This commit adds most of the code changes necessary for making the game
translatable, but does not yet "unhardcode" nearly all of the strings
(except in a few cases where it was hard to separate added
loc::gettexts from foundational code changes, or all the localization-
related menus which were also added by this commit.)
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
This creates the game over screen for dying in No Death Mode. It's three
lines long and it's only called once. There's no reason it has to be a
separate function. From the name it sounds like it was meant to be a
generic function but it's anything but that. So just inline it in to
where it's called.
This fixes a bug where players could flip in mid-air at the start of
custom levels whose start points were in mid-air, because
onground/onroof were not being reset. This could also be done when
loading in to a save with a checkpoint in mid-air. All that's required
is to exit the game while standing on a surface (or otherwise having a
nonzero onground/onroof).
This reminded me that there were other variables on the player entity
persisting through that made loading in to a level not have a totally
clean slate, such as walkingframe (which could affect sequencing
individual TASes together into one TAS), so it's better to just destroy
the player entity and recreate it.
Except some attributes still have to be persisted for 2.2 and 2.0
glitchrunner mode. But it's better that this is done via a whitelist
rather than a blacklist.
The player duplicate removal code in hardreset is mostly redundant now
(except for some very unlikely corner cases), but there's nothing wrong
with having redundant code as long as it's not harmful. I had a
paragraph here justifying why it could be removed but decided it was
simpler to just keep it.
This overhauls scriptclass::gamemode massively.
The first change is that it now uses an enum, and enforces using that
enum via using its type instead of an int. This is because whenever
you're reading any calls to startgamemode, you have no idea what magic
number actually corresponds to what unless you read startgamemode
itself. And when you do read it, not every case is commented adequately,
so you'd have to do more work to figure out what each case is. With the
enum, it's obvious and self-evident, and that also removes the need for
all the comments in the function too. Some math is still done on mode
variables (to simplify time trial code), but it's okay, we can just cast
between int and the enum as needed.
The second is that common code is now de-duplicated. There was a lot of
code that every case does, such as calling hardreset, setting Flip Mode,
resetting the player, calling gotoroom and so on.
Now some code may be duplicated between cases, so I've tried to group up
similar cases where possible (most notable example is grouping up the
main game and No Death Mode cases together). But some code still might
be duplicated in the end. Which is okay - I could've tried to
de-duplicate it further but that just results in logic relevant to a
specific case that's located far from the actual case itself. It's much
better to leave things like setting fademode or loading scripts in the
case itself.
This also fixes a bug since 2.3 where playing No Death Mode (and never
opening and closing the options menu) and beating it would also give you
the Flip Mode trophy, since turning on the flag to invalidate Flip Mode
in startgamemode only happened for the main game cases and in previous
versions the game relied upon this flag being set when using a
teleporter for some reason (which I removed in 2.3). Now instead of
specifying it per case, I just do a !map.custommode check instead so it
covers every single case at once.
While refactoring scriptclass::startgamemode, I noticed that these
variables weren't being reset. Fortunately, this doesn't seem to have
affected anything because they get overwritten one way or another in
startgamemode. But it's good just to be defensive and reset them anyway.
They are not reset in 2.2 or 2.0 glitchrunner mode because dying during
exiting to the menu is needed for credits warp, and that means the
checkpoint position needs to be maintained through.
Using SDL_GetTicks() to seed the Gravitron RNG caused many
reproducibility issues while syncing https://tasvideos.org/7575S . To
fix this, add a frame counter, which is a number that is incremented
every frame and never resets, and use it instead.
If someone needs to switch back to SDL_GetTicks() for old TASes, then
provide the -seed-use-sdl-getticks command-line option for them.
This removes the magic numbers previously used for controlling the fade
mode, which are really not readable at all unless you already know what
they mean.
0: FADE_NONE
1: FADE_FULLY_BLACK
2: FADE_START_FADEOUT
3: FADE_FADING_OUT
4: FADE_START_FADEIN
5: FADE_FADING_IN
There is also the macro FADEMODE_IS_FADING, which indicates when the
intention is to only check if the game is fading right now, which wasn't
clearly conveyed previously.
I also took the opportunity to clean up the style of any lines I
touched. This included rewriting if-else chains into case-switches,
turning one-liner if-then statements into proper blocks, fixing up
comments, and even commenting the `fademode == FADE_NONE` on the tower
spike checks (which, it was previously undocumented why that check was
there, but I think I know why it's there).
As for type safety, we already get some by transforming the variable
types into the enum. Assignment is prohibited without a cast. But,
apparently, comparison is perfectly legal and won't even give so much as
a warning. To work around this and make absolutely sure I made all
existing comparisons now use the enum, I temporarily changed it to be an
`enum class`, which is a C++11 feature that makes it so all comparisons
are illegal. Unfortunately, it scopes them in a namespace with the same
name as a class, so I had to temporarily define macros to make sure my
existing code worked. I also had to temporarily up the standard in
CMakeLists.txt to get it to compile. But after all that was done, I
found the rest of the places where a comparison to an integer was used,
and fixed them.
This lets any script name use capitals and spaces all they want, while
still being able to jump to them via iftrinkets() or similar.
The issue is that whenever tokenize() is ran, all spaces are stripped
and every argument is lowercased before being put into `words`. So, the
solution here is to create a raw_words array that doesn't perform space
stripping or lowercasing, and to refer to that whenever there's a script
command that loads a script. We keep the lowercasing and space removal
elsewhere to be more forgiving to newcomers.
This is technically a forwards compatibility break, but it's only a
minor one, and all levels that utilize it can still be easily modified
to work on older versions anyway.
You'll note that getting in to the glitchy state of the game (the state
where you could play the game after it had hardreset() called on it)
required the player to quit to menu with ingame_titlemode set to true.
Well, quitting to menu calls hardreset(). So if hardreset() is called
when quitting, then you can no longer preserve ingame_titlemode that
way. This is a bit overkill, but I'm just taking precautions.
SDL_GetTicks64() is a function that got added in SDL 2.0.18, which is
just an SDL_GetTicks() without a value that wraps every ~49 days,
instead wrapping after the sun explodes and kills us all. Oh sorry,
didn't mean to get existential.
For now, put this behind an SDL_VERSION_ATLEAST guard, which will be
removed when SDL 2.0.18 officially releases and we can update to it.
* Add `setactivityposition(x,y)`, add new textbox color `transparent`
This commit adds a new internal command as a part of the visual activity zone changes I've been making.
This one allows the user to reposition the activity zone to anywhere on the screen.
In addition, this commit adds the textbox color `transparent`, which just sets r, g and b to 0.
rgb(0, 0, 0) normally creates the color black, however in VVVVVV textboxes, it makes the background
of them invisible, and makes the text the off-white color which the game uses elsewhere.
* add new variables to hardreset
* Fix unwanted text centering; offset position by 16, 4
It makes sense for `setactivityposition(0, 0)` to place the activity zone in the default position,
so the x has been offset by 16, and the y has been offset by 4.
Text was being automatically centered, meaning any activity zone which wasn't centered had misplaced text.
This has been fixed by calculating the center manually, and offsetting it by the passed value.
So, I ended up breaking supercrewmate spawning with that roomchange
refactor. However, upon investigating how to fix it, I was running into
a weird interpolation issue due to scmmoveme, as well as the companion
spawning in the ground in "Very Good". And I was wondering why I or no
one else ended up running into them.
Well, as it turns out, scmmoveme ends up doing absolutely nothing. There
are only two instances where scmmoveme is used. The first is if you
respawn in "Very Good", and somehow have your scmprogress set to that
room. But that's impossible, because whenever you respawn, your
scmprogress is always set to the one after the room you respawn in. Even
if you respawned in the room previous to "Very Good" (which is "Don't
Get Ahead of Yourself!"), it still wouldn't work, since the logic always
kicks in when a gotoroom happens, and not only when a supercrewmate is
actually spawned. Since the scmprogress doesn't match, that case never
gets triggered, and we get to the second time scmmoveme is used, which
is in the catch-all case that always executes.
This second instance... also does nothing, because since we just
respawned, and our scmprogress got set to the room ahead of us, there is
no supercrewmate on screen. Then getscm() returns 0, and the player is
always indice 0, so the only thing we end up doing is setting the
player's x-position to their own x-position. Brilliant.
Anyway, this code results in interpolation issues and the supercrewmate
spawning in the ground on "Very Good" if you die, when my fix is
applied, because my fix moves this logic around to a different frame
order, and that actually ends up making scmmoveme no longer dead code.
So to recap: we have dead code, which looks like it does something, but
doesn't. But if you move it around in a certain way, it ends up having
harmful effects. One of the joys of working on this game...
It's also hilarious that it gets saved to the save file. Why? The only
time this variable is true, it is for literally less than a frame,
because it always gets set to false, because you always respawn using a
gotoroom whenever the supercrewmate dies, because you never respawn in
the same room as a supercrewmate, because Intermission 1 was
deliberately designed that way (else you'd keep continually dying since
the supercrewmate wouldn't move out of the way).
This makes it so gamemode(teleporter) will always do an animation, even
if the game is already in TELEPORTERMODE.
I used this script to test:
gamemode(teleporter)
delay(5)
gamemode(teleporter)
delay(5)
gamemode(teleporter)
In 2.2, this script starts the map menu bringing-up animation three
times.
In previous 2.3, this script starts the map menu bringing-up animation
once, but then the next gamemode(teleporter) immediately finishes the
animation, and the third gamemode(teleporter) does nothing.
This commit restores it to 2.2 behavior.
This makes it so it's not even possible to stay on the TELEPORTERMODE
screen by opening the map while it's being brought down. It also makes
it so the map animation is able to be canceled when being brought up
just by opening the map and closing it.
Fixes#833.
That's what edlevelclass is... so that's what it should be named. (Also
removes that "ed", too, making this less coupled to the in-game editor.)
Unfortunately, for compatibility reasons, the name of the XML element
will still remain the same.
This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.
Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
This accompanies the editor.cpp -> CustomLevels.cpp change; I'll be
splitting out the editor functions in the next commit. The name of the
include guard has been changed as well, but not anything else.
Originally this started as a "deduplicate a bunch of duplicated code in script commands" PR,
but as I was working on that, I discovered there's a lot more that needs to be done than
just deduplication.
Anything which needs a crewmate entity now calls `getcrewmanfromname(name)`, and anything which
just needs the crewmate's color calls `getcolorfromname(name)`. This was done to make sure that
everything works consistently and no copy/pasting is required. Next is the fallback; instead of
giving up and doing various things when it can't find a specific color, it now attempts to treat
the color name as an ID, and if it can't then it returns -1, where each individual command handles
that return value. This means we can keep around AEM -- a bug used in custom levels -- by not
doing anything with the return value if it's -1.
Also, for some reason, there were two `crewcolour` functions, so I stripped out the one in
entityclass and left (and modified) the one in the graphics class, since the graphics class also
has the `crewcolourreal` function.
If `setactivitytext` was the last line in a script,
the command would index the vector out of bounds.
I also modified the formatting to keep consistent
with the rest of the codebase.
These commands will change the colour and text of the next
activity zone that gets spawned. `setactivitycolour` takes all
textbox colors, and `setactivitytext` will take the text on
the next line. These commands were designed this way
to avoid breaking forwards compatibility.
When an activity zone is spawned through the
use of `createactivityzone`, and `i` is 35,
then it'll change the activity zone text to
"Press ENTER to interact".
Otherwise, the new arguments to destroy(), which are 'moving' and
'disappear', would be thrown away by the simplified parser. Let's create
less work for ourselves to do and simply not have a hardcoded list of
allowed arguments for destroy() in the parser.
destroy(platforms) has been bugged since 2.0. The problem with it is
that it removes the platform entity, but doesn't remove its block. This
results in essentially turning the platorm invisible and stopping it
from moving.
This error should be fixed, but some levels (including my own) rely on
the invisible platform trick. So instead, the fixed version will be
implemented under a different name, destroy(moving).
There's also another problem with destroy(platforms), which is that the
name is misleading and it doesn't additionally destroy disappearing
platforms. I would also fix this, but in order to not run the risk of
breakage, it will have to be implemented under a different name, too. So
this will be destroy(disappear). As an added benefit, it's also more
granular to have platform-destroying functions under different names
than it is to consolidate them under the same name.
The purpose of this variable was to keep track of if gamelogic() called
map.gotoroom() at any point during its execution. So map.gotoroom()
always unconditionally set it to true, and then gamelogic() would check
it later.
Well, there's no need to put that in a global variable and do it like
that! It makes it less clear when you do that.
So what I've done instead is made a temporary macro wrapper around
map.gotoroom() that also sets roomchange to true. I've also made it so
any attempt to use map.gotoroom() directly results in failure (and since
then using map.gotoroom() in the wrapper macro would also fail, I've had
to make a gotoroom wrapper function around map.gotoroom() so the wrapper
macro itself doesn't fail).
This is to make it so RNG is deterministic when played back with the
same inputs in a libTAS movie even if screen effects or backgrounds are
disabled.
That way, Gravitron RNG is on its own system (seeded in hardreset()),
separate from the constant fRandom() calls that go to visual systems and
don't do anything of actual consequence.
The seed is based off of SDL_GetTicks(), so RTA runners don't get the
same Gravitron RNG every time. This also paves the way for a future
in-built input-based recording system, which now only has to save the
seed for a given recording in order for it to play back
deterministically.
Otherwise, levels could leave stale arguments in the array, and then the
behavior of another level loaded right after might end up being
different because of that.
Third time's the charm.
The fundamental problem with the previous attempts was that they ended
up saying arguments existed due to stale `words` anyway. So to actually
know if an argument exists or not, we need to assign to `argexists` _as_
we parse the line.
And make sure to take care of that last argument too.
Also I thoroughly tested this this time around. I'm done pulling my hair
out over this.
The main game used a set of copy-pasted code to set the music of each
area. There WAS some redundancy built-in, but only three rooms in each
direction from the entrance of a zone.
Given this, it's completely possible for players to mismatch the music
of the area and level. In fact, it's easy to do it even on accident,
especially since 2.3 now lets you quicksave and quit during cutscenes.
Just play a cutscene that has Pause music, then quicksave, quit, and
reload. Also some other accidental ways that I've forgotten about.
To fix this, I've done what mapclass has and made an areamap. Except for
music. This map is the map of the track number of every single room,
except for three special cases: -1 for do nothing and don't change music
(usually because multiple different tracks can be played in this room),
-2 for Tower music (needs to be track 2 or 9 depending on Flip Mode),
and -3 for the start of Space Station 2 (track 1 in time trials, track 4
otherwise).
I've thoroughly tested this areamap by playing through the game and
entering every single room. Additionally I've also thoroughly tested all
special cases (entering the Ship through the teleporter or main
entrance, using the Ship's jukebox, the Tower in Flip Mode and regular
mode, and the start of Space Station 2 in time trial and in regular
mode).
Closes#449.
Since createentity() started accepting p1/p2/p3/p4 arguments, it now
unconditionally passes in whatever arguments were present there
previously, when there weren't any before.
This can lead to unexpected behavior when selectively using and then
omitting p1/p2/p3/p4 arguments.
Also, plenty of existing levels already only use the 5-argument version
of createentity(). And createcrewman() can take up to 6 arguments at
once. It's not far-fetched that an existing level could createentity()
right after doing a 6-argument createcrewman(), which would lead to a
different behavior than in 2.2 and previous.
So instead, instead of checking if `words[index]` is an empty string (it
only sets the string to be empty if there are enough argument separators
on the line), ACTUALLY check if it's empty. I've added a static array
(no need for it to be exported) that keeps track of this. createentity()
now checks for that instead of `words`.