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1330 commits

Author SHA1 Message Date
Misa
1e3879b8fe De-duplicate "You have unlocked" menu input and options
They all have the same input handling and menu options, so condense them
into one block instead of duplicating the same block of code multiple
times.
2020-04-17 15:41:48 -04:00
Misa
119d2ad25f Condense indentation levels of else-if chain in "play" menu
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.
2020-04-17 15:41:48 -04:00
Misa
be64d4f704 Move menu ACTION press handling to separate function
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.
2020-04-17 15:41:48 -04:00
Misa
fe178f817b Remove outdated commented-out graphics options code
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.
2020-04-17 15:41:48 -04:00
Misa
511de0c5c1 Refactor menu creation code
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().
2020-04-17 15:41:48 -04:00
Misa
a0d2be6362 Add Game::option()
This simply adds a menu option to the list of menu options, and is neat
and tidy and not messy.
2020-04-17 15:41:48 -04:00
Misa
c5db440318 Add struct MenuOption
This fully represents an actual menu option object, instead of having
both attributes of a menu option go off and be in separate vectors.
2020-04-17 15:41:48 -04:00
Misa
5fdbaa0076 Remove unused function entityclass::cblocks()
Just noticed this was unused, so I'm removing it.
2020-04-14 22:54:16 -04:00
Misa
76e3b3ede4 Remove map.numshinytrinkets
This removes map.numshinytrinkets in favor of using
map.shinytrinkets.size(). Having automatic length tracking is much less
error-prone and less tedious.
2020-04-14 22:54:16 -04:00
Misa
4f7290440b Remove now-unused parameter 't' from mapclass::settrinket()
This parameter used to be used to set the trinket based on indice, but
now that we push_back it's no longer used.
2020-04-14 22:54:16 -04:00
Misa
d43daa5fae Dynamically add shinytrinkets instead of using indices
That is, instead of doing shinytrinkets[t] = ..., do
shinytrinkets.push_back(...).
2020-04-14 22:54:16 -04:00
Misa
d63ba761d5 Remove map.numteleporters
This removes the separate length-tracking variable map.numteleporters,
in favor of using map.teleporters.size().
2020-04-14 22:54:16 -04:00
Misa
5b9c6a9680 Remove now-unused parameter 't' from mapclass::setteleporter()
This was previously used to set the indice of the teleporter, but now
that we do push_back() it's no longer necessary and is now unused.
2020-04-14 22:54:16 -04:00
Misa
fd7d6076e0 Dynamically add teleporters instead of using indices
That is, instead of doing the following:

    teleporters[0] = ...;
    teleporters[1] = ...;
    teleporters[2] = ...;
    ...

Instead do:

    teleporters.push_back(...);
    teleporters.push_back(...);
    teleporters.push_back(...);
    ...
2020-04-14 22:54:16 -04:00
Misa
d4034661e2 Don't use std::count() in Game::crewmates()
The less STL usage, the better.
2020-04-09 19:20:31 -04:00
Misa
3774ec390c Don't use std::count() in Game::trinkets()
The less STL, the better.
2020-04-09 19:20:31 -04:00
Misa
45e7a9db3e Use for-loop in Game::crewrescued()
It's better to not use an STL function here.
2020-04-09 19:20:31 -04:00
Misa
a37715abb6 Put trinkets() and crewmates() declaration on their own lines
Done to improve readability.
2020-04-09 19:20:31 -04:00
Misa
17a64aee7a Make obj.customcollect a vector of bools
It's already treated as a vector of bools, so might as well formally
declare it as that.
2020-04-09 19:20:31 -04:00
Misa
8507bdc65d Change obj.collect into a vector of bools
It's already treated like a bunch of bools anyway, so might as well just
formalize it.
2020-04-09 19:20:31 -04:00
Misa
7493129044 Remove unused function entityclass::confirmflags()
Same as before, flags can never be the number 2, and never could be even
before I changed all flags to be bools. Also this function is unused.
2020-04-09 19:20:31 -04:00
Misa
ee5f8dce78 Remove unused function entityclass::resetflags()
This looks like a weird hack, but there's no way a flag will ever end up
being 2, not even before I changed all flags to be bools instead.
2020-04-09 19:20:31 -04:00
Misa
0648d6bb0f Remove unused function entityclass::changecustomcollect()
Looks like all accesses on obj.customcollect are done manually, so this
function is unused.
2020-04-09 19:20:31 -04:00
Misa
a6340f356e Remove unused function entityclass::changecollect()
Looks like all access on obj.collect are done manually, so this function
is unused.
2020-04-09 19:20:31 -04:00
Misa
c24e2abfad Remove now-unused function entityclass::changeflag()
It's now unused after I changed it so that every obj.flags access is
done directly, instead of going through this function.
2020-04-09 19:20:31 -04:00
Misa
2ba9a0e67b Don't use obj.changeflag() to set flags
The way I see it, that function is basically an unnecessary middleman.
2020-04-09 19:20:31 -04:00
Misa
abfae6b4d7 Declare obj.flags a vector of bools instead of ints
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.
2020-04-09 19:20:31 -04:00
Misa
2f1c400c9a Remove temporary UtilityClass from Game::savestats()
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.
2020-04-09 19:20:31 -04:00
Misa
699af342e8 Refactor Game::crewrescued() to use std::count() instead
Makes the code less hardcoded, take up less lines, and is way easier to
read.
2020-04-09 19:20:31 -04:00
Misa
588a49dbc8 Remove useless variable game.timerStartTime
It sometimes gets set to SDL_GetTicks(), but without being checked or
actually used, it's useless and does nothing.
2020-04-09 19:20:31 -04:00
Misa
6428a14244 Declare game.teleport as a bool instead of an int
This should affect nothing, but it's a bit confusing to have it declared
an int. Everywhere in the code treats it as a bool anyway.
2020-04-09 19:20:31 -04:00
Misa
c5803863bf Remove unused variables temp_unlock and temp_unlocknotify
Have no idea why they're here, so removing them.
2020-04-09 19:20:31 -04:00
Misa
1110d46c8b Remove unused stat_* variables
Looks like all variables other than stat_trinkets are unused.
2020-04-09 19:20:31 -04:00
Misa
317eece28d Remove useless variable game.coins
It kept getting set to 0 and getting incremented sometimes, but without
it ever actually getting checked, it's a useless variable.
2020-04-09 19:20:31 -04:00
Misa
756c409d1d Remove unused variable game.trinkencollect
Don't know why it's here. Looks like a typo of 'trinketcollect' maybe?
2020-04-09 19:20:31 -04:00
Misa
fb9791a4c7 Remove now-useless function editorclass::countstuff()
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.
2020-04-09 19:20:31 -04:00
Misa
89b6b67a77 Don't use separate variable for number of crewmates in level
Same as previous commit, this time for crewmates.
2020-04-09 19:20:31 -04:00
Misa
0047dc8d81 Don't use separate variable for number of trinkets in level
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.
2020-04-09 19:20:31 -04:00
Misa
5661f46a52 Remove unnecessary int casts relating to custom crewmate numbers
I don't know why these are here, but there's never a point where these
integers were at any risk of no longer being integers.
2020-04-09 19:20:31 -04:00
Misa
6b317c5ab9 Remove map.customcrewmates
Same as the previous commit, except for the amount of custom crewmates.
2020-04-09 19:20:31 -04:00
Misa
85bd7d9a2d Remove map.customtrinkets
This variable's sole purpose is to copy ed.numtrinkets, even though ed
has always been a name that's been accessible globally. So let's not
dupe cope.
2020-04-09 19:20:31 -04:00
Misa
c077e51fb4 Don't use separate variable for number of collected crewmates
Same as previous commit, except for crewmates in custom levels instead.
2020-04-09 19:20:31 -04:00
Misa
9510c3c871 Don't use separate variable for number of collected trinkets
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.
2020-04-09 19:20:31 -04:00
leo60228
94b2ebd55c
Implement command-line playtesting (#163) 2020-04-09 15:03:24 -04:00
Misa
4511ea172e Don't boot user back to main menu after toggling using MMMMMM
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.
2020-04-06 15:41:52 -04:00
Misa
5a9cd861ef Don't update game.stat_trinkets in custom levels
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.
2020-04-05 18:31:03 -04:00
Misa
7f0db19abd Fix memory leak from warping moving platforms
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.
2020-04-04 16:26:15 -04:00
Misa
79a54f23e6 De-dupe screen transition / warping logic
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.
2020-04-04 16:26:15 -04:00
Misa
7899cb8088 Condense some nested else-if statements
It's better to write 'else if' than 'else { if }'.
2020-04-04 16:26:15 -04:00
Misa
e6c6c7cf60 Condense some nested if-statements in gamelogic()
It's better to write if (cond1 && cond2) than it is to write if (cond1)
{ if (cond2) }.
2020-04-04 16:26:15 -04:00