This is for people who want to use their own soundtrack while playing
the game, but who don't want to mute the sound effects as well.
This feature was added to VCE, but it was added in the strangest way. It
was made an option in "game options" instead of being a keybind, and I
don't know why.
The environment variable SteamTenfoot corresponds with the game running
in Steam Big Picture mode or SteamOS if it is defined. There's a
certification process for both full controller support and Big Picture
mode, and being able to launch a file window in Big Picture mode is an
instant cert failure.
Have to add some includes and put these behind some ifdefs, of course.
I'm pretty sure FreeBSD and OpenBSD and Haiku are POSIX enough that the
"open" command will work on them, too.
I would've loved to make FILESYSTEM_openDirectoryEnabled a simple bool
instead of a function, but I ran into issues with putting it in the
FileSystemUtils header file, so I'll just make it a function and call it
a day.
This fixes a bug where levels in the levels list duplicate if there's an
invalid file (such as a folder) in the levels directory.
It looks like it happens because we don't free the memory if
PHYSFS_readBytes() encounters an error, even though we should. Then we
get into Undefined Behavior territory and end up reusing memory, and
here it just happens that previously, parsing the entire XML document
for each level file was enough to make the loaded file pointer point to
garbage that would fail the metadata check, but if we optimize it so we
don't parse the entire XML document, it starts reusing memory instead.
To find each individual tag quickly, to optimize levels list loading.
I opted to not read the tags <Created>, <Modified>, and <Modifiers> as
they're actually pretty useless.
Also I've added a tag finder for <MetaData> but it's not meant to be
used directly, it's only used to check that the tag exists.
This turns the implicit-fallthrough warning into a full compile-time
error.
Implicit fallthrough is when you forget a break statement in a
case-switch, thus letting one case fall through into the next case and
causing debugging headaches.
This is different from the good type of fallthrough that you use to have
one case with multiple different names, like so:
case 0:
case 1:
case 2:
In that case, it's obvious that you want to have fallthrough there.
The problem was, if you were in a time trial and quit, it wouldn't go
back to selecting your current time trial. But also if you were in a
custom level and quit, you would still be on the playerworlds menu.
The problem was twofold: first, I simply wasn't doing the custommode
check. But secondly, I couldn't use map.custommode directly, because
whenever you quit the game aggressively hardreset()s everything
immediately when you press ACTION.
There's probably a good reason for that aggressive hardreset(), so I
won't touch that hardreset() in any way. Instead, I had to introduce two
kludge variables wasintimetrial and wasincustommode to Game, and use
those to do the check proper.
This makes it more convenient if you have a large levels directory, as
some people in the VVVVVV custom levels community do.
On the first page, this option will change to be "last page" instead.
Since the addition of another menu option pushes up the list of levels
too close to the selected level data itself, I've had to move the list
of levels down by 4 pixels (but "next page"/"previous page"/"return to
menu" are still in their same position).
This feature was already added to VCE but hasn't been upstreamed until
now.
This also replaces some createmenu()s with returnmenu()s as needed even
when said createmenu()s already didn't go to the main menu.
Now when you exit the level editor, you'll be selecting the "level
editor" option in "play levels", and if you exit from a level you'll
still be selecting that level in the levels list.
Furthermore, regardless of what you're exiting, your cursor position
will be remembered.
This is to not reset your cursor position every time you return on
something. It's also to automatically keep track of which menu was the
previous menu instead of manually hardcoding said previous menu.
You were able to mismatch the color of the quicksave/telesave summary
and the text/background by pressing Esc when in the "continue" menu,
then pressing ACTION on "no, return".
This commit fixes that bug by putting the map.settowercolour(3) inside
the Menu::continuemenu creation code itself. However, since the
Menu::youwannaquit code does map.nexttowercolour() right after it does
the game.createmenu(), we also need to put the map.nexttowercolour()
before the game.createmenu() beforehand so it doesn't mess up the cyan
color that Menu::continuemenu sets.
Additionally, I removed the map.settowercolour() from the input handling
of Menu::play, as it's superfluous.
This marks pressing ACTION on "next page" in the levels list, credits,
pressing ACTION on "continue" in "You have unlocked" menus, and pressing
ACTION on an unlock option in the unlock menu and time trial unlock menu
as being the same menu.
This is to prevent creating unnecessary stack frames when using said
menu options in those menus.
These aren't necessary, the menu will update regardless. There isn't
even such a call for the mouse cursor toggle option, that's how
unnecessary it is.
Unless it's the main menu, or unless it's not the same menu. Whether or
not the menu is the same is left up to the caller, because some menus
could be the same but use different names, so we can't simply
automatically check that the names are different and assume that they
aren't the same menu.
This temp variable isn't used anywhere else, and even if it was it's set
to something every time it's used, so there's no risk of this commit
breaking any backwards compatibility.
I assume it was so a dev could mark the spot where they needed to put in
the analogue toggle, and they found a unique yet easy to remember
sequence of characters to Ctrl+F as a marker.
Looks like it was a remnant from the Flash days, and the "delete your
saves if you want to use slowdown" was a bit too mean so it stopped
being a thing in the C++ version.
Much more stylistic, you don't need to repeat "game.currentmenuname" for
each case, and you don't need to deal with the dangling first "if" that
doesn't have an "else".
I presume it was meant to have the text of the currently-selected menu
option inside it, before the code switched over to using the indice of
the currently-selected menu instead? Would've been more error-prone to
use the text name directly.
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.
I think it's about time that this number be updated, yeah? This isn't to
say that 2.3 is finished or almost finished or anything, this is just to
clearly differentiate that this isn't 2.2.
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.
The game won't let you select the Secret Lab if you're in invincibility
mode, probably so you can't set illegitimate Super Gravitron records
just by standing there and doing nothing.
However, for some reason, it'll still let you select the Secret Lab even
if you've slowed down the game. For consistency, let's prevent selecting
the Secret Lab if the game isn't running at fullspeed, too.
I've converted every "else if"-chain in menu render/input code to be a
case-switch, except for the levels list, the "game options" menu
(because it has the MMMMMM menu option which isn't a compile-time
constant), and the "play" menu (because it has the Secret Lab menu
option which also isn't a compile-time option).
I also did NOT convert some case-switches relating to unlocks in
Input.cpp, mostly because they use a system where the "if we have this
unlocked" conditional is a part of the "if this is the current menu
option" conditional, and they use the 'else' branch to play a sad sound
if that "if we have this unlocked" conditional fails.
I've also converted the game.gameframerate and game.crewrescued() "else
if"-chains to be case-switches instead.
There was one level that was indented with 2 spaces instead of 4, which
made everything else look weird. Then some lines were randomly indented
further for no reason.
Doing this before the next commit is done so as to not make the next
commit noisier.
This removes duplicate code that came about as a result of various
possible permutations of menu options, depending on being M&P, having no
custom level support, having no editor support, and having MMMMMM.
The menus with such permutations are the following:
- main menu
- "start game" is gone in MAKEANDPLAY
- "player levels" is gone in NO_CUSTOM_LEVELS
- "view credits" is gone in MAKEANDPLAY
- "game options"
- "unlock play data" is gone in MAKEANDPLAY
- "soundtrack" is gone if you don't have an mmmmmm.vvv file
- "player levels"
- "level editor" is gone in NO_EDITOR
I achieve this de-duplication by clever use of calculating offsets,
which I feel is the best way to de-duplicate the code with the least
amount of work, if a little brittle.
The other options are to (1) put function pointers on each MenuOption
object, which is pretty verbose and would inflate Game::createmenu() by
a lot, (2) switch all game.currentmenuoption checks to instead check for
the text of the currently-selected menu option, which is very
error-prone because if you make a typo it won't be caught at
compile-time, (3) add a unique ID to each MenuOption object that
represents a text but will error at compile-time if you make a typo,
however this just duplicates all the menu option text, which is more
code than was duplicated previously.
So I just went with this one.
I don't know why you would have to have both defined simultaneously, but
now you can.
The compile fail was caused by the fact that if both were defined, then
there would be an expression like this in Map.cpp:
switch (t)
{
case 0:
}
which is an invalid expression.
The solution is to put 'case 0:' into the MAKEANDPLAY ifdef-guard as
well.
Just like I moved the menu ACTION press handler, I'm doing this as well.
It only removes one level of indentation, but it makes titlerender()
easier to understand.
Just like before, I have to put the separate function first, else
titlerender() won't know what it is.
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.
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.
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.
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().
This removes map.numshinytrinkets in favor of using
map.shinytrinkets.size(). Having automatic length tracking is much less
error-prone and less tedious.
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.
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.
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.
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.
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.
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.
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.
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.
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.