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211 commits

Author SHA1 Message Date
Misa
e8a07f9c3d Convert menu names to be an enum instead of being stringly-typed
Stringly-typed things are bad, because if you make a typo when typing
out a string, it's not caught at compile-time. And in the case of this
menu system, you'd have to do an excessive amount of testing to uncover
any bugs caused by a typo. Why do that when you can just use an enum and
catch compile-time errors instead?

Also, you can't use switch-case statements on stringly-typed variables.

So every menu name is now in the enum Menu::MenuName, but you can simply
refer to a menu name by just prefixing it with Menu::.

Unfortunately, I've had to change the "continue" menu name to be
"continuemenu", because "continue" is a keyword in C and C++. Also, it
looks like "timetrialcomplete4" is an unused menu name, even though it
was referenced in Render.cpp.
2020-04-17 15:41:48 -04:00
Misa
cbd7ef94ba Gray out play modes if disabled due to enabled accessibility options
If you have invincibility mode or slowdown enabled, the game will not
let you select the Secret Lab, Time Trials, or No Death Mode. To make
this clearer, this commit grays out said options if they are disabled
for that reason.
2020-04-17 15:41:48 -04:00
Misa
678ade88b9 De-duplicate "secret lab" menu option in "play" menu
Instead of creating an entirely new menu for it, just dynamically add
the Secret Lab menu option as needed.
2020-04-17 15:41:48 -04:00
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
fe178f817b Remove outdated commented-out graphics options code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
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
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
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
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
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
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
b1b1474b7b Refactor entities and linecrosskludge to not use the 'active' system
This removes the variables obj.nentity and obj.nlinecrosskludge, as well
as removing the 'active' attribute from the entity class object. Now
every entity you access is guaranteed to be real and you don't have to
check the 'active' variable.

The biggest part of this is changing createentity() to modify a
newly-created entity object and push it back instead of already
modifying an indice in obj.entities.

As well, removing an entity now uses the new obj.removeentity() function
and removeentity_iter() macro.
2020-04-03 23:28:47 -04:00
Misa
134510d26a Remove remnants of screen recording stuff
Most of the code was already commented out, and those comments were
removed in earlier commits, but this removes all recording variables
from Game and simplifies the game-gamestate handling in main.cpp a
little bit.
2020-04-03 10:40:50 -04:00
Misa
b061051297 Remove outdated comments from Game.cpp
Most of this is telecookie/quickcookie stuff, which was used in the
Flash version, but there's no longer any such thing as a save cookie.

Also one TODO that says to make a function that's now been made.
2020-04-03 10:40:50 -04:00
Misa
f7ff076074 Move tempstring off of Graphics, Game, and UtilityClass
Unlike, say, the scriptclass i/j/k stuff, these tempstrings are only
purely visual, and there's no known glitches to manipulate them anyway.
Thus I think it's safe to make this cleanup.
2020-04-03 10:40:50 -04:00
Misa
ff449a2c3a Remove game.test and game.teststring
It looks like this may have been used earlier in development, judging
from the name, obviously, but right now it seems like it's used as an
error message if a main game level is asked for an invalid room (well,
only two of them - the Lab and Warp Zone). It should probably be
formalized into an error system, if we want to keep teststring, and also
people would never see it anyway because I don't think there's a
reliable and consistent way to trigger loading a non-existent room.

I have seen someone manage to load a non-existent Warp Zone room only
one time, but even then this teststring didn't pop up. So this
teststring doesn't even trigger in the right circumstances.

Also, when it does pop up, as far as I can tell it will stay onscreen,
which is kinda annoying. So I'm just removing this ancient relic from
the code.
2020-04-03 10:40:50 -04:00
Misa
88c16cdae8 Fix mixed indentation in Game.cpp and Game.h
This removes all indentation that suddenly switches in the middle of a
function. Most particularly egregious offenses are the ones made by the
person who has 2-wide tabs, but keeps tabbing up to make each
indentation level match up with the 4-wide spaces, so to them (and only
them) it will look just fine, but since by default tabstop is 8-wide,
their lines are pushed off all the way to the right.
2020-04-03 10:40:50 -04:00
Misa
12d5433efc Remove trailing whitespace from all files
Surprisingly, there's not a lot of it. There is, however, a lot of mixed
indentation in this project.
2020-04-03 10:40:50 -04:00
Misa
6c6b6c68ff Change all UtilityClass::something to help.something
This changes something like UtilityClass::String to help.String,
basically. It takes less typing this way, and is a neat effect of having
global args actually be global variables.
2020-04-03 10:40:50 -04:00
Misa
16c3966ace Remove unused argument from musicclass::playef()
Apparently the 'offset' argument did something in the 1.x Flash
versions, but now it does nothing.
2020-04-03 10:40:50 -04:00
Misa
606c740b4f Remove useless variable Game::quickcookieexists
Even though it keeps getting set to true and false everywhere, it never
once gets checked. So it's a variable that does nothing.
2020-04-03 10:40:50 -04:00
Misa
340f57762d Remove useless variable Game::telecookieexists
Although it keeps getting set to true and false in various places, it
never once gets checked, essentially deeming it a variable that's used
but does nothing.
2020-04-03 10:40:50 -04:00
Misa
9cec63bcf7 Remove unused variable Game::sfpsmode
This variable does absolutely nothing, so I'm removing it.
2020-04-03 10:40:50 -04:00
Misa
7abf40881a Remove unused argument of entityclass::getcompanion()
The argument provided to entityclass::getcompanion() does absolutely
nothing. Remove it, and update all callers.
2020-04-03 10:40:50 -04:00
Misa
0e561f23f8 Remove global args from Game
I've decided to call dwgfx/game/map/obj/key/help/music the "global args".
Because they're essentially global variables that are being passed
around in args.

This commit removes global args from all functions on the Game class,
and deals with updating the callsites of said functions accordingly. It
also renames all usages of 'dwgfx' in Game.cpp to 'graphics', since the
global variable is called 'graphics' now.

Interesting to note, I was removing the class defines from Game.h, but
it turns out that Graphics.h depends on the mapclass and entityclass
defines from Game.h. And also Graphics.h spelled mapclass wrong (it
forgot the "class") so I just decided to use that existing line instead.
This is only temporary and after all is said and done, at the end of
this pull request those class defines will be gone.
2020-04-03 10:40:50 -04:00
Misa
cfd355bf4d Don't let custom levels tamper with main game save data
Someone being mean could've overwritten the telesaves of unsuspecting
players, or unlocked a bunch of stuff which they shouldn't have for
those players, using things like the telesave() command and gamestates.
To prevent this, return early in Game::savequick(), Game::savetele(),
and Game::unlocknum() if we are in custommode.
2020-03-15 12:29:26 -04:00
AlexApps99
aff0c06458 Fixes #112: Backbuffer is always 32bpp 2020-03-12 10:06:23 -04:00
Misa
1b04cb5dd6 Fix crewmate-found text boxes overlapping in flip mode
The problem was that the code seemed to be wrongly copy-pasted from the
code for generating the trinket-found text boxes (to the point where
even the comment for the crewmate-found text boxes didn't get changed
from "//Found a trinket!").

For the trinket-found text boxes, they use y-positions 85 and 135 if not
in flip mode, and y-positions 105 and 65 if the game IS in flip mode.
These text boxes are positioned correctly in flip mode.

However, for the crewmate-found text boxes, they use y-positions 85 and
135 if not in flip mode, as usual, but they use y-positions 105 and 135
if the game IS in flip mode. Looks like someone forgot to change the
second y-position when copy-pasting code around.

Which is actually a bit funny, because I can conclude from this that it
seems like the code to position these text boxes in flip mode was
bolted-on AFTER the initial code of these text boxes was written.

I can also conclude (hot take incoming) that basically no one actually
ever tested this game in flip mode (but that was already evident, given
TerryCavanagh/VVVVVV#140, less strongly TerryCavanagh/VVVVVV#141, and
TerryCavanagh/VVVVVV#142 is another flip-mode-related bug which I guess
sorta kinda doesn't really count since text outline wasn't enabled until
2.3?).

So I fixed the second y-position to be 65, just like the y-position the
trinket text boxes use. I even took the opportunity to fix the comment
to say "//Found a crewmate!" instead of "//Found a trinket!".
2020-02-16 09:30:00 -05:00
Matt Penny
df1c1303bf
Use dynamic credits lists for main menu credits screens (and add GitHub contributors) (#160)
Also added GitHub contributors to the credits on the main menu
(previously they were only present in the credits at the end of the
game)
2020-02-11 23:45:58 -05:00
Matt Penny
1b00d12600 Add option to allow custom levels when the editor is disabled 2020-02-09 23:31:44 -05:00
Matt Penny
7d35c5ce4e Add option to compile without the level editor 2020-02-09 23:31:44 -05:00
Matt Penny
dd7170dc59
Add -basedir option to specify base user directory (#154)
Useful for maintaining multiple save files or for debugging
2020-02-08 18:49:03 -05:00
AllyTally
19de5ec59d Add self to CONTRIBTORS.txt and githubfriends 2020-02-07 23:30:49 -05:00
Info Teddy
8ead9db39f Make hardest room "Dimension VVVVVV" if it has no room name
The only places where you can die in a room without a room name is the
Overworld, and I feel that calling it Dimension VVVVVV is appropriate.

You can't naturally die in The Ship nor the Secret Lab, and you can only
do it by pressing R, so I didn't feel it appropriate to add checks to
make the hardest room be "The Ship" or "The Secret Lab" if you managed
to get your hardest room to be a room in either of those areas.
2020-02-03 19:27:49 -08:00
Info Teddy
5a316d65e6 Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.

Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.

Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.

The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.

I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 07:58:23 -05:00
Allison Fleischer
03a4c3362a Add graphics option to toggle mouse cursor
Adds an option to show or hide the system mouse cursor over the game window.
2020-01-29 07:55:50 -05:00
Info Teddy
df83c2d494 Add an accessibility option to be able to see through the roomname
This is the variable dwgfx.translucentroomname and <translucentroomname>
in unlock.vvv.

This lets you see through the black background of the roomname at the
bottom of the screen, i.e. it makes the roomname background translucent.
So you can see if someone decides to hide pesky spikes there.
2020-01-25 23:29:37 -05:00
Ethan Lee
6e9712f113 Add text outline as an accessibility option 2020-01-17 12:37:53 -05:00
Ethan Lee
2aa4aa5f8a Integrate dynamic list sizes for credited patrons, add CONTRIBUTORS to credits
(Also added myself to the credits, only took 6 years to not be lazy about it)
2020-01-16 20:14:56 -05:00
Info Teddy
fa075010c8 Fix being able to set lower custom level score
For reference, here is the list of scores for a custom level:
 0 - not played
 1 - finished
 2 - all trinkets
 3 - finished, all trinkets

Previously, you could've played a level and finished it and set a score
of 3. Then you could re-play the entire level, but manage to only get a
score of 1, i.e. only finished but not with all trinkets. Then your
score for that level would get set back to 1, which basically nullifies
the time you spent playing that level and getting all of the trinkets.

This commit makes it so your new score will get set only if it is higher
than the previous one.
2020-01-13 21:02:40 -05:00
Info Teddy
c2ac1dc7d2 Add an accessibility option to toggle the fake loading screen (#63) 2020-01-12 20:45:44 -05:00
Dav999-v
facc34d86c Replace 2 remaining TinyXml LoadFile()s by FILESYSTEM_loadTiXmlDocument 2020-01-12 10:44:11 -05:00
Dav999-v
b884b7e4e9 Replace TiXmlDocument load and save functions by PHYSFS
The TinyXml functions to load and save files don't properly support
unicode file paths on Windows, so in order to support that properly, I
saw no other option than to do the actual loading and saving via PHYSFS
(or to use the Windows API on Windows and retain doc.LoadFile and
doc.SaveFile on other OSes, but that'd be more complicated and
unnecessary, we already have PHYSFS, right?).

There are two new functions in FileSystemUtils:
bool FILESYSTEM_saveTiXmlDocument(const char *name, TiXmlDocument *doc)
bool FILESYSTEM_loadTiXmlDocument(const char *name, TiXmlDocument *doc)

Any instances of doc.SaveFile(<FULL_PATH>) have been replaced by
FILESYSTEM_saveTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc), where
<FULL_PATH> included the full path to the saves or levels directory,
and <VVVVVV_FOLDER_PATH> only includes the path relative to the VVVVVV
directory.
When loading a document, a TiXmlDocument used to be created with a full
path in its constructor and doc.LoadFile() would then be called, now a
TiXmlDocument is constructed with no path name and
FILESYSTEM_loadTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc) is called.
2020-01-12 10:44:11 -05:00
Marvin Scholz
64fd50be6f Simplify std::vector initializations
Resizing the vector does the same thing that the loops did, it changes
the size for the vector and initializes it with default-constructed
elements (or 0 or its equivalent for POD types).

Where a specific value is needed, it is set with the second
parameter of resize().
2020-01-12 10:29:17 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00