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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-25 22:18:30 +02:00
Commit Graph

355 Commits

Author SHA1 Message Date
Misa
77696c0d55 Don't check map.extrarow when opening map
This is just to make sure there aren't any more inconsistencies with
regards to the value of graphics.menuoffset. Can't hurt to be sure.
2021-09-05 17:04:26 -07:00
Misa
edf949bd9c Use resumegamemode to track menu animation
This fixes a bug where the player could bring up the map on the very
first frame of a gamemode(game) animation. This is because the menu
animation checked graphics.menuoffset, but graphics.menuoffset wouldn't
have changed at that point because it only set graphics.resumegamemode.

Instead, just check for graphics.resumegamemode directly. We also need
to assign it to false whenever the map is closed so the player won't be
prevented from using the map screen again.
2021-09-05 16:59:05 -07:00
Misa
da6c524db5 Don't use map.extrarow for menu animations
This fixes all the headaches about map.extrarow having to be the correct
value and which way it should be and whatnot. The latest headache was
the detection that prevent user-initiated menu animations while an
animation was already happening being tripped because
graphics.menuoffset would be 230 (due to closing the menu while being in
a room without a room name), but then going to a room with a room name
would check for 240 instead, and 230 is less than 240. (The numbers are
the wrong way round because I got the ternaries the wrong way round, but
even if the numbers are the correct way round, the bug would still
happen, but it would just be reversed.)

So instead, I've just made it 240 for both. This doesn't change the
duration of the menu animation (because the animation moves in
increments of 25, and 230 / 25 == 240 / 25 under integer division). It
might change the animation slightly, but it was already inconsistent
anyway because map.extrarow was always set to be 1 in custom levels, and
I legitimately would not be able to tell the difference without
recording the animations and nitpicking it frame-by-frame.

Fixes #841.
2021-09-03 17:13:03 -07:00
Misa
4339bbadbb Add message when player is kicked out of Super Gravitron
The player gets kicked out of the Super Gravitron if they have
invincibility or slowdown enabled. However, this can be confusing if no
message pops up
( https://steamcommunity.com/app/70300/discussions/0/3039355280230178910/ )
. So I've made it so that a text box will pop up when they get kicked
out.
2021-09-03 12:08:31 -07:00
Misa
5b10164659 Prevent user-initiated map menu changes during menu animations
This makes it so it's not even possible to stay on the TELEPORTERMODE
screen by opening the map while it's being brought down. It also makes
it so the map animation is able to be canceled when being brought up
just by opening the map and closing it.

Fixes #833.
2021-09-02 12:21:46 -07:00
leo60228
be2b1564a8
Call FS.syncfs on Emscripten (#838)
Also, add a sync parameter to avoid calling syncfs too often.

Calling syncfs twice in a row is both inefficient and leads to errors
displaying twice. This allows us to bypass it when saving unlock.vvv as
part of savestatsandsettings.
2021-09-02 13:19:51 -04:00
Misa
3c30d9b7f0 Rename cl.level to cl.roomproperties
I mean, that's what they are. Room properties are within a level, not a
level themselves. So...
2021-09-01 15:30:02 -07:00
Misa
a23014350f Move all editor-specific attributes to a new editorclass
This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.

Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
2021-09-01 15:30:02 -07:00
Misa
3e380e23fb Rename editor.h to CustomLevels.h
This accompanies the editor.cpp -> CustomLevels.cpp change; I'll be
splitting out the editor functions in the next commit. The name of the
include guard has been changed as well, but not anything else.
2021-09-01 15:30:02 -07:00
Misa
3ef5248db9 Simplify and print XML errors from TinyXML-2
All XML functions now check the return value of
tinyxml2::XMLDocument::Error() after each document gets loaded in to
TinyXML-2. If there's an error, then all functions return. This isn't
strictly necessary, but printing the error message that TinyXML-2 is the
bare minimum we could do to be useful.

Additionally, I've standardized the error messages of missing or
corrupted XML files.

Also, the way the game went about making the XML handles was... a bit
roundabout. There were two XML handles, one for the document and one for
the root element - although only one XML handle suffices. So I've
cleaned that up too.

I could've gone further and added error checking for a whole bunch of
things (e.g. missing elements, missing attributes), but this is good
enough.

Also, if unlock.vvv or settings.vvv don't exist yet, the game is
guaranteed to no-op instead of continuing with the function. Nothing bad
seems to happen if the function continues, but the return statements
should be there anyway to clearly indicate intent.
2021-09-01 15:09:40 -07:00
Misa
cbc84edb0e Remove superfluous message if settings.vvv/unlock.vvv don't exist
If settings.vvv doesn't exist, loadsettings() calls savesettings(), but
savesettings() already prints a message if settings.vvv doesn't exist.
So then the output would look like

    No settings.vvv found. Creating new file
    No settings.vvv found

Which is clearly redundant.

The same thing happens with unlock.vvv, but in that case the following
prints instead

    No unlock.vvv found. Creating new file
    No Stats found. Assuming a new player
2021-09-01 15:09:40 -07:00
Misa
73535b4342 De-duplicate loadsummary parsing and move to different function
I will need to be able to return from this function if there's an XML
error, otherwise writing out the control flow manually gets really
nasty. And while I'm at it, it's some a nice de-duplication as well.

To do this, we create a temporary struct that bundles up all the
information we want for the summary, and pass it in to the intermediate
load function.

Furthermore, we can get rid of reading map.finalstretch - it affects
nothing. map.finalmode is still needed, however, because of the usage of
map.area().
2021-09-01 15:09:40 -07:00
Misa
bbc2f06d81 De-duplicate quick/telesummary fetching in Game::init()
The less copy-pasted code, the less work for me later.
2021-09-01 15:09:40 -07:00
Misa
96539f891c Replace all print calls with vlog calls
This is pretty straight-forward to do.
2021-09-01 14:34:55 -07:00
Misa
416fe00c9d Fix not-Flip-Mode flag turning off when returning from options menu
We need to check for graphics.setflipmode, not graphics.flipmode,
because graphics.flipmode only gets assigned at the end of the frame
(due to the deferred callback). Otherwise, returning from the options
menu would always turn flag 73 on, which would make you ineligible to
get the Flip Mode trophy, even if you're in Flip Mode.
2021-08-31 15:33:20 -07:00
Ally
64be7dbd53
Refactor colors in internal commands
Originally this started as a "deduplicate a bunch of duplicated code in script commands" PR,
but as I was working on that, I discovered there's a lot more that needs to be done than
just deduplication.
Anything which needs a crewmate entity now calls `getcrewmanfromname(name)`, and anything which
just needs the crewmate's color calls `getcolorfromname(name)`. This was done to make sure that
everything works consistently and no copy/pasting is required. Next is the fallback; instead of
giving up and doing various things when it can't find a specific color, it now attempts to treat
the color name as an ID, and if it can't then it returns -1, where each individual command handles
that return value. This means we can keep around AEM -- a bug used in custom levels -- by not
doing anything with the return value if it's -1.

Also, for some reason, there were two `crewcolour` functions, so I stripped out the one in
entityclass and left (and modified) the one in the graphics class, since the graphics class also
has the `crewcolourreal` function.
2021-08-31 15:09:51 -07:00
Misa
7a598f5811 Move roomchange off of Game
The purpose of this variable was to keep track of if gamelogic() called
map.gotoroom() at any point during its execution. So map.gotoroom()
always unconditionally set it to true, and then gamelogic() would check
it later.

Well, there's no need to put that in a global variable and do it like
that! It makes it less clear when you do that.

So what I've done instead is made a temporary macro wrapper around
map.gotoroom() that also sets roomchange to true. I've also made it so
any attempt to use map.gotoroom() directly results in failure (and since
then using map.gotoroom() in the wrapper macro would also fail, I've had
to make a gotoroom wrapper function around map.gotoroom() so the wrapper
macro itself doesn't fail).
2021-08-31 09:25:47 -07:00
mothbeanie
1ec06c6f5c Standardize punctuation and style for the new options menu 2021-08-19 17:17:36 -07:00
Misa
a13d26d866 Add option to delete all custom level save data
To match the option to nuke all main game save data, there is also now
an option to nuke all custom level save data separately (which is just
all custom level quicksaves, along with stars for level completion). It
has its own confirmation menu too. It does not delete any levels from
the levels folder.
2021-08-18 16:02:11 -07:00
Misa
3a2265ef0d Add being able to delete a custom level quicksave
Custom level quicksaves are NOT affected by the clear data menu, so the
player should be able to delete quicksaves this way. The quicksave
confirmation menu now has an extra option to delete the save (and that
option also has its own confirmation menu before deleting).
2021-08-18 16:02:11 -07:00
Misa
28e4a155d4 Don't show next/previous page options if only one page
It's possible to get one page of levels by removing all the built-ins,
either by removing them directly from data.zip or by putting files with
the same filenames as them in your level folder that don't contain
nothing.

And hey, there's already a check for if no levels exist at all, so why
not check for this too?
2021-08-12 00:15:21 -04:00
Misa
71dfbc1860 Allow getting star if more trinkets than level trinkets
Previously, you would only get the trinket completion star if you got
the exact same amount of trinkets as there are custom entity trinkets in
the level file. But if you got more (say, if the level spawned extra
"bonus trinkets"), you wouldn't be able to get the star.

This is true of the custom crewmate case as well, but I've decided to
not change that case, because there are still downsides to the resulting
behavior and it's better to just leave it alone because it's rare for it
to happen anyways.
2021-08-12 00:13:27 -04:00
Misa
448a99ca23 Save showtrinkets to custom level quicksaves
Since custom levels have gained the functionality to show trinkets on
the minimap, it's nice to just save the showtrinkets variable directly
to the save file, without having to make level makers handle it
themselves.
2021-08-12 00:13:05 -04:00
AllyTally
3500888971 Add audiopause(on/off) command
If you have unfocus pause off, and unfocus audio pause off, then this command will go into effect.
When it's set to on, the audio will pause when you unfocus the game. When it's set to off, the
audio will not. This is different from the setting, and gets saved to the save file.
2021-08-11 21:52:11 -04:00
Misa
7699f5aaf1 Display improper zip structure message to non-console users
If a zip file is improperly structured, a message will be displayed when
the player loads the level list.

This will only display the last-displayed improper zip, because there
only needs to be one displayed at a time. Also because doing anything
more would most likely require heap allocation, and I don't want to do
that.
2021-08-10 16:33:52 -04:00
Misa
8dc5d69ef3 Do not close game if custom level has assets issues
It's quite rude to close the game entirely if there is trouble with
assets. Instead, just unload the assets and gracefully return to the
title screen.
2021-08-10 16:33:52 -04:00
Misa
3095871683 Add unfocus audio pause option
Some people prefer the 2.2 behavior where unfocusing pauses the game,
but the music still plays. One such person is Trinket9 on the VVVVVV
Discord server, who wanted it that way.

The reason audio pausing was added in the first place was to prevent
desyncing music in levels with cutscenes that synced to music. Rather
than reverting it, let's add this option instead.
2021-08-10 15:26:44 -04:00
lsaa
6c66f7248d
Add in-game timer option (#790) 2021-08-05 17:31:20 -04:00
Misa
243f9b92f8 Split glitchrunner mode into multiple versions
Previously, turning glitchrunner mode on essentially locked you to
emulating 2.0, and turning it off just meant normal 2.3 behavior. But
what if you wanted 2.2 behavior instead? Well, that's what I had to ask
when a TAS of mine would desync in 2.3 because of the two-frame delay
fix (glitchrunner off), but would also desync because of 2.0 warp lines
(glitchrunner on).

What I've done is made it so there are three states to glitchrunner mode
now: 2.0 (previously just the "on" state), 2.2 (previously a state you
couldn't use), and "off". Furthermore, I made it an enum, so in case
future versions of the game patch out more glitches, we can add them to
the enum (and the only other thing we have to update is a lookup table
in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want
to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner
version.
2021-08-05 13:35:21 -04:00
Misa
d292b64c6d Use hiddenname for hardestroom if roomname is empty
In earlier 2.3, if the roomname was empty, Dimension VVVVVV was used
instead. However, instead of doing that, it's better to just use the
hiddenname instead. Both because it's less hardcoded, and some rooms
have hidden names that aren't Dimension VVVVVV.
2021-06-11 23:58:18 -07:00
Ethan Lee
73c1c9a798 Revert "Change final stretch song to Piercing the Sky"
Upon further discussion it was decided to keep the soundtrack as originally
shipped, instead of changing it after the fact.

This reverts commit cf51379097.
2021-05-20 23:01:43 -04:00
Misa
448e34e878 Save showtargets to main game save files
This fixes an oversight that could lead to confusion by the player.

showtargets is the variable that shows all unexplored teleporters on the
map as a question mark, so players know where to head to to make
progress. However, it previously was not directly saved to the main game
file. Instead, it would be set to true if flag 12 was turned on in the
save file.

How well does flag 12 correlate with showtargets?

Well, the script that turns on showtargets (bigopenworld and
bigopenworldskip) doesn't turn it on. Neither does completing Space
Station 1.

This flag is only turned on when the player activates Violet's activity
zone for the first time.

Therefore, it's entirely possible that a new player could complete Space
Station 1, then save their game, and come back to resume playing later.
When they do come back, the question marks that Violet told them about
won't show up on the minimap, and they'll be confused. They may not know
where to go.

And it is completely unintuitive for them to know that in order to get
the question marks to show up again, they have to not only talk to
Violet, but then save the game again, and reload the save. Especially
since the question marks only show up after you reload the save, and not
when you talk to Violet (because flag 12 is only a proxy for
showtargets, not the actual variable itself).

So what's the solution? Just save showtargets to the save file directly.
2021-05-20 19:56:25 -04:00
Misa
4fa435f784 Separate pressing Enter to open map from pressing Enter to interact
This is a lot of copy-pasted code, but a little bit of copy-pasting
never hurt anyone...

The keybind to interact with activity zones and teleporters is now
separate from the keybind to open the map, or return to the editor from
in-editor playtesting, or restart a time trial. The keybind is now E,
and the default controller bind is X. No controller button prompts, but
the game didn't have controller button prompts anyways, so whatever.

Doing this now because if people's muscle memory are going to be broken
by not being able to spam the map keybind anymore, at least we can help
a bit by changing the keybind so they can keep spamming it - their
muscle memory is going to be broken anyways.

This option has to be enabled by going to the speedrunner menu options
and selecting "interact button". It is disabled by default.

All prompt text needs to be string-interpolated every time they are
drawn, because it is possible for people to change which interact button
they use in the middle of gameplay, via the in-game options.

Closes #736.
2021-05-19 00:04:00 -07:00
Misa
cf51379097 Change final stretch song to Piercing the Sky
After the dimension destabilizes, the song that plays is Positive Force.
Which has already been played twice in the game at that point (first in
Tower, then in the Gravitron). Since Piercing the Sky is unused, why not
play a song that the player hasn't heard before? It would also be
musically fitting for the scenario.

The song gets played in two places - one for if you have cutscenes
enabled, and one for if you don't - so we just need to change both of
them.

I asked Terry in Discord DMs if he wanted this change and he approved of
it.
2021-05-17 02:02:44 -04:00
Misa
21dc90dd0e Fix 1-frame glitch returning from in-game options with Flip Mode on
If you had Flip Mode enabled when exiting from in-game options, the game
would flash the in-game options menu as flipped for 1 frame before
returning to the pause menu.

To fix this, just defer the Flip Mode variable assignment to be done at
the end of the frame.
2021-05-11 23:09:23 -04:00
Misa
52dc914a31 Don't allow setting best game deaths in custom levels
Custom levels shouldn't touch main game save data, and best game deaths
is no exception.

I also added a MAKEANDPLAY ifdef just to be safe.
2021-05-03 22:33:21 -04:00
Misa
4e0484553d Move Secret Lab nocompetitive check to Super Gravitron
It turns out, despite the game attempting to prevent you from using
invincibility or slowdown in the Super Gravitron by simply preventing
you from entering the Secret Lab from the menu, it's still possible to
enter the Super Gravitron with it anyways. Just have invincibility or
slowdown (or both!) enabled, enter the game normally, and talk to
Victoria when you have 20 trinkets, to start the epilogue cutscene.

Yeah, that's a pretty big gaping hole right there...

It's also possible to do a trick that speedrunners use called
telejumping to the Secret Lab to bypass the invincibility/slowdown
check, too.

So rather than single-case patch both of these, I'm going to fix it as
generally as possible, by moving the invincibility/slowdown check to the
gamestate that starts the Super Gravitron, gamestate 9. If you have
invincibility/slowdown enabled, you immediately get sent back to the
Secret Lab. However, this check is ignored in custom levels, because
custom levels may want to use the Super Gravitron and let players have
invincibility/slowdown while doing so (and there are in fact custom
levels out in the wild that use the Super Gravitron; it was like one of
the first things done when people discovered internal scripting).

No message pops up when the game sends you back to the Secret Lab, but
no message popped up when the Secret Lab menu option was disabled
previously in the first place, so I haven't made anything WORSE, per se.

A nice effect of this is that you can have invincibility/slowdown
enabled and still be able to go to the Secret Lab from the menu. This is
useful if you just want to check your trophies and leave, without having
to go out of your way to disable invincibility/slowdown just to go
inside.
2021-05-03 22:32:06 -04:00
Misa
b3c2f56c79 Factor out slowdown/invincibility conds to function
This factors out the slowdown and invincibility conditionals to a
function. This means less copy-pasted code, and it also conveys intent
(that we don't want to allow competitive options if we have either of
these cheats enabled).

This function isn't implemented in the header because then we would have
to include Map.h for map.invincibility, and transitive includes are
evil. Although, map.invincibility ought to be on Game instead (it was
only mapclass due to 2.2-and-previous argument passing), but that's a
bunch of variable reshuffling that can be done later.
2021-05-03 22:32:06 -04:00
Misa
96488d27c8 Factor out Secret Lab/Time Trial/NDM conds to function
They are now factored out to an inline function named incompetitive().
This is so their usage can be changed without having to change each
individual one in every place. This also clarifies the intent of using
these conditionals (they are for when we're in a "competitive" mode).
2021-05-03 22:32:06 -04:00
Misa
516e71c7da Remove customlevelstatsloaded from Game
This boolean is assigned, and it is checked... but it's never assigned
to true, thus making it useless. I also checked 2.2 source and the same
thing happens there; to prevent any confusion, I'm removing this.
2021-04-17 09:53:17 -04:00
Misa
c76c67b125 Axe mouse cursor config option
The config option has been removed. I'm going to implement something
that automatically shows and hides the mouse cursor whenever
appropriate, which is better than a config option.
2021-04-16 22:00:33 -07:00
Misa
e3145c09f2 Reset cliplaytest when exiting to menu and check it when loading
This fixes a bug where quitting to the menu from command-line
playtesting with -playassets specified would always use those assets
when loading back in to any custom level. This also fixes loading in to
a custom level quicksave always using the command-line playtesting
arguments instead of using the actual quicksave.
2021-04-14 07:14:34 -04:00
Misa
235046f7ad Don't ditch frames when loading saves
It seems like for whatever reason that the frames portion of save files
is never read from, and always zeroed. Well, technically they get parsed
but the result is immediately discarded afterwards.

I see no reason to do this, so I'm removing these zeroes.
2021-04-13 17:51:24 -04:00
Misa
01ba834086 Don't tick timer if in time trial countdown
In 2.2 and previous, the game would call resetgameclock() every frame
for the last 30 frames of the time trial countdown in order to make sure
it gets reset. This was in a render function, and didn't get brought out
in 2.3, so 2.3 resets the game clock *while rendering*, which is kinda
bad and is an oversight on my part for not noticing.

Instead of doing that, just add a conditional to the timer so that it
won't tick during the time trial countdown. This fixes #699 even further
by making it so the time trial par can't even be lost during the
countdown, because the timer won't tick up - so you can never get a sad
squeak to play by pausing the game or unfocus-pausing it during the
countdown.
2021-04-13 17:51:24 -04:00
Misa
2517900010 De-duplicate zeroing the game clock
For some reason, resetgameclock() is only ever used in gamerender(), and
everywhere else just zeroes the clock manually. This is weird to me, so
I've made it so everywhere that zeroes the clock uses the
resetgameclock() function to do so.
2021-04-13 17:51:24 -04:00
Misa
e8316c7e9a Implement music and sound volume sliders
This adds music and volume sliders to the audio options. To use the
sliders, you navigate to the given option, then press ACTION, and your
selection will be transferred to the slider. Pressing left or right will
move the slider accordingly. Then you can press ACTION to confirm the
volume is what you want and deselect it, or you can press Esc to cancel
the volume change, and it will revert to the previous volume; both
actions will write your settings to disk.

Most of this commit is just adding infrastructure to support having
sliders in menus (without copy-pasting code), which is a totally
completely new user interface that has never been used before in this
game. If we're going to be adding something new, I want to make sure
that it at least is done the RIGHT way.

Closes #706.
2021-04-11 20:56:16 -04:00
Misa
27874e1dc6 Add music and sound volume config options
This adds <musicvolume> and <soundvolume> tags to unlock.vvv and
settings.vvv, so users' volume preferences will be persistent across
game sessions. This does not add the user interface to change them from
in-game; the next commit will do that.
2021-04-11 20:56:16 -04:00
Misa
2a3f17f1f7 Add audio category to options menu
The audio category contains the MMMMMM soundtrack option, as well as
stubs for the soon-to-be-implemented volume slider options.
2021-04-11 20:56:16 -04:00
Misa
bc0b9e1fa0 Fix softlocks from turning off advancetext at wrong time
When a text box in the script system (not the gamestate system) is
displayed onscreen and "- Press ACTION to advance text -" is up, the
game sets pausescript to true, so the script system won't blare past the
text box and keep executing. Then it also sets advancetext to true.
Crucially, these two variables are different, so if you have pausescript
true but advancetext false, then what happens?

Well, you get softlocked. There's no way to continue the script.

How is this possible? Well, you can teleport to the (0,0) teleporter
(the teleporter in the very top-left of the map) and regain control
during the teleporter animation. To do that, in 2.2 and below, you have
to press R at the same time you press Enter on the teleporter, or in 2.3
you can simply press R during the cutscene. Then once you teleport to
the room, it's really precise and a bit difficult (especially if
Viridian is invisible), but you can quickly walk over to the terminal in
that room and press Enter on it.

Then what will happen is the terminal script will run, but the
teleporter gamestate sequence will finish and turn advancetext off in
the middle of it. And then you're softlocked.

To fix this, just add a check so if we're in gamestate 0 and there's a
script running, but we have pausescript on and advancetext off, just
turn pausescript off so the game automatically advances the script.

This softlock was reported by Tzann on the VVVVVV speedrunning Discord.
2021-04-10 21:47:23 -04:00
Misa
dd4100f752 Fix softlocks from mistimed trinket text skip
You can skip the "You have found a shiny trinket!" cutscene. The
conditions are that this can only be done in the main game, in the main
dimension (no Polar Dimension), the checkpoint that you last touched
must not be in the same room as the trinket, and you have to have
skipped the Comms Relay cutscene. To do the skip, you press R on the
exact frame (or previous frame, if input delay is enabled) that Viridian
touches the trinket. Then, the gamestate will be immediately set to 0
(because of the gotoroom) and the cutscene will be skipped.

Speedrunners of the main game, well, run the main game already, the
only trinket in the Polar Dimension is not one you want to do a death
warp at, and they have a habit of automatically skipping over the Comms
Relay cutscene because they press R at the beginning of the run when
Viridian teleports to Welcome Aboard, to warp back to the Ship and so
they can leave rescuing Violet for later.

So someone reported softlocking themselves by doing the trinket text
skip in 2.3. The softlock is because they're stuck in a state where
completestop is true but can't advance to a state that turns it off. How
does this happen? It's because they pressed R too late and interrupted
the gamestate sequence. In 2.2 and previous, if you're in the gamestate
sequence then you can't press R at all, but 2.3 removes this restriction
(on account of aiming to prevent softlocks). So only on the very first
frame can you death warp and interrupt the gamestate sequence before it
happens at all.

Anyways to fix this, just turn completestop off automatically if we're
in gamestate 0 and there's no script running.

This softlock was reported by Euni on the VVVVVV speedrunning Discord.
2021-04-10 21:47:23 -04:00