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434 commits

Author SHA1 Message Date
Misa
2016ee1b60 Use an 'else' instead of re-checking 'game.muted' again
Makes the code easier to read and parse.
2020-04-19 20:51:35 -04:00
Misa
9db96f004b Remove Game::globalsound
It looks like this variable was originally intended to keep track of th
volume of the game, but then it was used as a boolean in main.cpp to
make sure the game didn't call Mix_Volume() and Mix_VolumeMusic() every
frame.

However, it is now a problem, because I put the music mute handling code
in the very branch that game.globalsound protects against, but since
game.globalsound is here, if I mute the music, then mute the whole game,
then unmute the music, and then unmute the whole game, sound effects
will no longer be muted but the music will still be muted, until I mute
and unmute the whole game again. This is annoying and inconsistent, so
I'm removing this check from the 'if (!game.muted)' branch.

Plus, given that the Mix_VolumeMusic() and Mix_Volume() calls happen
every frame if the game is muted anyways, it doesn't seem to be a
problem to call these every frame.
2020-04-19 20:51:35 -04:00
Misa
c176127529 Remove useless attributes m_globalVol, set/getGlobalSound from Game
These do basically nothing. The only time they're used is
getGlobalSound() in an if-statement in main.cpp, but all that
if-conditional does is call setGlobalSound() anyway, which is something
that doesn't really have any side effects. So I'm removing these vars to
simplify the code.
2020-04-19 20:51:35 -04:00
Misa
aacd39f5c6 Add "Press N to mute music only" to "Game paused" screen
Because there's a "Press M to mute in game" hint, I'll add a "Press N to
mute music only" hint as well to be consistent.
2020-04-19 20:51:35 -04:00
Misa
43b1b71da1 Add being able to mute the music by pressing N
This is for people who want to use their own soundtrack while playing
the game, but who don't want to mute the sound effects as well.

This feature was added to VCE, but it was added in the strangest way. It
was made an option in "game options" instead of being a keybind, and I
don't know why.
2020-04-19 20:51:35 -04:00
Ethan Lee
68bb84f90b Bools are hard... 2020-04-18 11:38:27 -04:00
Ethan Lee
6f26443783 Pull openDirectoryEnabled out of the openDirectory ifdefness 2020-04-18 11:37:28 -04:00
Misa
ca0e9ec963 Disable "open level folder" in Steam Big Picture mode
The environment variable SteamTenfoot corresponds with the game running
in Steam Big Picture mode or SteamOS if it is defined. There's a
certification process for both full controller support and Big Picture
mode, and being able to launch a file window in Big Picture mode is an
instant cert failure.
2020-04-18 11:32:06 -04:00
Misa
bc9013c228 Add "open level folder" option to playerworlds menu
This simply adds another menu option utilizing what I added in the
previous commit.
2020-04-18 11:32:06 -04:00
Misa
6847eb3a87 Add FILESYSTEM_openDirectory() and _openDirectoryEnabled()
Have to add some includes and put these behind some ifdefs, of course.

I'm pretty sure FreeBSD and OpenBSD and Haiku are POSIX enough that the
"open" command will work on them, too.

I would've loved to make FILESYSTEM_openDirectoryEnabled a simple bool
instead of a function, but I ran into issues with putting it in the
FileSystemUtils header file, so I'll just make it a function and call it
a day.
2020-04-18 11:32:06 -04:00
Misa
ec3f937f93 Handle errors from PHYSFS_readBytes()
This fixes a bug where levels in the levels list duplicate if there's an
invalid file (such as a folder) in the levels directory.

It looks like it happens because we don't free the memory if
PHYSFS_readBytes() encounters an error, even though we should. Then we
get into Undefined Behavior territory and end up reusing memory, and
here it just happens that previously, parsing the entire XML document
for each level file was enough to make the loaded file pointer point to
garbage that would fail the metadata check, but if we optimize it so we
don't parse the entire XML document, it starts reusing memory instead.
2020-04-17 19:14:44 -04:00
Misa
9c4c76f609 Optimize editorclass::getLevelMetaData()
Now whenever it looks at a level file, it NOT parse the entire XML
document, which is a huge slowdown. Loading levels should be really
quick now.
2020-04-17 19:14:44 -04:00
Misa
9aeb9ad739 Add tag finder functions
To find each individual tag quickly, to optimize levels list loading.

I opted to not read the tags <Created>, <Modified>, and <Modifiers> as
they're actually pretty useless.

Also I've added a tag finder for <MetaData> but it's not meant to be
used directly, it's only used to check that the tag exists.
2020-04-17 19:14:44 -04:00
Misa
b4f56d39d7 Add find_tag()
This simply finds a given tag in a buffer and returns what's inside that
tag, making sure to parse XML entities and such.
2020-04-17 19:14:44 -04:00
Misa
9b4975e396 Add is_positive_num() to UtilityClass.cpp
This is a convenience function to tell if a string is not only a number
(and can thus be passed into atoi()), but is also positive in
particular.
2020-04-17 19:14:44 -04:00
Misa
a28f68968c Add replace_all()
This is just a function that will be used in the optimized tag-finding
function.
2020-04-17 19:14:44 -04:00
Misa
ae6c4223e2 Don't add -Werror=implicit-fallthrough for MSVC
MSVC doesn't have a neat equivalent, but most development happens on
Linux anyway with Clang/GCC, so it's fine to leave this error out for
MSVC.
2020-04-17 15:41:48 -04:00
Misa
57f027e478 Add -Werror=implicit-fallthrough to CMakeLists.txt
This turns the implicit-fallthrough warning into a full compile-time
error.

Implicit fallthrough is when you forget a break statement in a
case-switch, thus letting one case fall through into the next case and
causing debugging headaches.

This is different from the good type of fallthrough that you use to have
one case with multiple different names, like so:

    case 0:
    case 1:
    case 2:

In that case, it's obvious that you want to have fallthrough there.
2020-04-17 15:41:48 -04:00
Misa
8796f2c9e0 Fix Menu::quickloadlevel not using returnmenu()
Whoops, almost forgot this one.

Now if you hit "back to levels", your position will still be kept on the
selected level.
2020-04-17 15:41:48 -04:00
Misa
b02c4aac78 Fix going to wrong menu upon quit
The problem was, if you were in a time trial and quit, it wouldn't go
back to selecting your current time trial. But also if you were in a
custom level and quit, you would still be on the playerworlds menu.

The problem was twofold: first, I simply wasn't doing the custommode
check. But secondly, I couldn't use map.custommode directly, because
whenever you quit the game aggressively hardreset()s everything
immediately when you press ACTION.

There's probably a good reason for that aggressive hardreset(), so I
won't touch that hardreset() in any way. Instead, I had to introduce two
kludge variables wasintimetrial and wasincustommode to Game, and use
those to do the check proper.
2020-04-17 15:41:48 -04:00
Misa
995dc3940a Add a "previous page" option to the credits menu
The credits aren't super-long, but it's still nice to have this menu
option.

If it's the first page, "previous page" will be "last page" instead.
2020-04-17 15:41:48 -04:00
Misa
85b16b969a Add a "previous page" option to the levels list
This makes it more convenient if you have a large levels directory, as
some people in the VVVVVV custom levels community do.

On the first page, this option will change to be "last page" instead.

Since the addition of another menu option pushes up the list of levels
too close to the selected level data itself, I've had to move the list
of levels down by 4 pixels (but "next page"/"previous page"/"return to
menu" are still in their same position).

This feature was already added to VCE but hasn't been upstreamed until
now.
2020-04-17 15:41:48 -04:00
Misa
e909515f3d Don't go to main menu when exiting to menu
This also replaces some createmenu()s with returnmenu()s as needed even
when said createmenu()s already didn't go to the main menu.

Now when you exit the level editor, you'll be selecting the "level
editor" option in "play levels", and if you exit from a level you'll
still be selecting that level in the levels list.

Furthermore, regardless of what you're exiting, your cursor position
will be remembered.
2020-04-17 15:41:48 -04:00
Misa
4d9c834a13 Change gamestate ints to their enum names
This is to make it easier to read, so I don't have to reference Enums.h
if I want to know what they are referring to.
2020-04-17 15:41:48 -04:00
Misa
637a9d5665 Remove now-unused variable Game::previousmenuname
This used to be used for Menu::youwannaquit, but now it uses the same
stack frame system as everything else, so it's gone unused now.
2020-04-17 15:41:48 -04:00
Misa
2bb64198fe Use game.returnmenu() for all "return" menu options
This is to not reset your cursor position every time you return on
something. It's also to automatically keep track of which menu was the
previous menu instead of manually hardcoding said previous menu.
2020-04-17 15:41:48 -04:00
Misa
224585d774 Fix being able to mismatch summary and menu color
You were able to mismatch the color of the quicksave/telesave summary
and the text/background by pressing Esc when in the "continue" menu,
then pressing ACTION on "no, return".

This commit fixes that bug by putting the map.settowercolour(3) inside
the Menu::continuemenu creation code itself. However, since the
Menu::youwannaquit code does map.nexttowercolour() right after it does
the game.createmenu(), we also need to put the map.nexttowercolour()
before the game.createmenu() beforehand so it doesn't mess up the cyan
color that Menu::continuemenu sets.

Additionally, I removed the map.settowercolour() from the input handling
of Menu::play, as it's superfluous.
2020-04-17 15:41:48 -04:00
Misa
250be2dbb7 Mark same menus in levels list, credits, and unlock menus
This marks pressing ACTION on "next page" in the levels list, credits,
pressing ACTION on "continue" in "You have unlocked" menus, and pressing
ACTION on an unlock option in the unlock menu and time trial unlock menu
as being the same menu.

This is to prevent creating unnecessary stack frames when using said
menu options in those menus.
2020-04-17 15:41:48 -04:00
Misa
80ae625585 Remove unnecessary createmenu(Menu::graphicoptions) calls
These aren't necessary, the menu will update regardless. There isn't
even such a call for the mouse cursor toggle option, that's how
unnecessary it is.
2020-04-17 15:41:48 -04:00
Misa
bf4427c75a Add function Game::returnmenu()
It simply goes to the previous menu stack frame.
2020-04-17 15:41:48 -04:00
Misa
de0205e09b Push a stack frame when Game::createmenu() is called
Unless it's the main menu, or unless it's not the same menu. Whether or
not the menu is the same is left up to the caller, because some menus
could be the same but use different names, so we can't simply
automatically check that the names are different and assume that they
aren't the same menu.
2020-04-17 15:41:48 -04:00
Misa
58b9941d73 Add vector of MenuStackFrame menustack to Game
We need a stack to put our stack frames inside.
2020-04-17 15:41:48 -04:00
Misa
13d2d6b623 Add struct MenuStackFrame
This will be pushed onto a stack when going to a different menu so the
game can dynamically keep track of which menu option got you to which
menu.
2020-04-17 15:41:48 -04:00
Misa
503b3f1692 Move temp int off of Game
This temp variable isn't used anywhere else, and even if it was it's set
to something every time it's used, so there's no risk of this commit
breaking any backwards compatibility.
2020-04-17 15:41:48 -04:00
Misa
56a168eed6 Remove ABCDEFG comment
I assume it was so a dev could mark the spot where they needed to put in
the analogue toggle, and they found a unique yet easy to remember
sequence of characters to Ctrl+F as a marker.
2020-04-17 15:41:48 -04:00
Misa
7b233a0e69 Rename Menu::setslowdown2 to Menu::setslowdown
Now that setslowdown1 has been removed it's no longer necessary to have
a 2 on the end of setslowdown2.
2020-04-17 15:41:48 -04:00
Misa
1c2cee48a7 Remove unused menu setslowdown1
Looks like it was a remnant from the Flash days, and the "delete your
saves if you want to use slowdown" was a bit too mean so it stopped
being a thing in the C++ version.
2020-04-17 15:41:48 -04:00
Misa
9e99246e02 Turn game.currentmenuname "else-if"s into case-switches
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".
2020-04-17 15:41:48 -04:00
Misa
ceb8d3f3d8 Remove unused variable Game::menuselection
I presume it was meant to have the text of the currently-selected menu
option inside it, before the code switched over to using the indice of
the currently-selected menu instead? Would've been more error-prone to
use the text name directly.
2020-04-17 15:41:48 -04:00
Misa
e8a07f9c3d Convert menu names to be an enum instead of being stringly-typed
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.
2020-04-17 15:41:48 -04:00
Misa
83ca75a831 Change "else if"-chain in editormenuactionpress to case-switch
It makes it better so you don't have to deal with that dangling first
"if" that doesn't have an 'else'.
2020-04-17 15:41:48 -04:00
Misa
78169cdc1c Move editor menu option rendering to separate function
Just like before, it makes editorrender() easier to read and reduces the
indentation level of the option rendering by one level.
2020-04-17 15:41:48 -04:00
Misa
0b5d7b1fef Move editor menu ACTION press handling to separate function
This removes a whopping four indentation levels from the ACTION
handling, and makes editorinput() easier to read.
2020-04-17 15:41:48 -04:00
Misa
d6d9b505a2 Capitalize "No Death Mode" in "not available" message
It's fully capitalized everywhere else, so why not here?
2020-04-17 15:41:48 -04:00
Misa
256ead4799 Bump version number in bottom-right to 2.3
I think it's about time that this number be updated, yeah? This isn't to
say that 2.3 is finished or almost finished or anything, this is just to
clearly differentiate that this isn't 2.2.
2020-04-17 15:41:48 -04:00
Misa
cbd7ef94ba Gray out play modes if disabled due to enabled accessibility options
If you have invincibility mode or slowdown enabled, the game will not
let you select the Secret Lab, Time Trials, or No Death Mode. To make
this clearer, this commit grays out said options if they are disabled
for that reason.
2020-04-17 15:41:48 -04:00
Misa
38d749f536 Prevent selecting Secret Lab if game isn't at full speed
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.
2020-04-17 15:41:48 -04:00
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