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311 commits

Author SHA1 Message Date
Misa
fb19787489 Remove duplicate game.controllerSensitivity proxy
It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.

So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
2020-12-18 10:02:18 -05:00
Misa
bc9dff8c2a Remove game.gameframerate as duplicate of game.slowdown
game.gameframerate seems to exist for converting the value of
game.slowdown into an actual timestep value, when really the timestep
value should just use game.slowdown directly with a fast lookup table.
Otherwise, there's a bunch of duplicated game.slowdown case-switches
everywhere, which adds up to a large, annoying pile should the values be
changed in the future. But now the duplicate variable has been removed,
and with it, all the copy-pasted case-switches.

Also, the game speed text rendering in Menu::accessibility and
Menu::setslowdown has been factored out to a function and de-duplicated
as well.
2020-12-18 10:02:18 -05:00
Misa
ee44f81d4c Remove duplicate using-MMMMMM variable from Game
game.usingmmmmmm was a duplicate of music.usingmmmmmm, and has been
removed.
2020-12-18 10:02:18 -05:00
Misa
40b7ddda05 Remove duplicate screen configuration variables
There were some duplicate Screen configuration variables that were on
Game, when there didn't need to be.

 - game.fullScreenEffect_badSignal is a duplicate of
   graphics.screenbuffer->badSignalEffect
 - game.fullscreen is a duplicate of !graphics.screenbuffer->isWindowed
 - game.stretchMode is a duplicate of graphics.screenbuffer->stretchMode
 - game.useLinearFilter is a duplicate of
   graphics.screenbuffer->isFiltered

These duplicate variables have been removed now.

I put indentation when handling the ScreenSettings struct in main() so
the local doesn't live for the entirety of main() (which is the entirety
of the program).
2020-12-18 10:02:18 -05:00
Misa
bf29c48640 Remove unneeded titlebg assignments when going to in-game settings
These were needed when the title and tower background shared the same
buffer, but since #522 got merged, these are no longer necessary.
2020-11-07 16:36:06 -05:00
Misa
93775ecde2 Fix ACTION press processing on same frame as fade ticks to 0
Here's what causes #401: After the fade to menu delay ticks down to 0,
the game calls game.quittomenu(), but the rest of mapinput() still
executes. This means that the block that detects your ACTION press gets
executed, because there's a check that fadetomenudelay is less than or
equal to 0, and, well, it is.

So if you've pressed ACTION on the exact frame that it counts down to 0,
then the game detects your ACTION press, then processes it accordingly,
and then sets the fadetomenudelay, which means it'll get reactivated the
next time you open the map screen. But at this point, you get sent to
TITLEMODE, because game.quittomenu() set game.gamestate accordingly.
(This is why resetting game.fadetomenu or game.fadetomenudelay in
game.quittomenu() or script.hardreset() won't fix this bug.)

The solution here is to add a game.fadetomenu check to the ACTION press
processing.

Same-frame state transition logic is hard... actually, any sort of thing
where two things happen on the same frame is really annoying.

This also applies to fadetolab and fadetolabdelay, too.

Fixes #401.
2020-11-06 06:06:45 -05:00
Misa
5aa8b99113 Move all settings to settings.vvv
The game previously did this dumb thing where it lumped in all its
settings with its file that tracked your records and unlocks,
`unlock.vvv`. It wasn't really an issue, until 2.3 came along and added
a few settings, suddenly making a problem where 2.3 settings would be
reset by chance if you decided to touch 2.2.

The solution to this is to move all settings to a new file,
`settings.vvv`. However, for compatibility with 2.2, settings will still
be written to `unlock.vvv`.

The game will prioritize reading from `settings.vvv` instead of
`unlock.vvv`, so if there's a setting that's missing from `unlock.vvv`,
no worries there. But if `settings.vvv` is missing, then it'll read
settings from `unlock.vvv`. As well, if `unlock.vvv` is missing, then
`settings.vvv` will be read from instead (I explicitly tested for this,
and found that I had to write special code to handle this case,
otherwise the game would overwrite the existing `settings.vvv` before
reading from it; kids, make sure to always test your code!).

Closes #373 fully.
2020-11-04 12:06:57 -05:00
Dav999-v
4ebf89e844 Add error message if quicksave fails 2020-11-03 22:05:26 -05:00
Misa
a1957fa518 Remove kludge_to_bg() and bg_to_kludge()
Now that tower, title, and horizontal/veritcal warp backgrounds all use
separate buffers, there's no longer any need to temporarily store
variables as a workaround for the buffers stepping on each other.
2020-11-03 13:25:03 -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
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
d4336b9a33 Hoist Enter check out of script.running clause
This fixes the fact that an Enter release during a "- Press ACTION to
advacne text -" prompt wouldn't be properly registered.
2020-09-07 20:47:33 -04:00
Misa
69337009b8 Remove fademode conditional from map screen
There's not really any good reason to prevent this action during a fade
animation. That just makes the fade timer one more potential contributor
to a softlock.

I'm leaving the fademode conditional on the Time Trial quick restart,
though - removing it would mean being able to quick restart during a
fade-in, and thus being able to spam Enter over and over to keep
re-starting the fade animation, which looks goofy.
2020-09-07 20:47:33 -04:00
Misa
fd19b4e5d8 Hoist Enter/Esc presses out of player entity for-loop
The hooks to bring up the map screen, pause screen, quit from Super
Gravitron, restart Time Trial, and commit suicide have now been hoisted
out of the for-loop that checked for a player entity. None of these
actions require a player entity, and there's no good reason to take away
your control from any of these actions, especially being able to quit to
the menu. The only actions inside the for-loop now are activating a
terminal and activating a teleporter, both of which require a player
entity to be standing in front of a terminal or teleporter, and both of
which have good reasons to be temporarily disabled.
2020-09-07 20:47:33 -04:00
Misa
fb6635abec Remove script.hardreset() when restarting Time Trial
There's not really any need for it to be there. It gets called when the
Time Trial restarts, as restarting the Time Trial calls
script.startgamemode(), which calls script.hardreset() anyway.

Furthermore, since script.hardreset() is removed, we can also remove two
lines that are meant to work around the fact that everything gets reset,
which is now no longer the case.

Fixes #367.
2020-08-14 23:07:02 -04:00
Misa
751e621c14 Fix aggressive glitchrunner hardreset causing issues quitting to menu
This fixes the bug where in glitchrunner mode, quitting to the menu
would always put you back at the play menu on the first option, instead
of the menu you entered the game from.

The problem is the script.hardreset() that gets called before the game
actually quits to the menu, so when Game::quittomenu() gets called to
quit to the menu, all the variables that keep track of whether you're in
a certain gamemode, such as game.insecretlab and map.custommode, all get
prematurely reset before that function can read them and put you back to
the correct menu.

The solution here is to simply reset only what's needed when quitting to
the menu. Specifically, in order for credits warp to work,
script.running needs to be set to false and all the text boxes need to
be removed. Text boxes need to be gone so the "- Press ACTION to advance
text -" prompt will stay up without a text box, enabling the player to
increment the gamestate at will by pressing ACTION, and the script needs
to stop running so further text boxes don't spawn in.

Fixes #389.
2020-08-13 23:51:43 -04:00
AllyTally
48313169b6 Don't fade music out when returning to the menu if it's Presenting VVVVVV
Otherwise, the Presenting VVVVVV for the menu wouldn't play at all.
2020-08-13 10:08:20 -04:00
Nichole Mattera
1376e65b5d Added ability to bind restart to a controller. 2020-08-08 19:02:14 -04:00
Misa
af88aee7c0 Disable pressing R in No Death Mode
All that pressing R does in No Death Mode is end your run. As a result,
it'll only be pressed by accident, so it's better to just disable it
instead.

It's not even useful to quick-restart, because it's faster to quit and
go through the menu again than it is to wait through the Game Over
screen.

Additionally, I removed the `game.deathseq<=0` conditional because it's
unnecessary due to the if-statement already being inside a
`game.deathseq == -1` conditional.
2020-08-08 16:42:19 -04:00
Nichole Mattera
f4d247f7b6 Fixed controllers not being able to navigate the map and menu with up and down buttons. 2020-08-08 16:41:53 -04:00
Misa
6704675189 Remove half-second delay when exiting to menu in glitchrunner mode
The half-second delay comes from the fact that the game uses
graphics.resumegamemode to go back to GAMEMODE. This system waits for
graphics.menuoffset to reach a certain threshold before actually going
back (this is the animation of the map screen being brought down). To
speed it up, I'll just set graphics.menuoffset directly.

I could've directly set game.gamestate to GAMEMODE, but I wanted to be
safe and use the existing system instead.
2020-08-03 01:07:42 -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
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
Misa
057bdc9b68 Add 1 to fade-to-menu/lab delay
This fixes an off-by-one interpolation visual bug when exiting to the
menu or lab in over-30-FPS mode.
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
90280b0f92 Interpolate end picture reveal scroll
This is so it looks smooth at framerates above 30.
2020-06-19 09:05:48 -04:00
Misa
880465c2e5 Fix credits position being 1 frame off w/ BG when press/release ACTION
When you pressed and released ACTION to speed up the credits, the
credits position would end up being 1 frame off from the background.

This is due to the fact that we update the tower background after we
update the credits position, so this commit moves the tower background
update before the credits position update.
2020-06-19 09:05:48 -04:00
Misa
e1fdfb7cdb Interpolate credits position
So that it's as smooth as possible, especially when holding down ACTION
to make it go really fast.
2020-06-19 09:05:48 -04:00
Misa
3b41721563 Interpolate bringing up and down quit/pause/teleporter screen
Now it's really, really smooth. Except for like the last frame when it
goes down, which I sometimes didn't notice (but maybe it didn't happen
every time due to being lucky on the delta timesteps or something,
whatevs.)
2020-06-19 09:05:48 -04:00
Misa
beab344267 Guard all cases obj.getplayer() is used unchecked
obj.getplayer() can return -1, which can cause out-of-bounds indexing of
obj.entities, which is really bad. This was by far the most changes, as
obj.getplayer() is the most used entity-getting function that returns
-1, as well as the most-used function whose sentinel value goes
unchecked.

To deal with the usage of obj.getplayer() in mapclass::warpto(), I just
added general bounds checks inside that function instead of changing all
the callers.
2020-06-12 23:55:48 -04:00
Misa
08e47e839f Guard all cases obj.getteleporter() is used unchecked
obj.getteleporter() is able to return -1. If there's no check on it, it
will end up indexing out-of-bounds, which is Undefined Behavior.
2020-06-12 23:55:48 -04:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
2f2f04c76b Convert custom quicksave loading attempt to TinyXML2
Seems a bit wasteful to do the whole "parse the XML document thing"
instead of a simple file check. It doesn't even fail if the XML document
is invalid, but whatever.
2020-06-12 15:08:29 -04:00
Misa
3a5dd5a616 Clean up all scriptclass externs into one location
I have the feeling that none of the devs understood what extern did, and
they kind of just sprinkled it everywhere until things started working.
But like all other classes, it should just be one line in the class's
respective header file, and shouldn't be so messy.
2020-05-22 09:46:12 -04:00
Misa
3178aec5d2 Only flash and shake screen when enabling Flip Mode
It's a bit inconsistent how every time you toggle flip mode, it does
this flashing and shaking (and different SFX), regardless of whether or
not you're turning it on or off. To be more consistent with what happens
when you toggle screen effects, only turning on Flip Mode should do the
flashing/shaking/game-saved sound, and turning it off should just play
the Viridian squeak.
2020-05-18 22:22:36 -04:00
Misa
7bd2f92f03 Make all gamemode starts play a Viridan squeak
It's always personally irked me that the only time you get a Viridian
squeak when pressing ACTION to start fading out and going in-game is
when you start playing a custom level. And that's only if you don't have
a quicksave.

To make things more consistent (and to add more polish to the game), I
made sure there was a music.playef(11) every time game.mainmenu gets
set. I also made sure that this doesn't result in double-squeaking, i.e.
music.playef(11) being called twice, which can be very loud and
ear-hurting.
2020-05-18 22:22:36 -04:00
Misa
e69cc964ab Don't duplicate activity zone handling code in playtesting
This change makes it so that in in-editor playtesting, the code to
handle pressing ENTER on activity zones is the same code to handle
pressing ENTER on activity zones in custommodeforreal.

This removes the need to copy-paste code and adapt it to in-editor
playtesting. And thus, this fixes an editor artifact where you can press
ENTER on activity zones while doing the death animation, even though you
can't do that when you're playing custom levels normally.
2020-05-14 16:15:07 -04:00
Misa
2d07090a6b Move returning to editor to end of frame
This fixes horizontal and vertical warp backgrounds not resetting, and
also a bunch of other 1-frame glitches, most noticeably cutscene bars
and fadeouts.

This adds a new variable shouldreturntoeditor to Game to signal whether
or not it should return to editor at the end of the frame.
2020-05-09 16:40:01 -04:00
Misa
51971fa84c Abstract returning-to-editor code to Game::returntoeditor()
This way I can easily move it around without moving around a bunch of
lines of code.
2020-05-09 16:40:01 -04:00
Misa
65341a8d1c Unindent block that previously had the fademode check
From the previous commit. It makes the diffs easier to read if I do the
unindent in a separate commit.
2020-05-08 08:34:46 -04:00
Misa
c61025c172 Remove fademode check from quitting to menu
This means you're allowed to quit to the menu even if you're faded-out,
because it's weird if you can close the menu but not be able to quit.
2020-05-08 08:34:46 -04:00
Misa
3235b64d19 Remove reliance on fademode to return to menu
This was used by the old system, which also had an over-reliance on
Terry's State Machine. And due to the fact that it relied on fademode,
it also meant that bringing up the pause screen while faded-out would
result in the player getting sent back to the menu, so one accidental
Esc press during a cutscene could mean countless hours of progress lost
(especially in custom levels).
2020-05-08 08:34:46 -04:00
Misa
656680b49c Fix returning to editor when game is faded-out
This would cause the editor to think that it itself is in the middle of
fading to the menu, and so then will fade to the menu, thus losing any
unsaved work without warning.
2020-05-08 08:34:46 -04:00
Misa
fc2f269548 Move returning to lab to separate variables
Again, what I've done here is removed the over-reliance on Terry's State
Machine to return to the lab, and just moved it into separate variables
instead. This means that returning to the lab is ALMOST entirely
self-contained in MAPMODE, except there's a quick jaunt over to GAMEMODE
to run a script because you can only run scripts in GAMEMODE.
2020-05-08 08:34:46 -04:00
Misa
17e7c6983b Move fading to menu to separate variables
Alright, so what I've done here is made exiting to the menu entirely
separate from Terry's State Machine, and thus it can now take place
entirely within MAPMODE instead of having to go back to GAMEMODE. Also,
it's faster by 15 frames since we don't need to wait for the map screen
to go back down.
2020-05-08 08:34:46 -04:00
Misa
b59e5a8346 Move script.hardreset() to after quit to menu
This cleans up a whole lot of kludge variables, because this aggressive
hardreset() right as ACTION is pressed doesn't do anyone any favors.

This aggressive hardreset() was probably here because of the whole fact
that exiting to the menu uses Terry's State Machine, to minimize the
chances of interruption, but it actually causes more issues and allows
towers to interrupt the fadeout. And we should fix the root cause (the
usage of the state machine) instead of patching together some kludge.
2020-05-08 08:34:46 -04:00
Misa
192b2f2dba Don't re-draw credits scroll background every frame
While I was working on my over-30-FPS patch, I found out that the tower
background in the credits scroll was being completely re-drawn every
single frame, which was a bit wasteful and expensive. It's also harder
to interpolate for my over-30-FPS patch. I'm guessing this constant
re-draw was done because the math to get the surface scroll properly
working is a bit subtle, but I've figured the precise math out!

The first changes of this patch is just removing the unconditional
`map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to
get the credits scrolling in the right direction but make sure the title
screen doesn't start scrolling like a descending tower, too.

After that, the first problem is that it looks like the ACTION press to
speed up the credits scrolling doesn't speed up the background, too. No
problem, just shove a `!game.press_action` check in
`gamecompletelogic()`.

However, this introduces a mini-problem, which is that NOW when you hold
down ACTION, the background appears to be slowly getting out of sync
with the credits text by a one-pixel-per-second difference. This is
actually due to the fact that, as a result of me adding the conditional,
`map.bscroll` is no longer always unconditionally getting set to 1,
while `game.creditposition` IS always unconditionally getting
decremented by 1. And when you hold down ACTION, `game.creditposition`
gets decremented by 6.

Thus, I need to set `map.bscroll` when holding down ACTION to be 7,
which is 6 plus 1.

Then we have another problem, which is that the incoming textures desync
when you press ACTION, and when you release ACTION. They desync by
precisely 6 pixels, which should be a familiar number. I (eventually)
tracked this down to `map.bypos` being updated at the same time
`map.bscroll` is, even though `map.bypos` should be updated a frame
later AFTER updating `map.bscroll`.

So I had to change the `map.bypos` update in `gamecompleteinput()` and
`gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place
it before any `map.bscroll` update, thus ensuring that `map.bscroll`
updates exactly one frame before `map.ypos` does. I had to move the
`map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because
`gamecompleteinput()` comes first before `gamecompletelogic()` in the
`main.cpp` game loop, otherwise the `map.bypos` update won't be delayed
by one frame for when you press ACTION to make it go faster, and thus
cause a desync when you press ACTION.

Oh and then after that, I had to make the descending tower background
draw a THIRD row of incoming tiles, otherwise you could see some black
flickering at the bottom of the screen when you held down ACTION.

All of this took me way too long to figure out, but now the credits
scroll works perfectly while being more optimized.
2020-04-30 05:04:13 -04:00
Misa
28db7038fc Merge drawtowerbackgroundsolo() into drawtowerbackground()
It's less code being copied and pasted, especially since for my
over-30-FPS patch I would have to make a separate function for each if
both of them were still there, but if they're unified into one then I
will only have to make one more function.

And since map.scrolldir is now used outside of GAMEMODE, we'll need to
reset it in hardreset() and when exiting playtesting.
2020-04-29 18:08:13 -04:00
Misa
e92a21cf8a Fix exiting No Death Mode being one menu too far back
I want exiting No Death Mode to go back to the "play modes" menu, not to
the "start game" menu, because it's too far back. Also do the same if
you either die or complete No Death Mode.

Also I initialized Game::wasinintermission, probably a good thing to
initialize variables.
2020-04-27 15:41:07 -04:00
Misa
197c7caf08 Add and use Game::save_exists()
This is simply a shorthand for telesummary != "" || quicksummary != "",
to make it easier and less error-prone to negate. This improves
readability.
2020-04-26 17:20:16 -04:00
Misa
85f851bc17 Make "start game" goto play menu if any unlocks, even if saves deleted
This commit fixes a slightly frustrating thing where if you start a new
game, and then exit before saving, "start game" will always take you to
a new game, even though you have unlocked things like the Secret Lab or
Time Trials.

Now, if you select "new game" (only possible if you have something
unlocked), then quit before saving, "start game" will still take you to
the play menu, but "continue" is replaced with "start" and "new game" is
gone.
2020-04-26 17:20:16 -04:00
Misa
9fca3e111f Improve quit-to-menu menu handling
This stabilizes the code that handles the menu that you land on if you
press Esc and quit to the menu.

Instead of using Game::returnmenu(), we now use the new function
Game::returntomenu() to clearly express intent that we want to return to
a specific menu. So I've added another kludge variable
Game::wasinintermission for the was-in-intermission case.

Also, I made it so that if you didn't have a main game telesave or
quicksave, you just get brought back to the main menu. Because you
shouldn't be able to go to the play menu without a quicksave or
telesave.
2020-04-26 08:15:30 -04:00
Misa
ca0e9ec963 Disable "open level folder" in Steam Big Picture mode
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.
2020-04-18 11:32:06 -04:00
Misa
bc9013c228 Add "open level folder" option to playerworlds menu
This simply adds another menu option utilizing what I added in the
previous commit.
2020-04-18 11:32:06 -04:00
Misa
8796f2c9e0 Fix Menu::quickloadlevel not using returnmenu()
Whoops, almost forgot this one.

Now if you hit "back to levels", your position will still be kept on the
selected level.
2020-04-17 15:41:48 -04:00
Misa
b02c4aac78 Fix going to wrong menu upon quit
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.
2020-04-17 15:41:48 -04:00
Misa
995dc3940a Add a "previous page" option to the credits menu
The credits aren't super-long, but it's still nice to have this menu
option.

If it's the first page, "previous page" will be "last page" instead.
2020-04-17 15:41:48 -04:00
Misa
85b16b969a Add a "previous page" option to the levels list
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.
2020-04-17 15:41:48 -04:00
Misa
e909515f3d Don't go to main menu when exiting to menu
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.
2020-04-17 15:41:48 -04:00
Misa
4d9c834a13 Change gamestate ints to their enum names
This is to make it easier to read, so I don't have to reference Enums.h
if I want to know what they are referring to.
2020-04-17 15:41:48 -04:00
Misa
637a9d5665 Remove now-unused variable Game::previousmenuname
This used to be used for Menu::youwannaquit, but now it uses the same
stack frame system as everything else, so it's gone unused now.
2020-04-17 15:41:48 -04:00
Misa
2bb64198fe Use game.returnmenu() for all "return" menu options
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.
2020-04-17 15:41:48 -04:00
Misa
224585d774 Fix being able to mismatch summary and menu color
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.
2020-04-17 15:41:48 -04:00
Misa
250be2dbb7 Mark same menus in levels list, credits, and unlock menus
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.
2020-04-17 15:41:48 -04:00
Misa
80ae625585 Remove unnecessary createmenu(Menu::graphicoptions) calls
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.
2020-04-17 15:41:48 -04:00
Misa
56a168eed6 Remove ABCDEFG comment
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.
2020-04-17 15:41:48 -04:00
Misa
7b233a0e69 Rename Menu::setslowdown2 to Menu::setslowdown
Now that setslowdown1 has been removed it's no longer necessary to have
a 2 on the end of setslowdown2.
2020-04-17 15:41:48 -04:00
Misa
1c2cee48a7 Remove unused menu setslowdown1
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.
2020-04-17 15:41:48 -04:00
Misa
9e99246e02 Turn game.currentmenuname "else-if"s into case-switches
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".
2020-04-17 15:41:48 -04:00
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
38d749f536 Prevent selecting Secret Lab if game isn't at full speed
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.
2020-04-17 15:41:48 -04:00
Misa
d9d0748ce3 Use case-switch for menu options where possible
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.
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
4f6835c485 De-duplicate copy-pasted input/render code in menus
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.
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
be64d4f704 Move menu ACTION press handling to separate function
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.
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
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
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
Misa
4511ea172e Don't boot user back to main menu after toggling using MMMMMM
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.
2020-04-06 15:41:52 -04:00
Misa
b027a3ddc6 Fix mixed indentation in Enter-handling code when playtesting
It was indenting with 2 spaces instead of 4 spaces like the surrounding
code.
2020-04-03 23:28:47 -04:00
Misa
2a80c80f6c Fix undefined behavior when removing activity zones
It turns out the game engaged in pseudo-UB when removing activity zones,
which got turned into actual UB due to the previous commit.

There were three places where this could happen:
 - Pressing ENTER on an activity zone in normal gameplay
 - Pressing ENTER on an activity zone in in-editor playtesting (because
   the code is duped here)
 - Pressing ESC and quitting to menu while standing inside an activity
   zone

In all cases, game.activeactivity would still be pointing to a
non-existent activity zone. This activity zone in the previous system
would simply be a block with a false 'active', and in the system where
C++ vectors are used properly, would index past the blocks array.

In fact, it is a bug that when you press ENTER on an activity zone, the
activity zone prompt suddenly turns to black, then immediately
disappears. It was pointing to a block that had its clear() method
called, which is why it was all black, and it was an inactive block!
This commit makes it so pressing ENTER on an activity zone smoothly
fades out the activity zone prompt instead of being sudden black.
2020-04-03 23:28:47 -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
4c2ecac0e0 Remove outdated comments from Input.cpp
There's a commented-out recording input option, which sounds
interesting.
2020-04-03 10:40:50 -04:00
Misa
dd8cf0f200 Fix mixed indentation in Input.cpp
There is a lot to be had for this one.
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
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
691673ed30 Remove useless function updategraphicsmode()
Now that it does nothing due to some earlier changes, it's a useless
function that does nothing. (Well, it was already a useless function,
but those earlier changes made it clearer just exactly how useless it
is.) So remove that function and remove all its callsites.
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
07a0c74b01 Remove global args from titlerender.cpp
This removes all global args in all functions in titlerender.cpp.
Additionally, all 'dwgfx' has been renamed to 'graphics' in that file
(there are a lot of them, as you might guess).
2020-04-03 10:40:50 -04:00
Misa
a1fd4c6f02 Remove global args from Input.cpp
This removes all global args from functions in Input.cpp. Additionally,
'dwgfx' has been renamed to 'graphics' in Input.cpp.
2020-04-03 10:40:50 -04:00
Misa
ea3c778b84 Remove global args from scriptclass
This commit removes all global args from the parameters of each function
on the scriptclass object, and updates all places they are called
accordingly. It also changes all instances of 'dwgfx' to 'graphics' in
Script.cpp.

Interestingly enough, it looks like editor.h depended on Script.h's
class define of the musicclass. I've temporarily placed the class define
in editor.h, but by the end of this patchset it'll be gone.
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
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
Info Teddy
4be6d58b82 Reset warp directions when exiting playtesting
This fixes a bug where if warpdir() was used during in-editor
playtesting, the changed warp direction would persist even when leaving
playtesting.

This would be very annoying to correct back every time you playtested
and warpdir() was used, so I've added some kludge to store the actual
warp direction of each room when entering playtesting, and then set the
warp directions back when leaving playtesting.
2020-01-30 22:15:45 -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
Info Teddy
f9525020bb Call nexttowercolour() when exiting to menu
This fixes a bug where you could get mismatched text and background
colors on the menu screen by being in the Tower and exiting at a certain
time. The background when mismatched will always be red, which seems to
have something to do with the fact that when you enter the Tower the
game always sets the background to be red. I could get a quick repro
setup going by starting in the checkpoint in Teleporter Divot, then
quickly entering the Tower, exiting, then re-entering, then pressing Esc
and quitting - all done very quickly.

The important thing about this mismatch is that it's only temporary, and
will be corrected when you press ACTION and the color of the text and
background in the menu both change at the same time, which is what
map.nexttowercolour() does. So all I do is simply call that function
when exiting to the menu, and it will fix the color mismatch.
2020-01-22 20:26:54 -05:00
Info Teddy
14ba07f22c Don't play squeak twice when entering quickloadlevel 2020-01-20 15:33:31 -05:00
Ethan Lee
134a0f1070 Fix invincibility/slowdown cursor positions when exiting those menus 2020-01-17 22:14:29 -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
c2ac1dc7d2 Add an accessibility option to toggle the fake loading screen (#63) 2020-01-12 20:45:44 -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
Daniel Lee
66716fef37 small indentation correction to match surrounding code 2020-01-10 22:41:15 -05:00
Daniel Lee
03205987f7 some small menu fixes
- Return in Unlock Play Modes goes to Game Options instead of the main menu
- changing some Graphics Options settings no longer plays two menu select sounds, which was really loud :(
- Return in Game Pad Options plays the menu select sound
- turning off Screen Effects plays the menu select sound
2020-01-10 22:41:15 -05:00
Elliott Saltar
525e868399 Correct "seperately" to "separately" 2020-01-10 20:46:25 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00