1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-11-17 16:39:42 +01:00
Commit graph

105 commits

Author SHA1 Message Date
Misa
3434ad8777 Fix variables shadowing other variables
In C++, when you have two variables in different scopes with the same
name, the inner scope wins. Except you have to be really careful because
sometimes they're not (#507). So it's better to just always have unique
variable names and make sure to never clash a name with a variable in an
outer scope - after all, the C++ compiler and standard might be fine
with it, but that doesn't mean humans can't make mistakes reading or
writing it.

Usually I just renamed the inner variables, but for tx/ty in editor.cpp,
I just got rid of the ridiculous overcomplicated modulo calculations and
replaced them with actual simple modulo calculations, because the
existing ones were just ridiculous. Actually, somebody ought to find
every instance of the overcomplicated modulos and replace them with the
actual good ones, because it's really stupid, quite frankly...
2020-11-04 08:38:19 -05:00
Dav999-v
4ebf89e844 Add error message if quicksave fails 2020-11-03 22:05:26 -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
7b20d90446 Don't manually write out INBOUNDS_VEC() checks
This is because if they are manually written out, they are more likely
to contain mistakes.

In fact, after further review, there are several functions with
incorrect manually-written bounds checks:
 * entityclass::entitycollide()
 * entityclass::removeentity()
 * entityclass::removeblock()
 * entityclass::copylinecross()
 * entityclass::revertlinecross()

All of those functions forgot to do 'greater than or equal to' instead
of 'greater than' when comparing against the size of the vector. So they
were erroneous. But they are now fixed.
2020-09-25 13:51:47 -04:00
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
c29d7c7d14 De-duplicate activity zone rendering, don't ignore act_fade
This is a follow-up to #421.

The game would draw the activity zone if there was one active at all,
and would ignore game.act_fade. Normally this wouldn't be a problem, but
since #421, it's possible that there could be an active activity zone
but game.act_fade would still be 5. This would happen if you entered a
new activity zone while a cutscene was running.

To fix this, just make it so that the prompt gets drawn on its own and
only depends on the state of game.act_fade (or game.prev_act_fade), and
won't be unconditionally drawn if there's an active activity zone. As a
bonus, this de-duplicates the drawing of the activity prompt, so it's no
longer copy-pasted.
2020-08-24 22:02:58 -04:00
Nichole Mattera
1376e65b5d Added ability to bind restart to a controller. 2020-08-08 19:02:14 -04:00
Misa
f07a8d2143 Move tele/activity/trophytext conds to collision detection
This moves the teleporter, activity prompt, and trophy text "don't draw"
conditionals to the part where the game checks collision with them,
instead of whenever the game draws them.

This makes it so that the game smoothly does the fade-in/fade-out
animation instead of suddenly stopping rendering them whenever their
"don't draw" conditions apply. Now, the "Press ENTER to activate
terminal" prompt will no longer suddenly disappear whenever you activate
one, and the "- Press ENTER to Teleport -" prompt will smoothly fade
back in after teleporting, instead of suddenly popping in on screen.
2020-08-03 00:12:15 -04:00
Misa
cec1a99d3b Don't draw activity zone or trophy text when cutscene is running
This fixes a possible graphical issue where the "Press ENTER to activate
terminal" prompt gets drawn on top of the "- Press ACTION to advance
text -" prompt, which looks bad. Trophy text gets drawn on top, too, so
there's a check there as well.

I've also made it so the activity prompt doesn't get drawn if the player
doesn't have control. After all, what use is it to say "press ENTER" if
the player isn't allowed to?
2020-08-02 22:48:06 -04:00
Dav999-v
4adcf7013c Reposition game time and trinket count in game save box
The game time is moved a little to the left, and the trinket count a
little to the right. To fix #376 for real, the trinket count is now
positioned automatically based on its length. The trinket icon is now
also displayed at the far right (instead of to the left of the count)
for better symmetry, and so that switching between tele save and quick
save doesn't make the trinket icon move if the trinket counts have
different lengths.
2020-08-02 20:22:23 -04:00
Dav999-v
6c02095d99 Make game save box 16 pixels wider
While I'm going to fix #376 anyway to make longer numbers (like Seventy
Eight) fit, I decided to also make the box a little wider in advance of
the game being localized, those extra chars could be a lifesaver, while
you wouldn't really notice the difference if you play the game in
English.
2020-08-02 20:22:23 -04:00
tzann
e2321f84b9 Add check for singular trinkets and crewmates in NDM game over screen 2020-07-28 21:54:35 -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
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
fd0dafc16c De-duplicate Graphics::drawmenu() and Graphics::drawlevelmenu()
Graphics::drawmenu() no longer has copy-pasted code for each individual
case. Instead, the individual cases have their own adding on to common
code, which is far easier to maintain.

Also, the only difference Graphics::drawlevelmenu() does is in some
y-positioning stuff. There's no reason to make it a whole separate
function and duplicate everything AGAIN. So it's been consolidated into
Graphics::drawmenu() as well, and I've added a boolean to draw a menu
this way if it's the level menu.
2020-07-06 11:19:24 -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
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
7adf71a21b Change "toggle letterbox" to "scaling mode"
This change was half-backported from the localization branch, except I
just came up with "scaling mode" as a better term than the more generic
"graphics mode". It doesn't make sense to still have the option be
called "toggle letterbox" because a third option (integer mode) was
added at some point.
2020-06-30 16:53:33 -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
15e10af08e Display trinkets on the minimap in custommode
I don't really like how copy-pasted the minimap rendering code is, but
whatever. We can refactor it later.
2020-06-30 16:30:09 -04:00
Misa
3f7ed4b94a Don't selectively undraw tiles in towers if backgrounds are off
The game for some reason had this thing where it would not draw the
diagonal background tiles if you had animated backgrounds turned off.
Which is weird, because spikes with that background are still drawn as
spikes with that background. And also, it doesn't do this for any of the
tower hallway rooms, which is inconsistent.

Better to simplify the logic in Render.cpp anyways by removing
graphics.drawtower_nobackground() and making it really clear what
exactly we'll do if backgrounds are turned off. ("Aren't we already not
drawing the background? What's this _nobackground() function for?")
2020-06-30 14:34:42 -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
Ethan Lee
38a42b484d
Merge pull request #322 from Dav999-v/auto-center-menu
Make menus automatically centered and narrowed
2020-06-29 19:10:39 -04:00
Misa
f64e9237c4 Display centiseconds on time trial result and Game Complete
Centiseconds won't be saved to any save file or anything. This is just
to make speedrunning a bit more competitive, being able to know the
precise time of a time trial or full game run.

The time trial par time on the result screen always has ".99" after it.
This is basically due to the game comparing the number of seconds to the
par number of seconds using less-than-or-equal-to instead of simply
less-than.
2020-06-29 19:09:11 -04:00
Dav999-v
cc538a0965 Merge remote-tracking branch 'upstream/master' into auto-center-menu
Fix one conflict.
2020-06-29 23:40:10 +02:00
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
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
Dav999-v
0023c821db Make menus automatically centered and narrowed
All menus had a hardcoded X position (offset to an arbitrary starting
point of 110) and a hardcoded horizontal spacing for the "staircasing"
(mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or
something else). Not all menus were centered, and seem to have been
manually made narrower (with lower horizontal spacing) whenever text
ran offscreen during development.

This system may already be hard to work with in an English-only menu
system, since you may need to adjust horizontal spacing or positioning
when adding an option. The main reason I made this change is that it's
even less optimal when menu options have to be translated, since
maximum string lengths are hard to determine, and it's easy to have
menu options running offscreen, especially when not all menus are
checked for all languages and when options could be added in the middle
of a menu after translations of that menu are already checked.

Now, menus are automatically centered based on their options, and they
are automatically made narrower if they won't fit with the default
horizontal spacing of 30 pixels (with some padding). The game.menuxoff
variable for the menu X position is now also offset to 0 instead of 110

The _default_ horizontal spacing can be changed on a per-menu basis,
and most menus (not all) which already had a narrower spacing set,
retain that as a maximum spacing, simply because they looked odd with
30 pixels of spacing (especially the main menu). They will be made even
narrower automatically if needed. In the most extreme case, the spacing
can go down to 0 and options will be displayed right below each other.
This isn't in the usual style of the game, but at least we did the best
we could to prevent options running offscreen.

The only exception to automatic menu centering and narrowing is the
list of player levels, because it's a special case and existing
behavior would be better than automatic centering there.
2020-06-29 02:09:52 +02:00
Misa
92154f4be1 Add start of better Esc menu
It's not functional yet, but here are the options:

    return to game
        quit to menu
            graphic options
                game options
2020-06-23 15:23:57 -04:00
Misa
b8403ffe1e Use game.inspecial() for special mode checks in maprender()
This basically adds an extra '|| game.inintermission' because it seems
like the original code forgot about that conditional. You can't save in
level replays, so there's no need to say "You will lose any unsaved
progress." in intermission replays.
2020-06-23 15:23:57 -04:00
Misa
b66d303540 De-duplicate 'ed.numcrewmates() - game.crewmates()'
Any decent compiler will optimize this so that it's still only two
function calls (or it gets inlined). However, it's still not very
readable, so I've assigned the result to a variable and used that
instead.
2020-06-21 20:50:39 -04:00
Misa
8a110ead34 De-duplicate 'ed.ListOfMetaData[game.playcustomlevel]'
Whoa, that's a long identifier! Better to replace it with something
short, like 'meta', to save on typing and improve readability.
2020-06-21 20:50:39 -04:00
Misa
b480d5e5a9 De-duplicate Flip Mode code for custom levels' CREW page
Instead of copy-pasting everything and changing a few parts, just have
something that handles that tiny part. This reduces the amount of code
size the custom level CREW page takes up by half.
2020-06-21 20:50:39 -04:00
Misa
9d20f754bc Add macro-like inline func FLIP()
This will be used to keep some text positions the same when in Flip
Mode, instead of having to copy and paste code.

This function being at the very top of the file kind of violates
locality, but it has to be done because it can't be a macro.
2020-06-21 20:50:39 -04:00
Misa
6876dbf70c De-duplicate menu tab rendering
Previously, the code to print all tab names was copied to every single
tab, resulting in 12 more superfluous print statements than needed. This
commit uses graphics.map_tab to de-duplicate all the code.
2020-06-21 20:50:39 -04:00
Misa
92ff6ac8fc Fix editor ghosts being added multiple times per frame
This just results in a messy splotchy effect. Instead, move the ghost
adding outside of the render function.
2020-06-19 09:05:48 -04:00
Misa
694e8f42ab Add VSync graphics option, off by default
This is if you want delta-timesteps to go as quickly as possible. Also
it seems like on Windows this only has an effect in exclusive fullscreen
mode.
2020-06-19 09:05:48 -04:00
Misa
7f526f3ef2 Add being able to toggle over/fixed-30-FPS, off by default
There is now an option in "graphic options" named "toggle fps", which
toggles whether the game visually runs at 1000/34 FPS or over 1000/34
FPS. It is off by default.

I've had to put the entire game loop in yet another set of braces, I'll
indent it next commit.
2020-06-19 09:05:48 -04:00
Misa
ad6adcb3c0 Refactor how "hidden names" work
By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship"
popping up on the quit/pause/teleporter screens, even though those rooms
don't have any roomnames.

Apparently my commit to fix roomname re-draw bleed on the
quit/pause/teleporter screens exposed yet another hardreset()-caused
bug. The issue here is that since hardreset() sets game.roomx and
game.roomy to 0, map.area() will no longer work properly, and since the
hidden roomname check is based on map.area(), it will no longer display
"Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used
to do this due to the re-draw bleed, but now it doesn't.

I saw that roomnames didn't get reset in hardreset(), so the solution
here is to re-factor hidden names to be an actual variable, instead of
being implicit. map.hiddenname is a variable that's set in
mapclass::loadlevel(), and if isn't empty, it will be drawn on the
quit/pause/teleporter screens. That way it will still display "Dimension
VVVVVV" and "The Ship" when you press ACTION to quit to the menu.

EDIT: Since PR #230 got merged, this commit is no longer strictly
necessary, but it's still good to refactor hidden names like this.
2020-06-19 09:05:48 -04:00
Misa
69b3a5dff2 Fix roomname being continuously drawn on top of itself
This is only noticeable if you have a font with translucent pixels, like
I do. But it gets really noticeable really quickly with this over-30-FPS
patch because the render functions are continuously called every
delta-timestep. To prevent this, just fill the backbuffer with black
before rendering anything.
2020-06-19 09:05:48 -04:00
Misa
9256b4da56 Smoothly interpolate "[Press ENTER to return to editor]" fadeout
Now it'll be real smooth at 60 FPS. Or above. Or whichever one you want
above 30.
2020-06-19 09:05:48 -04:00
Misa
5daad95f1d Move "return to editor" alpha timer update to logic functions
Otherwise it'll go by too quickly.

Also something subtle here - I didn't make it conditional on
game.advancetext, so now it'll still decrement even if you have
advancetext up.
2020-06-19 09:05:48 -04:00
Misa
68fe5bd72d Move glitch roomname updating to logic functions
Otherwise they go by so fast that it's basically impossible to see them.
2020-06-19 09:05:48 -04:00
Misa
90280b0f92 Interpolate end picture reveal scroll
This is so it looks smooth at framerates above 30.
2020-06-19 09:05:48 -04:00