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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
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.
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@@ -4,6 +4,7 @@
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#include "editor.h"
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#include "Entity.h"
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#include "FileSystemUtils.h"
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#include "GlitchrunnerMode.h"
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#include "Graphics.h"
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#include "GraphicsUtil.h"
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#include "KeyPoll.h"
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@@ -105,6 +106,37 @@ static void volumesliderrender(void)
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graphics.Print(-1, 85, buffer, tr, tg, tb, true);
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}
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static void inline drawglitchrunnertext(void)
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{
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int tempr = tr;
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int tempg = tg;
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int tempb = tb;
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/* Screen width 40 chars, 4 per char */
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char buffer[160 + 1];
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const char* mode_string;
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const enum GlitchrunnerMode mode = GlitchrunnerMode_get();
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if (mode == GlitchrunnerNone)
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{
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tempr /= 2;
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tempg /= 2;
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tempb /= 2;
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mode_string = "OFF";
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}
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else
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{
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mode_string = GlitchrunnerMode_enum_to_string(mode);
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}
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SDL_snprintf(buffer, sizeof(buffer), "Glitchrunner mode is %s", mode_string);
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graphics.Print(-1, 95, buffer, tempr, tempg, tempb, true);
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}
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static void menurender(void)
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{
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int temp = 50;
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@@ -571,14 +603,7 @@ static void menurender(void)
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graphics.bigprint(-1, 30, "Glitchrunner Mode", tr, tg, tb, true);
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graphics.Print(-1, 65, "Re-enable glitches that existed", tr, tg, tb, true);
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graphics.Print(-1, 75, "in previous versions of the game.", tr, tg, tb, true);
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if (game.glitchrunnermode)
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{
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graphics.Print(-1, 95, "Glitchrunner mode is ON", tr, tg, tb, true);
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}
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else
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{
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graphics.Print(-1, 95, "Glitchrunner mode is OFF", tr / 2, tg / 2, tb / 2, true);
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}
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drawglitchrunnertext();
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break;
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case 1:
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graphics.bigprint(-1, 30, "Input Delay", tr, tg, tb, true);
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@@ -625,6 +650,12 @@ static void menurender(void)
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break;
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}
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break;
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case Menu::setglitchrunner:
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graphics.bigprint(-1, 30, "Glitchrunner Mode", tr, tg, tb, true);
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graphics.Print(-1, 65, "Select a new glitchrunner", tr, tg, tb, true);
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graphics.Print(-1, 75, "version below.", tr, tg, tb, true);
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drawglitchrunnertext();
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break;
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case Menu::advancedoptions:
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switch (game.currentmenuoption)
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{
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@@ -2666,7 +2697,7 @@ void maprender(void)
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// We need to draw the black screen above the menu in order to disguise it
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// being jankily brought down in glitchrunner mode when exiting to the title
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// Otherwise, there's no reason to obscure the menu
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if (game.glitchrunnermode || graphics.fademode == 3 || graphics.fademode == 5)
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if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2) || graphics.fademode == 3 || graphics.fademode == 5)
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{
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graphics.drawfade();
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}
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