tb, true);
graphics.Print(-1, 65, "All other gameplay settings.", tr, tg, tb, true);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 3)
{
//Clear Data
graphics.bigprint(-1, 30, "Clear Data", tr, tg, tb, true);
graphics.Print(-1, 65, "Delete your main game save data", tr, tg, tb, true);
graphics.Print(-1, 75, "and unlocked play modes.", tr, tg, tb, true);
}
else if (game.currentmenuoption == gameplayoptionsoffset + 4)
{
graphics.bigprint(-1, 30, "Clear Data", tr, tg, tb, true);
graphics.Print(-1, 65, "Delete your custom level save data", tr, tg, tb, true);
graphics.Print(-1, 75, "and completion stars.", tr, tg, tb, true);
}
break;
}
case Menu::options:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint(-1, 30, "Gameplay Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Adjust various gameplay settings.", tr, tg, tb, true);
break;
case 1:
graphics.bigprint(-1, 30, "Graphics Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Adjust screen settings.", tr, tg, tb, true);
break;
case 2:
const char* str;
graphics.bigprint(-1, 30, "Audio Options", tr, tg, tb, true);
if (music.mmmmmm)
{
str = "Adjust volume settings and soundtrack.";
}
else
{
str = "Adjust volume settings.";
}
graphics.PrintWrap(-1, 65, str, tr, tg, tb, true, 10, 304);
break;
case 3:
graphics.bigprint(-1, 30, "Game Pad Options", tr, tg, tb, true);
graphics.Print(-1, 65, "Rebind your controller's buttons", tr, tg, tb, true);
graphics.Print(-1, 75, "and adjust sensitivity.", tr, tg, tb, true);
break;
case 4:
graphics.bigprint(-1, 30, "Accessibility", tr, tg, tb, true);
graphics.Print(-1, 65, "Disable screen effects, enable", tr, tg, tb, true);
graphics.Print(-1, 75, "slowdown modes or invincibility.", tr, tg, tb, true);
break;
}
break;
case Menu::graphicoptions:
{
int offset = 0;
if (game.currentmenuoption == offset + 0 && !gameScreen.isForcedFullscreen())
{
graphics.bigprint( -1, 30, "Toggle Fullscreen", tr, tg, tb, true);
graphics.Print( -1, 65, "Change to fullscreen/windowed mode.", tr, tg, tb, true);
if (gameScreen.isWindowed)
{
graphics.Print( -1, 85, "Current mode: WINDOWED", tr, tg, tb, true);
}
else
{
graphics.Print( -1, 85, "Current mode: FULLSCREEN", tr, tg, tb, true);
}
}
if (gameScreen.isForcedFullscreen())
{
--offset;
}
if (game.currentmenuoption == offset + 1)
{
graphics.bigprint( -1, 30, "Scaling Mode", tr, tg, tb, true);
graphics.Print( -1, 65, "Choose letterbox/stretch/integer mode.", tr, tg, tb, true);
switch (gameScreen.scalingMode)
{
case SCALING_INTEGER:
graphics.Print( -1, 85, "Current mode: INTEGER", tr, tg, tb, true);
break;
case SCALING_STRETCH:
graphics.Print( -1, 85, "Current mode: STRETCH", tr, tg, tb, true);
break;
case SCALING_LETTERBOX:
default:
graphics.Print( -1, 85, "Current mode: LETTERBOX", tr, tg, tb, true);
break;
}
}
if (game.currentmenuoption == offset + 2 && !gameScreen.isForcedFullscreen())
{
graphics.bigprint(-1, 30, "Resize to Nearest", tr, tg, tb, true);
graphics.Print(-1, 65, "Resize to the nearest window size", tr, tg, tb, true);
graphics.Print(-1, 75, "that is of an integer multiple.", tr, tg, tb, true);
if (!gameScreen.isWindowed)
{
graphics.Print(-1, 95, "You must be in windowed mode", tr, tg, tb, true);
graphics.Print(-1, 105, "to use this option.", tr, tg, tb, true);
}
}
if (gameScreen.isForcedFullscreen())
{
--offset;
}
if (game.currentmenuoption == offset + 3)
{
graphics.bigprint( -1, 30, "Toggle Filter", tr, tg, tb, true);
graphics.Print( -1, 65, "Change to nearest/linear filter.", tr, tg, tb, true);
if (gameScreen.isFiltered)
{
graphics.Print( -1, 85, "Current mode: LINEAR", tr, tg, tb, true);
}
else
{
graphics.Print( -1, 85, "Current mode: NEAREST", tr, tg, tb, true);
}
}
if (game.currentmenuoption == offset + 4)
{
graphics.bigprint( -1, 30, "Analogue Mode", tr, tg, tb, true);
graphics.Print( -1, 65, "There is nothing wrong with your", tr, tg, tb, true);
graphics.Print( -1, 75, "television set. Do not attempt to", tr, tg, tb, true);
graphics.Print( -1, 85, "adjust the picture.", tr, tg, tb, true);
}
if (game.currentmenuoption == offset + 5)
{
graphics.bigprint(-1, 30, "Toggle VSync", tr, tg, tb, true);
graphics.Print(-1, 65, "Turn VSync on or off.", tr, tg, tb, true);
if (!gameScreen.vsync)
{
graphics.Print(-1, 85, "Current mode: VSYNC OFF", tr/2, tg/2, tb/2, true);
}
else
{
graphics.Print(-1, 85, "Current mode: VSYNC ON", tr, tg, tb, true);
}
}
break;
}
case Menu::audiooptions:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint(-1, 30, "Music Volume", tr, tg, tb, true);
graphics.Print(-1, 65, "Change the volume of the music.", tr, tg, tb, true);
volumesliderrender();
break;
case 1:
graphics.bigprint(-1, 30, "Sound Volume", tr, tg, tb, true);
graphics.Print(-1, 65, "Change the volume of sound effects.", tr, tg, tb, true);
volumesliderrender();
break;
case 2:
if (!music.mmmmmm)
{
break;
}
{
char buffer[SCREEN_WIDTH_CHARS + 1];
char soundtrack[6 + 1];
char letter;
if (music.usingmmmmmm)
{
letter = 'M';
}
else
{
letter = 'P';
}
VVV_fillstring(soundtrack, sizeof(soundtrack), letter);
SDL_snprintf(buffer, sizeof(buffer), "Current soundtrack: %s", soundtrack);
graphics.bigprint(-1, 30, "Soundtrack", tr, tg, tb, true);
graphics.Print(-1, 65, "Toggle between MMMMMM and PPPPPP.", tr, tg, tb, true);
graphics.Print(-1, 85, buffer, tr, tg, tb, true);
break;
}
}
break;
case Menu::credits:
graphics.Print( -1, 50, "VVVVVV is a game by", tr, tg, tb, true);
graphics.bigprint( 40, 65, "Terry Cavanagh", tr, tg, tb, true, 2);
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graphics.drawimagecol(7, -1, 86, true);
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graphics.Print( -1, 120, "and features music by", tr, tg, tb, true);
graphics.bigprint( 40, 135, "Magnus P~lsson", tr, tg, tb, true, 2);
graphics.drawimagecol(8, -1, 156, true);
break;
case Menu::credits2:
graphics.Print( -1, 50, "Roomnames are by", tr, tg, tb, true);
graphics.bigprint( 40, 65, "Bennett Foddy", tr, tg, tb, true);
graphics.drawimagecol(9, -1, 86, true);
graphics.Print( -1, 110, "C++ version by", tr, tg, tb, true);
graphics.bigprint( 40, 125, "Simon Roth", tr, tg, tb, true);
graphics.bigprint( 40, 145, "Ethan Lee", tr, tg, tb, true);
graphics.bigprint( 40, 165, "Misa Kai", tr, tg, tb, true);
break;
case Menu::credits25:
graphics.Print( -1, 40, "Beta Testing by", tr, tg, tb, true);
graphics.bigprint( 40, 55, "Sam Kaplan", tr, tg, tb, true);
graphics.bigprint( 40, 75, "Pauli Kohberger", tr, tg, tb, true);
graphics.Print( -1, 130, "Ending Picture by", tr, tg, tb, true);
graphics.bigprint( 40, 145, "Pauli Kohberger", tr, tg, tb, true);
break;
case Menu::credits3:
{
graphics.Print( -1, 20, "VVVVVV is supported by", tr, tg, tb, true);
graphics.Print( 40, 30, "the following patrons", tr, tg, tb, true);
int startidx = game.current_credits_list_index;
int endidx = SDL_min(startidx + 9, (int)SDL_arraysize(Credits::superpatrons));
int xofs = 80 - 16;
int yofs = 40 + 20;
for (int i = startidx; i < endidx; ++i)
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{
graphics.Print(xofs, yofs, Credits::superpatrons[i], tr, tg, tb);
xofs += 4;
yofs += 14;
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}
break;
}
case Menu::credits4:
{
graphics.Print( -1, 20, "and also by", tr, tg, tb, true);
int startidx = game.current_credits_list_index;
int endidx = SDL_min(startidx + 14, (int)SDL_arraysize(Credits::patrons));
int maxheight = 10 * 14;
int totalheight = (endidx - startidx) * 10;
int emptyspace = maxheight - totalheight;
int yofs = 40 + (emptyspace / 2);
for (int i = startidx; i < endidx; ++i)
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{
graphics.Print(80, yofs, Credits::patrons[i], tr, tg, tb);
yofs += 10;
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}
break;
}
case Menu::credits5:
{
graphics.Print( -1, 20, "With contributions on", tr, tg, tb, true);
graphics.Print( 40, 30, "GitHub from", tr, tg, tb, true);
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int startidx = game.current_credits_list_index;
int endidx = SDL_min(startidx + 9, (int)SDL_arraysize(Credits::githubfriends));
int maxheight = 14 * 9;
int totalheight = (endidx - startidx) * 14;
int emptyspace = maxheight - totalheight;
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int xofs, yofs;
xofs = 80 - 16;
yofs = 40 + 20 + (emptyspace / 2);
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for (int i = startidx; i < endidx; ++i)
{
graphics.Print(xofs, yofs, Credits::githubfriends[i], tr, tg, tb);
xofs += 4;
yofs += 14;
}
break;
}
case Menu::credits6:
graphics.Print( -1, 20, "and thanks also to:", tr, tg, tb, true);
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graphics.bigprint(80, 60, "You!", tr, tg, tb, true);
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graphics.Print( 80, 100, "Your support makes it possible", tr, tg, tb,true);
graphics.Print( 80, 110,"for me to continue making the", tr, tg, tb,true);
graphics.Print( 80, 120,"games I want to make, now", tr, tg, tb,true);
graphics.Print( 80, 130, "and into the future.", tr, tg, tb, true);
graphics.Print( 80, 150,"Thank you!", tr, tg, tb,true);
break;
case Menu::setinvincibility:
graphics.Print( -1, 100, "Are you sure you want to ", tr, tg, tb, true);
graphics.Print( -1, 110, "enable invincibility?", tr, tg, tb, true);
break;
case Menu::setslowdown:
graphics.bigprint( -1, 30, "Game Speed", tr, tg, tb, true);
graphics.Print( -1, 65, "Select a new game speed below.", tr, tg, tb, true);
drawslowdowntext();
break;
case Menu::newgamewarning:
graphics.Print( -1, 100, "Are you sure? This will", tr, tg, tb, true);
graphics.Print( -1, 110, "delete your current saves...", tr, tg, tb, true);
break;
case Menu::cleardatamenu:
case Menu::clearcustomdatamenu:
graphics.Print( -1, 100, "Are you sure you want to", tr, tg, tb, true);
graphics.Print( -1, 110, "delete all your saved data?", tr, tg, tb, true);
break;
case Menu::deletequicklevel:
graphics.Print(-1, 100, "Are you sure you want to", tr, tg, tb, true);
graphics.Print(-1, 110, "delete your quicksave?", tr, tg, tb, true);
break;
case Menu::startnodeathmode:
graphics.Print( -1, 45, "Good luck!", tr, tg, tb, true);
graphics.Print( -1, 80, "You cannot save in this mode.", tr, tg, tb, true);
graphics.Print( -1, 100, "Would you like to disable the", tr, tg, tb, true);
graphics.Print( -1, 112, "cutscenes during the game?", tr, tg, tb, true);
break;
case Menu::controller:
graphics.bigprint( -1, 30, "Game Pad", tr, tg, tb, true);
graphics.Print( -1, 55, "Change controller options.", tr, tg, tb, true);
switch (game.currentmenuoption)
{
case 0:
switch(key.sensitivity)
{
case 0:
graphics.Print( -1, 75, " Low Medium High", tr, tg, tb, true);
graphics.Print( -1, 85, "[]..................", tr, tg, tb, true);
break;
case 1:
graphics.Print( -1, 75, " Low Medium High", tr, tg, tb, true);
graphics.Print( -1, 85, ".....[].............", tr, tg, tb, true);
break;
case 2:
graphics.Print( -1, 75, " Low Medium High", tr, tg, tb, true);
graphics.Print( -1, 85, ".........[].........", tr, tg, tb, true);
break;
case 3:
graphics.Print( -1, 75, " Low Medium High", tr, tg, tb, true);
graphics.Print( -1, 85, ".............[].....", tr, tg, tb, true);
break;
case 4:
graphics.Print( -1, 75, " Low Medium High", tr, tg, tb, true);
graphics.Print( -1, 85, "..................[]", tr, tg, tb, true);
break;
}
break;
case 1:
case 2:
case 3:
case 4:
case 5:
graphics.Print( -1, 75, "Flip is bound to: " + std::string(help.GCString(game.controllerButton_flip)) , tr, tg, tb, true);
graphics.Print( -1, 85, "Enter is bound to: " + std::string(help.GCString(game.controllerButton_map)), tr, tg, tb, true);
graphics.Print( -1, 95, "Menu is bound to: " + std::string(help.GCString(game.controllerButton_esc)) , tr, tg, tb, true);
graphics.Print( -1, 105, "Restart is bound to: " + std::string(help.GCString(game.controllerButton_restart)) , tr, tg, tb, true);
graphics.Print( -1, 115, "Interact is bound to: " + std::string(help.GCString(game.controllerButton_interact)) , tr, tg, tb, true);
break;
}
2020-01-01 21:29:24 +01:00
break;
case Menu::speedrunneroptions:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint(-1, 30, "Glitchrunner Mode", tr, tg, tb, true);
graphics.Print(-1, 65, "Re-enable glitches that existed", tr, tg, tb, true);
graphics.Print(-1, 75, "in previous versions of the game.", tr, tg, tb, true);
drawglitchrunnertext();
break;
case 1:
graphics.bigprint(-1, 30, "Input Delay", tr, tg, tb, true);
graphics.Print(-1, 65, "Re-enable the 1-frame input delay", tr, tg, tb, true);
graphics.Print(-1, 75, "from previous versions of the game.", tr, tg, tb, true);
if (game.inputdelay)
{
graphics.Print(-1, 95, "Input delay is ON", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 95, "Input delay is OFF", tr / 2, tg / 2, tb / 2, true);
}
break;
case 2:
{
char buffer[SCREEN_WIDTH_CHARS + 1];
const char* button;
graphics.bigprint(-1, 30, "Interact Button", tr, tg, tb, true);
graphics.Print(-1, 65, "Toggle whether you interact", tr, tg, tb, true);
graphics.Print(-1, 75, "with prompts using ENTER or E.", tr, tg, tb, true);
if (game.separate_interact)
{
button = "E";
}
else
{
button = "ENTER";
}
SDL_snprintf(buffer, sizeof(buffer), "Interact button: %s", button);
graphics.Print(-1, 95, buffer, tr, tg, tb, true);
break;
}
case 3:
graphics.bigprint(-1, 30, "Fake Load Screen", tr, tg, tb, true);
graphics.Print(-1, 65, "Disable the fake loading screen", tr, tg, tb, true);
graphics.Print(-1, 75, "which appears on game launch.", tr, tg, tb, true);
if (game.skipfakeload)
graphics.Print(-1, 95, "Fake loading screen is OFF", tr / 2, tg / 2, tb / 2, true);
else
graphics.Print(-1, 95, "Fake loading screen is ON", tr, tg, tb, true);
break;
2021-08-05 23:31:20 +02:00
case 4:
graphics.bigprint(-1, 30, "In-Game Timer", tr, tg, tb, true);
graphics.Print(-1, 65, "Toggle the in-game timer", tr, tg, tb, true);
graphics.Print(-1, 75, " outside of time trials.", tr, tg, tb, true);
2021-08-05 23:31:20 +02:00
if (game.showingametimer)
{
graphics.Print(-1, 95, "In-Game Timer is ON", tr, tg, tb, true);
}
else
2021-08-05 23:31:20 +02:00
{
graphics.Print(-1, 95, "In-Game Timer is OFF", tr / 2, tg / 2, tb / 2, true);
2021-08-05 23:31:20 +02:00
}
break;
}
break;
case Menu::setglitchrunner:
graphics.bigprint(-1, 30, "Glitchrunner Mode", tr, tg, tb, true);
graphics.Print(-1, 65, "Select a new glitchrunner", tr, tg, tb, true);
graphics.Print(-1, 75, "version below.", tr, tg, tb, true);
drawglitchrunnertext();
break;
case Menu::advancedoptions:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint( -1, 30, "Unfocus Pause", tr, tg, tb, true);
graphics.Print( -1, 65, "Toggle if the game will pause", tr, tg, tb, true);
graphics.Print( -1, 75, "when the window is unfocused.", tr, tg, tb, true);
if (game.disablepause)
{
graphics.Print(-1, 95, "Unfocus pause is OFF", tr/2, tg/2, tb/2, true);
}
else
{
graphics.Print(-1, 95, "Unfocus pause is ON", tr, tg, tb, true);
}
break;
case 1:
graphics.bigprint(-1, 30, "Unfocus Audio", tr, tg, tb, true);
graphics.Print(-1, 65, "Toggle if the audio will pause", tr, tg, tb, true);
graphics.Print(-1, 75, "when the window is unfocused.", tr, tg, tb, true);
if (game.disableaudiopause)
{
graphics.Print(-1, 95, "Unfocus audio pause is OFF", tr/2, tg/2, tb/2, true);
}
else
{
graphics.Print(-1, 95, "Unfocus audio pause is ON", tr, tg, tb, true);
}
break;
case 2:
graphics.bigprint(-1, 30, "Room Name BG", tr, tg, tb, true);
graphics.Print( -1, 65, "Lets you see through what is behind", tr, tg, tb, true);
graphics.Print( -1, 75, "the name at the bottom of the screen.", tr, tg, tb, true);
if (graphics.translucentroomname)
graphics.Print(-1, 95, "Room name background is TRANSLUCENT", tr/2, tg/2, tb/2, true);
else
graphics.Print(-1, 95, "Room name background is OPAQUE", tr, tg, tb, true);
break;
}
break;
case Menu::accessibility:
{
#ifdef MAKEANDPLAY
#define OFFSET 0
#else
#define OFFSET 1
#endif
switch (game.currentmenuoption)
{
#if !defined(MAKEANDPLAY)
case 0:
graphics.bigprint(-1, 30, "Unlock Play Modes", tr, tg, tb, true);
graphics.Print(-1, 65, "Unlock parts of the game normally", tr, tg, tb, true);
graphics.Print(-1, 75, "unlocked as you progress.", tr, tg, tb, true);
break;
#endif
case OFFSET+0:
graphics.bigprint(-1, 30, "Invincibility", tr, tg, tb, true);
graphics.Print(-1, 65, "Explore the game freely without", tr, tg, tb, true);
graphics.Print(-1, 75, "dying. (Can cause glitches.)", tr, tg, tb, true);
if (map.invincibility)
{
graphics.Print(-1, 95, "Invincibility is ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 95, "Invincibility is OFF.", tr / 2, tg / 2, tb / 2, true);
}
break;
case OFFSET+1:
graphics.bigprint(-1, 30, "Slowdown", tr, tg, tb, true);
graphics.Print(-1, 65, "Reduce the game speed.", tr, tg, tb, true);
drawslowdowntext();
break;
case OFFSET+2:
graphics.bigprint(-1, 30, "Backgrounds", tr, tg, tb, true);
graphics.Print(-1, 65, "Disable animated backgrounds in menus", tr, tg, tb, true);
graphics.Print(-1, 75, "and during gameplay.", tr, tg, tb, true);
if (!game.colourblindmode)
{
graphics.Print(-1, 95, "Backgrounds are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 95, "Backgrounds are OFF.", tr / 2, tg / 2, tb / 2, true);
}
break;
case OFFSET+3:
graphics.bigprint(-1, 30, "Screen Effects", tr, tg, tb, true);
graphics.Print(-1, 65, "Disables screen shakes and flashes.", tr, tg, tb, true);
if (!game.noflashingmode)
{
graphics.Print(-1, 85, "Screen Effects are ON.", tr, tg, tb, true);
}
else
{
graphics.Print(-1, 85, "Screen Effects are OFF.", tr / 2, tg / 2, tb / 2, true);
}
break;
case OFFSET+4:
{
const char* text;
graphics.bigprint(-1, 30, "Text Outline", tr, tg, tb, true);
graphics.Print(-1, 65, "Disables outline on game text.", tr, tg, tb, true);
FillRect(graphics.backBuffer, 0, 84, 320, 10, tr, tg, tb);
if (!graphics.notextoutline)
{
text = "Text outlines are ON.";
}
else
{
text = "Text outlines are OFF.";
}
graphics.bprint(-1, 85, text, 255, 255, 255, true);
break;
}
}
break;
#undef OFFSET
}
case Menu::playint1:
case Menu::playint2:
graphics.Print( -1, 65, "Who do you want to play", tr, tg, tb, true);
graphics.Print( -1, 75, "the level with?", tr, tg, tb, true);
break;
case Menu::playmodes:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint( -1, 30, "Time Trials", tr, tg, tb, true);
graphics.Print( -1, 65, "Replay any level in the game in", tr, tg, tb, true);
graphics.Print( -1, 75, "a competitive time trial mode.", tr, tg, tb, true);
if (game.nocompetitive())
{
graphics.Print( -1, 105, "Time Trials are not available", tr, tg, tb, true);
graphics.Print( -1, 115, "with slowdown or invincibility.", tr, tg, tb, true);
}
break;
case 1:
graphics.bigprint( -1, 30, "Intermissions", tr, tg, tb, true);
graphics.Print( -1, 65, "Replay the intermission levels.", tr, tg, tb, true);
if (!game.unlock[15] && !game.unlock[16])
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 95, "TO UNLOCK: Complete the", tr, tg, tb, true);
graphics.Print( -1, 105, "intermission levels in-game.", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
break;
case 2:
graphics.bigprint( -1, 30, "No Death Mode", tr, tg, tb, true);
graphics.Print( -1, 65, "Play the entire game", tr, tg, tb, true);
graphics.Print( -1, 75, "without dying once.", tr, tg, tb, true);
if (game.nocompetitive())
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 105, "No Death Mode is not available", tr, tg, tb, true);
graphics.Print( -1, 115, "with slowdown or invincibility.", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
else if (!game.unlock[17])
{
graphics.Print( -1, 105, "TO UNLOCK: Achieve an S-rank or", tr, tg, tb, true);
graphics.Print( -1, 115, "above in at least 4 time trials.", tr, tg, tb, true);
}
break;
case 3:
// WARNING: Partially duplicated in Menu::options
graphics.bigprint( -1, 30, "Flip Mode", tr, tg, tb, true);
graphics.Print( -1, 65, "Flip the entire game vertically.", tr, tg, tb, true);
graphics.Print( -1, 75, "Compatible with other game modes.", tr, tg, tb, true);
if (game.unlock[18])
2020-01-01 21:29:24 +01:00
{
if (graphics.setflipmode)
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 105, "Currently ENABLED!", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print( -1, 105, "Currently Disabled.", tr/2, tg/2, tb/2, true);
2020-01-01 21:29:24 +01:00
}
}
else
{
graphics.Print( -1, 105, "TO UNLOCK: Complete the game.", tr, tg, tb, true);
}
break;
2020-01-01 21:29:24 +01:00
}
break;
case Menu::youwannaquit:
graphics.Print( -1, 75, "Are you sure you want to quit?", tr, tg, tb, true);
break;
case Menu::continuemenu:
switch (game.currentmenuoption)
2020-01-01 21:29:24 +01:00
{
case 0:
{
//Show teleporter save info
graphics.drawpixeltextbox(17, 65-20, 286, 90, 65, 185, 207);
2020-01-01 21:29:24 +01:00
graphics.bigprint(-1, 20, "Tele Save", tr, tg, tb, true);
graphics.Print(0, 80-20, game.tele_currentarea, 25, 255 - (help.glow / 2), 255 - (help.glow / 2), true);
for (int i = 0; i < 6; i++)
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(169-(3*42)+(i*42), 95-20, i, game.tele_crewstats[i], true);
2020-01-01 21:29:24 +01:00
}
graphics.Print(59, 132-20, game.tele_gametime, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
const std::string& trinketcount = help.number_words(game.tele_trinkets);
graphics.Print(262-graphics.len(trinketcount), 132-20, trinketcount, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
2020-01-01 21:29:24 +01:00
graphics.drawsprite(34, 126-20, 50, graphics.col_clock);
graphics.drawsprite(270, 126-20, 22, graphics.col_trinket);
break;
}
case 1:
{
//Show quick save info
graphics.drawpixeltextbox(17, 65-20, 286, 90, 65, 185, 207);
2020-01-01 21:29:24 +01:00
graphics.bigprint(-1, 20, "Quick Save", tr, tg, tb, true);
graphics.Print(0, 80-20, game.quick_currentarea, 25, 255 - (help.glow / 2), 255 - (help.glow / 2), true);
for (int i = 0; i < 6; i++)
{
graphics.drawcrewman(169-(3*42)+(i*42), 95-20, i, game.quick_crewstats[i], true);
2020-01-01 21:29:24 +01:00
}
graphics.Print(59, 132-20, game.quick_gametime, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
const std::string& trinketcount = help.number_words(game.quick_trinkets);
graphics.Print(262-graphics.len(trinketcount), 132-20, trinketcount, 255 - (help.glow / 2), 255 - (help.glow / 2), 255 - (help.glow / 2));
graphics.drawsprite(34, 126-20, 50, graphics.col_clock);
graphics.drawsprite(270, 126-20, 22, graphics.col_trinket);
break;
2020-01-01 21:29:24 +01:00
}
}
break;
case Menu::gameover:
case Menu::gameover2:
{
graphics.bigprint( -1, 25, "GAME OVER", tr, tg, tb, true, 3);
for (size_t i = 0; i < SDL_arraysize(game.ndmresultcrewstats); i++)
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(169-(3*42)+(i*42), 68, i, game.ndmresultcrewstats[i], true);
}
std::string tempstring;
tempstring = "You rescued " + help.number_words(game.ndmresultcrewrescued) + (game.ndmresultcrewrescued == 1 ? " crewmate" : " crewmates");
graphics.Print(0, 100, tempstring, tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
tempstring = "and found " + help.number_words(game.ndmresulttrinkets) + (game.ndmresulttrinkets == 1 ? " trinket." : " trinkets.");
graphics.Print(0, 110, tempstring, tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
tempstring = "You managed to reach:";
graphics.Print(0, 145, tempstring, tr, tg, tb, true);
graphics.Print(0, 155, game.ndmresulthardestroom, tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
switch (game.ndmresultcrewrescued)
{
case 1:
tempstring = "Keep trying! You'll get there!";
break;
case 2:
tempstring = "Nice one!";
break;
case 3:
tempstring = "Wow! Congratulations!";
break;
case 4:
tempstring = "Incredible!";
break;
case 5:
tempstring = "Unbelievable! Well done!";
break;
case 6:
tempstring = "Er, how did you do that?";
break;
}
2020-01-01 21:29:24 +01:00
graphics.Print(0, 190, tempstring, tr, tg, tb, true);
break;
}
case Menu::nodeathmodecomplete:
case Menu::nodeathmodecomplete2:
{
graphics.bigprint( -1, 8, "WOW", tr, tg, tb, true, 4);
for (size_t i = 0; i < SDL_arraysize(game.ndmresultcrewstats); i++)
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(169-(3*42)+(i*42), 68, i, game.ndmresultcrewstats[i], true);
}
std::string tempstring = "You rescued all the crewmates!";
graphics.Print(0, 100, tempstring, tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
tempstring = "And you found " + help.number_words(game.ndmresulttrinkets) + " trinket" + (game.ndmresulttrinkets == 1 ? "" : "s") + ".";
graphics.Print(0, 110, tempstring, tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
graphics.Print(0, 160, "A new trophy has been awarded and", tr, tg, tb, true);
graphics.Print(0, 170, "placed in the secret lab to", tr, tg, tb, true);
graphics.Print(0, 180, "acknowledge your achievement!", tr, tg, tb, true);
break;
}
case Menu::timetrialcomplete:
case Menu::timetrialcomplete2:
case Menu::timetrialcomplete3:
{
graphics.bigprint( -1, 20, "Results", tr, tg, tb, true, 3);
2020-01-01 21:29:24 +01:00
std::string tempstring = game.resulttimestring() + " / " + game.timetstring(game.timetrialresultpar) + ".99";
2020-01-01 21:29:24 +01:00
graphics.drawspritesetcol(30, 80-15, 50, 22);
graphics.Print(65, 80-15, "TIME TAKEN:", 255, 255, 255);
graphics.Print(65, 90-15, tempstring, tr, tg, tb);
if (game.timetrialresulttime <= game.timetrialresultpar)
{
graphics.Print(220, 85-15, "+1 Rank!", 255, 255, 255);
}
2020-01-01 21:29:24 +01:00
tempstring = help.String(game.timetrialresultdeaths);
graphics.drawspritesetcol(30-4, 80+20-4, 12, 22);
graphics.Print(65, 80+20, "NUMBER OF DEATHS:", 255, 255, 255);
graphics.Print(65, 90+20, tempstring, tr, tg, tb);
if (game.timetrialresultdeaths == 0)
{
graphics.Print(220, 85+20, "+1 Rank!", 255, 255, 255);
2020-01-01 21:29:24 +01:00
}
tempstring = help.String(game.timetrialresulttrinkets) + " of " + help.String(game.timetrialresultshinytarget);
graphics.drawspritesetcol(30, 80+55, 22, 22);
graphics.Print(65, 80+55, "SHINY TRINKETS:", 255, 255, 255);
graphics.Print(65, 90+55, tempstring, tr, tg, tb);
if (game.timetrialresulttrinkets >= game.timetrialresultshinytarget)
2020-01-01 21:29:24 +01:00
{
graphics.Print(220, 85+55, "+1 Rank!", 255, 255, 255);
}
2020-01-01 21:29:24 +01:00
if (game.currentmenuname == Menu::timetrialcomplete2 || game.currentmenuname == Menu::timetrialcomplete3)
{
graphics.bigprint( 100, 175, "Rank:", tr, tg, tb, false, 2);
}
if (game.currentmenuname == Menu::timetrialcomplete3)
{
switch(game.timetrialrank)
2020-01-01 21:29:24 +01:00
{
case 0:
graphics.bigprint( 195, 165, "B", 255, 255, 255, false, 4);
break;
case 1:
graphics.bigprint( 195, 165, "A", 255, 255, 255, false, 4);
break;
case 2:
graphics.bigprint( 195, 165, "S", 255, 255, 255, false, 4);
break;
case 3:
graphics.bigprint( 195, 165, "V", 255, 255, 255, false, 4);
break;
2020-01-01 21:29:24 +01:00
}
}
break;
}
case Menu::unlockmenutrials:
graphics.bigprint( -1, 30, "Unlock Time Trials", tr, tg, tb, true);
graphics.Print( -1, 65, "You can unlock each time", tr, tg, tb, true);
graphics.Print( -1, 75, "trial separately.", tr, tg, tb, true);
break;
case Menu::timetrials:
switch (game.currentmenuoption)
2020-01-01 21:29:24 +01:00
{
case 0:
if(game.unlock[9])
2020-01-01 21:29:24 +01:00
{
graphics.bigprint( -1, 30, "Space Station 1", tr, tg, tb, true);
if (game.besttimes[0] == -1)
{
graphics.Print( -1, 75, "Not yet attempted", tr, tg, tb, true);
}
else
{
graphics.Print( 16, 65, "BEST TIME ", tr, tg, tb);
graphics.Print( 16, 75, "BEST SHINY ", tr, tg, tb);
graphics.Print( 16, 85, "BEST LIVES ", tr, tg, tb);
graphics.Print( 110, 65, game.timetstring(game.besttimes[0]), tr, tg, tb);
graphics.Print( 110, 75, help.String(game.besttrinkets[0])+"/2", tr, tg, tb);
graphics.Print( 110, 85,help.String(game.bestlives[0]), tr, tg, tb);
2020-01-01 21:29:24 +01:00
graphics.Print( 170, 65, "PAR TIME 1:15", tr, tg, tb);
graphics.Print( 170, 85, "Best Rank", tr, tg, tb);
switch(game.bestrank[0])
{
case 0:
graphics.bigprint( 275, 82, "B", 225, 225, 225);
break;
case 1:
graphics.bigprint( 275, 82, "A", 225, 225, 225);
break;
case 2:
graphics.bigprint( 275, 82, "S", 225, 225, 225);
break;
case 3:
graphics.bigprint( 275, 82, "V", 225, 225, 225);
break;
}
}
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
graphics.bigprint( -1, 30, "???", tr, tg, tb, true);
graphics.Print( -1, 60, "TO UNLOCK:", tr, tg, tb, true);
graphics.Print( -1, 75, "Rescue Violet", tr, tg, tb, true);
graphics.Print( -1, 85, "Find three trinkets", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
break;
case 1:
if(game.unlock[10])
2020-01-01 21:29:24 +01:00
{
graphics.bigprint( -1, 30, "The Laboratory", tr, tg, tb, true);
if (game.besttimes[1] == -1)
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 75, "Not yet attempted", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print( 16, 65, "BEST TIME ", tr, tg, tb);
graphics.Print( 16, 75, "BEST SHINY ", tr, tg, tb);
graphics.Print( 16, 85, "BEST LIVES ", tr, tg, tb);
graphics.Print( 110, 65, game.timetstring(game.besttimes[1]), tr, tg, tb);
graphics.Print( 110, 75, help.String(game.besttrinkets[1])+"/4", tr, tg, tb);
graphics.Print( 110, 85, help.String(game.bestlives[1]), tr, tg, tb);
graphics.Print( 170, 65, "PAR TIME 2:45", tr, tg, tb);
graphics.Print( 170, 85, "Best Rank", tr, tg, tb);
switch(game.bestrank[1])
2020-01-01 21:29:24 +01:00
{
case 0:
graphics.bigprint( 275, 82, "B", 225, 225, 225);
break;
case 1:
graphics.bigprint( 275, 82, "A", 225, 225, 225);
break;
case 2:
graphics.bigprint( 275, 82, "S", 225, 225, 225);
break;
case 3:
graphics.bigprint( 275, 82, "V", 225, 225, 225);
break;
2020-01-01 21:29:24 +01:00
}
}
2020-01-01 21:29:24 +01:00
}
else
2020-01-01 21:29:24 +01:00
{
graphics.bigprint( -1, 30, "???", tr, tg, tb, true);
graphics.Print( -1, 60, "TO UNLOCK:", tr, tg, tb, true);
graphics.Print( -1, 75, "Rescue Victoria", tr, tg, tb, true);
graphics.Print( -1, 85, "Find six trinkets", tr, tg, tb, true);
}
break;
case 2:
if(game.unlock[11])
{
graphics.bigprint( -1, 30, "The Tower", tr, tg, tb, true);
if (game.besttimes[2] == -1)
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 75, "Not yet attempted", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print( 16, 65, "BEST TIME ", tr, tg, tb);
graphics.Print( 16, 75, "BEST SHINY ", tr, tg, tb);
graphics.Print( 16, 85, "BEST LIVES ", tr, tg, tb);
graphics.Print( 110, 65, game.timetstring(game.besttimes[2]), tr, tg, tb);
graphics.Print( 110, 75, help.String(game.besttrinkets[2])+"/2", tr, tg, tb);
graphics.Print( 110, 85, help.String(game.bestlives[2]), tr, tg, tb);
graphics.Print( 170, 65, "PAR TIME 1:45", tr, tg, tb);
graphics.Print( 170, 85, "Best Rank", tr, tg, tb);
switch(game.bestrank[2])
{
case 0:
graphics.bigprint( 275, 82, "B", 225, 225, 225);
break;
case 1:
graphics.bigprint( 275, 82, "A", 225, 225, 225);
break;
case 2:
graphics.bigprint( 275, 82, "S", 225, 225, 225);
break;
case 3:
graphics.bigprint( 275, 82, "V", 225, 225, 225);
break;
}
2020-01-01 21:29:24 +01:00
}
}
else
{
graphics.bigprint( -1, 30, "???", tr, tg, tb, true);
graphics.Print( -1, 60, "TO UNLOCK:", tr, tg, tb, true);
graphics.Print( -1, 75, "Rescue Vermilion", tr, tg, tb, true);
graphics.Print( -1, 85, "Find nine trinkets", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
break;
case 3:
if(game.unlock[12])
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{
graphics.bigprint( -1, 30, "Space Station 2", tr, tg, tb, true);
if (game.besttimes[3] == -1)
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 75, "Not yet attempted", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print( 16, 65, "BEST TIME ", tr, tg, tb);
graphics.Print( 16, 75, "BEST SHINY ", tr, tg, tb);
graphics.Print( 16, 85, "BEST LIVES ", tr, tg, tb);
graphics.Print( 110, 65, game.timetstring(game.besttimes[3]), tr, tg, tb);
graphics.Print( 110, 75, help.String(game.besttrinkets[3])+"/5", tr, tg, tb);
graphics.Print( 110, 85, help.String(game.bestlives[3]), tr, tg, tb);
graphics.Print( 170, 65, "PAR TIME 3:20", tr, tg, tb);
graphics.Print( 170, 85, "Best Rank", tr, tg, tb);
switch(game.bestrank[3])
{
case 0:
graphics.bigprint( 275, 82, "B", 225, 225, 225);
break;
case 1:
graphics.bigprint( 275, 82, "A", 225, 225, 225);
break;
case 2:
graphics.bigprint( 275, 82, "S", 225, 225, 225);
break;
case 3:
graphics.bigprint( 275, 82, "V", 225, 225, 225);
break;
}
2020-01-01 21:29:24 +01:00
}
}
else
{
graphics.bigprint( -1, 30, "???", tr, tg, tb, true);
graphics.Print( -1, 60, "TO UNLOCK:", tr, tg, tb, true);
graphics.Print( -1, 75, "Rescue Vitellary", tr, tg, tb, true);
graphics.Print( -1, 85, "Find twelve trinkets", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
break;
case 4:
if(game.unlock[13])
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{
graphics.bigprint( -1, 30, "The Warp Zone", tr, tg, tb, true);
if (game.besttimes[4] == -1)
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 75, "Not yet attempted", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print( 16, 65, "BEST TIME ", tr, tg, tb);
graphics.Print( 16, 75, "BEST SHINY ", tr, tg, tb);
graphics.Print( 16, 85, "BEST LIVES ", tr, tg, tb);
graphics.Print( 110, 65, game.timetstring(game.besttimes[4]), tr, tg, tb);
graphics.Print( 110, 75, help.String(game.besttrinkets[4])+"/1", tr, tg, tb);
graphics.Print( 110, 85, help.String(game.bestlives[4]), tr, tg, tb);
graphics.Print( 170, 65, "PAR TIME 2:00", tr, tg, tb);
graphics.Print( 170, 85, "Best Rank", tr, tg, tb);
switch(game.bestrank[4])
{
case 0:
graphics.bigprint( 275, 82, "B", 225, 225, 225);
break;
case 1:
graphics.bigprint( 275, 82, "A", 225, 225, 225);
break;
case 2:
graphics.bigprint( 275, 82, "S", 225, 225, 225);
break;
case 3:
graphics.bigprint( 275, 82, "V", 225, 225, 225);
break;
}
2020-01-01 21:29:24 +01:00
}
}
else
{
graphics.bigprint( -1, 30, "???", tr, tg, tb, true);
graphics.Print( -1, 60, "TO UNLOCK:", tr, tg, tb, true);
graphics.Print( -1, 75, "Rescue Verdigris", tr, tg, tb, true);
graphics.Print( -1, 85, "Find fifteen trinkets", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
break;
case 5:
if(game.unlock[14])
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{
graphics.bigprint( -1, 30, "The Final Level", tr, tg, tb, true);
if (game.besttimes[5] == -1)
2020-01-01 21:29:24 +01:00
{
graphics.Print( -1, 75, "Not yet attempted", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print( 16, 65, "BEST TIME ", tr, tg, tb);
graphics.Print( 16, 75, "BEST SHINY ", tr, tg, tb);
graphics.Print( 16, 85, "BEST LIVES ", tr, tg, tb);
graphics.Print( 110, 65, game.timetstring(game.besttimes[5]), tr, tg, tb);
graphics.Print( 110, 75, help.String(game.besttrinkets[5])+"/1", tr, tg, tb);
graphics.Print( 110, 85, help.String(game.bestlives[5]), tr, tg, tb);
graphics.Print( 170, 65, "PAR TIME 2:15", tr, tg, tb);
graphics.Print( 170, 85, "Best Rank", tr, tg, tb);
switch(game.bestrank[5])
{
case 0:
graphics.bigprint( 275, 82, "B", 225, 225, 225);
break;
case 1:
graphics.bigprint( 275, 82, "A", 225, 225, 225);
break;
case 2:
graphics.bigprint( 275, 82, "S", 225, 225, 225);
break;
case 3:
graphics.bigprint( 275, 82, "V", 225, 225, 225);
break;
}
2020-01-01 21:29:24 +01:00
}
}
else
{
graphics.bigprint( -1, 30, "???", tr, tg, tb, true);
graphics.Print( -1, 60, "TO UNLOCK:", tr, tg, tb, true);
graphics.Print( -1, 75, "Complete the game", tr, tg, tb, true);
graphics.Print( -1, 85, "Find eighteen trinkets", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
}
break;
2020-01-01 21:29:24 +01:00
}
break;
case Menu::gamecompletecontinue:
graphics.bigprint( -1, 25, "Congratulations!", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 45, "Your save files have been updated.", tr, tg, tb, true);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 110, "If you want to keep exploring", tr, tg, tb, true);
graphics.Print( -1, 120, "the game, select CONTINUE", tr, tg, tb, true);
graphics.Print( -1, 130, "from the play menu.", tr, tg, tb, true);
break;
case Menu::unlockmenu:
graphics.bigprint( -1, 30, "Unlock Play Modes", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 65, "From here, you may unlock parts", tr, tg, tb, true);
graphics.Print( -1, 75, "of the game that are normally", tr, tg, tb, true);
graphics.Print( -1, 85, "unlocked as you play.", tr, tg, tb, true);
break;
case Menu::unlocktimetrial:
graphics.bigprint( -1, 45, "Congratulations!", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 125, "You have unlocked", tr, tg, tb, true);
graphics.Print( -1, 135, "a new Time Trial.", tr, tg, tb, true);
break;
case Menu::unlocktimetrials:
graphics.bigprint( -1, 45, "Congratulations!", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 125, "You have unlocked some", tr, tg, tb, true);
graphics.Print( -1, 135, "new Time Trials.", tr, tg, tb, true);
break;
case Menu::unlocknodeathmode:
graphics.bigprint( -1, 45, "Congratulations!", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 125, "You have unlocked", tr, tg, tb, true);
graphics.Print( -1, 135, "No Death Mode.", tr, tg, tb, true);
break;
case Menu::unlockflipmode:
graphics.bigprint( -1, 45, "Congratulations!", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 125, "You have unlocked", tr, tg, tb, true);
graphics.Print( -1, 135, "Flip Mode.", tr, tg, tb, true);
break;
case Menu::unlockintermission:
graphics.bigprint( -1, 45, "Congratulations!", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.Print( -1, 125, "You have unlocked", tr, tg, tb, true);
graphics.Print( -1, 135, "the intermission levels.", tr, tg, tb, true);
break;
case Menu::playerworlds:
graphics.PrintWrap(-1, 180, "To install new player levels, copy the .vvvvvv files to the levels folder.", tr, tg, tb, true, 10, 304);
break;
case Menu::confirmshowlevelspath:
graphics.PrintWrap(-1, 80, "Are you sure you want to show the levels path? This may reveal sensitive information if you are streaming.", tr, tg, tb, true, 10, 304);
break;
case Menu::showlevelspath:
graphics.Print(-1, 40, "The levels path is:", tr, tg, tb, true);
graphics.PrintWrap(0, 60, FILESYSTEM_getUserLevelDirectory(), tr, tg, tb, false, 10, 320);
break;
case Menu::errorsavingsettings:
graphics.Print( -1, 95, "ERROR: Could not save settings file!", tr, tg, tb, true);
break;
case Menu::errorloadinglevel:
{
const char* str;
if (FILESYSTEM_levelDirHasError())
{
str = FILESYSTEM_getLevelDirError();
}
else
{
str = graphics.error;
}
graphics.bigprint(-1, 45, "ERROR", tr, tg, tb, true);
graphics.PrintWrap(-1, 65, str, tr, tg, tb, true, 10, 304);
break;
}
case Menu::warninglevellist:
graphics.bigprint(-1, 45, "WARNING", tr, tg, tb, true);
graphics.PrintWrap(-1, 65, FILESYSTEM_getLevelDirError(), tr, tg, tb, true, 10, 304);
break;
default:
break;
}
}
void titlerender(void)
{
ClearSurface(graphics.backBuffer);
if (!game.menustart)
{
tr = graphics.col_tr;
tg = graphics.col_tg;
tb = graphics.col_tb;
int temp = 50;
graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
#if defined(MAKEANDPLAY)
graphics.Print(-1,temp+35," MAKE AND PLAY EDITION",tr, tg, tb, true);
#endif
graphics.Print(5, 175, "[ Press ACTION to Start ]", tr, tg, tb, true);
graphics.Print(5, 195, "ACTION = Space, Z, or V", int(tr*0.5f), int(tg*0.5f), int(tb*0.5f), true);
}
else
{
if(!game.colourblindmode) graphics.drawtowerbackground(graphics.titlebg);
tr = graphics.col_tr;
tg = graphics.col_tg;
tb = graphics.col_tb;
menurender();
2020-01-01 21:29:24 +01:00
tr = int(tr * .8f);
tg = int(tg * .8f);
tb = int(tb * .8f);
if (tr < 0) tr = 0;
if(tr>255) tr=255;
if (tg < 0) tg = 0;
if(tg>255) tg=255;
if (tb < 0) tb = 0;
if(tb>255) tb=255;
graphics.drawmenu(tr, tg, tb, game.currentmenuname == Menu::levellist);
2020-01-01 21:29:24 +01:00
}
graphics.drawfade();
2020-01-01 21:29:24 +01:00
graphics.renderwithscreeneffects();
2020-01-01 21:29:24 +01:00
}
void gamecompleterender(void)
2020-01-01 21:29:24 +01:00
{
ClearSurface(graphics.backBuffer);
2020-01-01 21:29:24 +01:00
if(!game.colourblindmode) graphics.drawtowerbackground(graphics.titlebg);
2020-01-01 21:29:24 +01:00
tr = graphics.col_tr;
tg = graphics.col_tg;
tb = graphics.col_tb;
2020-01-01 21:29:24 +01:00
//rendering starts... here!
int position = graphics.lerp(game.oldcreditposition, game.creditposition);
if (graphics.onscreen(220 + position))
2020-01-01 21:29:24 +01:00
{
int temp = 220 + position;
graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 3 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 4 * 32, temp, 23, tr, tg, tb);
graphics.drawsprite((160 - 96) + 5 * 32, temp, 23, tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(290 + position)) graphics.bigprint( -1, 290 + position, "Starring", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
if (graphics.onscreen(320 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 320 + position, 0, true);
graphics.Print(100, 330 + position, "Captain Viridian", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(350 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 350 + position, 1, true);
graphics.Print(100, 360 + position, "Doctor Violet", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(380 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 380 + position, 2, true);
graphics.Print(100, 390 + position, "Professor Vitellary", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(410 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 410 + position, 3, true);
graphics.Print(100, 420 + position, "Officer Vermilion", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(440 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 440 + position, 4, true);
graphics.Print(100, 450 + position, "Chief Verdigris", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(470 + position))
2020-01-01 21:29:24 +01:00
{
graphics.drawcrewman(70, 470 + position, 5, true);
graphics.Print(100, 480 + position, "Doctor Victoria", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(520 + position)) graphics.bigprint( -1, 520 + position, "Credits", tr, tg, tb, true, 3);
2020-01-01 21:29:24 +01:00
if (graphics.onscreen(560 + position))
2020-01-01 21:29:24 +01:00
{
graphics.Print(40, 560 + position, "Created by", tr, tg, tb);
graphics.bigprint(60, 570 + position, "Terry Cavanagh", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(600 + position))
2020-01-01 21:29:24 +01:00
{
graphics.Print(40, 600 + position, "With Music by", tr, tg, tb);
graphics.bigprint(60, 610 + position, "Magnus P~lsson", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(640 + position))
2020-01-01 21:29:24 +01:00
{
graphics.Print(40, 640 + position, "Rooms Named by", tr, tg, tb);
graphics.bigprint(60, 650 + position, "Bennett Foddy", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(710 + position))
2020-01-01 21:29:24 +01:00
{
graphics.Print(40, 680 + position, "C++ Port by", tr, tg, tb);
graphics.bigprint(60, 690 + position, "Simon Roth", tr, tg, tb);
graphics.bigprint(60, 710 + position, "Ethan Lee", tr, tg, tb);
graphics.bigprint(60, 730 + position, "Misa Kai", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(770 + position))
2020-01-01 21:29:24 +01:00
{
graphics.Print(40, 760 + position, "Beta Testing by", tr, tg, tb);
graphics.bigprint(60, 770 + position, "Sam Kaplan", tr, tg, tb);
graphics.bigprint(60, 790 + position, "Pauli Kohberger", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(820 + position))
2020-01-01 21:29:24 +01:00
{
graphics.Print(40, 820 + position, "Ending Picture by", tr, tg, tb);
graphics.bigprint(60, 830 + position, "Pauli Kohberger", tr, tg, tb);
2020-01-01 21:29:24 +01:00
}
if (graphics.onscreen(910 + position)) graphics.bigprint( -1, 890 + position, "Patrons", tr, tg, tb, true, 3);
int creditOffset = 950;
for (size_t i = 0; i < SDL_arraysize(Credits::superpatrons); i += 1)
{
if (graphics.onscreen(creditOffset + position))
{
graphics.Print(-1, creditOffset + position, Credits::superpatrons[i], tr, tg, tb, true);
}
creditOffset += 10;
}
creditOffset += 10;
if (graphics.onscreen(creditOffset + position)) graphics.Print( -1, creditOffset + position, "and", tr, tg, tb, true);
creditOffset += 20;
for (size_t i = 0; i < SDL_arraysize(Credits::patrons); i += 1)
{
if (graphics.onscreen(creditOffset + position))
{
graphics.Print(-1, creditOffset + position, Credits::patrons[i], tr, tg, tb, true);
}
creditOffset += 10;
}
creditOffset += 20;
if (graphics.onscreen(creditOffset + position)) graphics.bigprint(40, creditOffset + position, "GitHub Contributors", tr, tg, tb, true);
creditOffset += 30;
for (size_t i = 0; i < SDL_arraysize(Credits::githubfriends); i += 1)
{
if (graphics.onscreen(creditOffset + position))
{
graphics.Print(-1, creditOffset + position, Credits::githubfriends[i], tr, tg, tb, true);
}
creditOffset += 10;
}
creditOffset += 140;
if (graphics.onscreen(creditOffset + position)) graphics.bigprint( -1, creditOffset + position, "Thanks for playing!", tr, tg, tb, true, 2);
2020-01-01 21:29:24 +01:00
graphics.drawfade();
2020-01-01 21:29:24 +01:00
graphics.render();
2020-01-01 21:29:24 +01:00
}
void gamecompleterender2(void)
2020-01-01 21:29:24 +01:00
{
ClearSurface(graphics.backBuffer);
2020-01-01 21:29:24 +01:00
graphics.drawimage(10, 0, 0);
2020-01-01 21:29:24 +01:00
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
if (j == game.creditposy)
{
if (i > game.creditposx)
{
FillRect(graphics.backBuffer, i * 8, j * 8, 8, 8, 0, 0, 0);
2020-01-01 21:29:24 +01:00
}
}
if (j > game.creditposy)
{
FillRect(graphics.backBuffer, i * 8, j * 8, 8, 8, 0, 0, 0);
2020-01-01 21:29:24 +01:00
}
}
}
FillRect(graphics.backBuffer, graphics.lerp(game.oldcreditposx * 8, game.creditposx * 8) + 8, game.creditposy * 8, 8, 8, 0, 0, 0);
graphics.drawfade();
2020-01-01 21:29:24 +01:00
graphics.render();
2020-01-01 21:29:24 +01:00
}
static const char* interact_prompt(
char* buffer,
const size_t buffer_size,
const char* raw
) {
const char* string_fmt_loc = SDL_strstr(raw, "%s");
const char* button;
if (string_fmt_loc == NULL /* No "%s". */
|| string_fmt_loc != SDL_strchr(raw, '%') /* First "%" found is not "%s". */
|| SDL_strchr(&string_fmt_loc[1], '%') != NULL) /* Other "%" after "%s". */
{
return raw;
}
if (game.separate_interact)
{
button = "E";
}
else
{
button = "ENTER";
}
SDL_snprintf(buffer, buffer_size, raw, button);
return buffer;
}
void gamerender(void)
2020-01-01 21:29:24 +01:00
{
if(!game.blackout)
{
if (map.towermode)
{
if (!game.colourblindmode)
{
graphics.drawtowerbackground(graphics.towerbg);
}
else
{
ClearSurface(graphics.backBuffer);
}
graphics.drawtowermap();
2020-01-01 21:29:24 +01:00
}
else
{
if(!game.colourblindmode)
{
graphics.drawbackground(map.background);
}
else
{
ClearSurface(graphics.backBuffer);
}
if ((map.finalmode || map.custommode) && map.final_colormode)
{
graphics.drawfinalmap();
}
else
{
graphics.drawmap();
}
2020-01-01 21:29:24 +01:00
}
graphics.drawentities();
if (map.towermode)
{
graphics.drawtowerspikes();
}
2020-01-01 21:29:24 +01:00
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (graphics.fademode == FADE_NONE
&& !game.intimetrial
&& !game.isingamecompletescreen()
&& (!game.swnmode || game.swngame != 1)
&& game.showingametimer)
2021-08-05 23:31:20 +02:00
{
Simplify time formatting functions Here's my notes on all the existing functions and what kind of time formats they output: - Game::giventimestring(int hrs, int min, int sec) H:MM:SS MM:SS - Game::timestring() // uses game.hours/minutes/seconds H:MM:SS MM:SS - Game::partimestring() // uses game.timetrialpar (seconds) MM:SS - Game::resulttimestring() // uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s) MM:SS.CC - Game::timetstring(int t) // t = seconds MM:SS - Game::timestringcenti(char* buffer, const size_t buffer_size) // uses game.hours/minutes/seconds/frames H:MM:SS.CC MM:SS.CC - UtilityClass::timestring(int t) // t = frames, 30 frames = 1 second S:CC M:SS:CC This is kind of a mess, and there's a lot of functions that do the same thing except using different variables. For localization, I also want translators to be able to localize all these time formats - many languages use the decimal comma instead of the decimal point (12:34,56) maybe some languages really prefer something like 1時02分11秒44瞬... Which I don't know to be correct, but it's good to be prepared for it and not restrict translators arbitrarily to only changing ":" and "." when we can start making the system better in the first place. I added a new function, UtilityClass::format_time. This is the place where all time formats come together, given the number of seconds and optionally frames. I have simplified the above-mentioned functions somewhat, but I haven't given them a complete refactor or renaming - I mainly made sure that they all use the same backend so I can make the formats consistent and properly localizable. (And before we start shoving more temporary char buffers everywhere just to get rid of the std::string's, maybe we need to think of a globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a register of sorts, for when any line of text needs to be made or processed, then printed, and then goes unused. Maybe help.textrow, or something like that.) As for this commit, the available time formats are now more consistent and changed a little in some places. Leading zeroes for the first unit are now no longer included, time trial results and the Super Gravitron can now display hours when they went to 60 minutes before, and we now always use .CC instead of :CC. These are the formats: - H:MM:SS - H:MM:SS.CC - M:SS - M:SS.CC - S.CC (only used when always_minutes=false, for the Gravitrons) Here's what changes to the current functions: - Game::partimestring() is removed - it was used in two places, and could be replaced by game.timetstring(game.timetrialpar) - Game::giventimestring(h,m,s) and Game::timestring() are now wrappers for the other functions - The four remaining functions (Game::resulttimestring(), Game::timetstring(t), Game::timestringcenti(buffer, buffer_size) and UtilityClass::timestring(t)) are now wrappers for the "central function", UtilityClass::format_time. - UtilityClass::twodigits(int t) is now unused so it's also removed. - I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 17:13:46 +01:00
char buffer[SCREEN_WIDTH_CHARS + 1];
2021-08-05 23:31:20 +02:00
graphics.bprint(6, 6, "TIME:", 255,255,255);
game.timestringcenti(buffer, sizeof(buffer));
graphics.bprint(46, 6, buffer, 196, 196, 196);
2021-08-05 23:31:20 +02:00
}
if(map.extrarow==0 || (map.custommode && map.roomname[0] != '\0'))
2020-01-01 21:29:24 +01:00
{
const char* roomname;
graphics.footerrect.y = 230;
if (map.finalmode)
{
roomname = map.glitchname;
}
else
{
roomname = map.roomname;
}
2020-01-01 21:29:24 +01:00
if (graphics.translucentroomname)
2020-01-01 21:29:24 +01:00
{
SDL_BlitSurface(graphics.footerbuffer, NULL, graphics.backBuffer, &graphics.footerrect);
graphics.bprint(5, 231, roomname, 196, 196, 255 - help.glow, true);
}
else
{
FillRect(graphics.backBuffer, graphics.footerrect, 0);
graphics.Print(5, 231, roomname, 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
}
if (map.roomtexton)
{
//Draw room text!
Refactor roomtext to not use ad-hoc objects / separate length trackers This refactors the roomtext code to (1) not use ad-hoc objects and (2) not use a separate length-tracking variable to keep track of the actual amount of roomtext in a room. What I mean by ad-hoc object is, instead of formally creating a fully-fledged struct or class and storing one vector containing that object, this game instead hacks together an object by storing each attribute of an object in different vectors. In the case of roomtext, instead of making a Roomtext object that has attributes 'x', 'y', and 'text', the 'text' attribute of each is stored in the vector 'roomtext', the 'x' attribute of each is stored in the vector 'roomtextx', and the 'y' attribute of each is stored in the vector 'roomtexty'. It's only an object in the sense that you can grab the attributes of each roomtext by using the same index across all three vectors. This makes it somewhat annoying to maintain and deal with, like when I wanted add sub-tile positions to roomtext in VVVVVV: Community Edition. Instead of being able to add attributes to an already-existing formalized Roomtext object, I would instead have to add two more vectors, which is inelegant. Or I could refactor the whole system, which is what I decided to do instead. Furthermore, this removes the separate length-tracking variable 'roomtextnumlines', which makes the code much more easy to maintain and deal with, as the amount of roomtext is naturally tracked by C++ instead of us having to keep track of the actual amount of roomtext manually.
2020-03-01 03:26:12 +01:00
for (size_t i = 0; i < map.roomtext.size(); i++)
2020-01-01 21:29:24 +01:00
{
graphics.Print(map.roomtext[i].x*8, (map.roomtext[i].y*8), map.roomtext[i].text, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
}
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
if(map.custommode && !map.custommodeforreal && !game.advancetext){
2020-01-01 21:29:24 +01:00
//Return to level editor
int alpha = graphics.lerp(ed.oldreturneditoralpha, ed.returneditoralpha);
graphics.bprintalpha(5, 5, "[Press ENTER to return to editor]", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), alpha, false);
2020-01-01 21:29:24 +01:00
}
#endif
2020-01-01 21:29:24 +01:00
graphics.cutscenebars();
graphics.drawfade();
BlitSurfaceStandard(graphics.backBuffer, NULL, graphics.tempBuffer, NULL);
2020-01-01 21:29:24 +01:00
graphics.drawgui();
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
if (game.advancetext) graphics.bprint(5, 228, "- Press ACTION to advance text -", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
}
else
{
if (game.advancetext) graphics.bprint(5, 5, "- Press ACTION to advance text -", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
}
if (game.readytotele > 100 || game.oldreadytotele > 100)
2020-01-01 21:29:24 +01:00
{
char buffer[SCREEN_WIDTH_CHARS + 1];
static const char raw[] = "- Press %s to Teleport -";
const char* final_string = interact_prompt(
buffer,
sizeof(buffer),
raw
);
int alpha = graphics.lerp(game.oldreadytotele, game.readytotele);
graphics.bprint(5, graphics.flipmode ? 20 : 210, final_string, alpha - 20 - (help.glow / 2), alpha - 20 - (help.glow / 2), alpha, true);
2020-01-01 21:29:24 +01:00
}
if (game.swnmode)
{
if (game.swngame == 0)
{
std::string tempstring = help.timestring(game.swntimer);
graphics.bigbprint( -1, 20, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
2020-01-01 21:29:24 +01:00
}
else if (game.swngame == 1)
{
if (game.swnmessage == 0)
{
std::string tempstring = help.timestring(game.swntimer);
graphics.bprint( 10, 10, "Current Time", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false);
graphics.bigbprint( 25, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false, 2);
2020-01-01 21:29:24 +01:00
tempstring = help.timestring(game.swnrecord);
graphics.bprint( 240, 10, "Best Time", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false);
graphics.bigbrprint( 300, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false, 2);
2020-01-01 21:29:24 +01:00
switch(game.swnbestrank)
{
case 0:
graphics.bprint( -1, 204, "Next Trophy at 5 seconds", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
break;
case 1:
graphics.bprint( -1, 204, "Next Trophy at 10 seconds", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
break;
case 2:
graphics.bprint( -1, 204, "Next Trophy at 15 seconds", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
break;
case 3:
graphics.bprint( -1, 204, "Next Trophy at 20 seconds", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
break;
case 4:
graphics.bprint( -1, 204, "Next Trophy at 30 seconds", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
break;
case 5:
graphics.bprint( -1, 204, "Next Trophy at 1 minute", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
break;
case 6:
graphics.bprint( -1, 204, "All Trophies collected!", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
break;
}
}
else if (game.swnmessage == 1)
{
std::string tempstring = help.timestring(game.swntimer);
graphics.bprint( 10, 10, "Current Time", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false);
graphics.bigbprint( 25, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false, 2);
2020-01-01 21:29:24 +01:00
tempstring = help.timestring(game.swnrecord);
if (int(game.deathseq / 5) % 2 == 1)
{
graphics.bprint( 240, 10, "Best Time", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false);
graphics.bigbrprint( 300, 24, tempstring, 128 - (help.glow), 220 - (help.glow), 128 - (help.glow / 2), false, 2);
2020-01-01 21:29:24 +01:00
graphics.bigbprint( -1, 200, "New Record!", 128 - (help.glow), 220 - (help.glow), 128 - (help.glow / 2), true, 2);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swnmessage >= 2)
{
game.swnmessage--;
if (game.swnmessage == 2) game.swnmessage = 0;
std::string tempstring = help.timestring(game.swntimer);
graphics.bprint( 10, 10, "Current Time", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false);
graphics.bigbprint( 25, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false, 2);
2020-01-01 21:29:24 +01:00
tempstring = help.timestring(game.swnrecord);
graphics.bprint( 240, 10, "Best Time", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false);
graphics.bigbrprint( 300, 24, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), false, 2);
2020-01-01 21:29:24 +01:00
if (int(game.swnmessage / 5) % 2 == 1)
{
graphics.bigbprint( -1, 200, "New Trophy!", 220 - (help.glow), 128 - (help.glow), 128 - (help.glow / 2), true, 2);
2020-01-01 21:29:24 +01:00
}
}
graphics.bprint( 20, 228, "[Press ENTER to stop]", 160 - (help.glow/2), 160 - (help.glow/2), 160 - (help.glow/2), true);
2020-01-01 21:29:24 +01:00
}
else if(game.swngame==2)
{
if (int(game.swndelay / 15) % 2 == 1 || game.swndelay >= 120)
{
int y1;
int y2;
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
y1 = 30;
y2 = 10;
2020-01-01 21:29:24 +01:00
}
else
{
y1 = 10;
y2 = 30;
2020-01-01 21:29:24 +01:00
}
graphics.bigbprint( -1, y1, "Survive for", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
graphics.bigbprint( -1, y2, "60 seconds!", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
2020-01-01 21:29:24 +01:00
}
}
else if(game.swngame==7)
{
if (game.swndelay >= 60)
{
graphics.bigbprint( -1, 20, "SUPER GRAVITRON", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
2020-01-01 21:29:24 +01:00
std::string tempstring = help.timestring(game.swnrecord);
graphics.bprint( 240, 190, "Best Time", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
graphics.bigbrprint( 300, 205, tempstring, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
2020-01-01 21:29:24 +01:00
}
else if (int(game.swndelay / 10) % 2 == 1)
2020-01-01 21:29:24 +01:00
{
graphics.bigbprint( -1, 20, "SUPER GRAVITRON", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 2);
graphics.bigbprint( -1, 200, "GO!", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 3);
2020-01-01 21:29:24 +01:00
}
}
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (game.intimetrial && graphics.fademode == FADE_NONE)
2020-01-01 21:29:24 +01:00
{
//Draw countdown!
if (game.timetrialcountdown > 0)
{
if (game.timetrialcountdown < 30)
{
if (int(game.timetrialcountdown / 4) % 2 == 0) graphics.bigbprint( -1, 100, "Go!", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 4);
2020-01-01 21:29:24 +01:00
}
else if (game.timetrialcountdown < 60)
{
graphics.bigbprint( -1, 100, "1", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 4);
2020-01-01 21:29:24 +01:00
}
else if (game.timetrialcountdown < 90)
{
graphics.bigbprint( -1, 100, "2", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 4);
2020-01-01 21:29:24 +01:00
}
else if (game.timetrialcountdown < 120)
{
graphics.bigbprint( -1, 100, "3", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 4);
2020-01-01 21:29:24 +01:00
}
}
else
{
Simplify time formatting functions Here's my notes on all the existing functions and what kind of time formats they output: - Game::giventimestring(int hrs, int min, int sec) H:MM:SS MM:SS - Game::timestring() // uses game.hours/minutes/seconds H:MM:SS MM:SS - Game::partimestring() // uses game.timetrialpar (seconds) MM:SS - Game::resulttimestring() // uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s) MM:SS.CC - Game::timetstring(int t) // t = seconds MM:SS - Game::timestringcenti(char* buffer, const size_t buffer_size) // uses game.hours/minutes/seconds/frames H:MM:SS.CC MM:SS.CC - UtilityClass::timestring(int t) // t = frames, 30 frames = 1 second S:CC M:SS:CC This is kind of a mess, and there's a lot of functions that do the same thing except using different variables. For localization, I also want translators to be able to localize all these time formats - many languages use the decimal comma instead of the decimal point (12:34,56) maybe some languages really prefer something like 1時02分11秒44瞬... Which I don't know to be correct, but it's good to be prepared for it and not restrict translators arbitrarily to only changing ":" and "." when we can start making the system better in the first place. I added a new function, UtilityClass::format_time. This is the place where all time formats come together, given the number of seconds and optionally frames. I have simplified the above-mentioned functions somewhat, but I haven't given them a complete refactor or renaming - I mainly made sure that they all use the same backend so I can make the formats consistent and properly localizable. (And before we start shoving more temporary char buffers everywhere just to get rid of the std::string's, maybe we need to think of a globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a register of sorts, for when any line of text needs to be made or processed, then printed, and then goes unused. Maybe help.textrow, or something like that.) As for this commit, the available time formats are now more consistent and changed a little in some places. Leading zeroes for the first unit are now no longer included, time trial results and the Super Gravitron can now display hours when they went to 60 minutes before, and we now always use .CC instead of :CC. These are the formats: - H:MM:SS - H:MM:SS.CC - M:SS - M:SS.CC - S.CC (only used when always_minutes=false, for the Gravitrons) Here's what changes to the current functions: - Game::partimestring() is removed - it was used in two places, and could be replaced by game.timetstring(game.timetrialpar) - Game::giventimestring(h,m,s) and Game::timestring() are now wrappers for the other functions - The four remaining functions (Game::resulttimestring(), Game::timetstring(t), Game::timestringcenti(buffer, buffer_size) and UtilityClass::timestring(t)) are now wrappers for the "central function", UtilityClass::format_time. - UtilityClass::twodigits(int t) is now unused so it's also removed. - I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 17:13:46 +01:00
char buffer[SCREEN_WIDTH_CHARS + 1];
game.timestringcenti(buffer, sizeof(buffer));
2020-01-01 21:29:24 +01:00
//Draw OSD stuff
graphics.bprint(6, 18, "TIME :", 255,255,255);
graphics.bprint(6, 30, "DEATH:", 255, 255, 255);
graphics.bprint(6, 42, "SHINY:", 255,255,255);
2020-01-01 21:29:24 +01:00
if(game.timetrialparlost)
{
graphics.bprint(56, 18, buffer, 196, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.bprint(56, 18, buffer, 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
if(game.deathcounts>0)
{
graphics.bprint(56, 30,help.String(game.deathcounts), 196, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.bprint(56, 30,help.String(game.deathcounts), 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
if(game.trinkets()<game.timetrialshinytarget)
2020-01-01 21:29:24 +01:00
{
graphics.bprint(56, 42,help.String(game.trinkets()) + " of " +help.String(game.timetrialshinytarget), 196, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.bprint(56, 42,help.String(game.trinkets()) + " of " +help.String(game.timetrialshinytarget), 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
if(game.timetrialparlost)
{
graphics.bprint(195, 214, "PAR TIME:", 80, 80, 80);
Simplify time formatting functions Here's my notes on all the existing functions and what kind of time formats they output: - Game::giventimestring(int hrs, int min, int sec) H:MM:SS MM:SS - Game::timestring() // uses game.hours/minutes/seconds H:MM:SS MM:SS - Game::partimestring() // uses game.timetrialpar (seconds) MM:SS - Game::resulttimestring() // uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s) MM:SS.CC - Game::timetstring(int t) // t = seconds MM:SS - Game::timestringcenti(char* buffer, const size_t buffer_size) // uses game.hours/minutes/seconds/frames H:MM:SS.CC MM:SS.CC - UtilityClass::timestring(int t) // t = frames, 30 frames = 1 second S:CC M:SS:CC This is kind of a mess, and there's a lot of functions that do the same thing except using different variables. For localization, I also want translators to be able to localize all these time formats - many languages use the decimal comma instead of the decimal point (12:34,56) maybe some languages really prefer something like 1時02分11秒44瞬... Which I don't know to be correct, but it's good to be prepared for it and not restrict translators arbitrarily to only changing ":" and "." when we can start making the system better in the first place. I added a new function, UtilityClass::format_time. This is the place where all time formats come together, given the number of seconds and optionally frames. I have simplified the above-mentioned functions somewhat, but I haven't given them a complete refactor or renaming - I mainly made sure that they all use the same backend so I can make the formats consistent and properly localizable. (And before we start shoving more temporary char buffers everywhere just to get rid of the std::string's, maybe we need to think of a globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a register of sorts, for when any line of text needs to be made or processed, then printed, and then goes unused. Maybe help.textrow, or something like that.) As for this commit, the available time formats are now more consistent and changed a little in some places. Leading zeroes for the first unit are now no longer included, time trial results and the Super Gravitron can now display hours when they went to 60 minutes before, and we now always use .CC instead of :CC. These are the formats: - H:MM:SS - H:MM:SS.CC - M:SS - M:SS.CC - S.CC (only used when always_minutes=false, for the Gravitrons) Here's what changes to the current functions: - Game::partimestring() is removed - it was used in two places, and could be replaced by game.timetstring(game.timetrialpar) - Game::giventimestring(h,m,s) and Game::timestring() are now wrappers for the other functions - The four remaining functions (Game::resulttimestring(), Game::timetstring(t), Game::timestringcenti(buffer, buffer_size) and UtilityClass::timestring(t)) are now wrappers for the "central function", UtilityClass::format_time. - UtilityClass::twodigits(int t) is now unused so it's also removed. - I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 17:13:46 +01:00
graphics.bprint(275, 214, game.timetstring(game.timetrialpar), 80, 80, 80);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.bprint(195, 214, "PAR TIME:", 255, 255, 255);
Simplify time formatting functions Here's my notes on all the existing functions and what kind of time formats they output: - Game::giventimestring(int hrs, int min, int sec) H:MM:SS MM:SS - Game::timestring() // uses game.hours/minutes/seconds H:MM:SS MM:SS - Game::partimestring() // uses game.timetrialpar (seconds) MM:SS - Game::resulttimestring() // uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s) MM:SS.CC - Game::timetstring(int t) // t = seconds MM:SS - Game::timestringcenti(char* buffer, const size_t buffer_size) // uses game.hours/minutes/seconds/frames H:MM:SS.CC MM:SS.CC - UtilityClass::timestring(int t) // t = frames, 30 frames = 1 second S:CC M:SS:CC This is kind of a mess, and there's a lot of functions that do the same thing except using different variables. For localization, I also want translators to be able to localize all these time formats - many languages use the decimal comma instead of the decimal point (12:34,56) maybe some languages really prefer something like 1時02分11秒44瞬... Which I don't know to be correct, but it's good to be prepared for it and not restrict translators arbitrarily to only changing ":" and "." when we can start making the system better in the first place. I added a new function, UtilityClass::format_time. This is the place where all time formats come together, given the number of seconds and optionally frames. I have simplified the above-mentioned functions somewhat, but I haven't given them a complete refactor or renaming - I mainly made sure that they all use the same backend so I can make the formats consistent and properly localizable. (And before we start shoving more temporary char buffers everywhere just to get rid of the std::string's, maybe we need to think of a globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a register of sorts, for when any line of text needs to be made or processed, then printed, and then goes unused. Maybe help.textrow, or something like that.) As for this commit, the available time formats are now more consistent and changed a little in some places. Leading zeroes for the first unit are now no longer included, time trial results and the Super Gravitron can now display hours when they went to 60 minutes before, and we now always use .CC instead of :CC. These are the formats: - H:MM:SS - H:MM:SS.CC - M:SS - M:SS.CC - S.CC (only used when always_minutes=false, for the Gravitrons) Here's what changes to the current functions: - Game::partimestring() is removed - it was used in two places, and could be replaced by game.timetstring(game.timetrialpar) - Game::giventimestring(h,m,s) and Game::timestring() are now wrappers for the other functions - The four remaining functions (Game::resulttimestring(), Game::timetstring(t), Game::timestringcenti(buffer, buffer_size) and UtilityClass::timestring(t)) are now wrappers for the "central function", UtilityClass::format_time. - UtilityClass::twodigits(int t) is now unused so it's also removed. - I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 17:13:46 +01:00
graphics.bprint(275, 214, game.timetstring(game.timetrialpar), 196, 196, 196);
2020-01-01 21:29:24 +01:00
}
}
}
float act_alpha = graphics.lerp(game.prev_act_fade, game.act_fade) / 10.0f;
if(game.act_fade>5 || game.prev_act_fade>5)
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{
char buffer[SCREEN_WIDTH_CHARS + 1];
const char* final_string = interact_prompt(
buffer,
sizeof(buffer),
game.activity_lastprompt.c_str()
);
int centered_x = ((160 ) - ((graphics.len(final_string)) / 2));
if (game.activity_r == 0 && game.activity_g == 0 && game.activity_b == 0)
{
graphics.bprint(centered_x + game.activity_x, game.activity_y + 12, final_string, 196*act_alpha, 196*act_alpha, (255 - help.glow)*act_alpha);
}
else
{
graphics.drawtextbox(game.activity_x + 16, game.activity_y + 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
graphics.Print(centered_x + game.activity_x, game.activity_y + 12, final_string, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
}
2020-01-01 21:29:24 +01:00
}
if (obj.trophytext > 0 || obj.oldtrophytext > 0)
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{
graphics.drawtrophytext();
2020-01-01 21:29:24 +01:00
}
graphics.renderwithscreeneffects();
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}
static void draw_roomname_menu(void)
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{
const char* name;
if (map.hiddenname[0] != '\0')
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{
name = map.hiddenname;
}
else if (map.finalmode)
{
name = map.glitchname;
2020-01-01 21:29:24 +01:00
}
else
{
name = map.roomname;
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}
graphics.Print(5, 2, name, 196, 196, 255 - help.glow, true);
}
/* Used to keep some graphics positions on the map screen
* the same in Flip Mode. */
#define FLIP(y, h) (graphics.flipmode ? 220 - (y) - (h) : (y))
static MapRenderData getmaprenderdata()
{
MapRenderData data;
data.zoom = map.custommode ? map.customzoom : 1;
data.xoff = map.custommode ? map.custommmxoff : 0;
data.yoff = map.custommode ? map.custommmyoff : 0;
2022-11-30 20:02:05 +01:00
data.legendxoff = 40 + data.xoff;
data.legendyoff = 21 + data.yoff;
2022-11-30 20:02:05 +01:00
// Magic numbers for centering legend tiles.
switch (data.zoom)
{
case 4:
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data.legendxoff += 21;
data.legendyoff += 16;
break;
case 2:
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data.legendxoff += 9;
data.legendyoff += 5;
break;
default:
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data.legendxoff += 3;
data.legendyoff += 1;
break;
}
return data;
}
static void rendermap(void)
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{
#ifndef NO_CUSTOM_LEVELS
if (map.custommode)
{
graphics.drawpixeltextbox(35 + map.custommmxoff, 16 + map.custommmyoff, map.custommmxsize + 10, map.custommmysize + 10, 65, 185, 207);
graphics.drawpartimage(graphics.minimap_mounted ? 1 : 12, 40 + map.custommmxoff, 21 + map.custommmyoff, map.custommmxsize, map.custommmysize);
return;
}
#endif /* NO_CUSTOM_LEVELS */
graphics.drawpixeltextbox(35, 16, 250, 190, 65, 185, 207);
graphics.drawimage(1, 40, 21, false);
}
static void rendermapfog(void)
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{
const MapRenderData data = getmaprenderdata();
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for (int j = 0; j < map.getheight(); j++)
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{
for (int i = 0; i < map.getwidth(); i++)
2022-11-07 01:51:07 +01:00
{
if (!map.isexplored(i, j))
{
// Draw the fog, depending on the custom zoom size
for (int x = 0; x < data.zoom; x++)
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{
for (int y = 0; y < data.zoom; y++)
2022-11-07 01:51:07 +01:00
{
graphics.drawimage(2, data.xoff + 40 + (x * 12) + (i * (12 * data.zoom)), data.yoff + 21 + (y * 9) + (j * (9 * data.zoom)), false);
2022-11-07 01:51:07 +01:00
}
}
}
}
}
}
static void rendermaplegend(void)
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{
// Draw the map legend, aka teleports/targets/trinkets
const MapRenderData data = getmaprenderdata();
2022-11-07 01:51:07 +01:00
const int tile_offset = graphics.flipmode ? 3 : 0;
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for (size_t i = 0; i < map.teleporters.size(); i++)
{
if (map.showteleporters && map.isexplored(map.teleporters[i].x, map.teleporters[i].y))
{
graphics.drawtile(data.legendxoff + (map.teleporters[i].x * 12 * data.zoom), data.legendyoff + (map.teleporters[i].y * 9 * data.zoom), 1127 + tile_offset);
2022-11-07 01:51:07 +01:00
}
else if (map.showtargets && !map.isexplored(map.teleporters[i].x, map.teleporters[i].y))
{
graphics.drawtile(data.legendxoff + (map.teleporters[i].x * 12 * data.zoom), data.legendyoff + (map.teleporters[i].y * 9 * data.zoom), 1126 + tile_offset);
2022-11-07 01:51:07 +01:00
}
}
if (map.showtrinkets)
{
for (size_t i = 0; i < map.shinytrinkets.size(); i++)
{
if (!obj.collect[i])
{
graphics.drawtile(data.legendxoff + (map.shinytrinkets[i].x * 12 * data.zoom), data.legendyoff + (map.shinytrinkets[i].y * 9 * data.zoom), 1086 + tile_offset);
2022-11-07 01:51:07 +01:00
}
}
}
}
static void rendermapcursor(const bool flashing)
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{
const MapRenderData data = getmaprenderdata();
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if (!map.custommode && game.roomx == 109)
{
// Draw the tower specially
if (!flashing)
{
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow * 2), 245 - (help.glow * 2));
}
else if (map.cursorstate == 1)
{
if (int(map.cursordelay / 4) % 2 == 0)
{
graphics.drawrect(40 + ((game.roomx - 100) * 12), 21, 12, 180, 255, 255, 255);
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 255, 255, 255);
}
}
else if (map.cursorstate == 2 && (int(map.cursordelay / 15) % 2 == 0))
{
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow), 245 - (help.glow));
}
return;
}
2022-11-07 02:03:33 +01:00
if (!flashing || (map.cursorstate == 2 && int(map.cursordelay / 15) % 2 == 0))
{
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 16, 245 - (help.glow), 245 - (help.glow));
2022-11-07 01:51:07 +01:00
}
2022-11-07 02:03:33 +01:00
else if (map.cursorstate == 1 && (int(map.cursordelay / 4) % 2 == 0))
{
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + data.yoff, 12 * data.zoom, 9 * data.zoom, 255, 255, 255);
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 255, 255, 255);
2022-11-07 01:51:07 +01:00
}
}
void maprender(void)
{
ClearSurface(graphics.backBuffer);
draw_roomname_menu();
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//Background color
FillRect(graphics.backBuffer,0, 12, 320, 240, 10, 24, 26 );
2020-01-01 21:29:24 +01:00
//Menubar:
graphics.drawtextbox( -10, 212, 43, 3, 65, 185, 207);
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// Draw the selected page name at the bottom
// menupage 0 - 3 is the pause screen
if (script.running && game.menupage == 3)
{
// While in a cutscene, you can only save
graphics.Print(-1, 220, "[SAVE]", 196, 196, 255 - help.glow, true);
}
else if (game.menupage <= 3)
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{
std::string tab1;
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if (game.insecretlab)
{
tab1 = "GRAV";
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}
else if (obj.flags[67] && !map.custommode)
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{
tab1 = "SHIP";
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}
else
{
tab1 = "CREW";
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}
#define TAB(opt, text) graphics.map_tab(opt, text, game.menupage == opt)
TAB(0, "MAP");
TAB(1, tab1);
TAB(2, "STATS");
TAB(3, "SAVE");
#undef TAB
}
2020-01-01 21:29:24 +01:00
// Draw menu header
switch (game.menupage)
{
case 30:
case 31:
case 32:
case 33:
graphics.Print(-1, 220, "[ PAUSE ]", 196, 196, 255 - help.glow, true);
}
// Draw menu options
if (game.menupage >= 30 && game.menupage <= 33)
{
#define OPTION(opt, text) graphics.map_option(opt, 4, text, game.menupage - 30 == opt)
OPTION(0, "return to game");
OPTION(1, "options");
OPTION(2, "quit to menu");
#undef OPTION
}
// Draw the actual menu
switch(game.menupage)
{
case 0:
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rendermap();
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if (map.finalmode || (map.custommode&&!map.customshowmm))
{
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// Cover the whole map
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for (int j = 0; j < 20; j++)
{
for (int i = 0; i < 20; i++)
{
graphics.drawimage(2, 40 + (i * 12), 21 + (j * 9), false);
2020-01-01 21:29:24 +01:00
}
}
graphics.bprint(-1, 105, "NO SIGNAL", 245, 245, 245, true);
}
else
{
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rendermapfog();
rendermapcursor(true);
rendermaplegend();
2020-01-01 21:29:24 +01:00
}
break;
case 1:
if (game.insecretlab)
{
if (graphics.flipmode)
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{
graphics.Print(0, 174, "SUPER GRAVITRON HIGHSCORE", 196, 196, 255 - help.glow, true);
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std::string tempstring = help.timestring(game.swnrecord);
graphics.Print( 240, 124, "Best Time", 196, 196, 255 - help.glow, true);
graphics.bigrprint( 300, 94, tempstring, 196, 196, 255 - help.glow, true, 2);
2020-01-01 21:29:24 +01:00
switch(game.swnbestrank)
{
case 0:
graphics.Print( -1, 40, "Next Trophy at 5 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 1:
graphics.Print( -1, 40, "Next Trophy at 10 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 2:
graphics.Print( -1, 40, "Next Trophy at 15 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 3:
graphics.Print( -1, 40, "Next Trophy at 20 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 4:
graphics.Print( -1, 40, "Next Trophy at 30 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 5:
graphics.Print( -1, 40, "Next Trophy at 1 minute", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 6:
graphics.Print( -1, 40, "All Trophies collected!", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
}
}
else
{
graphics.Print(0, 40, "SUPER GRAVITRON HIGHSCORE", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
std::string tempstring = help.timestring(game.swnrecord);
graphics.Print( 240, 90, "Best Time", 196, 196, 255 - help.glow, true);
graphics.bigrprint( 300, 104, tempstring, 196, 196, 255 - help.glow, true, 2);
2020-01-01 21:29:24 +01:00
switch(game.swnbestrank)
{
case 0:
graphics.Print( -1, 174, "Next Trophy at 5 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 1:
graphics.Print( -1, 174, "Next Trophy at 10 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 2:
graphics.Print( -1, 174, "Next Trophy at 15 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 3:
graphics.Print( -1, 174, "Next Trophy at 20 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 4:
graphics.Print( -1, 174, "Next Trophy at 30 seconds", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 5:
graphics.Print( -1, 174, "Next Trophy at 1 minute", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
case 6:
graphics.Print( -1, 174, "All Trophies collected!", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
break;
}
}
}
else if (obj.flags[67] && !map.custommode)
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 105, "Press ACTION to warp to the ship.", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
#if !defined(NO_CUSTOM_LEVELS)
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else if(map.custommode){
LevelMetaData& meta = cl.ListOfMetaData[game.playcustomlevel];
graphics.bigprint(-1, FLIP(45, 8), meta.title, 196, 196, 255 - help.glow, true);
graphics.Print(-1, FLIP(70, 8), "by " + meta.creator, 196, 196, 255 - help.glow, true);
graphics.Print(-1, FLIP(80, 8), meta.website, 196, 196, 255 - help.glow, true);
graphics.Print(-1, FLIP(100, 8), meta.Desc1, 196, 196, 255 - help.glow, true);
graphics.Print(-1, FLIP(110, 8), meta.Desc2, 196, 196, 255 - help.glow, true);
graphics.Print(-1, FLIP(120, 8), meta.Desc3, 196, 196, 255 - help.glow, true);
int remaining = cl.numcrewmates() - game.crewmates();
if(remaining==1){
graphics.Print(1, FLIP(165, 8), help.number_words(remaining) + " crewmate remains", 196, 196, 255 - help.glow, true);
}else if(remaining>0){
graphics.Print(1, FLIP(165, 8), help.number_words(remaining) + " crewmates remain", 196, 196, 255 - help.glow, true);
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}
}
#endif
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else
{
if (graphics.flipmode)
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{
for (int i = 0; i < 3; i++)
{
graphics.drawcrewman(16, 32 + (i * 64), 2-i, game.crewstats[2-i]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[(2-i)])
{
graphics.printcrewname(44, 32 + (i * 64)+4+10, 2-i);
graphics.printcrewnamestatus(44, 32 + (i * 64)+4, 2-i);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44, 32 + (i * 64)+4+10, 2-i);
graphics.Print(44, 32 + (i * 64) + 4, "Missing...", 64,64,64);
2020-01-01 21:29:24 +01:00
}
graphics.drawcrewman(16+160, 32 + (i * 64), (2-i)+3, game.crewstats[(2-i)+3]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[(2-i)+3])
{
graphics.printcrewname(44+160, 32 + (i * 64)+4+10, (2-i)+3);
graphics.printcrewnamestatus(44+160, 32 + (i * 64)+4, (2-i)+3);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44+160, 32 + (i * 64)+4+10, (2-i)+3);
graphics.Print(44+160, 32 + (i * 64) + 4, "Missing...", 64,64,64);
2020-01-01 21:29:24 +01:00
}
}
}
else
{
for (int i = 0; i < 3; i++)
{
graphics.drawcrewman(16, 32 + (i * 64), i, game.crewstats[i]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[i])
{
graphics.printcrewname(44, 32 + (i * 64)+4, i);
graphics.printcrewnamestatus(44, 32 + (i * 64)+4+10, i);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44, 32 + (i * 64)+4, i);
graphics.Print(44, 32 + (i * 64) + 4 + 10, "Missing...", 64,64,64);
2020-01-01 21:29:24 +01:00
}
graphics.drawcrewman(16+160, 32 + (i * 64), i+3, game.crewstats[i+3]);
2020-01-01 21:29:24 +01:00
if (game.crewstats[i+3])
{
graphics.printcrewname(44+160, 32 + (i * 64)+4, i+3);
graphics.printcrewnamestatus(44+160, 32 + (i * 64)+4+10, i+3);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.printcrewnamedark(44+160, 32 + (i * 64)+4, i+3);
graphics.Print(44+160, 32 + (i * 64) + 4 + 10, "Missing...", 64,64,64);
2020-01-01 21:29:24 +01:00
}
}
}
}
break;
case 2:
{
int total;
#ifndef NO_CUSTOM_LEVELS
if (map.custommode)
{
total = cl.numtrinkets();
}
else
#endif
{
total = 20;
}
2020-01-01 21:29:24 +01:00
/* Stats. */
graphics.Print(0, FLIP(52, 8), "[Trinkets found]", 196, 196, 255 - help.glow, true);
graphics.Print(0, FLIP(64, 8), help.number_words(game.trinkets()) + " out of " + help.number_words(total), 96, 96, 96, true);
2020-01-01 21:29:24 +01:00
graphics.Print(0, FLIP(102, 8), "[Number of Deaths]", 196, 196, 255 - help.glow, true);
graphics.Print(0, FLIP(114, 8), help.String(game.deathcounts), 96, 96, 96, true);
2020-01-01 21:29:24 +01:00
graphics.Print(0, FLIP(152, 8), "[Time Taken]", 196, 196, 255 - help.glow, true);
graphics.Print(0, FLIP(164, 8), game.timestring(), 96, 96, 96, true);
2020-01-01 21:29:24 +01:00
break;
}
2020-01-01 21:29:24 +01:00
case 3:
{
2020-01-01 21:29:24 +01:00
if (game.inintermission)
{
graphics.Print(0, 115, "Cannot Save in Level Replay", 146, 146, 180, true);
break;
2020-01-01 21:29:24 +01:00
}
if (game.nodeathmode)
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 115, "Cannot Save in No Death Mode", 146, 146, 180, true);
break;
2020-01-01 21:29:24 +01:00
}
if (game.intimetrial)
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 115, "How'd you get here?", 146, 146, 180, true);
break;
2020-01-01 21:29:24 +01:00
}
if (game.insecretlab)
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 115, "Cannot Save in Secret Lab", 146, 146, 180, true);
break;
2020-01-01 21:29:24 +01:00
}
if (game.gamesavefailed)
2020-11-04 03:45:33 +01:00
{
graphics.Print(0, 115, "ERROR: Could not save game!", 146, 146, 180, true);
break;
2020-11-04 03:45:33 +01:00
}
2020-01-01 21:29:24 +01:00
/* We are not in a special case, so draw the save screen now... */
2020-01-01 21:29:24 +01:00
if (!map.custommode)
{
/* FIXME: The text here should be automatically "balance-wrapped" instead of hardcoding the width. */
graphics.PrintWrap(0, 174, "(Note: The game is autosaved at every teleporter.)", 146, 146, 180, true, 12, 240);
2020-01-01 21:29:24 +01:00
}
if (!game.gamesaved)
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 80, "[Press ACTION to save your game]", 255 - help.glow*2, 255 - help.glow*2, 255 - help.glow, true);
if (map.custommode || game.quicksummary == "")
2020-01-01 21:29:24 +01:00
{
break;
2020-01-01 21:29:24 +01:00
}
graphics.Print(0, FLIP(100, 8), "Last Save:", 164 - help.glow/4, 164 - help.glow/4, 164, true);
graphics.Print(0, FLIP(110, 8), game.quicksummary, 164 - help.glow/4, 164 - help.glow/4, 164, true);
break;
}
2020-01-01 21:29:24 +01:00
/* We are only still here if the game has been quicksaved... */
2020-01-01 21:29:24 +01:00
graphics.Print(0, 36, "Game saved ok!", 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2, true);
2020-01-01 21:29:24 +01:00
graphics.drawpixeltextbox(17, 65, 286, 90, 65, 185, 207);
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if (map.custommode)
{
graphics.Print(0, FLIP(90, 8), game.customleveltitle, 25, 255 - help.glow/2, 255 - help.glow/2, true);
}
else
{
size_t i;
graphics.Print(0, FLIP(80, 8), game.savearea, 25, 255 - help.glow/2, 255 - help.glow/2, true);
for (i = 0; i < SDL_arraysize(game.crewstats); ++i)
2020-01-01 21:29:24 +01:00
{
/* Crewmates are annoying. Their height is 21 pixels, but to flip them,
* we also have to account for their 2-pixel y-offset (and multiply it by 2). */
graphics.drawcrewman(169 - 3*42 + i*42, FLIP(95, 21 + 2*2), i, game.crewstats[i], true);
2020-01-01 21:29:24 +01:00
}
}
graphics.Print(59, FLIP(132, 8), game.savetime, 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2);
const std::string& trinketcount = help.number_words(game.savetrinkets);
graphics.Print(262 - graphics.len(trinketcount), FLIP(132, 8), trinketcount, 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2);
graphics.drawsprite(34, FLIP(126, 17), 50, graphics.col_clock);
graphics.drawsprite(270, FLIP(126, 17), 22, graphics.col_trinket);
2020-01-01 21:29:24 +01:00
break;
}
2020-01-01 21:29:24 +01:00
case 10:
graphics.Print(128, 220, "[ QUIT ]", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 135, "Return to main menu?", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(0, 142, "Do you want to quit? You will", 196, 196, 255 - help.glow, true);
graphics.Print(0, 130, "lose any unsaved progress.", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
graphics.Print(80-16, 88, "[ NO, KEEP PLAYING ]", 196, 196, 255 - help.glow);
graphics.Print(80 + 32, 76, "yes, quit to menu", 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
else
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 80, "Return to main menu?", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(0, 76, "Do you want to quit? You will", 196, 196, 255 - help.glow, true);
graphics.Print(0, 88, "lose any unsaved progress.", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
graphics.Print(80-16, 130, "[ NO, KEEP PLAYING ]", 196, 196, 255 - help.glow);
graphics.Print(80 + 32, 142, "yes, quit to menu", 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
break;
case 11:
graphics.Print(128, 220, "[ QUIT ]", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 135, "Return to main menu?", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(0, 142, "Do you want to quit? You will", 196, 196, 255 - help.glow, true);
graphics.Print(0, 130, "lose any unsaved progress.", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
graphics.Print(80, 88, "no, keep playing", 96,96,96);
graphics.Print(80+32-16, 76, "[ YES, QUIT TO MENU ]", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
else
{
if (game.inspecial())
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 80, "Return to main menu?", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(0, 76, "Do you want to quit? You will", 196, 196, 255 - help.glow, true);
graphics.Print(0, 88, "lose any unsaved progress.", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
graphics.Print(80, 130, "no, keep playing", 96,96,96);
graphics.Print(80+32-16, 142, "[ YES, QUIT TO MENU ]", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
break;
case 20:
graphics.Print(128, 220, "[ GRAVITRON ]", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 76, "the secret laboratory?", 196, 196, 255 - help.glow, true);
graphics.Print(0, 88, "Do you want to return to", 196, 196, 255 - help.glow, true);
graphics.Print(80-16, 142, "[ NO, KEEP PLAYING ]", 196, 196, 255 - help.glow);
graphics.Print(80 + 32, 130, "yes, return", 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(0, 76, "Do you want to return to", 196, 196, 255 - help.glow, true);
graphics.Print(0, 88, "the secret laboratory?", 196, 196, 255 - help.glow, true);
graphics.Print(80-16, 130, "[ NO, KEEP PLAYING ]", 196, 196, 255 - help.glow);
graphics.Print(80 + 32, 142, "yes, return", 96, 96, 96);
2020-01-01 21:29:24 +01:00
}
break;
case 21:
graphics.Print(128, 220, "[ GRAVITRON ]", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
graphics.Print(0, 76, "the secret laboratory?", 196, 196, 255 - help.glow, true);
graphics.Print(0, 88, "Do you want to return to", 196, 196, 255 - help.glow, true);
graphics.Print(80, 142, "no, keep playing", 96, 96, 96);
graphics.Print(80 + 32-16, 130, "[ YES, RETURN ]", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(0, 76, "Do you want to return to", 196, 196, 255 - help.glow, true);
graphics.Print(0, 88, "the secret laboratory?", 196, 196, 255 - help.glow, true);
graphics.Print(80, 130, "no, keep playing", 96, 96, 96);
graphics.Print(80 + 32-16, 142, "[ YES, RETURN ]", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
}
// We need to draw the black screen above the menu in order to disguise it
// being jankily brought down in glitchrunner mode when exiting to the title
// Otherwise, there's no reason to obscure the menu
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
|| FADEMODE_IS_FADING(graphics.fademode)
|| game.fadetomenu
|| game.fadetolab)
{
graphics.drawfade();
}
2020-01-01 21:29:24 +01:00
if (graphics.resumegamemode || graphics.menuoffset > 0 || graphics.oldmenuoffset > 0)
2020-01-01 21:29:24 +01:00
{
graphics.menuoffrender();
2020-01-01 21:29:24 +01:00
}
else
{
graphics.renderwithscreeneffects();
2020-01-01 21:29:24 +01:00
}
}
#undef FLIP
void teleporterrender(void)
2020-01-01 21:29:24 +01:00
{
ClearSurface(graphics.backBuffer);
2020-01-01 21:29:24 +01:00
int tempx;
int tempy;
draw_roomname_menu();
2020-01-01 21:29:24 +01:00
//Background color
FillRect(graphics.backBuffer, 0, 12, 320, 240, 10, 24, 26);
2020-01-01 21:29:24 +01:00
2022-11-07 01:51:07 +01:00
rendermap();
rendermapfog();
rendermapcursor(false);
2020-01-01 21:29:24 +01:00
2022-11-07 01:51:07 +01:00
// Draw a box around the currently selected teleporter
const MapRenderData data = getmaprenderdata();
2020-01-01 21:29:24 +01:00
if (game.useteleporter)
{
//Draw the chosen destination coordinate!
//TODO
2020-01-01 21:29:24 +01:00
//draw the coordinates //destination
int tempx_ = map.teleporters[game.teleport_to_teleporter].x;
int tempy_ = map.teleporters[game.teleport_to_teleporter].y;
graphics.drawrect(40 + data.xoff + (tempx_ * 12 * data.zoom) + 1, 21 + data.yoff + (tempy_ * 9 * data.zoom) + 1, 12 * data.zoom - 2, 9 * data.zoom - 2, 245 - (help.glow * 2), 16, 16);
graphics.drawrect(40 + data.xoff + (tempx_ * 12 * data.zoom) + 3, 21 + data.yoff + (tempy_ * 9 * data.zoom) + 3, 12 * data.zoom - 6, 9 * data.zoom - 6, 245 - (help.glow * 2), 16, 16);
2020-01-01 21:29:24 +01:00
}
2022-11-07 01:51:07 +01:00
// Draw the legend itself
2020-01-01 21:29:24 +01:00
2022-11-07 01:51:07 +01:00
rendermaplegend();
// Highlight the currently selected teleporter
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
if (game.useteleporter && help.slowsine % 16 > 8)
2020-01-01 21:29:24 +01:00
{
graphics.drawtile(data.legendxoff + data.xoff + (tempx * 12 * data.zoom), data.legendyoff + data.yoff + (tempy * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
2020-01-01 21:29:24 +01:00
}
graphics.cutscenebars();
2020-01-01 21:29:24 +01:00
if (game.useteleporter)
{
char buffer[SCREEN_WIDTH_CHARS + 1];
static const char raw[] = "Press %s to Teleport";
const char* final_string = interact_prompt(
buffer,
sizeof(buffer),
raw
);
2020-01-01 21:29:24 +01:00
//Instructions!
graphics.Print(5, 210, "Press Left/Right to choose a Teleporter", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
graphics.Print(5, 225, final_string, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
}
graphics.drawgui();
2020-01-01 21:29:24 +01:00
if (graphics.flipmode)
2020-01-01 21:29:24 +01:00
{
if (game.advancetext) graphics.bprint(5, 228, "- Press ACTION to advance text -", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
}
else
{
if (game.advancetext) graphics.bprint(5, 5, "- Press ACTION to advance text -", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true);
2020-01-01 21:29:24 +01:00
}
if (graphics.resumegamemode || graphics.menuoffset > 0 || graphics.oldmenuoffset > 0)
2020-01-01 21:29:24 +01:00
{
graphics.menuoffrender();
2020-01-01 21:29:24 +01:00
}
else
{
graphics.render();
2020-01-01 21:29:24 +01:00
}
}