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139 commits

Author SHA1 Message Date
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I originally made the game check game.fadetomenudelay and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
Misa
6d7bff61b2 Make returning from game/graphic options return to MAPMODE
This is so return doesn't just lead back to more TITLEMODE.
2020-06-23 15:23:57 -04:00
Misa
4c5b018f6c Fix delta rendering glitch when going to options from new Esc menu
Well this is a bit annoying. I can call graphics.updatetowerbackground()
just fine, but I have to get at the title color update routine inside
titlelogic(), which is hard-baked in. So I have to pull that code
outside of the function, export it in the header, and then call it when
I transition to TITLEMODE.
2020-06-23 15:23:57 -04:00
Misa
06102e2db3 Make better Esc menu functional
So now the options do what they do. However, I still need to fix the
1-frame glitch when switching to TITLEMODE, as well as make returning
from the menu return back to MAPMODE, as well as making this better menu
integrate seamlessly with the existing menus.
2020-06-23 15:23:57 -04:00
Misa
4274843a4b Use game.inspecial() in mapmenuactionpress()
Apart from covering more cases with the SHIP option, it also makes the
if-guard for case 3 much less noisy on the eyes.
2020-06-23 15:23:57 -04:00
Misa
949e99c950 Use case-switch in mapmenuactionpress()
This prevents from having to repeat 'if (game.menupage == ...)'
everywhere, which makes for more concise code.

I know you're technically supposed to indent the cases surrounded by
if-guards, but I don't think indenting them here would help anything.
I'd only indent it if the 'if' had an 'else', for example. But if it
surrounds the whole case, then there's no need for indentation.
2020-06-23 15:23:57 -04:00
Misa
5717afaa37 Pull the game.press_action conditional out of all the if-statements
No need to repeat yourself if you can just surround the whole thing in
an 'if (game.press_action)' block, which is much easier.
2020-06-23 15:23:57 -04:00
Misa
13cc7b2a4b Unindent mapmenuactionpress()
Done in a separate commit to minimize diff noise.
2020-06-23 15:23:57 -04:00
Misa
55d001b4f6 Move mapinput() ACTION press handling to separate function
It's a bit too much to consolidate all the ACTION press handling into
one function, especially given the increasing amount of indentation
levels.
2020-06-23 15:23:57 -04:00
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
8c9c3d3751 Add being able to press Esc to go to quit menu from teleporter menu
It's always been a bit annoying that if you're in the teleporter menu,
you can't press Escape to go to the "Do you want to quit?" menu.
2020-06-21 20:50:06 -04:00