1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-23 01:59:43 +01:00

Fix bringing up map menu during gamemode(teleporter)

When gamemode(teleporter) gets run in a script, it brings up a read-only
version of the teleporter screen, intended only for displaying rooms on
the minimap.

However, ever since 2.3 allowed bringing up the map screen during
cutscenes (in order to prevent softlocks), bringing up the map screen
during this mode would (1) do an unnecessary animation of suddenly
switching back to the game and bringing up the menu screen again (even
though the menu screen has already been brought up), and (2) would let
you close the menu entirely and go back to GAMEMODE, thus
unintentionally closing the teleporter screen and kind of ruining the
cutscene.

To fix this, when you bring up the map screen, it will instead instantly
transition to the map screen. And when you bring it down, it will also
instantly transition back to the teleporter screen.

But that's not all. The previous behavior was actually kind of a nice
failsafe, in that if you somehow got stuck in a state where a script ran
gamemode(teleporter), but stopped running before it could take you out
of that mode by running gamemode(game), then you could return to
GAMEMODE yourself by bringing up the map screen and then bringing it
back down. So I've made sure to keep that failsafe behavior, only as
long as there isn't a script running.
This commit is contained in:
Misa 2020-12-28 15:36:32 -08:00 committed by Ethan Lee
parent 0eddd2d015
commit 775ac4c40c
5 changed files with 48 additions and 11 deletions

View file

@ -117,6 +117,8 @@ void Game::init(void)
musicmutebutton = 0; musicmutebutton = 0;
glitchrunkludge = false; glitchrunkludge = false;
gamestate = TITLEMODE;
prevgamestate = TITLEMODE;
hascontrol = true; hascontrol = true;
jumpheld = false; jumpheld = false;
advancetext = false; advancetext = false;
@ -7149,13 +7151,22 @@ void Game::unlockAchievement(const char *name) {
void Game::mapmenuchange(const int newgamestate) void Game::mapmenuchange(const int newgamestate)
{ {
prevgamestate = gamestate;
gamestate = newgamestate; gamestate = newgamestate;
graphics.resumegamemode = false; graphics.resumegamemode = false;
mapheld = true;
graphics.menuoffset = 240; if (prevgamestate == GAMEMODE)
if (map.extrarow)
{ {
graphics.menuoffset -= 10; graphics.menuoffset = 240;
if (map.extrarow)
{
graphics.menuoffset -= 10;
}
}
else
{
graphics.menuoffset = 0;
} }
graphics.oldmenuoffset = graphics.menuoffset; graphics.oldmenuoffset = graphics.menuoffset;
} }

View file

@ -206,6 +206,7 @@ public:
bool glitchrunkludge; bool glitchrunkludge;
int gamestate; int gamestate;
int prevgamestate; //only used sometimes
bool hascontrol, jumpheld; bool hascontrol, jumpheld;
int jumppressed; int jumppressed;
int gravitycontrol; int gravitycontrol;

View file

@ -1769,7 +1769,16 @@ void gameinput()
} }
} }
if (!game.press_map) game.mapheld = false; if (!game.press_map
//Extra conditionals as a kludge fix so if you open the quit menu during
//the script command gamemode(teleporter) and close it with Esc, it won't
//immediately open again
//We really need a better input system soon...
&& !key.isDown(27)
&& !key.isDown(game.controllerButton_esc))
{
game.mapheld = false;
}
if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge) if (game.intimetrial && graphics.fademode == 1 && game.quickrestartkludge)
{ {
@ -2034,7 +2043,9 @@ void gameinput()
} }
} }
if ((key.isDown(27) || key.isDown(game.controllerButton_esc)) && (!map.custommode || map.custommodeforreal)) if (!game.mapheld
&& (key.isDown(27) || key.isDown(game.controllerButton_esc))
&& (!map.custommode || map.custommodeforreal))
{ {
game.mapheld = true; game.mapheld = true;
//Quit menu, same conditions as in game menu //Quit menu, same conditions as in game menu

View file

@ -197,14 +197,27 @@ void maprenderfixed()
graphics.oldmenuoffset = graphics.menuoffset; graphics.oldmenuoffset = graphics.menuoffset;
if (graphics.resumegamemode) if (graphics.resumegamemode)
{ {
graphics.menuoffset += 25; if (game.prevgamestate == GAMEMODE
int threshold = map.extrarow ? 230 : 240; //Failsafe: if the script command gamemode(teleporter) got ran and the
if (graphics.menuoffset >= threshold) //cutscene stopped without doing gamemode(game), then we need to go
//back to GAMEMODE, not game.prevgamestate (TELEPORTERMODE)
|| !script.running)
{
graphics.menuoffset += 25;
int threshold = map.extrarow ? 230 : 240;
if (graphics.menuoffset >= threshold)
{
graphics.menuoffset = threshold;
//go back to gamemode!
game.mapheld = true;
game.gamestate = GAMEMODE;
}
}
else
{ {
graphics.menuoffset = threshold;
//go back to gamemode!
game.mapheld = true; game.mapheld = true;
game.gamestate = GAMEMODE; game.gamestate = game.prevgamestate;
graphics.resumegamemode = false;
} }
} }
else if (graphics.menuoffset > 0) else if (graphics.menuoffset > 0)

View file

@ -1329,6 +1329,7 @@ void scriptclass::run()
else if (words[1] == "game") else if (words[1] == "game")
{ {
graphics.resumegamemode = true; graphics.resumegamemode = true;
game.prevgamestate = GAMEMODE;
} }
} }
else if (words[0] == "ifexplored") else if (words[0] == "ifexplored")