From 243f9b92f82829d1e7106e40b9a976864cae72b6 Mon Sep 17 00:00:00 2001 From: Misa Date: Wed, 4 Aug 2021 17:09:49 -0700 Subject: [PATCH] Split glitchrunner mode into multiple versions Previously, turning glitchrunner mode on essentially locked you to emulating 2.0, and turning it off just meant normal 2.3 behavior. But what if you wanted 2.2 behavior instead? Well, that's what I had to ask when a TAS of mine would desync in 2.3 because of the two-frame delay fix (glitchrunner off), but would also desync because of 2.0 warp lines (glitchrunner on). What I've done is made it so there are three states to glitchrunner mode now: 2.0 (previously just the "on" state), 2.2 (previously a state you couldn't use), and "off". Furthermore, I made it an enum, so in case future versions of the game patch out more glitches, we can add them to the enum (and the only other thing we have to update is a lookup table in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner version. --- desktop_version/CMakeLists.txt | 1 + desktop_version/src/Entity.cpp | 3 +- desktop_version/src/Game.cpp | 22 ++++++-- desktop_version/src/Game.h | 2 +- desktop_version/src/GlitchrunnerMode.c | 69 ++++++++++++++++++++++++++ desktop_version/src/GlitchrunnerMode.h | 35 +++++++++++++ desktop_version/src/Input.cpp | 39 ++++++++++----- desktop_version/src/KeyPoll.cpp | 3 +- desktop_version/src/Logic.cpp | 3 +- desktop_version/src/Map.cpp | 5 +- desktop_version/src/Render.cpp | 49 ++++++++++++++---- desktop_version/src/Script.cpp | 11 ++-- 12 files changed, 208 insertions(+), 34 deletions(-) create mode 100644 desktop_version/src/GlitchrunnerMode.c create mode 100644 desktop_version/src/GlitchrunnerMode.h diff --git a/desktop_version/CMakeLists.txt b/desktop_version/CMakeLists.txt index a02a35f4..c68f9715 100644 --- a/desktop_version/CMakeLists.txt +++ b/desktop_version/CMakeLists.txt @@ -109,6 +109,7 @@ set(VVV_SRC src/XMLUtils.cpp src/main.cpp src/DeferCallbacks.c + src/GlitchrunnerMode.c src/Network.c src/ThirdPartyDeps.c ) diff --git a/desktop_version/src/Entity.cpp b/desktop_version/src/Entity.cpp index c58e90d3..4c301224 100644 --- a/desktop_version/src/Entity.cpp +++ b/desktop_version/src/Entity.cpp @@ -5,6 +5,7 @@ #include "editor.h" #include "Game.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "Map.h" #include "Music.h" @@ -4844,7 +4845,7 @@ void entityclass::collisioncheck(int i, int j, bool scm /*= false*/) } break; case 7: // Person versus horizontal warp line, pre-2.1 - if (game.glitchrunnermode + if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0) && game.deathseq == -1 && entities[j].onentity > 0 && entityhlinecollide(i, j)) diff --git a/desktop_version/src/Game.cpp b/desktop_version/src/Game.cpp index 1dd31537..004c68c5 100644 --- a/desktop_version/src/Game.cpp +++ b/desktop_version/src/Game.cpp @@ -12,6 +12,7 @@ #include "Entity.h" #include "Enums.h" #include "FileSystemUtils.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "KeyPoll.h" #include "MakeAndPlay.h" @@ -379,7 +380,6 @@ void Game::init(void) fadetolabdelay = 0; over30mode = true; - glitchrunnermode = false; ingame_titlemode = false; #if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR) @@ -4209,7 +4209,7 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, ScreenSettings* s if (SDL_strcmp(pKey, "glitchrunnermode") == 0) { - glitchrunnermode = help.Int(pText); + GlitchrunnerMode_set(GlitchrunnerMode_string_to_enum(pText)); } if (SDL_strcmp(pKey, "vsync") == 0) @@ -4471,7 +4471,11 @@ void Game::serializesettings(tinyxml2::XMLElement* dataNode, const ScreenSetting xml::update_tag(dataNode, "inputdelay", (int) inputdelay); - xml::update_tag(dataNode, "glitchrunnermode", (int) glitchrunnermode); + xml::update_tag( + dataNode, + "glitchrunnermode", + GlitchrunnerMode_enum_to_string(GlitchrunnerMode_get()) + ); xml::update_tag(dataNode, "vsync", (int) screen_settings->useVsync); @@ -6091,6 +6095,18 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ ) menuyoff = 0; maxspacing = 15; break; + case Menu::setglitchrunner: + { + int i; + + option("none"); + + for (i = 1; i < GlitchrunnerNumVersions; ++i) + { + option(GlitchrunnerMode_enum_to_string((enum GlitchrunnerMode) i)); + } + break; + } case Menu::advancedoptions: option("unfocus pause"); option("room name background"); diff --git a/desktop_version/src/Game.h b/desktop_version/src/Game.h index bfe41fb0..e7940cf3 100644 --- a/desktop_version/src/Game.h +++ b/desktop_version/src/Game.h @@ -43,6 +43,7 @@ namespace Menu options, gameplayoptions, speedrunneroptions, + setglitchrunner, advancedoptions, audiooptions, accessibility, @@ -459,7 +460,6 @@ public: bool nocompetitive(void); bool over30mode; - bool glitchrunnermode; // Have fun speedrunners! <3 Misa bool ingame_titlemode; #if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR) diff --git a/desktop_version/src/GlitchrunnerMode.c b/desktop_version/src/GlitchrunnerMode.c new file mode 100644 index 00000000..e1c99d31 --- /dev/null +++ b/desktop_version/src/GlitchrunnerMode.c @@ -0,0 +1,69 @@ +#include "GlitchrunnerMode.h" + +#include +#include + +#define LOOKUP_TABLE \ + FOREACH_ENUM(GlitchrunnerNone, "") \ + FOREACH_ENUM(Glitchrunner2_0, "2.0") \ + FOREACH_ENUM(Glitchrunner2_2, "2.2") \ + +const char* GlitchrunnerMode_enum_to_string(const enum GlitchrunnerMode mode) +{ + switch (mode) + { +#define FOREACH_ENUM(MODE, STRING) \ + case MODE: \ + return STRING; + + LOOKUP_TABLE + +#undef FOREACH_ENUM + + /* Compiler raises warning about this enum not being handled. */ + case GlitchrunnerNumVersions: + break; + } + + SDL_assert(0 && "Passed non-existent GlitchrunnerMode!"); + return GlitchrunnerMode_enum_to_string(GlitchrunnerNone); +} + +enum GlitchrunnerMode GlitchrunnerMode_string_to_enum(const char* string) +{ +#define FOREACH_ENUM(MODE, STRING) \ + if (SDL_strcmp(STRING, string) == 0) \ + { \ + return MODE; \ + } + + LOOKUP_TABLE + +#undef FOREACH_ENUM + + return GlitchrunnerNone; +} + +#undef LOOKUP_TABLE + +static enum GlitchrunnerMode current_mode = GlitchrunnerNone; + +void GlitchrunnerMode_set(const enum GlitchrunnerMode mode) +{ + current_mode = mode; +} + +enum GlitchrunnerMode GlitchrunnerMode_get(void) +{ + return current_mode; +} + +int GlitchrunnerMode_less_than_or_equal(const enum GlitchrunnerMode mode) +{ + if (current_mode == GlitchrunnerNone) + { + return current_mode == mode; + } + + return current_mode <= mode; +} diff --git a/desktop_version/src/GlitchrunnerMode.h b/desktop_version/src/GlitchrunnerMode.h new file mode 100644 index 00000000..ac082a95 --- /dev/null +++ b/desktop_version/src/GlitchrunnerMode.h @@ -0,0 +1,35 @@ +#ifndef GLITCHRUNNERMODE_H +#define GLITCHRUNNERMODE_H + +#ifdef __cplusplus +extern "C" +{ +#endif + +/* Have fun speedrunners! <3 Misa */ + +/* When a version is added, update the lookup table in GlitchrunnerMode.c */ + +enum GlitchrunnerMode +{ + GlitchrunnerNone, + Glitchrunner2_0, + Glitchrunner2_2, /* 2.1 is same as 2.2 */ + GlitchrunnerNumVersions +}; + +const char* GlitchrunnerMode_enum_to_string(enum GlitchrunnerMode mode); + +enum GlitchrunnerMode GlitchrunnerMode_string_to_enum(const char* string); + +void GlitchrunnerMode_set(enum GlitchrunnerMode mode); + +enum GlitchrunnerMode GlitchrunnerMode_get(void); + +int GlitchrunnerMode_less_than_or_equal(enum GlitchrunnerMode mode); + +#ifdef __cplusplus +} /* extern "C" */ +#endif + +#endif /* GLITCHRUNNERMODE_H */ diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index abe6d521..7eefbd9b 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -6,6 +6,7 @@ #include "Enums.h" #include "FileSystemUtils.h" #include "Game.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "KeyPoll.h" #include "MakeAndPlay.h" @@ -661,8 +662,9 @@ static void menuactionpress(void) case 0: // Glitchrunner mode music.playef(11); - game.glitchrunnermode = !game.glitchrunnermode; - game.savestatsandsettings_menu(); + game.createmenu(Menu::setglitchrunner); + game.currentmenuoption = GlitchrunnerMode_get(); + map.nexttowercolour(); break; case 1: /* Input delay */ @@ -690,6 +692,13 @@ static void menuactionpress(void) break; } break; + case Menu::setglitchrunner: + GlitchrunnerMode_set((enum GlitchrunnerMode) game.currentmenuoption); + music.playef(11); + game.returnmenu(); + game.savestatsandsettings_menu(); + map.nexttowercolour(); + break; case Menu::advancedoptions: switch (game.currentmenuoption) { @@ -1919,7 +1928,11 @@ void gameinput(void) } else { - if(game.glitchrunnermode || !game.glitchrunkludge) game.state++; + if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0) + || !game.glitchrunkludge) + { + game.state++; + } game.jumpheld = true; game.glitchrunkludge=true; //Bug fix! You should only be able to do this ONCE. @@ -2249,10 +2262,12 @@ void gameinput(void) } } -static void mapmenuactionpress(void); +static void mapmenuactionpress(bool version2_2); void mapinput(void) { + const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2); + //TODO Mouse Input! //game.mx = (mouseX / 2); //game.my = (mouseY / 2); @@ -2263,7 +2278,7 @@ void mapinput(void) game.press_map = false; game.press_interact = false; - if (game.glitchrunnermode && graphics.fademode == 1 && graphics.menuoffset == 0) + if (version2_2 && graphics.fademode == 1 && graphics.menuoffset == 0) { // Deliberate re-addition of the glitchy gamestate-based fadeout! @@ -2299,7 +2314,7 @@ void mapinput(void) } } - if (game.fadetomenu && !game.glitchrunnermode) + if (game.fadetomenu && !version2_2) { if (game.fadetomenudelay > 0) { @@ -2313,7 +2328,7 @@ void mapinput(void) } } - if (game.fadetolab && !game.glitchrunnermode) + if (game.fadetolab && !version2_2) { if (game.fadetolabdelay > 0) { @@ -2327,7 +2342,7 @@ void mapinput(void) } if(graphics.menuoffset==0 - && ((!game.glitchrunnermode && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0) + && ((!version2_2 && !game.fadetomenu && game.fadetomenudelay <= 0 && !game.fadetolab && game.fadetolabdelay <= 0) || graphics.fademode == 0)) { if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_a) || key.isDown(KEYBOARD_w)|| key.controllerWantsLeft(true)) @@ -2418,7 +2433,7 @@ void mapinput(void) if (game.press_action) { - mapmenuactionpress(); + mapmenuactionpress(version2_2); } if (game.menupage < 0) game.menupage = 3; @@ -2435,7 +2450,7 @@ void mapinput(void) } } -static void mapmenuactionpress(void) +static void mapmenuactionpress(const bool version2_2) { switch (game.menupage) { @@ -2507,7 +2522,7 @@ static void mapmenuactionpress(void) graphics.fademode = 2; music.fadeout(); map.nexttowercolour(); - if (!game.glitchrunnermode) + if (!version2_2) { game.fadetomenu = true; game.fadetomenudelay = 16; @@ -2524,7 +2539,7 @@ static void mapmenuactionpress(void) game.swnmode = false; graphics.fademode = 2; music.fadeout(); - if (!game.glitchrunnermode) + if (!version2_2) { game.fadetolab = true; game.fadetolabdelay = 16; diff --git a/desktop_version/src/KeyPoll.cpp b/desktop_version/src/KeyPoll.cpp index 4fee8a73..e6916776 100644 --- a/desktop_version/src/KeyPoll.cpp +++ b/desktop_version/src/KeyPoll.cpp @@ -7,6 +7,7 @@ #include "Exit.h" #include "Game.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "Music.h" @@ -72,7 +73,7 @@ void KeyPoll::toggleFullscreen(void) } keymap.clear(); /* we lost the input due to a new window. */ - if (game.glitchrunnermode) + if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)) { game.press_left = false; game.press_right = false; diff --git a/desktop_version/src/Logic.cpp b/desktop_version/src/Logic.cpp index 4b492e66..4b1fe3cb 100644 --- a/desktop_version/src/Logic.cpp +++ b/desktop_version/src/Logic.cpp @@ -3,6 +3,7 @@ #include "Enums.h" #include "FileSystemUtils.h" #include "Game.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "Map.h" #include "Music.h" @@ -975,7 +976,7 @@ void gamelogic(void) //Using warplines? if (obj.customwarpmode) { - if (!game.glitchrunnermode) { + if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0)) { //Rewritten system for mobile update: basically, the new logic is to //check if the player is leaving the map, and if so do a special check against //warp lines for collision diff --git a/desktop_version/src/Map.cpp b/desktop_version/src/Map.cpp index bb97c252..406bee9b 100644 --- a/desktop_version/src/Map.cpp +++ b/desktop_version/src/Map.cpp @@ -4,6 +4,7 @@ #include "editor.h" #include "Entity.h" #include "Game.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "MakeAndPlay.h" #include "Music.h" @@ -815,7 +816,7 @@ void mapclass::resetplayer(const bool player_died) { obj.entities[i].invis = false; } - if (!game.glitchrunnermode) + if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2)) { obj.entities[i].size = 0; obj.entities[i].cx = 6; @@ -2056,7 +2057,7 @@ void mapclass::twoframedelayfix(void) // and when the script gets loaded script.run() has already ran for that frame, too. // A bit kludge-y, but it's the least we can do without changing the frame ordering. - if (game.glitchrunnermode + if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2) || !custommode || game.deathseq != -1) return; diff --git a/desktop_version/src/Render.cpp b/desktop_version/src/Render.cpp index 865e0271..32ae7e46 100644 --- a/desktop_version/src/Render.cpp +++ b/desktop_version/src/Render.cpp @@ -4,6 +4,7 @@ #include "editor.h" #include "Entity.h" #include "FileSystemUtils.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "GraphicsUtil.h" #include "KeyPoll.h" @@ -105,6 +106,37 @@ static void volumesliderrender(void) graphics.Print(-1, 85, buffer, tr, tg, tb, true); } +static void inline drawglitchrunnertext(void) +{ + int tempr = tr; + int tempg = tg; + int tempb = tb; + + /* Screen width 40 chars, 4 per char */ + char buffer[160 + 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) { int temp = 50; @@ -571,14 +603,7 @@ static void menurender(void) 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); - if (game.glitchrunnermode) - { - graphics.Print(-1, 95, "Glitchrunner mode is ON", tr, tg, tb, true); - } - else - { - graphics.Print(-1, 95, "Glitchrunner mode is OFF", tr / 2, tg / 2, tb / 2, true); - } + drawglitchrunnertext(); break; case 1: graphics.bigprint(-1, 30, "Input Delay", tr, tg, tb, true); @@ -625,6 +650,12 @@ static void menurender(void) 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) { @@ -2666,7 +2697,7 @@ void maprender(void) // 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 (game.glitchrunnermode || graphics.fademode == 3 || graphics.fademode == 5) + if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2) || graphics.fademode == 3 || graphics.fademode == 5) { graphics.drawfade(); } diff --git a/desktop_version/src/Script.cpp b/desktop_version/src/Script.cpp index f8cfd797..eae56902 100644 --- a/desktop_version/src/Script.cpp +++ b/desktop_version/src/Script.cpp @@ -7,6 +7,7 @@ #include "Entity.h" #include "Enums.h" #include "Exit.h" +#include "GlitchrunnerMode.h" #include "Graphics.h" #include "KeyPoll.h" #include "Map.h" @@ -3394,13 +3395,15 @@ void scriptclass::teleport(void) void scriptclass::hardreset(void) { + const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2); + //Game: game.hascontrol = true; game.gravitycontrol = 0; game.teleport = false; game.companion = 0; game.roomchange = false; - if (!game.glitchrunnermode) + if (!version2_2) { // Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy game.roomx = 0; @@ -3441,7 +3444,7 @@ void scriptclass::hardreset(void) game.savetime = "00:00"; game.savearea = "nowhere"; game.savetrinkets = 0; - if (!game.glitchrunnermode) + if (!version2_2) { // Ironically, resetting more variables makes the janky fadeout system in glitchrunnermode even more glitchy game.saverx = 0; @@ -3487,7 +3490,7 @@ void scriptclass::hardreset(void) game.statedelay = 0; game.hascontrol = true; - if (!game.glitchrunnermode) + if (!GlitchrunnerMode_less_than_or_equal(Glitchrunner2_0)) { // Keep the "- Press ACTION to advance text -" prompt around, // apparently the speedrunners call it the "text storage" glitch @@ -3528,7 +3531,7 @@ void scriptclass::hardreset(void) map.resetnames(); map.custommode=false; map.custommodeforreal=false; - if (!game.glitchrunnermode) + if (!version2_2) { // Ironically, resetting more variables makes the janky fadeout system even more glitchy map.towermode=false;