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1637 commits

Author SHA1 Message Date
Misa
d9d0748ce3 Use case-switch for menu options where possible
I've converted every "else if"-chain in menu render/input code to be a
case-switch, except for the levels list, the "game options" menu
(because it has the MMMMMM menu option which isn't a compile-time
constant), and the "play" menu (because it has the Secret Lab menu
option which also isn't a compile-time option).

I also did NOT convert some case-switches relating to unlocks in
Input.cpp, mostly because they use a system where the "if we have this
unlocked" conditional is a part of the "if this is the current menu
option" conditional, and they use the 'else' branch to play a sad sound
if that "if we have this unlocked" conditional fails.

I've also converted the game.gameframerate and game.crewrescued() "else
if"-chains to be case-switches instead.
2020-04-17 15:41:48 -04:00
Misa
46d0b3a4e9 Fix indentation of "graphicoptions" in Render.cpp
There was one level that was indented with 2 spaces instead of 4, which
made everything else look weird. Then some lines were randomly indented
further for no reason.

Doing this before the next commit is done so as to not make the next
commit noisier.
2020-04-17 15:41:48 -04:00
Misa
678ade88b9 De-duplicate "secret lab" menu option in "play" menu
Instead of creating an entirely new menu for it, just dynamically add
the Secret Lab menu option as needed.
2020-04-17 15:41:48 -04:00
Misa
4f6835c485 De-duplicate copy-pasted input/render code in menus
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.

The menus with such permutations are the following:

- main menu
  - "start game" is gone in MAKEANDPLAY
  - "player levels" is gone in NO_CUSTOM_LEVELS
  - "view credits" is gone in MAKEANDPLAY

- "game options"
  - "unlock play data" is gone in MAKEANDPLAY
  - "soundtrack" is gone if you don't have an mmmmmm.vvv file

- "player levels"
  - "level editor" is gone in NO_EDITOR

I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.

The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.

So I just went with this one.
2020-04-17 15:41:48 -04:00
Misa
bf62233b60 Fix compile failure if both MAKEANDPLAY and NO_CUSTOM_LEVELS are defined
I don't know why you would have to have both defined simultaneously, but
now you can.

The compile fail was caused by the fact that if both were defined, then
there would be an expression like this in Map.cpp:

    switch (t)
    {
    case 0:
    }

which is an invalid expression.

The solution is to put 'case 0:' into the MAKEANDPLAY ifdef-guard as
well.
2020-04-17 15:41:48 -04:00
Misa
4ace8d15be Fix NO_CUSTOM_LEVELS builds breaking after command-line playtesting 2020-04-17 15:41:48 -04:00
Misa
b835ce3927 Move menu rendering to separate function
Just like I moved the menu ACTION press handler, I'm doing this as well.
It only removes one level of indentation, but it makes titlerender()
easier to understand.

Just like before, I have to put the separate function first, else
titlerender() won't know what it is.
2020-04-17 15:41:48 -04:00
Misa
1e3879b8fe De-duplicate "You have unlocked" menu input and options
They all have the same input handling and menu options, so condense them
into one block instead of duplicating the same block of code multiple
times.
2020-04-17 15:41:48 -04:00
Misa
119d2ad25f Condense indentation levels of else-if chain in "play" menu
Previously, the code looked something like:

    else { if (...) {...} else { if (...) {...} else { etc. } }

And kept indenting every time there was an else-if.

This commit puts all else-ifs on the same indentation level, so it
doesn't slowly push the code to the right.
2020-04-17 15:41:48 -04:00
Misa
be64d4f704 Move menu ACTION press handling to separate function
This takes out 3 indentation levels from the ACTION press handling,
making titleinput() easier to read as a whole.

Unfortunately, we have to put menuactionpress() first, even though I'd
want it the other way around, otherwise titleinput() won't know what it
is.
2020-04-17 15:41:48 -04:00
Misa
fe178f817b Remove outdated commented-out graphics options code
If we need it (which I don't think we will be anytime soon) we can
always just get it back through source control. Otherwise, it simply
gets in the way.
2020-04-17 15:41:48 -04:00
Misa
511de0c5c1 Refactor menu creation code
Firstly, menu options are no longer ad-hoc objects, and are added by
using Game::option() (this is the biggest change). This removes the
vector Game::menuoptionsactive, and Game::menuoptions is now a vector of
MenuOption instead of std::string.

Secondly, the manual tracker variable of the amount of menu options,
Game::nummenuoptions, has been removed, in favor of using vectors
properly and using Game::menuoptions::size().

As a result, a lot of copy-pasted code has been removed from
Game::createmenu(), mostly due to having to have different versions of
menus depending on whether or not we have certain defines, or having an
mmmmmm.vvv file inside the VVVVVV directory. In the old days, you
couldn't just add or remove a menu option conveniently, you had to
shuffle around the position of every other menu option too, which
resulted in lots of copy-pasted code. But now this copy-pasted code has
been de-duplicated, at least in Game::createmenu().
2020-04-17 15:41:48 -04:00
Misa
a0d2be6362 Add Game::option()
This simply adds a menu option to the list of menu options, and is neat
and tidy and not messy.
2020-04-17 15:41:48 -04:00
Misa
c5db440318 Add struct MenuOption
This fully represents an actual menu option object, instead of having
both attributes of a menu option go off and be in separate vectors.
2020-04-17 15:41:48 -04:00
Misa
5fdbaa0076 Remove unused function entityclass::cblocks()
Just noticed this was unused, so I'm removing it.
2020-04-14 22:54:16 -04:00
Misa
76e3b3ede4 Remove map.numshinytrinkets
This removes map.numshinytrinkets in favor of using
map.shinytrinkets.size(). Having automatic length tracking is much less
error-prone and less tedious.
2020-04-14 22:54:16 -04:00
Misa
4f7290440b Remove now-unused parameter 't' from mapclass::settrinket()
This parameter used to be used to set the trinket based on indice, but
now that we push_back it's no longer used.
2020-04-14 22:54:16 -04:00
Misa
d43daa5fae Dynamically add shinytrinkets instead of using indices
That is, instead of doing shinytrinkets[t] = ..., do
shinytrinkets.push_back(...).
2020-04-14 22:54:16 -04:00
Misa
d63ba761d5 Remove map.numteleporters
This removes the separate length-tracking variable map.numteleporters,
in favor of using map.teleporters.size().
2020-04-14 22:54:16 -04:00
Misa
5b9c6a9680 Remove now-unused parameter 't' from mapclass::setteleporter()
This was previously used to set the indice of the teleporter, but now
that we do push_back() it's no longer necessary and is now unused.
2020-04-14 22:54:16 -04:00
Misa
fd7d6076e0 Dynamically add teleporters instead of using indices
That is, instead of doing the following:

    teleporters[0] = ...;
    teleporters[1] = ...;
    teleporters[2] = ...;
    ...

Instead do:

    teleporters.push_back(...);
    teleporters.push_back(...);
    teleporters.push_back(...);
    ...
2020-04-14 22:54:16 -04:00
Misa
d4034661e2 Don't use std::count() in Game::crewmates()
The less STL usage, the better.
2020-04-09 19:20:31 -04:00
Misa
3774ec390c Don't use std::count() in Game::trinkets()
The less STL, the better.
2020-04-09 19:20:31 -04:00
Misa
45e7a9db3e Use for-loop in Game::crewrescued()
It's better to not use an STL function here.
2020-04-09 19:20:31 -04:00
Misa
a37715abb6 Put trinkets() and crewmates() declaration on their own lines
Done to improve readability.
2020-04-09 19:20:31 -04:00
Misa
17a64aee7a Make obj.customcollect a vector of bools
It's already treated as a vector of bools, so might as well formally
declare it as that.
2020-04-09 19:20:31 -04:00
Misa
8507bdc65d Change obj.collect into a vector of bools
It's already treated like a bunch of bools anyway, so might as well just
formalize it.
2020-04-09 19:20:31 -04:00
Misa
7493129044 Remove unused function entityclass::confirmflags()
Same as before, flags can never be the number 2, and never could be even
before I changed all flags to be bools. Also this function is unused.
2020-04-09 19:20:31 -04:00
Misa
ee5f8dce78 Remove unused function entityclass::resetflags()
This looks like a weird hack, but there's no way a flag will ever end up
being 2, not even before I changed all flags to be bools instead.
2020-04-09 19:20:31 -04:00
Misa
0648d6bb0f Remove unused function entityclass::changecustomcollect()
Looks like all accesses on obj.customcollect are done manually, so this
function is unused.
2020-04-09 19:20:31 -04:00
Misa
a6340f356e Remove unused function entityclass::changecollect()
Looks like all access on obj.collect are done manually, so this function
is unused.
2020-04-09 19:20:31 -04:00
Misa
c24e2abfad Remove now-unused function entityclass::changeflag()
It's now unused after I changed it so that every obj.flags access is
done directly, instead of going through this function.
2020-04-09 19:20:31 -04:00
Misa
2ba9a0e67b Don't use obj.changeflag() to set flags
The way I see it, that function is basically an unnecessary middleman.
2020-04-09 19:20:31 -04:00
Misa
abfae6b4d7 Declare obj.flags a vector of bools instead of ints
It's treated like a bool anyway, so might as well make it one.

This also necessitates updating every single instance where it or an
element inside it is used, too.
2020-04-09 19:20:31 -04:00
Misa
2f1c400c9a Remove temporary UtilityClass from Game::savestats()
Looks like it was here from that arg passing stuff from earlier, as a
workaround to not pass args around. Well, there's no need to create an
extra UtilityClass now either, just use the one in the global namespace.
2020-04-09 19:20:31 -04:00
Misa
699af342e8 Refactor Game::crewrescued() to use std::count() instead
Makes the code less hardcoded, take up less lines, and is way easier to
read.
2020-04-09 19:20:31 -04:00
Misa
588a49dbc8 Remove useless variable game.timerStartTime
It sometimes gets set to SDL_GetTicks(), but without being checked or
actually used, it's useless and does nothing.
2020-04-09 19:20:31 -04:00
Misa
6428a14244 Declare game.teleport as a bool instead of an int
This should affect nothing, but it's a bit confusing to have it declared
an int. Everywhere in the code treats it as a bool anyway.
2020-04-09 19:20:31 -04:00
Misa
c5803863bf Remove unused variables temp_unlock and temp_unlocknotify
Have no idea why they're here, so removing them.
2020-04-09 19:20:31 -04:00
Misa
1110d46c8b Remove unused stat_* variables
Looks like all variables other than stat_trinkets are unused.
2020-04-09 19:20:31 -04:00
Misa
317eece28d Remove useless variable game.coins
It kept getting set to 0 and getting incremented sometimes, but without
it ever actually getting checked, it's a useless variable.
2020-04-09 19:20:31 -04:00
Misa
756c409d1d Remove unused variable game.trinkencollect
Don't know why it's here. Looks like a typo of 'trinketcollect' maybe?
2020-04-09 19:20:31 -04:00
Misa
fb9791a4c7 Remove now-useless function editorclass::countstuff()
Previously, it existed solely to count the number of trinkets and
crewmates when loading a level, because we were keeping track of the
amount of them manually, incrementing and decrementing every time a
trinket or crewmate was added or removed, but loading a new level
represented a case that could potentially not be an increment or
decrement.

However, since the amount tracking is now handled automatically, this
function now does nothing, and can be safely removed.
2020-04-09 19:20:31 -04:00
Misa
89b6b67a77 Don't use separate variable for number of crewmates in level
Same as previous commit, this time for crewmates.
2020-04-09 19:20:31 -04:00
Misa
0047dc8d81 Don't use separate variable for number of trinkets in level
Same principle as removing the separate variable to track number of
collected trinkets. This means it's less error-prone as we're no longer
tracking number of trinkets separately.

In the function that counts the number of trinkets, I would've liked to
have used std::count_if(). However, the most optimal way would require
using a lambda, and lambdas are too new for the C++ standard we're
using. So I just bit the bullet and counted them manually.
2020-04-09 19:20:31 -04:00
Misa
5661f46a52 Remove unnecessary int casts relating to custom crewmate numbers
I don't know why these are here, but there's never a point where these
integers were at any risk of no longer being integers.
2020-04-09 19:20:31 -04:00
Misa
6b317c5ab9 Remove map.customcrewmates
Same as the previous commit, except for the amount of custom crewmates.
2020-04-09 19:20:31 -04:00
Misa
85bd7d9a2d Remove map.customtrinkets
This variable's sole purpose is to copy ed.numtrinkets, even though ed
has always been a name that's been accessible globally. So let's not
dupe cope.
2020-04-09 19:20:31 -04:00
Misa
c077e51fb4 Don't use separate variable for number of collected crewmates
Same as previous commit, except for crewmates in custom levels instead.
2020-04-09 19:20:31 -04:00
Misa
9510c3c871 Don't use separate variable for number of collected trinkets
game.trinkets is supposed to be correlated with obj.collect, however why
not just count obj.collect directly?

This turns game.trinkets into a function, game.trinkets(), which will
directly count the number of collected trinkets and return it. This will
fix a few corner cases where the number of trinkets can desync with the
actual collection statuses of trinkets.

In order to keep save compatibility with previous versions of VVVVVV,
the game will still write the <trinkets> variable. However, it will not
read the <trinkets> variable from a save file.
2020-04-09 19:20:31 -04:00