No Death Mode is intended to be unlocked by getting at least S-rank in
at least 4 time trials. Before 2.3, completing a time trial put you at
the main menu, so you would always be notified of having unlocked No
Death Mode once you went to the play menu again. But since 2.3,
completing a time trial puts you back at the Time Trial selection
screen, which isn't the play menu, so you would need to back all the way
out first in order to get the notification. And since you don't actually
unlock No Death Mode until you see the notification, this would be
required to be able to play No Death Mode.
To fix this, I decided to do something a bit kludge-y and just re-use
the code to check and unlock No Death Mode when the player presses
ACTION on the Time Trial complete screen (and there's also another path
by pressing Escape). At least I put it in a function, so it's not a pure
copy-paste, although it might as well be. I don't have time to think of
a proper solution, but it would probably involve disentangling unlock
notifications from Menu::play, for starters. But that's for later.
This fixes a bug where pressing Escape in the following menus would not
play Presenting VVVVVV (the title screen music) and would instead leave
you with silence: Game Complete, Time Trial complete, Game Over, and No
Death Mode complete.
Originally, I was thinking of adding a notification text that you took a
screenshot, but this is better because it is language-agnostic and it
doesn't contribute to potential UI clutter/clashing.
It flashes yellow if the screenshot successfully saved, and red if it
didn't.
If you load in to gameplay with invincibility mode, glitchrunner mode,
Flip Mode, or slowdown enabled, then there will be text displayed on
screen for a few seconds that says so.
This is to serve as a useful reminder. A common pitfall with using
invincibility is forgetting to turn it off when you don't want it
anymore. What usually happens is that players forget that they have it
on until they encounter a hazard. Now, they can realize it as soon as
they load in.
See #1091.
I forgot to add the PR_RTL_XFLIP flag to these menu options, so they
were always left-aligned, no matter what.
What actually took me a bit to figure out was how to make the level
completion stars work regardless of the contents of the title - the
stars should always be to the left of the title in an LTR language, and
always to the right of the title in an RTL language. Level titles can
contain bidi characters regardless of the level's rtl flag being set,
so I just let bidi handle all the level menu options, with some control
characters to make sure everything always appears in the correct order.
Okay, the "Font:" thing needed some local code after all, because both
the interface font as well as the level font are used there. But it's
good enough - all the other places can just use the flag.
Notably, I also used this for the menus, since the existing ones are
kinda LTR-oriented, and it's something that we don't *really* have to
do, but I think it shows we care!
Again, the RTL property controls whether textboxes will be
right-aligned, and that kind of stuff. It can't be font-bound, since
Space Station supports Hebrew characters and we want to be able to
support, say, a Hebrew translation or Hebrew levels in the future
without having to make a dedicated (or duplicated) font for it.
Therefore it's a property of both the language pack as well as custom
levels - like custom levels already had a <font> tag, they now also
have an <rtl> tag that sets this property.
Right now, we'll have to hardcode it so the menu option for the Arabic
font sets the <rtl> property to 1, and all the other options set it to
0. But it's future-proof in that we can later decide to split the
option for Space Station into an LTR option and an RTL option (so both
"english/..." and "עברית" would select Space Station, but one sets the
RTL property to 0 and the other sets it to 1).
This lets you hold down F to fast-forward the game if you have the level
debugger interface open (with Y) and the game isn't paused.
This is most useful for quickly skipping through cutscenes to test
something.
Or well, lock yourself out if you don't have (easy) access to a
keyboard, like on Steam Deck.
In 2.3, this problem used to be much worse, since you could bind any
button to "menu" - which is actually also "return" in menus - and that
button could then no longer be bound to any other action, because
exiting the bindings menu had priority over assigning a different
binding. The result would be that people could have all their buttons
bound to "escape" with no way of undoing it or using their controllers
at all other than manually going into their config file to change it.
In 2.4, the most important bugs in the bindings menu are fixed, but
it's still possible to remove all your bindings from the "flip"
(confirm) action, meaning you can't navigate the menus anymore with a
controller to fix your bindings or even do anything.
There is one interesting part to all this: if an action has no buttons
bound to it at all when the game is started, then that action is
populated with the default button for that action. This is done for
each action separately, without accounting for the case where the
default button was already bound to another action which was not empty.
(This is something that the binding menu does try to prevent).
Therefore, having no buttons bound to "flip" while having A and B bound
to "menu", would result in A being bound to "flip" and A and B bound to
"menu".
That would still make you unable to enter the gamepad menu, since both
"confirm" and "return" are pressed in a row.
This commit fixes the specific situation where flip/confirm buttons are
also bound to menu/return, by removing all buttons that are in the flip
button list from the menu list. This means that, on Steam Deck, you can
still go to your bindings menu.
Textboxes created with graphics.createtextboxflipme() use PR_FONT_LEVEL
by default, but can be overridden with graphics.textboxprintflags() to,
for example, set PR_FONT_INTERFACE. This happens for the textboxes on
the Game Complete screen, which use interface text. The textboxes are
centered by setting the X position to -1 though, which means they're
solely centered based on the width of the first line, in the level
font (because the font hasn't been changed to the interface font yet).
Normally, this isn't a problem, because in the main game (where the
Game Complete screen usually appears), the level font is always equal
to the interface font. However, in custom levels you can still get it
(by calling gamestate 3500) and in that case some of the text may be
misaligned. This change fixes that by adding graphics.textboxcenterx()
to these textboxes.
As far as I can tell, these are the only textboxes that are centered
by just x=-1 despite changing the font afterwards.
At first my CJK changes also misaligned this sprite, and my solution
that time was to position the textbox higher depending on the height
of the textbox, so it would be centered around the crewmate sprite
(which stayed at a hardcoded place onscreen). Recently, #987 changed
these sprites to be relative to the position of the textbox instead of
relative to the screen, which is much more logical, but it stopped
centering these sprites again. But it's an easy fix: simply account for
the extra-added height when adding the sprite in.
The level debugger is toggleable in playtesting mode by pressing Y.
You can toggle whether or not the game is paused inside of the debugger
by pressing TAB. The debugger screen allows you to see entity and block
properties, and allows you to move them around.
The hardest room used to be stored as a room name in whatever language
it was in when you last died enough times to break the record (before
localization, that was always English). Even after localization became
a thing we could get away with this since we only had a single font,
but now we might have actual question marks appearing when the new font
doesn't support characters from the old language.
Therefore, this commit adds more info about the hardest room to save
files - everything that is needed to know in order to do the
translation at display time. These are hardestroom_x and hardestroom_y
for the room coordinates, as well as hardestroom_specialname to mark
special names, in addition to changing the stored room name back to
English. I've also added hardestroom_finalstretch in case we later
decide to drop the English name as a key and rely on just the
coordinates (even though I think that change itself would be more
complicated than any simplification it would accomplish, and I don't
think it's necessary, but better to have it if we do need it later)
As described in #1016, there used to be a bug that inflated
levelstats.vvv in 2.3, which was fixed in 2.4, but there was no way
for inflated files to get smaller yet.
This commit changes the storage of levelstats from a std::vector of
structs to a std::map, so that uniqueness is guaranteed and thus the
stats can be optimized automatically. And it also simplifies *and*
optimizes the code that handles the levelstats - no more big loops that
iterated over every element to find the matching level.
(Farewell to the "life optimisation and all that" comment, too)
I tested this with both my own levelstats.vvv, as well as some inflated
ones (including Balneor's 93 MB one) and saw this code correctly reduce
the filesize and speed up the levels list.
Fixes#1016.
The declarations of `std::vector<std::string> customlevelnames` and
`std::vector<int> customlevelscores` are made quite early in the
function, commented with "Old system", but the place where the old
system is processed is after a big chunk of code that processes the new
system (and indeed never uses these vectors). So for readability,
they're now closer to where they're used.
`levelcomplete` and `gamecomplete` were hardcoded using textbox colors
which were offset by 1. This PR fixes that, no longer requiring
slightly-off colors, and instead adding a new property to textboxes
which tell the game to display either level complete or game complete.
For both `tele` and `quick`, I removed these attributes of class Game:
- std::string *_gametime
- int *_trinkets
- std::string *_currentarea
- bool *_crewstats[numcrew]
All this info can now be gotten from members of Game::last_telesave and
Game::last_telesave. I've also cleaned up the continue menu to not have
all the display code appear twice (once for telesave and once for
quicksave).
RIP "Error! Error!" though lol
This is what got saved to the area part of the <summary> tags, and it
was specifically set upon pressing ACTION to save in the map menu.
Which meant tsave.vvv may not get an accurate area name (notably
"nowhere" if you hadn't quicksaved before in that session) even though
it's not displayed anywhere so it didn't really matter. But this
variable can be removed - there's only one place where <summary> is
written for both quicksaves and telesaves, so that now gets the area
at saving time.
Fun fact: custom level quicksaves also have a <summary> tag, and it's
even less functional than the one in tsave.vvv, because it stores
whatever main-game area name applies to your current coordinates.
So I simply filled in the level's name instead (just like what the
actual save box says).
Game::telesummary and Game::quicksummary stored the summary string for
the save files - which is the <summary> tag that says something like
"Space Station, 10:30:59". The game only ever displays the quicksave
variant of these two, for "Last Save:" on the map menu's SAVE tab.
So the telesave has a <summary> too, but it's never displayed anywhere.
(In fact, the area is often set to "nowhere"...)
However, the summary strings have another function: detect that both
the telesave and quicksave exist. If a summary string for a save is
empty, then that save is considered not to exist.
I'm refactoring the summary string system, by making the new variables
Game::last_telesave and Game::last_quicksave of type struct
Game::Summary. This struct should have all data necessary to display
the summary string at runtime, and thus translate it at runtime (so
we don't store a summary in a certain language and then display it in
the wrong font later - the summary can always be in the current
language). It also has an `exists` member, to replace the need to
check for empty strings.
The <summary> tag is now completely unused, but is still written to
for older versions of the game to read.
(This commit does not add the new string to the language files, since
Terry now added it separately in his own branch)
It used to take a single int: the area number returned by
mapclass::area(roomx, roomy). All uses of currentarea() were called
with an extra area() call as its argument. Additionally, there's a
good reason why currentarea() should have the room coordinates: in one
of the cases that it's called, there's a special case for the ship's
coordinates. This results in the SAVE screen in the map menu being able
to show "The Ship", while the continue screen shows "Dimension VVVVVV"
instead. Therefore, why not put that exception inside currentarea()
instead, and remove a few callsite map.area() wrappers by making
currentarea() take the room x and y coordinates?
It'll start working in the next commit... See the description there.
(This commit does not add the new strings to the language files, since
Terry now added them separately in his own branch)
I really thought I was going to need to block changing the language
in-game altogether, but activity zone prompts are now fixed and the
only obvious problem I can think of right now is having a dialogue
open, so I just disable the language option if a textbox is displayed.
(like how the map menu only has the save option if a script is running)
This commit removes the `NO_EDITOR` and `NO_CUSTOM_LEVELS` defines,
which cleans up the code a lot, and they weren't really needed anyways.
This commit also disables the editor on the Steam Deck, and adds a
program argument to re-enable the editor, `-enable-editor`.
For some reason, the credits button was always specifically removed from
M&P builds. After some discussion with Terry Cavanagh on the VVVVVV
Discord server, we agreed that there was no reason this should be
removed. So, it's getting put back in.
- ERROR/WARNING screen title was overlapping with message
- Crewmate screen names and rescued statuses were overlapping with each
other
- Textboxes on Level Complete screen were overlapping with each other
and the crewmate was not vertically centered in the box
- Some strings were running into each other in flip mode, instead of
being moved out of each other (PR_CJK_HIGH and PR_CJK_LOW worked the
wrong way around because of FLIP macros being applied to Y coords)
- In-game esc menu was "bouncy" with selected menu options because of a
hardcoded 16 pixel offset
- Bindings in the gamepad menu were overlapping with each other
- Some Super Gravitron "Best Time" labels and values were a little too
close
Two changes:
- The labels on the Game Complete! screen for number of trinkets/deaths
/time etc have been moved two pixels to the right, and had their
limits increased by 1 character
- The inaccuate limit for "quit to main menu" has been increased
If you provided any one of -playx, -playy, -playrx, -playry, -playgc, or
-playmusic in command-line arguments for command-line playtesting, then
the game would always try to play music, even if you passed a negative
-playmusic. This wouldn't do anything in that case, unless you had
MMMMMM installed, in which case it would play MMMMMM track 15
(Predestined Fate Final Level) due to the legacy wraparound bug.
To fix this, only play music if the track provided is greater than -1.
Additionally, to prevent it from playing Path Complete by default if you
specify any of the other save position arguments but n ot -playmusic,
it's now initialized to -1 instead of 0.
This fixes a regression where main game teleporter icons (which would be
target icons if flag 12 was on) would be rendered on the minimap after
loading from a custom quicksave.
This is because this was always enabled when loading from a custom
quicksave, but the game didn't start rendering them until PR #898, which
de-duplicated the minimap rendering code.
The best fix here is to just not enable the teleporters when loading
from custom quicksaves.
This adds an anonymous enum for time trial indexes (e.g. the bestrank,
bestlives, etc. arrays and timetriallevel), and replaces all integer
literals with them.
Just like the unlock arrays, these are indexes to an array in XML save
files, so the numbers matter, and therefore should not use strict
typechecking.
This adds an anonymous enum for the unlock and unlocknotify arrays and
unlocknum function, and replaces all integer literals with them.
This is not named and thus cannot be used for strict typechecking
because these are actually indexes into an array in XML save files, so
the numbers themselves matter a lot.
This replaces the swngame int variable with a named enum and enforces
strict typechecking on it.
Strict typechecking is okay here as the swngame variable is not part of
the API surface of the game in any way and is completely internal.
And just to make things clear, I've added a SWN_NONE enum to use for
initialization, because previously it was being initialized to 0, even
though 0 was the Gravitron.
This adds an anonymous enum for sound effects and replaces all calls to
music.playef that use integer literals.
This is not a named enum (that can be used for strict typechecking)
because sound effect IDs are essentially part of the API of the game -
many custom levels use these numbers. This is just to make the source
code more readable without needing a comment to denote what number is
what sound.
This adds an anonymous enum for music tracks and replaces all calls to
music.play and music.niceplay that use integer literals. Additionally,
this is also done for integer literals for cl.levmusic (except 0) and
music.currentsong where appropriate, but _not_ the music areamap because
that would not make it look very aesthetically pleasing in the code.
This is not a named enum (that can be used for strict typechecking)
because music track IDs are essentially part of the API of the game -
almost every custom level uses these numbers. This is just to make the
source code more readable without needing a comment to denote what
number is what track.
This adds a "- Press {button} to skip -" prompt to both the credits and
ending picture sequences.
It was always possible to skip them by pressing Enter, but not many
people knew this. In fact, even I didn't know this until I saw Elomavi
do it a year or so ago. So it's not really intuitive that this is
possible.
The prompt only shows up if you've completed the game before, and
disappears after two seconds similar to the "[Press {button} to return
to editor]" text.
Unfortunately, given how the game works, game completion is detected
based on if you have unlocked Flip Mode or not. At this point, the
unlock for the game being completed (unlock 5) will already be set to
true no matter what during the Plenary fanfare, but the Flip Mode unlock
(unlock 18) won't be until the player hits "play" on the main menu. As a
special case, the prompt will always show up in M&P (because Flip Mode
is always unlocked in M&P).
This prevents deleting telesaves and quicksaves in special modes and
custom levels.
Otherwise, rolling credits in a custom level would still delete the main
game quicksave.
This fixes a long-standing bug where it's possible to play music during
the Game Over screen in No Death Mode. All you have to do is die while
music is fading out from one area to the next.
The easiest way to do this is in the entrance to Space Station 2, since
there's a music change to Passion for Exploring in Outer Hull (you will
need to go into the zone far enough to activate Pushing Onwards first),
which also contains spikes to die on.
Basically, it's a simple oversight because the nicefade system relies on
music fading out to start playing the next track, but in this case, No
Death Mode fades the music out without accounting for that. It's best to
just disable nicefade entirely when dying in No Death Mode.
Thanks to KSS for reporting this bug.
This calls Game::savestatsandsettings() after unlocking Master of the
Universe (the achievement for completing No Death Mode), instead of
before.
This is not a big deal since Game::savestatsandsettings() is called
anyway whenever the game is gracefully closed since 2.3, but it helps to
make sure people won't lose their achievement data.
2.3 already made it so that if you ran the `rollcredits` command during
in-editor playtesting, you wouldn't be returned to the title screen
while losing unsaved level changes. But there are plenty of other ways
to go back to the title screen from in-editor playtesting too. Namely,
gamestate 1015 (the gamestate after completing a level) and 82 (time
trial complete).
So just add the appropriate checks to those gamestates, and add a
catch-all check in Game::quittomenu(). Additionally,
Game::updatecustomlevelstats() should not update custom level stats
during in-editor playtesting (otherwise it would still happen even if
the game didn't bring you back to the title screen).
Editor notes will also be shown if the game prevents you from going to
the title screen.
Also, just to make things clear, I also added a level note for when the
level is completed during in-editor playtesting. This is just to make it
clear in cases where it might not be obvious that the game returned you
to the editor for this reason. E.g. you have a terminal that calls
gamestate(1013) in a level with 0 custom crewmates, but when you
activate it, it looks like the terminal didn't work for some reason and
just brought you back to the editor. But that's just only because you
literally just completed the level.
This fixes a bug where the wrong music can play on the title screen, as
reported by AllyTally on Discord.
The bug can be triggered by triggering a room transition right as
game.quittomenu() is called (which is easiest to achieve by placing the
player on an oscillating/"out of bounds" room border in a custom level
so they go back and forth between two rooms every frame, and triggering
gamestate 1013, which starts a fadeout to menu if all custom crewmates
are rescued).
When this happens, game.quittomenu() calls script.hardreset(), but the
rest of the frame still executes, even though we set game.gamestate to
TITLEMODE too (because game.quittomenu() was called by
game.updatestate() which was called by gamelogic(), and game.gamestate
is only checked at the start of the frame). This ends up triggering a
room transition, and since map.custommode is guaranteed to now be off
(because of script.hardreset()), the main game music area code kicks in,
and plays something that isn't Presenting VVVVVV.
The bug here is that we're resetting too early when we still have the
rest of an in-game frame to execute. So, instead, we should only reset
at the end of the frame, and this can be achieved with a defer callback.