Much more stylistic, you don't need to repeat "game.currentmenuname" for
each case, and you don't need to deal with the dangling first "if" that
doesn't have an "else".
Stringly-typed things are bad, because if you make a typo when typing
out a string, it's not caught at compile-time. And in the case of this
menu system, you'd have to do an excessive amount of testing to uncover
any bugs caused by a typo. Why do that when you can just use an enum and
catch compile-time errors instead?
Also, you can't use switch-case statements on stringly-typed variables.
So every menu name is now in the enum Menu::MenuName, but you can simply
refer to a menu name by just prefixing it with Menu::.
Unfortunately, I've had to change the "continue" menu name to be
"continuemenu", because "continue" is a keyword in C and C++. Also, it
looks like "timetrialcomplete4" is an unused menu name, even though it
was referenced in Render.cpp.
The game won't let you select the Secret Lab if you're in invincibility
mode, probably so you can't set illegitimate Super Gravitron records
just by standing there and doing nothing.
However, for some reason, it'll still let you select the Secret Lab even
if you've slowed down the game. For consistency, let's prevent selecting
the Secret Lab if the game isn't running at fullspeed, too.
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.
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.
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.
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().
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.
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.
It's a bit rude to put the user back at the main menu after toggling
something. Maybe they also wanted to do something else in the menu while
they're toggling MMMMMM, there's no reason to immediately put them back
there.
It turns out the game engaged in pseudo-UB when removing activity zones,
which got turned into actual UB due to the previous commit.
There were three places where this could happen:
- Pressing ENTER on an activity zone in normal gameplay
- Pressing ENTER on an activity zone in in-editor playtesting (because
the code is duped here)
- Pressing ESC and quitting to menu while standing inside an activity
zone
In all cases, game.activeactivity would still be pointing to a
non-existent activity zone. This activity zone in the previous system
would simply be a block with a false 'active', and in the system where
C++ vectors are used properly, would index past the blocks array.
In fact, it is a bug that when you press ENTER on an activity zone, the
activity zone prompt suddenly turns to black, then immediately
disappears. It was pointing to a block that had its clear() method
called, which is why it was all black, and it was an inactive block!
This commit makes it so pressing ENTER on an activity zone smoothly
fades out the activity zone prompt instead of being sudden black.
This removes the variables obj.nentity and obj.nlinecrosskludge, as well
as removing the 'active' attribute from the entity class object. Now
every entity you access is guaranteed to be real and you don't have to
check the 'active' variable.
The biggest part of this is changing createentity() to modify a
newly-created entity object and push it back instead of already
modifying an indice in obj.entities.
As well, removing an entity now uses the new obj.removeentity() function
and removeentity_iter() macro.
Now that it does nothing due to some earlier changes, it's a useless
function that does nothing. (Well, it was already a useless function,
but those earlier changes made it clearer just exactly how useless it
is.) So remove that function and remove all its callsites.
This removes all global args in all functions in titlerender.cpp.
Additionally, all 'dwgfx' has been renamed to 'graphics' in that file
(there are a lot of them, as you might guess).
This commit removes all global args from the parameters of each function
on the scriptclass object, and updates all places they are called
accordingly. It also changes all instances of 'dwgfx' to 'graphics' in
Script.cpp.
Interestingly enough, it looks like editor.h depended on Script.h's
class define of the musicclass. I've temporarily placed the class define
in editor.h, but by the end of this patchset it'll be gone.
I've decided to call dwgfx/game/map/obj/key/help/music the "global args".
Because they're essentially global variables that are being passed
around in args.
This commit removes global args from all functions on the Game class,
and deals with updating the callsites of said functions accordingly. It
also renames all usages of 'dwgfx' in Game.cpp to 'graphics', since the
global variable is called 'graphics' now.
Interesting to note, I was removing the class defines from Game.h, but
it turns out that Graphics.h depends on the mapclass and entityclass
defines from Game.h. And also Graphics.h spelled mapclass wrong (it
forgot the "class") so I just decided to use that existing line instead.
This is only temporary and after all is said and done, at the end of
this pull request those class defines will be gone.
This fixes a bug where if warpdir() was used during in-editor
playtesting, the changed warp direction would persist even when leaving
playtesting.
This would be very annoying to correct back every time you playtested
and warpdir() was used, so I've added some kludge to store the actual
warp direction of each room when entering playtesting, and then set the
warp directions back when leaving playtesting.
This is the variable dwgfx.translucentroomname and <translucentroomname>
in unlock.vvv.
This lets you see through the black background of the roomname at the
bottom of the screen, i.e. it makes the roomname background translucent.
So you can see if someone decides to hide pesky spikes there.
This fixes a bug where you could get mismatched text and background
colors on the menu screen by being in the Tower and exiting at a certain
time. The background when mismatched will always be red, which seems to
have something to do with the fact that when you enter the Tower the
game always sets the background to be red. I could get a quick repro
setup going by starting in the checkpoint in Teleporter Divot, then
quickly entering the Tower, exiting, then re-entering, then pressing Esc
and quitting - all done very quickly.
The important thing about this mismatch is that it's only temporary, and
will be corrected when you press ACTION and the color of the text and
background in the menu both change at the same time, which is what
map.nexttowercolour() does. So all I do is simply call that function
when exiting to the menu, and it will fix the color mismatch.
The TinyXml functions to load and save files don't properly support
unicode file paths on Windows, so in order to support that properly, I
saw no other option than to do the actual loading and saving via PHYSFS
(or to use the Windows API on Windows and retain doc.LoadFile and
doc.SaveFile on other OSes, but that'd be more complicated and
unnecessary, we already have PHYSFS, right?).
There are two new functions in FileSystemUtils:
bool FILESYSTEM_saveTiXmlDocument(const char *name, TiXmlDocument *doc)
bool FILESYSTEM_loadTiXmlDocument(const char *name, TiXmlDocument *doc)
Any instances of doc.SaveFile(<FULL_PATH>) have been replaced by
FILESYSTEM_saveTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc), where
<FULL_PATH> included the full path to the saves or levels directory,
and <VVVVVV_FOLDER_PATH> only includes the path relative to the VVVVVV
directory.
When loading a document, a TiXmlDocument used to be created with a full
path in its constructor and doc.LoadFile() would then be called, now a
TiXmlDocument is constructed with no path name and
FILESYSTEM_loadTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc) is called.
- Return in Unlock Play Modes goes to Game Options instead of the main menu
- changing some Graphics Options settings no longer plays two menu select sounds, which was really loud :(
- Return in Game Pad Options plays the menu select sound
- turning off Screen Effects plays the menu select sound