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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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().
This removes map.numshinytrinkets in favor of using
map.shinytrinkets.size(). Having automatic length tracking is much less
error-prone and less tedious.
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.
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.
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.
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.
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.
Whenever you collect a trinket, game.stat_trinkets gets updated (if
applicable) to signify the greatest amount of trinkets you have ever
collected in the game. However, custom levels shouldn't be able to
affect this, as their trinkets are not the same trinkets as the main
game.
It turns out that when the game warps moving platforms, it won't remove
the block from the position before they warped. Eventually, these blocks
will pile up and will never be removed, causing a memory leak.
I noticed that the code for going to the adjacent room when offscreen
and for warping instead if the room is warping was a bit
copy-and-pasted. To clean up the code a bit, there's now 5 separate
checks in gamelogic():
if (map.warpx)
if (map.warpy)
if (map.warpy && !map.warpx)
if (!map.warpy)
if (!map.warpx)
I made sure to preserve the previous weird horizontal warping behavior
that happens with vertical warping (thus the middle one), and to
preserve the frame ordering just in case there's something dependent on
the frame ordering.
The frame ordering is that first it will warp you horizontally, if
applicable, then it will warp you vertically, if applicable. Then if you
have vertical warping only, that weird horizontal warp. Then it will
screen transition you vertically, if applicable. Then it will screen
transition you horizontally, if applicable.
To explain the weird horizontal warp with the vertical warp: apparently
if an entity is far offscreen enough, and if that entity is not the
player, it will be warped horizontally during a vertical warp. The
points at which it will warp is 30 pixels farther out than normal
horizontal warping.
I think someone ran into this before, but my memory is fuzzy. The best I
can recall is that they were probably createentity()ing a high-speed
horizontally-moving enemy in a vertically warping room, only to discover
that said enemy kept warping horizontally.
As a result of the previous commit, textboxclass::clear() is now unused.
textboxclass::firstcreate() was already useless. So remove both those
functions and initialize the values in the textboxclass constructor.
This removes the variables graphics.ntextbox, as well as removing
'active' from each text box object. Thus, all text boxes are really
real, and you don't have to check its 'active' variable.
Something that's slightly annoying is that in order to make the vector
of text boxes be properly used, the text box cannot remove itself.
Because the text box does not know it's in a vector. So move the removal
of the text box to drawgui() instead.
Just like earlier, these are of the form
if (cond1) { if (cond2) { if (cond3) { thing; } } }
and are really annoying to read.
Also this removes the remnants of the 'active' system that have been
replaced with 'if (true)' conditionals in order to not add noise to the
diff.
Previously, it was used in order to clear a block and deactivate it, and
the constructor function simply called clear() in order to not duplicate
code. However, clear() is no longer necessary (just remove the block
from the blocks vector), and so we can put initialization right back in
the constructor function.
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.nblocks, as well as removing the 'active'
attribute from the block object. Now every block is guaranteed to be
real without having to check the 'active' variable.
Removing a block while iterating now uses the removeblock_iter() macro.
Previously there was an entclass::clear(), and initialization of an
entclass was done by calling clear() in order to not duplicate code. But
now there's no need for an entclass::clear(), and it is in fact unused
(just call entityclass::removeentity() instead), so I'm removing this
function.
I guess these were here earlier when there were 'active' conditionals,
but then I removed those, so now they look weird next to the 'i != j'
conditionals, so I'm removing them.
These would be of the form
if (cond1) { if (cond2) { if (cond3) { thing; } } }
which is really annoying to read and could've been written as
if (cond1 && cond2 && cond3) { thing; }
so that's what I'm fixing here.
There will be another commit later that fixes this but in places related
to blocks.
Not sure why this function is here. It makes sense if you know that the
game will only do certain moving platform things if you already have a
moving platform in the room, however apparently this function has
absolutely nothing to do with it.
This function's sole purpose was to make sure obj.nentity was in sync,
and that obj.nentity-1 pointed to the last 'active' entity in
obj.entities. But now that obj.nentity is removed and we use
obj.entities.size() instead, it is no longer necessary.
In the previous commit, if an if-statement consisted solely of checking
the active attribute of an entity, I temporarily changed it to 'true'
and put a comment to remove it later, because it would add too much
noise to unindent everything in the same commit.
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.
Also when we switch everything to not use 'active', we'll need this
macro to remove entities while iterating forwards through the vector one
at a time.
Ok, once we switch everything over to not use the 'active' system, it's
easier to read removeentity(t) than it is to read
entities.erase(entities.begin() + t).
This moves the setenemyroom() function onto the entity object itself, so
I can more easily change all 'entities[k].' to 'entity.' in
entityclass::createentity() later.
Additionally, I've had to move the rn() macro from Entity.h to Ent.h, or
else entclass::setenemyroom() won't know what it is.
This moves the setenemy() function onto the entity object itself,
instead of having to give the indice of the entity in obj.entities. This
makes the code more object-oriented so later I can simply change all
'entities[k]' to 'entity.' in entityclass::createentity().
It is an exact duplicate of musicclass::haltdasmusik(), so use that
function instead and update callers. Looks like
musicclass::haltdasmusik() came first, anyway (musicclass::stopmusic()
was only used in editor.cpp).
Looks like musicfade is an unused variable, anyway. I might remove it,
but I have some plans in the future that involve repairing what it was
intended for, so I'll hold off on removing it (and some other unused
variables in Music.cpp) for now.
As discussed earlier, some custom levels have taken advantage of the
fact that songs 0 and 7 loop and also fade in when using PPPPPP while
having an mmmmmm.vvv file present.
The problem is that it would index out-of-bounds if you did this, but
this UB hasn't caused an exception until my change to refactor
script-related vectors by removing their separate length-trackers.
Most of the code was already commented out, and those comments were
removed in earlier commits, but this removes all recording variables
from Game and simplifies the game-gamestate handling in main.cpp a
little bit.
Just a miscellaneous code cleanup.
There's no glitches that take advantage of the previous situation,
namely that 'temp' was a global variable in Logic.cpp and editor.cpp.
Even if there were, it seems like it would easily lead to some undefined
behavior. So it's good to clean this up.
This is the "Behavioral logic", "Basic Physics", and "Collisions with
walls" trio.
They were originally aligned but then I removed global args, thus
misaligning them. So now I'm re-aligning them back again.
Surprisingly not that many. It looks like at one point in development,
damage blocks were created for every single spike in the Tower, before
it was too laggy so they switched to directly checking collision with
the tile instead.
This removes a bunch of commented-out code that was clearly kept from
the Flash version, even though the Flash graphics API is much different
than SDL's. Also removes a bunch of TODOs that either say nothing, or
say something whose meaning has been totally lost to time due to being
completely vague, or something that's already been done and someone
forgot to remove the TODO.
Most of this is telecookie/quickcookie stuff, which was used in the
Flash version, but there's no longer any such thing as a save cookie.
Also one TODO that says to make a function that's now been made.
Unlike, say, the scriptclass i/j/k stuff, these tempstrings are only
purely visual, and there's no known glitches to manipulate them anyway.
Thus I think it's safe to make this cleanup.
It looks like this may have been used earlier in development, judging
from the name, obviously, but right now it seems like it's used as an
error message if a main game level is asked for an invalid room (well,
only two of them - the Lab and Warp Zone). It should probably be
formalized into an error system, if we want to keep teststring, and also
people would never see it anyway because I don't think there's a
reliable and consistent way to trigger loading a non-existent room.
I have seen someone manage to load a non-existent Warp Zone room only
one time, but even then this teststring didn't pop up. So this
teststring doesn't even trigger in the right circumstances.
Also, when it does pop up, as far as I can tell it will stay onscreen,
which is kinda annoying. So I'm just removing this ancient relic from
the code.