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.
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.
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.
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.
I don't want the quit code to only be in the state machine, but I'll
keep the gamestate around for compatibility reasons (there are custom
levels that directly use gamestate 80 to quit to the menu).
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.
This will be a useful shorthand to ask "do we have the Secret Lab, or
any Time Trial, or Intermission replays, or No Death Mode, or Flip Mode
unlocked?"
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.
When exiting from a game-gamestate which may have been entered through a
varying amount of menus, the solution is to not use Game::returnmenu(),
and to instead have a way to go back to a certain given menu.
It looks like this variable was originally intended to keep track of th
volume of the game, but then it was used as a boolean in main.cpp to
make sure the game didn't call Mix_Volume() and Mix_VolumeMusic() every
frame.
However, it is now a problem, because I put the music mute handling code
in the very branch that game.globalsound protects against, but since
game.globalsound is here, if I mute the music, then mute the whole game,
then unmute the music, and then unmute the whole game, sound effects
will no longer be muted but the music will still be muted, until I mute
and unmute the whole game again. This is annoying and inconsistent, so
I'm removing this check from the 'if (!game.muted)' branch.
Plus, given that the Mix_VolumeMusic() and Mix_Volume() calls happen
every frame if the game is muted anyways, it doesn't seem to be a
problem to call these every frame.
These do basically nothing. The only time they're used is
getGlobalSound() in an if-statement in main.cpp, but all that
if-conditional does is call setGlobalSound() anyway, which is something
that doesn't really have any side effects. So I'm removing these vars to
simplify the code.
This is for people who want to use their own soundtrack while playing
the game, but who don't want to mute the sound effects as well.
This feature was added to VCE, but it was added in the strangest way. It
was made an option in "game options" instead of being a keybind, and I
don't know why.
The 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.
Unless it's the main menu, or unless it's not the same menu. Whether or
not the menu is the same is left up to the caller, because some menus
could be the same but use different names, so we can't simply
automatically check that the names are different and assume that they
aren't the same menu.
This temp variable isn't used anywhere else, and even if it was it's set
to something every time it's used, so there's no risk of this commit
breaking any backwards compatibility.
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.
I presume it was meant to have the text of the currently-selected menu
option inside it, before the code switched over to using the indice of
the currently-selected menu instead? Would've been more error-prone to
use the text name directly.
Stringly-typed things are bad, because if you make a typo when typing
out a string, it's not caught at compile-time. And in the case of this
menu system, you'd have to do an excessive amount of testing to uncover
any bugs caused by a typo. Why do that when you can just use an enum and
catch compile-time errors instead?
Also, you can't use switch-case statements on stringly-typed variables.
So every menu name is now in the enum Menu::MenuName, but you can simply
refer to a menu name by just prefixing it with Menu::.
Unfortunately, I've had to change the "continue" menu name to be
"continuemenu", because "continue" is a keyword in C and C++. Also, it
looks like "timetrialcomplete4" is an unused menu name, even though it
was referenced in Render.cpp.
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().
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.
Most of the code was already commented out, and those comments were
removed in earlier commits, but this removes all recording variables
from Game and simplifies the game-gamestate handling in main.cpp a
little bit.
Unlike, say, the scriptclass i/j/k stuff, these tempstrings are only
purely visual, and there's no known glitches to manipulate them anyway.
Thus I think it's safe to make this cleanup.
It looks like this may have been used earlier in development, judging
from the name, obviously, but right now it seems like it's used as an
error message if a main game level is asked for an invalid room (well,
only two of them - the Lab and Warp Zone). It should probably be
formalized into an error system, if we want to keep teststring, and also
people would never see it anyway because I don't think there's a
reliable and consistent way to trigger loading a non-existent room.
I have seen someone manage to load a non-existent Warp Zone room only
one time, but even then this teststring didn't pop up. So this
teststring doesn't even trigger in the right circumstances.
Also, when it does pop up, as far as I can tell it will stay onscreen,
which is kinda annoying. So I'm just removing this ancient relic from
the code.
This removes all indentation that suddenly switches in the middle of a
function. Most particularly egregious offenses are the ones made by the
person who has 2-wide tabs, but keeps tabbing up to make each
indentation level match up with the 4-wide spaces, so to them (and only
them) it will look just fine, but since by default tabstop is 8-wide,
their lines are pushed off all the way to the right.
Although it keeps getting set to true and false in various places, it
never once gets checked, essentially deeming it a variable that's used
but does nothing.
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.