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249 commits

Author SHA1 Message Date
Misa
892e7c93fc Fix background not changing when pressing Esc on main menu
Followup to #664: Pressing "quit game" instead of using Esc changes the
background, but pressing Esc doesn't. Whoops.
2021-03-25 23:32:59 -04:00
Misa
100d986431 Remove mainmenu from Game
Since mainmenu is only ever used in Input.cpp, I might as well make it
clearer by moving it into a static global variable in Input.cpp. (The
same applies to fadetolab/fadetomenu, but I didn't think much about
those at the time... that'll be a refactor for later.)
2021-03-25 23:32:39 -04:00
Misa
be10487c5c Set fademode to temp 0 when going to in-game options
While I've decoupled fademode from gamemode starting, being faded out on
the title screen results in a black screen and you being unable to make
any input. So we'll need to store the current fademode in a temporary
variable when going to in-game options, then put it back when we return
to the pause menu. Yes, you can turn on glitchrunner mode during the
in-game options, and then immediately return to the pause menu to
instantly go back to the title screen; this is intended.

Due to frame ordering, putting the fademode back needs to be deferred to
the end of the frame to prevent a 1-frame flicker.

It's actually sufficient enough to do this temporary fademode storage to
fix the whole thing, but I also decided to decouple fademode and
gamemode starting just to be sure.
2021-03-25 23:32:39 -04:00
Misa
82dfa0b86c Decouple fademode from starting gamemode
Assuming glitchrunner mode is off, if you open the pause menu while
fully faded-out and then go to Graphic Options or Game Options, then the
'mode' that you selected previously will kick in again and you'll be
suddenly warped back.

So if you previously started a new game in the main game (mode 0, also
the selected mode if you do this from command-line playtesting), and
then open the pause menu and go to in-game options, then you'll suddenly
go back to starting a new game again. If you had started a custom level,
doing this will warp you back to the start of the level again.

The problem is simple - when the title screen is fully faded out, it
calls startgamemode(). So the solution is simple as well - just decouple
the fademode from calling startgamemode(), and use a different variable
to know when to actually call startgamemode().
2021-03-25 23:32:39 -04:00
Misa
cd0c9ccb31 De-duplicate setting mainmenu and fademode
This makes my work easier later.
2021-03-25 23:32:39 -04:00
Misa
c5e999c1d5 Refactor explored rooms to use setters and getters
This makes it easier to add bounds checks to all accesses of
map.explored. Also, all manually-written existing bounds checks have
been removed, because they're going to go into the new getters and
setters.

The getter is mapclass::isexplored() and the setter is
mapclass::setexplored().
2021-03-24 15:55:34 -04:00
Misa
951679b1f8 Fix 1-frame background glitch when returning from in-game options
The background would change for 1 frame before sending you back to the
pause menu or editor settings. The map.nexttowercolour() call needs to
be deferred until the end of the frame.
2021-03-21 02:55:42 -04:00
Misa
3da0e31215 Remove game.shouldreturntoeditor in favor of using defer callback
game.shouldreturntoeditor was added to fix a frame ordering issue that
was causing a bug where if you started playtesting in a room with a
horizontal/vertical warp background, and exited playtesting in a
different room that also had a horizontal/vertical warp background and
which was different, then the background of the room you exited in would
slowly scroll offscreen, when you re-entered the editor, instead of the
background consisting entirely of the actual background of the room.

Namely, the issue was that the game would render one more frame of
GAMEMODE after graphics.backgrounddrawn got set to false, and re-set it
to true, thus negating the background redraw, so the editor background
would be incorrect.

With defer callbacks, we can now just use a couple lines of code,
instead of having to add an extra kludge variable and putting handling
for it all over the code.
2021-03-21 02:55:42 -04:00
Misa
af70076088 Remove now-unneeded deltaframe fix when going to in-game settings
Previously, before the game loop order got fixed, going to the in-game
settings would switch over to the new render function too early, causing
a deltaframe glitch that had to be fixed. But now, the render function
only gets switched when the current gamestate's function list gets
finished executing, so the game won't suddenly switch to titlerender()
in the middle of the ACTION press to the in-game settings screen.

As a consequence, titleupdatetextcol() no longer needs to be exported to
Input.cpp.
2021-03-21 02:55:42 -04:00
Misa
2c8d338e47 Add graphic options and game options to editor settings
This is a small quality-of-life tweak that makes it so if you're in the
middle of editing a level, you don't have to save the level, exit to the
menu, change whatever setting you wanted, re-enter the editor, and type
in the level name, just to change one setting. This is the same as
adding Graphic Options and Game Options to the in-game pause menu,
except for the editor, too.

To do this, I'm reusing Game::returntopausemenu() (because all of its
callers are the same callers for returning to editor settings) and
renamed it to returntoingame(), then added a variable named
ingame_editormode to Game. When we're in the options menus but still in
the editor, BOTH ingame_titlemode and ingame_editormode will be true.
2021-03-18 23:01:00 -04:00
Misa
fc8c7d034d Add being able to press Esc to return to previous menu
This is a small quality-of-life thing that makes it so you don't have to
move your menu selection all the way over to the "return" button in
order to return to the previous menu. You can just press Escape instead
to return to the previous menu. The previous behavior of pressing Escape
was to bring up the 'confirm quit' menu, or if you were in an options
menu in-game, return to the pause menu.

If you're on the main menu (and thus don't have any previous menu) and
press Escape, the game will instead bring up the 'confirm quit' menu.
For consistency, the "quit game" option on the main menu will also bring
up the 'confirm quit' menu as well, instead of immediately closing the
game.

Pressing the controller button mapped to Escape will also work as well.

The only menus that don't have return buttons are the 'countdown' menus
- so the game will not let you press Escape if there's a menu countdown
happening.

Now that pressing Escape in the 'continue' menu will just bring you back
to the 'play' menu, there's no need to specifically put
map.nexttowercolour() first when canceling the 'confirm quit' menu.
2021-03-18 20:38:23 -04:00
Misa
36e91a9bb1 Fix MMMMMM and Flip Mode options ignoring save failure
In #553, when Dav999 added error messages to settings menus if the game
was unable to successfully save the changed settings, he seemed to have
forgotten the PPPPPP/MMMMMM toggle option.

However, I can fully blame him for only that miss. The Flip Mode options
were using game.savemystats (which was removed in #591), so if he
searched for all instances of game.savestats()
(game.savestatsandsettings() was only added in #557), he would've missed
the game.savemystats.

Later, when I did #591, I didn't realize that I should've replaced the
ones in the Flip Mode options with game.savestatsandsettings_menu(), so
part of the blame does fall on me.

Anyways, this is fixed now.
2021-03-06 22:10:22 -05:00
Misa
be379733b6 De-duplicate toggling flip mode in Input.cpp
Flip Mode toggling is now no longer copy-pasted.
2021-03-06 17:55:01 -05:00
Misa
8169a26f46 Fix glitchy behavior switching soundtracks on silence
If there was absolutely no music playing, and you went to the in-game
options to switch between MMMMMM and PPPPPP, the behavior would be a bit
glitchy.

If you started with PPPPPP, switching once to MMMMMM wouldn't play
anything, but then switching back to PPPPPP would play MMMMMM track 15.
Then switching back to MMMMMM wouldn't do anything, but then switching
back to PPPPPP again would play PPPPPP track 15 - and from there, the
behavior is stable.

If you started with MMMMMM, switching once to PPPPPP would play MMMMMM
track 15. Then switching back to MMMMMM wouldn't do anything, but then
switching back to PPPPPP would play PPPPPP track 15 - and as above, the
behavior is stable after that.

Anyways, the point is, -1 shouldn't be passed to musicclass::play()
unless you want glitchy things. And I'm not patching -1 out of
musicclass::play() itself, because passing negative numbers results in a
useful glitch (that's existed since 2.2) where you can play MMMMMM
tracks while having PPPPPP selected, effectively doubling the amount of
usable music tracks within a custom level; it also seems like the game
does -1 checks elsewhere, so I'm just being consistent with the rest of
the game (although, yes, I am technically single-case patching this).
2021-03-06 17:54:06 -05:00
Misa
255a6108c8 Fix up/down being reversed in in-game menu in Flip Mode
This bug is technically NOT a regression - the code responsible for it
has been around since the source release.

However, it hasn't been a problem until Graphic Options and Game Options
were added to the pause screen. Since then, if you opened the pause menu
in Flip Mode, pressing up would move to the menu option below, and
pressing down would move to the menu option above. Notably, left and
right still remain the same.

This is because the map screen input code assumes that the menu options
will be flipped around - however, this has never been the case. What
happens instead is that the menu options get flipped around time when in
Flip Mode - flipping what's already flipped - so it ends up the same
again.

(Incidentally enough, the up/down reversing code is present on the title
screen, and is correct - if you happen to set graphics.flipmode to true
on the title screen, the title screen doesn't negate the flipped menu
options, so pressing up SHOULD be treated like pressing down, and vice
versa. However, in 2.3, it's not really possible to set
graphics.flipmode to true on the title screen without using GDB or
modifying the game. In 2.2 and previous, you can just complete the game
in Flip Mode, and the variable won't be reset; 2.3 cleaned up all exit
paths to the menu to make sure everything got reset.)

This isn't a problem when there's only two options, but since 2.3 adds
two more options to the pause screen, it's pretty noticeable.

Anyway, this is fixed by simply removing the branch of the
graphics.flipmode if-else in mapinput(). The 'else' branch is now the
code that gets executed unconditionally. Don't get confused by the diff;
I decided to unindent in the same commit because it's not that many
lines of code.
2021-03-05 20:59:03 -08:00
Misa
84928f8210 Fix regression being able to activate activity zones during cutscenes
Since you're now allowed to bring up the map screen during cutscenes,
you've also been able to activate activity zones and teleporter prompts
during cutscenes. This only really affects custom levels; nowhere in the
main game can you overlap with an activity zone while in a cutscene.

To fix this, I've just added a script.running check to Enter keybind
processing.
2021-03-05 13:28:57 -05:00
Misa
4896f475ca Fix returning from game pad options not updating tower color
I was looking through all calls to game.returnmenu(), and I noticed that
the return option in the game pad screen didn't have a
map.nexttowercolour(). I tested it and, yep, returning from there
doesn't update the background color.

So that should be fixed now.
2021-03-05 10:03:35 -05:00
Misa
98bfd43887 Remove music.niceplay() when returning from credits6
I'm... not sure why this was here? It's absolutely not needed.

I'm guessing maybe at one point during development, there might have
been wanted a special song to be played during the credits, or no song
at all (although the function being niceplay() instead of play() seems
to support the first possibility) - but there's no need for this to be
here.
2021-03-05 10:03:35 -05:00
Misa
37947814aa Remove unnecessary currentmenuoption reassignments
Now that recreating the same menu keeps currentmenuoption, we can remove
all these superfluous assignments. This means repeating ourselves less;
in case the option numbers change in the future, we won't have to
remember to update these reassignments, too.
2021-03-05 10:03:35 -05:00
Misa
38d5664601 Change all surface-clearing FillRect()s to use ClearSurface()
ClearSurface() is less verbose than doing it the old way, and also
conveys intent clearer. Plus, some of these FillRect()s had hardcoded
width and height values, whereas ClearSurface() doesn't - meaning this
change also has better future-proofing, in case the widths and heights
of the surfaces involved change in the future.
2021-02-25 19:38:25 -05:00
Misa
6a3a1fe147
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.

This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.

I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 17:23:59 -05:00
Misa
3927bb9713 Fix entity and block indices after destroying them
This patch restores some 2.2 behavior, fixing a regression caused by the
refactor of properly using std::vectors.

In 2.2, the game allocated 200 items in obj.entities, but used a system
where each entity had an `active` attribute to signify if the entity
actually existed or not. When dealing with entities, you would have to
check this `active` flag, or else you'd be dealing with an entity that
didn't actually exist. (By the way, what I'm saying applies to blocks
and obj.blocks as well, except for some small differing details like the
game allocating 500 block slots versus obj.entities's 200.)

As a consequence, the game had to use a separate tracking variable,
obj.nentity, because obj.entities.size() would just report 200, instead
of the actual amount of entities. Needless to say, having to check for
`active` and use `obj.nentity` is a bit error-prone, and it's messier
than simply using the std::vector the way it was intended. Also, this
resulted in a hard limit of 200 entities, which custom level makers ran
into surprisingly quite often.

2.3 comes along, and removes the whole system. Now, std::vectors are
properly being used, and obj.entities.size() reports the actual number
of entities in the vector; you no longer have to check for `active` when
dealing with entities of any sort.

But there was one previous behavior of 2.2 that this system kind of
forgets about - namely, the ability to have holes in between entities.
You see, when an entity got disabled in 2.2 (which just meant turning
its `active` off), the indices of all other entities stayed the same;
the indice of the entity that got disabled stays there as a hole in the
array. But when an entity gets removed in 2.3 (previous to this patch),
the indices of every entity afterwards in the array get shifted down by
one. std::vector isn't really meant to be able to contain holes.

Do the indices of entities and blocks matter? Yes; they determine the
order in which entities and blocks get evaluated (the highest indice
gets evaluated first), and I had to fix some block evaluation order
stuff in previous PRs.

And in the case of entities, they matter hugely when using the
recently-discovered Arbitrary Entity Manipulation glitch (where crewmate
script commands are used on arbitrary entities by setting the `i`
attribute of `scriptclass` and passing invalid crewmate identifiers to
the commands). If you use Arbitrary Entity Manipulation after destroying
some entities, there is a chance that your script won't work between 2.2
and 2.3.

The indices also still determine the rendering order of entities
(highest indice gets drawn first, which means lowest indice gets drawn
in front of other entities). As an example: let's say we have the player
at 0, a gravity line at 1, and a checkpoint at 2; then we destroy the
gravity line and create a crewmate (let's do Violet).

If we're able to have holes, then after removing the gravity line, none
of the other indices shift. Then Violet will be created at indice 1, and
will be drawn in front of the checkpoint.

But if we can't have holes, then removing the gravity line results in
the indice of the checkpoint shifting down to indice 1. Then Violet is
created at indice 2, and gets drawn behind the checkpoint! This is a
clear illustration of changing the behavior that existed in 2.2.

However, I also don't want to go back to the `active` system of having
to check an attribute before operating on an entity. So... what do we
do to restore the holes?

Well, we don't need to have an `active` attribute, or modify any
existing code that operates on entities. Instead, we can just set the
attributes of the entities so that they naturally get ignored by
everything that comes into contact with it. For entities, we set their
invis to true, and their size, type, and rule to -1 (the game never uses
a size, type, or rule of -1 anywhere); for blocks, we set their type to
-1, and their width and height to 0.

obj.entities.size() will no longer necessarily equal the amount of
entities in the room; rather, it will be the amount of entity SLOTS that
have been allocated. But nothing that uses obj.entities.size() needs to
actually know the amount of entities; it's mostly used for iterating
over every entity in the vector.

Excess entity slots get cleaned up upon every call of
mapclass::gotoroom(), which will now deallocate entity slots starting
from the end until it hits a player, at which point it will switch to
disabling entity slots instead of removing them entirely.

The entclass::clear() and blockclass::clear() functions have been
restored because we need to call their initialization functions when
reusing a block/entity slot; it's possible to create an entity with an
invalid type number (it creates a glitchy Viridian), and without calling
the initialization function again, it would simply not create anything.

After this patch is applied, entity and block indices will be restored
to how they behaved in 2.2.
2021-02-16 19:31:23 -05:00
Misa
ee0ba8a723 Clean up all exit paths to the menu to use common code
There are multiple different exit paths to the main menu. In 2.2, they
all had a bunch of copy-pasted code. In 2.3 currently, most of them use
game.quittomenu(), but there are some stragglers that still use
hand-copied code.

This is a bit of a problem, because all exit paths should consistently
have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level
custom assets. Furthermore, most (but not all) of the paths call
script.hardreset() too, and some of the stragglers don't. So there could
be something persisting through to the title screen (like a really long
flash/shake timer) that could only persist if exiting to the title
screen through those paths.

But, actually, it seems like there's a good reason for some of those to
not call script.hardreset() - namely, dying or completing No Death Mode
and completing a Time Trial presents some information onscreen that
would get reset by script.hardreset(), so I'll fix that in a later
commit.

So what I've done for this commit is found every exit path that didn't
already use game.quittomenu(), and made them use game.quittomenu(). As
well, some of them had special handling that existed on top of them
already having a corresponding entry in game.quittomenu() (but the path
would take the special handling because it never did game.quittomenu()),
so I removed that special handling as well (e.g. exiting from a custom
level used returntomenu(Menu::levellist) when quittomenu() already had
that same returntomenu()).

The menu that exiting from the level editor returns to is now handled in
game.quittomenu() as well, where the map.custommode branch now also
checks for map.custommodeforreal. Unfortunately, it seems like entering
the level editor doesn't properly initialize map.custommode, so entering
the level editor now initializes map.custommode, too.

I've also taken the music.play(6) out of game.quittomenu(), because not
all exit paths immediately play Presenting VVVVVV, so all exit paths
that DO immediately play Presenting VVVVVV now have music.play(6)
special-cased for them, which is fine enough for me.

Here is the list of all exit paths to the menu:
- Exiting through the pause menu (without glitchrunner mode)
- Exiting through the pause menu (with glitchrunner mode)
- Completing a custom level
- Completing a Time Trial
- Dying in No Death Mode
- Completing No Death Mode
- Completing an Intermission replay
- Exiting from the level editor
- Completing the main game
2021-01-18 13:06:15 -05:00
Misa
b1558f574c Remove game.savemystats
This variable seems to have been intended to make sure
game.savestatsandsettings() was called at the end of the frame, or make
sure that it didn't get called more than once per frame. I don't see any
frame ordering-related reason why it needs to be called specifically at
the end of the frame (the function doesn't modify any state), so it's
more plausible that it was added to make sure it didn't get called more
than one per frame.

However, upon further analysis, none of the code paths where
game.savemystats is used ever calls or sets game.savemystats more than
once, and a majority of the code directly calls
game.savestatsandsettings() anyway, so there's no reason for this
variable to exist. If we ever need to make sure it doesn't get called
more than once, and there's no way to change the code paths around to
prevent it otherwise, we can use the defer callbacks system that I added
to #535, when it gets merged.
2021-01-11 00:26:14 -05:00
Misa
e9c62ea9a3 Clean up unnecessary exports and add static keywords
This patch cleans up unnecessary exports from header files (there were
only a few), as well as adds the static keyword to all symbols that
aren't exported and are specific to a file. This helps the linker out in
not doing any unnecessary work, speeding it up and avoiding silent
symbol conflicts (otherwise two symbols with the same name (and
type/signature in C++) would quietly resolve as okay by the linker).
2021-01-10 12:23:59 -05:00
Misa
6b18e3875d Move title screen color initialization to main()
This fixes a bug where if you completed a custom level during
command-line playtesting, when returning to the title screen, the
background would be red and the text would be white.

This is because playtesting skips over the code path of pressing ACTION
to start the game and advance to the title screen, and the code path of
that ACTION press specifically initializes the title screen colors to
cyan.

This is also caused by the fact that completing a custom level doesn't
call map.nexttowercolour(), but my guess is that the intent there was
that the player would select a custom level, complete it, and return to
the title screen on the same screen with the same colors, so I decided
not to add a map.nexttowercolour() there.

Instead, I've moved the cyan color initialization to main(), so that it
is always executed no matter what, and doesn't require you to take a
specific code path to do it.
2021-01-05 21:20:58 -05:00
Misa
d5763640a8 Revert hardcoded check for track 6 when quitting to menu
This reverts commit 48313169b6, "Don't
fade music out when returning to the menu if it's Presenting VVVVVV".

This commit is being reverted because it is only a single-case patch -
that is, it fixes only a single symptom of the bug, and not its
underlying cause.
2021-01-04 19:16:35 -05:00
leo60228
6795856431 Use SDL_fabsf where std::abs was previously used 2021-01-01 22:37:46 -05:00
leo60228
91c3e6cbc5 Revert "Document SDL_abs vs. SDL_fabs"
This reverts commit 8c472ed73d.
2021-01-01 22:37:46 -05:00
leo60228
8c472ed73d Document SDL_abs vs. SDL_fabs 2021-01-01 21:10:16 -05:00
leo60228
c4893a133f Use SDL_abs instead of std::abs
This prevents issues when calling std::abs with a float on some older
compilers. While it would normally be promoted to an int, std::abs is
special due to being overloaded despite being a C function. This can
cause errors due to the compiler being unable to find a float overload.
SDL_abs doesn't have this problem, since it's a normal C function.
2021-01-01 21:10:16 -05:00
Misa
775ac4c40c Fix bringing up map menu during gamemode(teleporter)
When gamemode(teleporter) gets run in a script, it brings up a read-only
version of the teleporter screen, intended only for displaying rooms on
the minimap.

However, ever since 2.3 allowed bringing up the map screen during
cutscenes (in order to prevent softlocks), bringing up the map screen
during this mode would (1) do an unnecessary animation of suddenly
switching back to the game and bringing up the menu screen again (even
though the menu screen has already been brought up), and (2) would let
you close the menu entirely and go back to GAMEMODE, thus
unintentionally closing the teleporter screen and kind of ruining the
cutscene.

To fix this, when you bring up the map screen, it will instead instantly
transition to the map screen. And when you bring it down, it will also
instantly transition back to the teleporter screen.

But that's not all. The previous behavior was actually kind of a nice
failsafe, in that if you somehow got stuck in a state where a script ran
gamemode(teleporter), but stopped running before it could take you out
of that mode by running gamemode(game), then you could return to
GAMEMODE yourself by bringing up the map screen and then bringing it
back down. So I've made sure to keep that failsafe behavior, only as
long as there isn't a script running.
2020-12-28 21:12:51 -05:00
Misa
0eddd2d015 De-duplicate menu animation code when bringing up map screen
When bringing up the map screen, the game does a small menu animation
where the menu comes in from the bottom. The code to calculate the menu
offset is copy-pasted everywhere, so I thought I'd de-duplicate it to
make my life easier when working with it. I also included the
game.gamestate assignment in the de-duplicated function, so it would be
easier for a future bugfix.

At the same time, I'm also removing all the BlitSurfaceStandard()s that
copied menubuffer to backBuffer. The red flag is that this blit happened
for every single entry point to MAPMODE and TELEPORTERMODE, except for
the script command gamemode(teleporter). Pressing Enter to bring up the
map screen, pressing Enter to quit the Super Gravitron, pressing Esc to
bring up the pause screen, and pressing Enter to bring up the teleporter
screen all do this blit, so if this blit was there to fix a bug, then
there's a bug with using the script command gamemode(teleporter)... but,
as far as I can tell, there isn't.

That's because the blit basically does nothing. All the blit does is
copy menubuffer onto backBuffer. Then the next thing that happens is
that either maprender() or teleporterrender() will be called, and the
first thing that those functions will always do is fill backBuffer with
solid black, completely overriding the previous blit. So that's why
removing this blit won't have any effect, and it can be safely removed
for code clarity.
2020-12-28 19:55:23 -05:00
Misa
a6c3b3432c Fix kludge_ingametemp being assigned after menu creation
While working on #535, I noticed this bug.

When going to Graphic Options or Game Options from the pause menu,
kludge_ingametemp was intended to save the current menu stack frame
BEFORE either of those menus got created. However, it was actually
assigned afterwards, meaning kludge_ingametemp would always be either
Menu::graphicoptions or Menu::options.

This meant that the returntomenu() in returntopausemenu() would always
attempt to return to the current in-game menu, and seeing as it's the
same menu, would re-create the menu, instead of returning to the
previous menu before it.

This patch also fixes a potential source of a trivial memory leak, if
someone were to keep entering and exiting Graphic Options or Game
Options from the pause menu. It would keep piling up duplicate Graphic
Options or Game Options stack frames, which would never get removed.
However, they do get removed when you exit to the menu properly, by
returntomenu() again, so this doesn't seem like that serious of an
issue, but it's still good to fix.
2020-12-25 17:13:03 -05:00
Misa
b62908f0f4 Refactor Game::savestats() to not use a default argument
In order to be able to fix the bug #556, I'm planning on adding
ScreenSettings* to the settings.vvv write function. However, that
entails adding another argument to Game::savesettings(), which is going
to be really messy given the default argument of Game::savestats().
That, combined with the fact that the code comment at the site of the
implementation of Game::savestats() being wrong (!!!), leads me to
believe that using default function arguments here isn't worth it.

Instead, what I've done is made it so callers are explicit about whether
or not they're calling savestats(), savesettings(), or both at the same
time. If they are calling both at the same time, then they will be using
a new function named savestatsandsettings().

In short, these are the interface changes:
 * bool Game::savestats(bool) has been removed
 * bool Game::savestatsandsettings() has been added
 * void Game::savestats_menu() has been renamed to
   void Game::savestatsandsettings_menu()
 * All previous callers of bool Game::savestats() are now using bool
   Game::savestatsandsettings()
 * The one caller of bool Game::savestats(bool) is now using bool
   Game::savestats()
2020-12-21 19:37:34 -05:00
Dav999-v
444074a931 Add error messages for failed writes to disk of settings
Changing settings would most of the time attempt to save unlock.vvv and
now also settings.vvv, but there would be no feedback whether the files
have been saved successfully or not. Now, if saving fails when changing
settings in the menu, a warning message will be shown. The setting will
still be applied of course, but the user will be informed it couldn't
be saved. This message can be silenced until the game is restarted,
because I can imagine this could get very annoying when someone already
knows their settings aren't writeable.

Also, some options didn't even save settings in the first place. These
are turning off invincibility, and by coincidence precisely all the
options in the advanced options menu. I made sure these options now do
so.
2020-12-18 14:16:53 -05:00
Misa
d910c5118d Move all fixed-timestep render updates to new file RenderFixed.cpp
As part of fixing #464, I'll need to move these pieces of code around
easily. In #220 I just kind of shoved them awkwardly in whatever
fixed function would be last called in the gamestate loop, which I
shouldn't have done as I've now had to make formal fixed-render
functions anyway. Because these fixed functions need to be called
directly before a render function, and I'm fixing the order to put
render functions in their proper place, so I need to be able to move
these around easily, and making them function calls instead of inlined
makes them easier to manipulate.
2020-12-18 12:01:02 -05:00
Dav999-v
679b590da5 Restrict the ENTER menu to saving while in a cutscene
PR #468 made it so you can use the menus while in a cutscene, in order
to counteract softlocks. However, this has resulted in more
unintentional behavior:
- `gamemode(teleporter)` breaks when opening the ENTER menu (Misa
  mentioned this)
- The player can now interrupt shakes and walks, and have their timers
  run out before resuming the cutscene
- After completing the game, the player can warp to the ship while a
  dialogue is active, and prevent themselves from advancing text (plus
  it's always rude to just teleport away while someone's talking)
- The player can peek at the map before hidecoordinates is run, and can
  also peek at what the game does with missing/rescued crewmates during
  cutscenes

This commit fixes the latter two issues. While a script is running,
only the SAVE tab is now available. Therefore the player can still get
themselves out of softlocks as intended, but they do things like
looking at the map or teleporting away during a cutscene.
2020-12-18 10:03:10 -05:00
Misa
fb19787489 Remove duplicate game.controllerSensitivity proxy
It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.

So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
2020-12-18 10:02:18 -05:00
Misa
bc9dff8c2a Remove game.gameframerate as duplicate of game.slowdown
game.gameframerate seems to exist for converting the value of
game.slowdown into an actual timestep value, when really the timestep
value should just use game.slowdown directly with a fast lookup table.
Otherwise, there's a bunch of duplicated game.slowdown case-switches
everywhere, which adds up to a large, annoying pile should the values be
changed in the future. But now the duplicate variable has been removed,
and with it, all the copy-pasted case-switches.

Also, the game speed text rendering in Menu::accessibility and
Menu::setslowdown has been factored out to a function and de-duplicated
as well.
2020-12-18 10:02:18 -05:00
Misa
ee44f81d4c Remove duplicate using-MMMMMM variable from Game
game.usingmmmmmm was a duplicate of music.usingmmmmmm, and has been
removed.
2020-12-18 10:02:18 -05:00
Misa
40b7ddda05 Remove duplicate screen configuration variables
There were some duplicate Screen configuration variables that were on
Game, when there didn't need to be.

 - game.fullScreenEffect_badSignal is a duplicate of
   graphics.screenbuffer->badSignalEffect
 - game.fullscreen is a duplicate of !graphics.screenbuffer->isWindowed
 - game.stretchMode is a duplicate of graphics.screenbuffer->stretchMode
 - game.useLinearFilter is a duplicate of
   graphics.screenbuffer->isFiltered

These duplicate variables have been removed now.

I put indentation when handling the ScreenSettings struct in main() so
the local doesn't live for the entirety of main() (which is the entirety
of the program).
2020-12-18 10:02:18 -05:00
Misa
bf29c48640 Remove unneeded titlebg assignments when going to in-game settings
These were needed when the title and tower background shared the same
buffer, but since #522 got merged, these are no longer necessary.
2020-11-07 16:36:06 -05:00
Misa
93775ecde2 Fix ACTION press processing on same frame as fade ticks to 0
Here's what causes #401: After the fade to menu delay ticks down to 0,
the game calls game.quittomenu(), but the rest of mapinput() still
executes. This means that the block that detects your ACTION press gets
executed, because there's a check that fadetomenudelay is less than or
equal to 0, and, well, it is.

So if you've pressed ACTION on the exact frame that it counts down to 0,
then the game detects your ACTION press, then processes it accordingly,
and then sets the fadetomenudelay, which means it'll get reactivated the
next time you open the map screen. But at this point, you get sent to
TITLEMODE, because game.quittomenu() set game.gamestate accordingly.
(This is why resetting game.fadetomenu or game.fadetomenudelay in
game.quittomenu() or script.hardreset() won't fix this bug.)

The solution here is to add a game.fadetomenu check to the ACTION press
processing.

Same-frame state transition logic is hard... actually, any sort of thing
where two things happen on the same frame is really annoying.

This also applies to fadetolab and fadetolabdelay, too.

Fixes #401.
2020-11-06 06:06:45 -05:00
Misa
5aa8b99113 Move all settings to settings.vvv
The game previously did this dumb thing where it lumped in all its
settings with its file that tracked your records and unlocks,
`unlock.vvv`. It wasn't really an issue, until 2.3 came along and added
a few settings, suddenly making a problem where 2.3 settings would be
reset by chance if you decided to touch 2.2.

The solution to this is to move all settings to a new file,
`settings.vvv`. However, for compatibility with 2.2, settings will still
be written to `unlock.vvv`.

The game will prioritize reading from `settings.vvv` instead of
`unlock.vvv`, so if there's a setting that's missing from `unlock.vvv`,
no worries there. But if `settings.vvv` is missing, then it'll read
settings from `unlock.vvv`. As well, if `unlock.vvv` is missing, then
`settings.vvv` will be read from instead (I explicitly tested for this,
and found that I had to write special code to handle this case,
otherwise the game would overwrite the existing `settings.vvv` before
reading from it; kids, make sure to always test your code!).

Closes #373 fully.
2020-11-04 12:06:57 -05:00
Dav999-v
4ebf89e844 Add error message if quicksave fails 2020-11-03 22:05:26 -05:00
Misa
a1957fa518 Remove kludge_to_bg() and bg_to_kludge()
Now that tower, title, and horizontal/veritcal warp backgrounds all use
separate buffers, there's no longer any need to temporarily store
variables as a workaround for the buffers stepping on each other.
2020-11-03 13:25:03 -05:00
Misa
70f3d457dd Move title usages of towerbg to titlebg
With the previous commit in place, we can now simply move some usages of
the previous towerbg to use a separate object instead. That way, we
don't have to mess with a monolithic state, or some better way to phrase
what I just said, and we instead have two separate objects that can
coexist side-by-side.
2020-11-03 13:25:03 -05:00
Misa
72c048d71e Refactor tower background to use a separate object instead
Previously, the tower background was controlled by a disparate set of
attributes on Graphics and mapclass, and wasn't really encapsulated. (If
that's what that word means, I don't particularly care about
object-oriented lingo.) But now, all relevant things that a tower
background has has been put into a TowerBG struct, so it will be easy to
make multiple copies without having to duplicate the code that handles
it.
2020-11-03 13:25:03 -05:00
Misa
b34be3f1ac Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.

'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.

Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.

It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-25 13:51:47 -04:00
Misa
d4336b9a33 Hoist Enter check out of script.running clause
This fixes the fact that an Enter release during a "- Press ACTION to
advacne text -" prompt wouldn't be properly registered.
2020-09-07 20:47:33 -04:00
Misa
69337009b8 Remove fademode conditional from map screen
There's not really any good reason to prevent this action during a fade
animation. That just makes the fade timer one more potential contributor
to a softlock.

I'm leaving the fademode conditional on the Time Trial quick restart,
though - removing it would mean being able to quick restart during a
fade-in, and thus being able to spam Enter over and over to keep
re-starting the fade animation, which looks goofy.
2020-09-07 20:47:33 -04:00
Misa
fd19b4e5d8 Hoist Enter/Esc presses out of player entity for-loop
The hooks to bring up the map screen, pause screen, quit from Super
Gravitron, restart Time Trial, and commit suicide have now been hoisted
out of the for-loop that checked for a player entity. None of these
actions require a player entity, and there's no good reason to take away
your control from any of these actions, especially being able to quit to
the menu. The only actions inside the for-loop now are activating a
terminal and activating a teleporter, both of which require a player
entity to be standing in front of a terminal or teleporter, and both of
which have good reasons to be temporarily disabled.
2020-09-07 20:47:33 -04:00
Misa
fb6635abec Remove script.hardreset() when restarting Time Trial
There's not really any need for it to be there. It gets called when the
Time Trial restarts, as restarting the Time Trial calls
script.startgamemode(), which calls script.hardreset() anyway.

Furthermore, since script.hardreset() is removed, we can also remove two
lines that are meant to work around the fact that everything gets reset,
which is now no longer the case.

Fixes #367.
2020-08-14 23:07:02 -04:00
Misa
751e621c14 Fix aggressive glitchrunner hardreset causing issues quitting to menu
This fixes the bug where in glitchrunner mode, quitting to the menu
would always put you back at the play menu on the first option, instead
of the menu you entered the game from.

The problem is the script.hardreset() that gets called before the game
actually quits to the menu, so when Game::quittomenu() gets called to
quit to the menu, all the variables that keep track of whether you're in
a certain gamemode, such as game.insecretlab and map.custommode, all get
prematurely reset before that function can read them and put you back to
the correct menu.

The solution here is to simply reset only what's needed when quitting to
the menu. Specifically, in order for credits warp to work,
script.running needs to be set to false and all the text boxes need to
be removed. Text boxes need to be gone so the "- Press ACTION to advance
text -" prompt will stay up without a text box, enabling the player to
increment the gamestate at will by pressing ACTION, and the script needs
to stop running so further text boxes don't spawn in.

Fixes #389.
2020-08-13 23:51:43 -04:00
AllyTally
48313169b6 Don't fade music out when returning to the menu if it's Presenting VVVVVV
Otherwise, the Presenting VVVVVV for the menu wouldn't play at all.
2020-08-13 10:08:20 -04:00
Nichole Mattera
1376e65b5d Added ability to bind restart to a controller. 2020-08-08 19:02:14 -04:00
Misa
af88aee7c0 Disable pressing R in No Death Mode
All that pressing R does in No Death Mode is end your run. As a result,
it'll only be pressed by accident, so it's better to just disable it
instead.

It's not even useful to quick-restart, because it's faster to quit and
go through the menu again than it is to wait through the Game Over
screen.

Additionally, I removed the `game.deathseq<=0` conditional because it's
unnecessary due to the if-statement already being inside a
`game.deathseq == -1` conditional.
2020-08-08 16:42:19 -04:00
Nichole Mattera
f4d247f7b6 Fixed controllers not being able to navigate the map and menu with up and down buttons. 2020-08-08 16:41:53 -04:00
Misa
6704675189 Remove half-second delay when exiting to menu in glitchrunner mode
The half-second delay comes from the fact that the game uses
graphics.resumegamemode to go back to GAMEMODE. This system waits for
graphics.menuoffset to reach a certain threshold before actually going
back (this is the animation of the map screen being brought down). To
speed it up, I'll just set graphics.menuoffset directly.

I could've directly set game.gamestate to GAMEMODE, but I wanted to be
safe and use the existing system instead.
2020-08-03 01:07:42 -04:00
Misa
52f7a587fe Separate includes into sections and alphabetize them
Okay, so basically here's the include layout that this game now
consistently uses:

[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]

And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
2020-07-19 21:37:40 -04:00
Misa
b5ff65c84e Remove unnecessary includes from header files
Including a header file inside another header file means a bunch of
files are going to be unnecessarily recompiled whenever that inner
header file is changed. So I minimized the amount of header files
included in a header file, and only included the ones that were
necessary (system includes don't count, I'm only talking about includes
from within this project). Then the includes are only in the .cpp files
themselves.

This also minimizes problems such as a NO_CUSTOM_LEVELS build failing
because some file depended on an include that got included in editor.h,
which is another benefit of removing unnecessary includes from header
files.
2020-07-19 21:37:40 -04:00
Misa
d455e38715 Use angle brackets for including tinyxml2.h
Since TinyXML2 is a third-party dependency, we should use angle brackets
and treat it like one.
2020-07-19 21:37:40 -04:00
Misa
fb8cb705da Fix softlock if exiting Super Grav and bringing up map in glitchrunner
The game would softlock if you brought up the map screen or quit screen
after exiting the Super Gravitron to the Secret Lab. This softlock would
only happen if you were in glitchrunner mode.

This is because glitchrunner mode set game.fadetolabdelay when it
shouldn't have, and also checked game.fadetolabdelay when it shouldn't
have.

So I made it so that the game will only set game.fadetolabdelay when not
in glitchrunner mode (I already had a check for game.fadetomenudelay,
too!) and the game will only check for game.fadetomenudelay and
game.fadetolabdelay when not in glitchrunner mode, as well.

I originally made the game check game.fadetomenudelay and
game.fadetolabdelay to prevent being able to re-press ACTION to re-start
the fadeout if the game was already fading out. And I made sure that
this wasn't broken, both in glitchrunner mode and normal mode.
2020-07-16 18:48:08 -04:00
Misa
13e260bf50 Fix pressing Esc in teleporter menu going to quit screen
When I added the new pause menu, I forgot to make pressing Esc in the
teleporter menu go to the new pause menu instead. But it's fixed now.
2020-07-15 11:45:29 -04:00
Misa
5f131b426b Allow pressing Enter on teleporters during playtesting
There's no reason you shouldn't be allowed to press Enter on teleporters
during playtesting.

Well, except that you can press Esc in the teleporter menu in order to
go to the pause menu, which isn't intended in playtesting. But I can
just add a check there so that pressing Esc closes the teleporter menu
instead, it's fine.
2020-07-15 11:45:28 -04:00
Misa
15319b9ed0 Fix being able to circumvent not-in-Flip-Mode detection
So you get a trophy and achievement for completing the game in Flip
Mode. Which begs the question, how does the game know that you've played
through the game in Flip Mode the entire way, and haven't switched it
off at any point? It looks like if you play normally all the way up
until the checkpoint in V, and then turn on Flip Mode, the game won't
give you the trophy. What gives?

Well, actually, what happens is that every time you press Enter on a
teleporter, the game will set flag 73 to true if you're NOT in Flip
Mode. Then when Game Complete runs, the game will check if flag 73 is
off, and then give you the achievement and trophy accordingly.

However, what this means is that you could just save your game before
pressing Enter on a teleporter, then quit and go into options, turn on
Flip Mode, use the teleporter, then save your game (it's automatically
saved since you just used a teleporter), quit and go into options, and
turn it off. Then you'd get the Flip Mode trophy even though you haven't
actually played the entire game in Flip Mode.

Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode,
so you don't even have to quit to circumvent this detection.

To fix both of these exploits, I moved the turning on of flag 73 to
starting a new game, loading a quicksave, and loading a telesave (cases
0, 1, and 2 respectively in scriptclass::startgamemode()). I also added
a Flip Mode check to the routine that runs whenever you exit an options
menu back to the pause menu, so you can't circumvent the detection that
way, either.
2020-07-10 21:35:47 -04:00
Misa
90929d80ea Fix wrong Tower music when toggling Flip Mode from in-game options
The music for the Tower is supposed to be ecroF evitisoP in Flip Mode,
and Positive Force when not in Flip Mode. However, if you go to the
options from the pause menu and toggle Flip Mode, the music isn't
changed.

Fixing this is pretty simple, just check the current area if not in a
custom level and play the correct track accordingly when toggling Flip
Mode from in-game.
2020-07-10 21:33:52 -04:00
Ethan Lee
2716296a10 Haiku: Keep the option visible, but note the bug 2020-07-08 14:43:04 -04:00
Ethan Lee
86fde7bf99 More VSync Haiku hackery 2020-07-08 14:38:55 -04:00
Misa
fc03fca838 Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.

So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-06 11:19:24 -04:00
Misa
1dfc536b0f Fix infinite loop pressing left/right in tele menu w/ no teles unlocked
This infinite loop would occur because once you pressed left or right,
the game keeps searching through all the list of teleporters until it
finds one that is unlocked. But if there's none that are unlocked, then
the game goes into an infinite loop, which brings up the Not Responding
dialog on Windows so you can kill it.

Normally, you're not supposed to have no teleporters unlocked while
being able to access a teleporter, but you can achieve this by going to
Class Dismissed from a custom level (while making sure you don't start
in 0,0, because there's a teleporter there that you would unlock).

The solution is to make sure at least one teleporter is unlocked before
doing any searching.
2020-07-04 22:48:16 -04:00
Misa
aa873ce172 Use proper do-while for teleporter searching loop
A do-while is just a while-loop, but the inner block will always run
once before the conditional is checked.

It looks like in order to achieve this desired behavior (always run the
block once before checking the conditional), instead of using a do-while
loop, Terry just used a normal while-loop and copy-pasted the inner
block on the outside.

So I'm de-duplicating the code.
2020-07-04 22:48:16 -04:00
Ethan Lee
0f450f3e39 Move the VSync work to Screen.
The problem we're running into is entirely contained in the Screen - we need to
either decouple graphics context init from Screen::init or we need to take out
the screenbuffer interaction from loadstats (which I'm more in favor of since we
can just pull the config values and pass them to Screen::init later).
2020-07-02 00:19:40 -04:00
Dav999-v
e20c01deed Move "resize to nearest" grouped with other resolution-related options
The options for fullscreen and scaling mode were at the top, then there
were various other graphical options, and then the option to resize to
the nearest window size that is of an integer multiple was all the way
below that. Now that last option is moved to be right below the other
options related to window sizing.
2020-06-30 16:53:33 -04:00
Dav999-v
a2d8e57af0 Move some options to a new menu, "advanced options"
VVVVVV's menus are kind of packed to the brim, so I thought it was time
to recategorize the menus a little bit. There's now a new "advanced
options" menu which holds the following options which were moved out of
graphic options, game options and especially accessibility options:

- toggle mouse
- unfocus pause
- fake load screen
- room name background
- glitchrunner mode

I also made the positioning of the titles and descriptions more
consistent, and made some options which were moved to the new menu not
so abbreviated ("load screen" and "room name bg")
2020-06-30 16:53:33 -04:00
Misa
2c18d28880 Add Flip Mode to game options if in M&P or in-game menu and unlocked
Flip Mode will now be in the game options menu if either:
 (1) You're playing the M&P version.
 (2) You have it unlocked and you came here from the in-game pause
     screen.

This is because if you're playing M&P, you'd have to close the game,
edit unlock.vvv, and re-launch the game to toggle Flip Mode, since
there's no other way to do so. And if you're playing the full version,
you'd have to save and exit your session in order to toggle Flip Mode.
2020-06-30 09:21:25 -04:00
Misa
7ce4f1173d Add "resize to nearest" graphics option
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).

I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
2020-06-30 09:21:00 -04:00
Misa
35c540449e Add being able to disable unfocus pause
It's sometimes unwanted by people, and it's unwanted enough that there
exist instructions to hexedit the binary to remove it (
https://distractionware.com/forum/index.php?topic=3247.0 ).

Fun fact, the unfocus pause didn't exist in 2.0.
2020-06-29 22:59:16 -04:00
Misa
cb8540d7bd Restore janky gamestate-based quit-to-title system in glitchrunnermode
This was fixed in 2.3 because one of the side effects of this janky
system was being able to accidentally immediately quit to the title if
the screen was black during a cutscene, which is something very likely
to happen to casual players.

Anyway, credits warp uses this gamestate-based system because it
utilizes quitting to the title screen doing gamestate 80. From there,
you increment the gamestate to gamestate 94 to use the Space Station 2
expo script.
2020-06-29 15:12:35 -04:00
Misa
5848330e66 Re-enable unbounded gamestate increment in glitchrunner mode
This is the first part of what is necessary for credits warp to work.

If the "- Press ACTION to advance text -" prompt is up, and you manage
to keep it up, then you can indefinitely increment the gamestate by
pressing ACTION.

This is first used in credits warp to teleport to the start of Space
Station 2 (by utilizing the Eurogame expo script, triggered by a
gamestate), and then again later by using a teleporter that has a high
gamestate number to increment to the [C[C[C[C[Captain!] cutscene.
2020-06-29 15:12:35 -04:00
Misa
779083b417 Add glitchrunner mode, in game options
Glitchrunner mode is intended to re-enable glitches that existed in
older versions of VVVVVV. These glitches were removed because they could
legitimately affect a casual player's experience. Glitches like various
R-pressing screwery, Space Station 1 skip, telejumping, Gravitron
out-of-bounds, etc. will not be patched.
2020-06-29 15:12:35 -04:00
Misa
1cbecdda86 Use returntomenu(timetrials) instead of returnmenu in timetrialcomplete3
This fixes a corner case where using gamestate 82 from the editor would
put you in a softlock because it would return to the editor settings
menu, which only functions in EDITORMODE and results in a softlock in
TITLEMODE.
2020-06-25 20:27:51 -04:00
Misa
94a67ca0aa Only check Secret Lab/Time Trial/NDM for slowdown if ingame_titlemode
This is already done for invincibility. It's kind of unnecessary, but
it's just to make sure if for some reason in the future variables like
insecretlab/intimetrial/nodeathmode don't get reset when exiting to the
menu.
2020-06-23 15:23:57 -04:00
Misa
a3f171b018 Allow toggling invincibility/slowdown in intermission replays
inspecial() includes being in intermission replays, but it's not
necessary to disable invincibility/slowdown for them.
2020-06-23 15:23:57 -04:00
Misa
441e7babd7 Fix Flip Mode persisting in in-game options menu
Now graphics.flipmode is turned off when going into the menu, and turned
back on if necessary when exiting.
2020-06-23 15:23:57 -04:00
Misa
c5a5589ce5 Allow pressing Esc to close Esc menu
Another thing that's annoyed me a lot is being unable to simply press
Esc to close the pause menu. You'd have to hover over the "return to
game" or "keep playing" option. This would be even more annoying with
more options on the menu, so allowing to press Esc is a nice
quality-of-life thing.
2020-06-23 15:23:57 -04:00
Misa
f6d73c62ec Allow pressing Esc to go back to pause menu from quit prompt
Allowing for more actions makes things feel smoother.
2020-06-23 15:23:57 -04:00
Misa
b63347b70c Prevent menu input if fading out
Otherwise you could keep re-pressing ACTION on the "yes" option and keep
stalling it until it finally faded out, or quickly go back past menu
options or something.
2020-06-23 15:23:57 -04:00
Misa
3c5ed04678 Make "no, keep playing" go back to pause menu
This is so the menus can stack on top of each other. Well, technically
they don't, but it's the same thing.
2020-06-23 15:23:57 -04:00
Misa
f6330c57fd Reset map.bypos when entering options menus in-game
Otherwise the menu background would have this rendering glitch where the
bypos of the in-game tower wouldn't divide easily and have a bunch of
jitters in an otherwise smooth but overall still somewhat smooth
background.
2020-06-23 15:23:57 -04:00
Misa
ccd6cfab7f Round map.colstate to nearest 5 when entering options menus
Also set map.tdrawback to true when leaving the menu.

This is to fix the interpolated color of the tower background
persisting, as well as making sure the menu background doesn't persist
when exiting.
2020-06-23 15:23:57 -04:00
Misa
8c4b48fbfd Fix toggling MMMMMM always playing Presenting VVVVVV
This would be fine, under the assumption that you could never reach the
menu from outside the menu. Well, now you can, so now this has to play
the correct song instead of track 6.
2020-06-23 15:23:57 -04:00
Misa
caa4f0f5c9 Prevent turning on invincibility/slowdown in in-game options menu
Would've been the easiest exploit ever! But I gotta patch it.
2020-06-23 15:23:57 -04:00
Misa
a476121432 Make pressing Esc in ingame_titlemode go back to pause menu
You shouldn't be able to bring up the youwannaquit menu while you're
in-game, that should only be when you're actually not in game.
2020-06-23 15:23:57 -04:00
Misa
aa40eb6327 Move returning to pause menu code to separate function
This code is getting a bit more complicated now, we should maybe stop
copy-pasting it everywhere.
2020-06-23 15:23:57 -04:00
Misa
6582801dc9 Save current menu to temp variable when entering options from in-game
This is to pre-emptively prevent piling up stack frames for what I'll be
adding next, which is pressing Esc in the options menu in-game
automatically moving you back to MAPMODE.
2020-06-23 15:23:57 -04:00
Misa
75326ca2ee Save BG vars to temp vars when entering menu and revert them upon exit
Since the exact same tower background is also used on the menu, we need
to save the current state of the background when entering the menu
(before overwriting it), and then put it back when we're done. Maybe we
ought to separate the in-game and menu tower backgrounds...

This also fixes a semi-hilarious bug where you could make Panic Room go
in the other direction by simply going to the options menu in-game.

This is accomplished by adding convenience functions
mapclass::bg_to_kludge() and mapclass::kludge_to_bg().
2020-06-23 15:23:57 -04:00
Misa
46d1e4053e Set map.scrolldir when going to options in-game
This ensures that the background doesn't start scrolling the wrong way
in the menu.
2020-06-23 15:23:57 -04:00
Misa
a46dd32f12 Consolidate common case 32/33 code
If most of the code in the cases is the same, then just consolidate and
de-duplicate them. It's less error-prone this way.
2020-06-23 15:23:57 -04:00