VVVVVV/desktop_version/src/Graphics.cpp

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#define GRAPHICS_DEFINITION
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#include "Graphics.h"
#include <SDL.h>
#include <utf8/unchecked.h>
#include "Alloc.h"
#include "Constants.h"
#include "CustomLevels.h"
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#include "Entity.h"
#include "Exit.h"
#include "FileSystemUtils.h"
#include "GraphicsUtil.h"
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#include "Map.h"
#include "Music.h"
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#include "Screen.h"
#include "UtilityClass.h"
#include "Vlogging.h"
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void Graphics::init(void)
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{
flipmode = false;
setRect(tiles_rect, 0,0,8,8);
setRect(sprites_rect, 0,0,32,32);
setRect(footerrect, 0, 230, 320, 10);
setRect(prect, 0, 0, 4, 4);
setRect(line_rect, 0,0,0,0);
setRect(tele_rect,0,0,96,96);
setRect(towerbuffer_rect, 8, 8, 320, 240);
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//We initialise a few things
linestate = 0;
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trinketcolset = false;
showcutscenebars = false;
setbars(0);
notextoutline = false;
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flipmode = false;
setflipmode = false;
//Background inits
for (int i = 0; i < numstars; i++)
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{
SDL_Rect s = {(int) (fRandom() * 320), (int) (fRandom() * 240), 2, 2};
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int s2 = 4+(fRandom()*4);
stars[i] = s;
starsspeed[i] = s2;
}
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for (int i = 0; i < numbackboxes; i++)
{
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SDL_Rect bb;
int bvx = 0;
int bvy = 0;
if(fRandom()*100 > 50)
{
bvx = 9 - (fRandom() * 19);
if (bvx > -6 && bvx < 6) bvx = 6;
bvx = bvx * 1.5;
setRect(bb, fRandom() * 320, fRandom() * 240, 32, 12);
}
else
{
bvy = 9 - (fRandom() * 19);
if (bvy > -6 && bvy < 6) bvy = 6;
bvy = bvy * 1.5;
setRect(bb, fRandom() * 320, fRandom() * 240, 12, 32) ;
}
float bint = 0.5 + ((fRandom() * 100) / 200);
backboxes[i] = bb;
backboxvx[i] = bvx;
backboxvy[i] = bvy;
backboxint[i] = bint;
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}
backoffset = 0;
backgrounddrawn = false;
warpskip = 0;
warpfcol = 0x000000;
warpbcol = 0x000000;
spcol = 0;
spcoldel = 0;
rcol = 0;
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crewframe = 0;
crewframedelay = 4;
menuoffset = 0;
oldmenuoffset = 0;
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resumegamemode = false;
//Fading stuff
SDL_memset(fadebars, 0, sizeof(fadebars));
setfade(0);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
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fademode = FADE_NONE;
ingame_fademode = FADE_NONE;
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// initialize everything else to zero
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backBuffer = NULL;
ct = colourTransform();
foregrounddrawn = false;
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foregroundBuffer = NULL;
backgrounddrawn = false;
m = 0;
linedelay = 0;
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menubuffer = NULL;
tempBuffer = NULL;
warpbuffer = NULL;
warpbuffer_lerp = NULL;
footerbuffer = NULL;
ghostbuffer = NULL;
towerbg = TowerBG();
titlebg = TowerBG();
trinketr = 0;
trinketg = 0;
trinketb = 0;
warprect = SDL_Rect();
translucentroomname = false;
alpha = 1.0f;
screenshake_x = 0;
screenshake_y = 0;
col_crewred = 0x00000000;
col_crewyellow = 0x00000000;
col_crewgreen = 0x00000000;
col_crewcyan = 0x00000000;
col_crewblue = 0x00000000;
col_crewpurple = 0x00000000;
col_crewinactive = 0x00000000;
col_clock = 0x00000000;
col_trinket = 0x00000000;
col_tr = 0;
col_tg = 0;
col_tb = 0;
kludgeswnlinewidth = false;
#ifndef NO_CUSTOM_LEVELS
tiles1_mounted = false;
tiles2_mounted = false;
minimap_mounted = false;
#endif
SDL_zeroa(error);
SDL_zeroa(error_title);
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}
void Graphics::destroy(void)
{
#define CLEAR_ARRAY(name) \
for (size_t i = 0; i < name.size(); i += 1) \
{ \
VVV_freefunc(SDL_FreeSurface, name[i]); \
} \
name.clear();
CLEAR_ARRAY(tiles)
CLEAR_ARRAY(tiles2)
CLEAR_ARRAY(tiles3)
CLEAR_ARRAY(entcolours)
CLEAR_ARRAY(sprites)
CLEAR_ARRAY(flipsprites)
CLEAR_ARRAY(tele)
CLEAR_ARRAY(bfont)
CLEAR_ARRAY(flipbfont)
#undef CLEAR_ARRAY
}
void Graphics::create_buffers(const SDL_PixelFormat* fmt)
{
#define CREATE_SURFACE(w, h) \
SDL_CreateRGBSurface( \
SDL_SWSURFACE, \
w, h, \
fmt->BitsPerPixel, \
fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask \
)
backBuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(backBuffer, SDL_BLENDMODE_NONE);
footerbuffer = CREATE_SURFACE(320, 10);
SDL_SetSurfaceBlendMode(footerbuffer, SDL_BLENDMODE_BLEND);
SDL_SetSurfaceAlphaMod(footerbuffer, 127);
FillRect(footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
ghostbuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(ghostbuffer, SDL_BLENDMODE_BLEND);
SDL_SetSurfaceAlphaMod(ghostbuffer, 127);
foregroundBuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(foregroundBuffer, SDL_BLENDMODE_BLEND);
menubuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(menubuffer, SDL_BLENDMODE_NONE);
warpbuffer = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(warpbuffer, SDL_BLENDMODE_NONE);
warpbuffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(warpbuffer_lerp, SDL_BLENDMODE_NONE);
towerbg.buffer = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(towerbg.buffer, SDL_BLENDMODE_NONE);
towerbg.buffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(towerbg.buffer_lerp, SDL_BLENDMODE_NONE);
titlebg.buffer = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(titlebg.buffer, SDL_BLENDMODE_NONE);
titlebg.buffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(titlebg.buffer_lerp, SDL_BLENDMODE_NONE);
tempBuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(tempBuffer, SDL_BLENDMODE_NONE);
#undef CREATE_SURFACE
}
void Graphics::destroy_buffers(void)
{
#define FREE_SURFACE(SURFACE) VVV_freefunc(SDL_FreeSurface, SURFACE)
FREE_SURFACE(backBuffer);
FREE_SURFACE(footerbuffer);
FREE_SURFACE(ghostbuffer);
FREE_SURFACE(foregroundBuffer);
FREE_SURFACE(menubuffer);
FREE_SURFACE(warpbuffer);
FREE_SURFACE(warpbuffer_lerp);
FREE_SURFACE(towerbg.buffer);
FREE_SURFACE(towerbg.buffer_lerp);
FREE_SURFACE(titlebg.buffer);
FREE_SURFACE(titlebg.buffer_lerp);
FREE_SURFACE(tempBuffer);
#undef FREE_SURFACE
}
int Graphics::font_idx(uint32_t ch)
{
if (font_positions.size() > 0)
{
std::map<int, int>::iterator iter = font_positions.find(ch);
if (iter == font_positions.end())
{
iter = font_positions.find('?');
if (iter == font_positions.end())
{
WHINE_ONCE("font.txt missing fallback character!");
return -1;
}
}
return iter->second;
}
else
{
return ch;
}
}
void Graphics::drawspritesetcol(int x, int y, int t, int c)
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{
if (!INBOUNDS_VEC(t, sprites))
{
return;
}
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SDL_Rect rect;
setRect(rect,x,y,sprites_rect.w,sprites_rect.h);
setcol(c);
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BlitSurfaceColoured(sprites[t],NULL,backBuffer, &rect, ct);
}
void Graphics::updatetitlecolours(void)
{
setcol(15);
col_crewred = ct.colour;
setcol(14);
col_crewyellow = ct.colour;
setcol(13);
col_crewgreen = ct.colour;
setcol(0);
col_crewcyan = ct.colour;
setcol(16);
col_crewblue = ct.colour;
setcol(20);
col_crewpurple = ct.colour;
setcol(19);
col_crewinactive = ct.colour;
setcol(18);
col_clock = ct.colour;
setcol(18);
col_trinket = ct.colour;
}
#define PROCESS_TILESHEET_CHECK_ERROR(tilesheet, tile_square) \
if (grphx.im_##tilesheet == NULL) \
{ \
/* We have already asserted; just no-op. */ \
} \
else if (grphx.im_##tilesheet->w % tile_square != 0 \
|| grphx.im_##tilesheet->h % tile_square != 0) \
{ \
static const char error_fmt[] = "%s.png dimensions not exact multiples of %i!"; \
static const char error_title_fmt[] = "Error with %s.png"; \
\
SDL_snprintf(error, sizeof(error), error_fmt, #tilesheet, tile_square); \
SDL_snprintf(error_title, sizeof(error_title), error_title_fmt, #tilesheet); \
\
vlog_error("%s", error); \
\
return false; \
}
#define PROCESS_TILESHEET_RENAME(tilesheet, vector, tile_square, extra_code) \
PROCESS_TILESHEET_CHECK_ERROR(tilesheet, tile_square) \
\
else \
{ \
int j; \
for (j = 0; j < grphx.im_##tilesheet->h / tile_square; ++j) \
{ \
int i; \
for (i = 0; i < grphx.im_##tilesheet->w / tile_square; ++i) \
{ \
SDL_Surface* temp = GetSubSurface( \
grphx.im_##tilesheet, \
i * tile_square, j * tile_square, \
tile_square, tile_square \
); \
vector.push_back(temp); \
\
extra_code \
} \
} \
\
VVV_freefunc(SDL_FreeSurface, grphx.im_##tilesheet); \
}
#define PROCESS_TILESHEET(tilesheet, tile_square, extra_code) \
PROCESS_TILESHEET_RENAME(tilesheet, tilesheet, tile_square, extra_code)
bool Graphics::Makebfont(void)
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{
PROCESS_TILESHEET(bfont, 8,
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{
SDL_Surface* TempFlipped = FlipSurfaceVerticle(temp);
flipbfont.push_back(TempFlipped);
})
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unsigned char* charmap;
size_t length;
FILESYSTEM_loadAssetToMemory("graphics/font.txt", &charmap, &length, false);
if (charmap != NULL)
{
unsigned char* current = charmap;
unsigned char* end = charmap + length;
int pos = 0;
while (current != end)
{
int codepoint = utf8::unchecked::next(current);
font_positions[codepoint] = pos;
++pos;
}
VVV_free(charmap);
}
else
{
font_positions.clear();
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}
return true;
}
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int Graphics::bfontlen(uint32_t ch)
{
if (ch < 32)
{
return 6;
}
else
{
return 8;
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}
}
bool Graphics::MakeTileArray(void)
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{
PROCESS_TILESHEET(tiles, 8, {})
PROCESS_TILESHEET(tiles2, 8, {})
PROCESS_TILESHEET(tiles3, 8, {})
PROCESS_TILESHEET(entcolours, 8, {})
return true;
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}
bool Graphics::maketelearray(void)
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{
PROCESS_TILESHEET_RENAME(teleporter, tele, 96, {})
return true;
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}
bool Graphics::MakeSpriteArray(void)
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{
PROCESS_TILESHEET(sprites, 32, {})
PROCESS_TILESHEET(flipsprites, 32, {})
return true;
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}
#undef PROCESS_TILESHEET
#undef PROCESS_TILESHEET_RENAME
#undef PROCESS_TILESHEET_CHECK_ERROR
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void Graphics::map_tab(int opt, const std::string& text, bool selected /*= false*/)
{
int x = opt*80 + 40 - len(text)/2;
if (selected)
{
Print(x-8, 220, "[" + text + "]", 196, 196, 255 - help.glow);
}
else
{
Print(x, 220, text, 64, 64, 64);
}
}
void Graphics::map_option(int opt, int num_opts, const std::string& text, bool selected /*= false*/)
{
int x = 80 + opt*32;
int y = 136; // start from middle of menu
int yoff = -(num_opts * 12) / 2; // could be simplified to -num_opts * 6, this conveys my intent better though
yoff += opt * 12;
if (flipmode)
{
y -= yoff; // going down, which in Flip Mode means going up
y -= 40;
}
else
{
y += yoff; // going up
}
if (selected)
{
std::string text_upper(text);
for (size_t i = 0; i < text_upper.length(); i++)
{
text_upper[i] = SDL_toupper(text_upper[i]);
}
Print(x - 16, y, "[ " + text_upper + " ]", 196, 196, 255 - help.glow);
}
else
{
Print(x, y, text, 96, 96, 96);
}
}
static void print_char(
SDL_Surface* const buffer,
SDL_Surface* const font,
const int x,
const int y,
const int scale,
colourTransform& ct
) {
SDL_Rect font_rect = {x, y, 8*scale, 8*scale};
SDL_Surface* surface;
if (scale > 1)
{
surface = ScaleSurface(font, 8 * scale, 8 * scale);
if (surface == NULL)
{
return;
}
}
else
{
surface = font;
}
BlitSurfaceColoured(surface, NULL, buffer, &font_rect, ct);
if (scale > 1)
{
VVV_freefunc(SDL_FreeSurface, surface);
}
}
void Graphics::do_print(
const int x,
const int y,
const std::string& text,
int r,
int g,
int b,
int a,
const int scale
) {
std::vector<SDL_Surface*>& font = flipmode ? flipbfont : bfont;
int position = 0;
std::string::const_iterator iter = text.begin();
r = SDL_clamp(r, 0, 255);
g = SDL_clamp(g, 0, 255);
b = SDL_clamp(b, 0, 255);
a = SDL_clamp(a, 0, 255);
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ct.colour = getRGBA(r, g, b, a);
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while (iter != text.end())
{
const uint32_t character = utf8::unchecked::next(iter);
const int idx = font_idx(character);
if (INBOUNDS_VEC(idx, font))
{
print_char(backBuffer, font[idx], x + position, y, scale, ct);
}
position += bfontlen(character) * scale;
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}
}
void Graphics::Print( int _x, int _y, const std::string& _s, int r, int g, int b, bool cen /*= false*/ ) {
return PrintAlpha(_x,_y,_s,r,g,b,255,cen);
}
void Graphics::PrintAlpha( int _x, int _y, const std::string& _s, int r, int g, int b, int a, bool cen /*= false*/ )
{
if (cen)
_x = ((160 ) - ((len(_s)) / 2));
return do_print(_x, _y, _s, r, g, b, a, 1);
}
bool Graphics::next_wrap(
size_t* start,
size_t* len,
const char* str,
const int maxwidth
) {
/* This function is UTF-8 aware. But start/len still are bytes. */
size_t idx = 0;
size_t lenfromlastspace = 0;
size_t lastspace = 0;
int linewidth = 0;
*len = 0;
if (str[idx] == '\0')
{
return false;
}
while (true)
{
/* FIXME: This only checks one byte, not multiple! */
if ((str[idx] & 0xC0) == 0x80)
{
/* Skip continuation byte. */
goto next;
}
linewidth += bfontlen(str[idx]);
switch (str[idx])
{
case ' ':
lenfromlastspace = idx;
lastspace = *start;
break;
case '\n':
*start += 1;
SDL_FALLTHROUGH;
case '\0':
return true;
}
if (linewidth > maxwidth)
{
if (lenfromlastspace != 0)
{
*len = lenfromlastspace;
*start = lastspace + 1;
}
return true;
}
next:
idx += 1;
*start += 1;
*len += 1;
}
}
bool Graphics::next_wrap_s(
char buffer[],
const size_t buffer_size,
size_t* start,
const char* str,
const int maxwidth
) {
size_t len = 0;
const size_t prev_start = *start;
const bool retval = next_wrap(start, &len, &str[*start], maxwidth);
if (retval)
{
/* Like next_split_s(), don't use SDL_strlcpy() here. */
const size_t length = SDL_min(buffer_size - 1, len);
SDL_memcpy(buffer, &str[prev_start], length);
buffer[length] = '\0';
}
return retval;
}
void Graphics::PrintWrap(
const int x,
int y,
const char* str,
const int r,
const int g,
const int b,
const bool cen,
const int linespacing,
const int maxwidth
) {
/* Screen width is 320 pixels. The shortest a char can be is 6 pixels wide.
* 320 / 6 is 54, rounded up. 4 bytes per char. */
char buffer[54*4 + 1];
size_t start = 0;
if (flipmode)
{
/* Correct for the height of the resulting print. */
size_t len = 0;
while (next_wrap(&start, &len, &str[start], maxwidth))
{
y += linespacing;
}
y -= linespacing;
start = 0;
}
while (next_wrap_s(buffer, sizeof(buffer), &start, str, maxwidth))
{
Print(x, y, buffer, r, g, b, cen);
if (flipmode)
{
y -= linespacing;
}
else
{
y += linespacing;
}
}
}
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void Graphics::bigprint( int _x, int _y, const std::string& _s, int r, int g, int b, bool cen, int sc )
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{
if (cen)
{
const int len_ = len(_s);
_x = SDL_max(160 - (int((len_/ 2.0)*sc)), 0 );
}
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return do_print(_x, _y, _s, r, g, b, 255, sc);
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}
void Graphics::bigbprint(int x, int y, const std::string& s, int r, int g, int b, bool cen, int sc)
{
if (!notextoutline)
{
bigprint(x, y - sc, s, 0, 0, 0, cen, sc);
if (cen)
{
const int len_ = len(s);
int x_cen = SDL_max(160 - (len_ / 2) * sc, 0);
bigprint(x_cen - sc, y, s, 0, 0, 0, false, sc);
bigprint(x_cen + sc, y, s, 0, 0, 0, false, sc);
}
else
{
bigprint(x - sc, y, s, 0, 0, 0, cen, sc);
bigprint(x + sc, y, s, 0, 0, 0, cen, sc);
}
bigprint(x, y + sc, s, 0, 0, 0, cen, sc);
}
bigprint(x, y, s, r, g, b, cen, sc);
}
int Graphics::len(const std::string& t)
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{
int bfontpos = 0;
std::string::const_iterator iter = t.begin();
while (iter != t.end()) {
int cur = utf8::unchecked::next(iter);
bfontpos += bfontlen(cur);
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}
return bfontpos;
}
void Graphics::bprint( int x, int y, const std::string& t, int r, int g, int b, bool cen /*= false*/ ) {
bprintalpha(x,y,t,r,g,b,255,cen);
}
void Graphics::bprintalpha( int x, int y, const std::string& t, int r, int g, int b, int a, bool cen /*= false*/ )
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{
if (!notextoutline)
{
PrintAlpha(x, y - 1, t, 0, 0, 0, a, cen);
if (cen)
{
const int x_cen = 160 - len(t)/2;
PrintAlpha(x_cen - 1, y, t, 0, 0, 0, a, false);
PrintAlpha(x_cen + 1, y, t, 0, 0, 0, a, false);
}
else
{
PrintAlpha(x -1, y, t, 0, 0, 0, a, cen);
PrintAlpha(x +1, y, t, 0, 0, 0, a, cen);
}
PrintAlpha(x, y+1, t, 0, 0, 0, a, cen);
}
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PrintAlpha(x, y, t, r, g, b, a, cen);
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}
void Graphics::printcrewname( int x, int y, int t )
{
//Print the name of crew member t in the right colour
switch(t)
{
case 0:
Print(x, y, "Viridian", 16, 240, 240,false );
break;
case 1:
Print(x, y, "Violet", 240, 16, 240,false);
break;
case 2:
Print(x, y, "Vitellary", 240, 240, 16,false);
break;
case 3:
Print(x, y, "Vermilion", 240, 16, 16,false);
break;
case 4:
Print(x, y, "Verdigris", 16, 240, 16,false);
break;
case 5:
Print(x, y, "Victoria", 16, 16, 240,false);
break;
}
}
void Graphics::printcrewnamedark( int x, int y, int t )
{
//Print the name of crew member t as above, but in black and white
switch(t)
{
case 0:
Print(x, y, "Viridian", 128,128,128,false);
break;
case 1:
Print(x, y, "Violet", 128,128,128,false);
break;
case 2:
Print(x, y, "Vitellary", 128,128,128,false);
break;
case 3:
Print(x, y, "Vermilion", 128,128,128,false);
break;
case 4:
Print(x, y, "Verdigris", 128,128,128,false);
break;
case 5:
Print(x, y, "Victoria", 128,128,128,false);
break;
}
}
void Graphics::printcrewnamestatus( int x, int y, int t )
{
//Print the status of crew member t in the right colour
switch(t)
{
case 0:
Print(x, y, "(that's you!)", 12, 140, 140,false);
break;
case 1:
Print(x, y, "Rescued!", 140, 12, 140,false);
break;
case 2:
Print(x, y, "Rescued!", 140, 140, 12,false);
break;
case 3:
Print(x, y, "Rescued!", 140, 12, 12,false);
break;
case 4:
Print(x, y, "Rescued!", 12, 140, 12,false);
break;
case 5:
Print(x, y, "Rescued!", 12, 12, 140,false);
break;
}
}
void Graphics::drawsprite( int x, int y, int t, int r, int g, int b )
{
if (!INBOUNDS_VEC(t, sprites))
{
WHINE_ONCE("drawsprite() out-of-bounds!");
return;
}
SDL_Rect rect = {x, y, sprites_rect.w, sprites_rect.h};
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setcolreal(getRGB(r,g,b));
BlitSurfaceColoured(sprites[t], NULL, backBuffer, &rect, ct);
}
void Graphics::drawsprite(int x, int y, int t, Uint32 c)
{
if (!INBOUNDS_VEC(t, sprites))
{
WHINE_ONCE("drawsprite() out-of-bounds!");
return;
}
SDL_Rect rect = {x, y, sprites_rect.w, sprites_rect.h};
setcolreal(c);
BlitSurfaceColoured(sprites[t], NULL, backBuffer, &rect, ct);
}
#ifndef NO_CUSTOM_LEVELS
bool Graphics::shouldrecoloroneway(const int tilenum, const bool mounted)
{
return (tilenum >= 14 && tilenum <= 17
&& (!mounted
|| cl.onewaycol_override));
}
#endif
void Graphics::drawtile( int x, int y, int t )
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{
if (!INBOUNDS_VEC(t, tiles))
{
WHINE_ONCE("drawtile() out-of-bounds!");
return;
}
SDL_Rect rect = {x, y, tiles_rect.w, tiles_rect.h};
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles1_mounted))
{
colourTransform thect = {cl.getonewaycol()};
BlitSurfaceTinted(tiles[t], NULL, backBuffer, &rect, thect);
}
else
#endif
{
BlitSurfaceStandard(tiles[t], NULL, backBuffer, &rect);
}
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}
void Graphics::drawtile2( int x, int y, int t )
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{
if (!INBOUNDS_VEC(t, tiles2))
{
WHINE_ONCE("drawtile2() out-of-bounds!");
return;
}
SDL_Rect rect = {x, y, tiles_rect.w, tiles_rect.h};
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles2_mounted))
{
colourTransform thect = {cl.getonewaycol()};
BlitSurfaceTinted(tiles2[t], NULL, backBuffer, &rect, thect);
}
else
#endif
{
BlitSurfaceStandard(tiles2[t], NULL, backBuffer, &rect);
}
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}
void Graphics::drawtile3( int x, int y, int t, int off, int height_subtract /*= 0*/ )
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{
t += off * 30;
if (!INBOUNDS_VEC(t, tiles3))
{
WHINE_ONCE("drawtile3() out-of-bounds!");
return;
}
SDL_Rect src_rect = { 0, 0, tiles_rect.w, tiles_rect.h - height_subtract };
SDL_Rect rect = {x, y, tiles_rect.w, tiles_rect.h};
BlitSurfaceStandard(tiles3[t], &src_rect, backBuffer, &rect);
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}
void Graphics::drawtowertile( int x, int y, int t )
{
if (!INBOUNDS_VEC(t, tiles2))
{
WHINE_ONCE("drawtowertile() out-of-bounds!");
return;
}
x += 8;
y += 8;
SDL_Rect rect = {x, y, tiles_rect.w, tiles_rect.h};
BlitSurfaceStandard(tiles2[t], NULL, warpbuffer, &rect);
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}
void Graphics::drawtowertile3( int x, int y, int t, TowerBG& bg_obj )
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{
t += bg_obj.colstate*30;
if (!INBOUNDS_VEC(t, tiles3))
{
WHINE_ONCE("drawtowertile3() out-of-bounds!");
return;
}
x += 8;
y += 8;
SDL_Rect rect = {x, y, tiles_rect.w, tiles_rect.h};
BlitSurfaceStandard(tiles3[t], NULL, bg_obj.buffer, &rect);
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}
void Graphics::drawgui(void)
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{
int text_sign;
int crew_yp;
int crew_sprite;
size_t i;
if (flipmode)
{
text_sign = -1;
crew_yp = 64 + 48 + 4;
crew_sprite = 6;
}
else
{
text_sign = 1;
crew_yp = 64 + 32 + 4;
crew_sprite = 0;
}
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//Draw all the textboxes to the screen
for (i = 0; i<textboxes.size(); i++)
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{
int text_yoff;
int yp;
Fix text box deltaframe flashing on deltaframes after fully opaque So #434 didn't end up solving the deltaframe flashing fully, only reduced the chances that it could happen. I've had the Level Complete image flash a few times when the Game Saved text box pops up. This seems to be because the Level Complete image is based off of the text box being at y-position 12, and the Game Saved text box is also at y-position 12. Level Complete only gets drawn if the text box additionally has a red channel value of 165, and the Game Saved text box has a red channel value of 174. However, there is a check that the text box be fully opaque first before drawing special images. So what went wrong? Well, after thinking about it for a while, I realized that even though there is indeed an opaqueness check, the alpha of the text box updates BEFORE it gets drawn. And during the deltaframes immediately after it gets updated, the text box is considered fully opaque. It's completely possible for the linear interpolation to end up with a red channel value of 165 during these deltaframes, while the text box is opaque as well. As always, it helps if you have a high refresh rate, and run the game under 40% slowdown. Anyways, so what's the final fix for this issue? Well, use the text box 'target' RGB values instead - its tr/tg/tb attributes instead of its r/g/b attributes. They are not subject to interpolation and so are completely reliable. The opaqueness check should still be kept, though, because the target values don't account for opaqueness. And this way, we get no more deltaframe flashes during text box fades. An even better fix would be to not use magic RGB values to draw special images... but that'd be something to do later.
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bool opaque;
if (flipmode)
{
text_yoff = textboxes[i].lines.size() * 8;
}
else
{
text_yoff = 8;
}
yp = textboxes[i].yp;
if (flipmode && textboxes[i].flipme)
{
yp = SCREEN_HEIGHT_PIXELS - yp - 8 * (textboxes[i].lines.size() + 2);
}
if (textboxes[i].r == 0 && textboxes[i].g == 0 && textboxes[i].b == 0)
{
size_t j;
for (j = 0; j < textboxes[i].lines.size(); j++)
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{
bprint(textboxes[i].xp + 8, yp + text_yoff + text_sign * (j * 8), textboxes[i].lines[j], 196, 196, 255 - help.glow);
}
}
else
{
const float tl_lerp = lerp(textboxes[i].prev_tl, textboxes[i].tl);
const int r = textboxes[i].r * tl_lerp;
const int g = textboxes[i].g * tl_lerp;
const int b = textboxes[i].b * tl_lerp;
size_t j;
drawtextbox(textboxes[i].xp, yp, textboxes[i].w/8, textboxes[i].h/8, r, g, b);
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for (j = 0; j < textboxes[i].lines.size(); j++)
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{
Print(textboxes[i].xp + 8, yp + text_yoff + text_sign * (j * 8), textboxes[i].lines[j], r, g, b);
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}
}
opaque = textboxes[i].tl >= 1.0;
Fix text box deltaframe flashing on deltaframes after fully opaque So #434 didn't end up solving the deltaframe flashing fully, only reduced the chances that it could happen. I've had the Level Complete image flash a few times when the Game Saved text box pops up. This seems to be because the Level Complete image is based off of the text box being at y-position 12, and the Game Saved text box is also at y-position 12. Level Complete only gets drawn if the text box additionally has a red channel value of 165, and the Game Saved text box has a red channel value of 174. However, there is a check that the text box be fully opaque first before drawing special images. So what went wrong? Well, after thinking about it for a while, I realized that even though there is indeed an opaqueness check, the alpha of the text box updates BEFORE it gets drawn. And during the deltaframes immediately after it gets updated, the text box is considered fully opaque. It's completely possible for the linear interpolation to end up with a red channel value of 165 during these deltaframes, while the text box is opaque as well. As always, it helps if you have a high refresh rate, and run the game under 40% slowdown. Anyways, so what's the final fix for this issue? Well, use the text box 'target' RGB values instead - its tr/tg/tb attributes instead of its r/g/b attributes. They are not subject to interpolation and so are completely reliable. The opaqueness check should still be kept, though, because the target values don't account for opaqueness. And this way, we get no more deltaframe flashes during text box fades. An even better fix would be to not use magic RGB values to draw special images... but that'd be something to do later.
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if (!opaque)
{
continue;
}
if (textboxes[i].yp == 12 && textboxes[i].r == 165)
{
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if (flipmode)
{
drawimage(5, 0, 180, true);
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}
else
{
drawimage(0, 0, 12, true);
}
}
else if (textboxes[i].yp == 12 && textboxes[i].g == 165)
{
if (flipmode)
{
drawimage(6, 0, 180, true);
}
else
{
drawimage(4, 0, 12, true);
}
}
if (textboxes[i].r == 175 && textboxes[i].g == 175)
{
//purple guy
drawsprite(80 - 6, crew_yp, crew_sprite, 220- help.glow/4 - textboxes[i].rand, 120- help.glow/4, 210 - help.glow/4);
}
else if (textboxes[i].r == 175 && textboxes[i].b == 175)
{
//red guy
drawsprite(80 - 6, crew_yp, crew_sprite, 255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
}
else if (textboxes[i].r == 175)
{
//green guy
drawsprite(80 - 6, crew_yp, crew_sprite, 120 - help.glow / 4 - textboxes[i].rand, 220 - help.glow / 4, 120 - help.glow / 4);
}
else if (textboxes[i].g == 175)
{
//yellow guy
drawsprite(80 - 6, crew_yp, crew_sprite, 220- help.glow/4 - textboxes[i].rand, 210 - help.glow/4, 120- help.glow/4);
}
else if (textboxes[i].b == 175)
{
//blue guy
drawsprite(80 - 6, crew_yp, crew_sprite, 75, 75, 255- help.glow/4 - textboxes[i].rand);
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}
}
}
void Graphics::updatetextboxes(void)
{
for (size_t i = 0; i < textboxes.size(); i++)
{
textboxes[i].update();
if (textboxes[i].tm == 2 && textboxes[i].tl <= 0.5)
{
textboxes.erase(textboxes.begin() + i);
i--;
continue;
}
if (textboxes[i].tl >= 1.0f
&& ((textboxes[i].r == 175 && textboxes[i].g == 175)
|| textboxes[i].r == 175
|| textboxes[i].g == 175
|| textboxes[i].b == 175)
&& (textboxes[i].r != 175 || textboxes[i].b != 175))
{
textboxes[i].rand = fRandom() * 20;
}
}
}
void Graphics::drawimagecol( int t, int xp, int yp, bool cent/*= false*/ )
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{
if (!INBOUNDS_VEC(t, images) || images[t] == NULL)
{
return;
}
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SDL_Rect trect;
point tpoint;
if (cent)
{
tpoint.x = 160 - int(images[t]->w / 2);
tpoint.y = yp;
trect.x = tpoint.x ;
trect.y = tpoint.y;
trect.w = images[t]->w;
trect.h= images[t]->h;
BlitSurfaceColoured(images[t], NULL, backBuffer, &trect, ct);
}
else
{
trect.x = xp;
trect.y = yp;
trect.w = images[t]->w;
trect.h = images[t]->h;
BlitSurfaceColoured(images[t], NULL, backBuffer, &trect, ct);
}
}
void Graphics::drawimage( int t, int xp, int yp, bool cent/*=false*/ )
{
if (!INBOUNDS_VEC(t, images) || images[t] == NULL)
{
return;
}
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SDL_Rect trect;
if (cent)
{
trect.x = 160 - int(images[t]->w / 2);
trect.y = yp;
trect.w = images[t]->w;
trect.h = images[t]->h;
BlitSurfaceStandard(images[t], NULL, backBuffer, &trect);
}
else
{
trect.x = xp;
trect.y = yp;
trect.w = images[t]->w;
trect.h= images[t]->h;
BlitSurfaceStandard(images[t], NULL, backBuffer, &trect);
}
}
void Graphics::drawpartimage( int t, int xp, int yp, int wp, int hp)
{
if (!INBOUNDS_VEC(t, images) || images[t] == NULL)
{
return;
}
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SDL_Rect trect;
trect.x = xp;
trect.y = yp;
trect.w = wp;
trect.h= hp;
SDL_Rect trect2;
trect2.x = 0;
trect2.y = 0;
trect2.w = wp;
trect2.h= hp;
BlitSurfaceStandard(images[t], &trect2, backBuffer, &trect);
}
void Graphics::cutscenebars(void)
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{
int usethispos = lerp(oldcutscenebarspos, cutscenebarspos);
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if (showcutscenebars)
{
FillRect(backBuffer, 0, 0, usethispos, 16, 0x000000);
FillRect(backBuffer, 360-usethispos, 224, usethispos, 16, 0x000000);
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}
else if (cutscenebarspos > 0) //disappearing
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{
//draw
FillRect(backBuffer, 0, 0, usethispos, 16, 0x000000);
FillRect(backBuffer, 360-usethispos, 224, usethispos, 16, 0x000000);
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}
}
void Graphics::cutscenebarstimer(void)
{
oldcutscenebarspos = cutscenebarspos;
if (showcutscenebars)
{
cutscenebarspos += 25;
cutscenebarspos = SDL_min(cutscenebarspos, 361);
}
else if (cutscenebarspos > 0)
{
//disappearing
cutscenebarspos -= 25;
cutscenebarspos = SDL_max(cutscenebarspos, 0);
}
}
void Graphics::setbars(const int position)
{
cutscenebarspos = position;
oldcutscenebarspos = position;
}
void Graphics::drawcrewman( int x, int y, int t, bool act, bool noshift /*=false*/ )
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{
if (!act)
{
if (noshift)
{
if (flipmode)
{
drawsprite(x, y, 14, col_crewinactive);
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}
else
{
drawsprite(x, y, 12, col_crewinactive);
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}
}
else
{
if (flipmode)
{
drawsprite(x - 8, y, 14, col_crewinactive);
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}
else
{
drawsprite(x - 8, y, 12, col_crewinactive);
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}
}
}
else
{
if (flipmode) crewframe += 6;
switch(t)
{
case 0:
drawsprite(x, y, crewframe, col_crewcyan);
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break;
case 1:
drawsprite(x, y, crewframe, col_crewpurple);
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break;
case 2:
drawsprite(x, y, crewframe, col_crewyellow);
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break;
case 3:
drawsprite(x, y, crewframe, col_crewred);
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break;
case 4:
drawsprite(x, y, crewframe, col_crewgreen);
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break;
case 5:
drawsprite(x, y, crewframe, col_crewblue);
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break;
}
if (flipmode) crewframe -= 6;
}
}
void Graphics::drawpixeltextbox(
const int x,
const int y,
const int w,
const int h,
const int r,
const int g,
const int b
) {
int k;
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FillRect(backBuffer, x, y, w, h, r/6, g/6, b/6);
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/* Horizontal tiles */
for (k = 0; k < w/8 - 2; ++k)
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{
drawcoloredtile(x + 8 + k*8, y, 41, r, g, b);
drawcoloredtile(x + 8 + k*8, y + h - 8, 46, r, g, b);
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}
if (w % 8 != 0)
{
/* Fill in horizontal gap */
drawcoloredtile(x + w - 16, y, 41, r, g, b);
drawcoloredtile(x + w - 16, y + h - 8, 46, r, g, b);
}
/* Vertical tiles */
for (k = 0; k < h/8 - 2; ++k)
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{
drawcoloredtile(x, y + 8 + k*8, 43, r, g, b);
drawcoloredtile(x + w - 8, y + 8 + k*8, 44, r, g, b);
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}
if (h % 8 != 0)
{
/* Fill in vertical gap */
drawcoloredtile(x, y + h - 16, 43, r, g, b);
drawcoloredtile(x + w - 8, y + h - 16, 44, r, g, b);
}
/* Corners */
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drawcoloredtile(x, y, 40, r, g, b);
drawcoloredtile(x + w - 8, y, 42, r, g, b);
drawcoloredtile(x, y + h - 8, 45, r, g, b);
drawcoloredtile(x + w - 8, y + h - 8, 47, r, g, b);
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}
void Graphics::drawtextbox(
const int x,
const int y,
const int w,
const int h,
const int r,
const int g,
const int b
) {
return drawpixeltextbox(x, y, w*8, h*8, r, g, b);
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}
void Graphics::textboxactive(void)
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{
//Remove all but the most recent textbox
for (int i = 0; i < (int) textboxes.size(); i++)
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{
if (m != i) textboxes[i].remove();
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}
}
void Graphics::textboxremovefast(void)
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{
//Remove all textboxes
for (size_t i = 0; i < textboxes.size(); i++)
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{
textboxes[i].removefast();
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}
}
void Graphics::textboxremove(void)
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{
//Remove all textboxes
for (size_t i = 0; i < textboxes.size(); i++)
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{
textboxes[i].remove();
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}
}
void Graphics::textboxtimer( int t )
{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxtimer() out-of-bounds!");
return;
}
textboxes[m].timer=t;
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}
void Graphics::addline( const std::string& t )
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{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("addline() out-of-bounds!");
return;
}
textboxes[m].addline(t);
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}
void Graphics::textboxadjust(void)
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{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxadjust() out-of-bounds!");
return;
}
textboxes[m].adjust();
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}
void Graphics::createtextboxreal(
const std::string& t,
int xp,
int yp,
int r,
int g,
int b,
bool flipme
) {
m = textboxes.size();
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if(m<20)
{
textboxclass text;
text.lines.push_back(t);
text.xp = xp;
int length = utf8::unchecked::distance(t.begin(), t.end());
if (xp == -1) text.xp = 160 - (((length / 2) + 1) * 8);
text.yp = yp;
text.initcol(r, g, b);
text.flipme = flipme;
text.resize();
textboxes.push_back(text);
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}
}
void Graphics::createtextbox(
const std::string& t,
int xp,
int yp,
int r,
int g,
int b
) {
createtextboxreal(t, xp, yp, r, g, b, false);
}
void Graphics::createtextboxflipme(
const std::string& t,
int xp,
int yp,
int r,
int g,
int b
) {
createtextboxreal(t, xp, yp, r, g, b, true);
}
void Graphics::drawfade(void)
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{
int usethisamount = lerp(oldfadeamount, fadeamount);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
switch (fademode)
2020-01-01 21:29:24 +01:00
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
case FADE_FULLY_BLACK:
case FADE_START_FADEIN:
ClearSurface(backBuffer);
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
break;
case FADE_FADING_OUT:
for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
2020-01-01 21:29:24 +01:00
{
FillRect(backBuffer, fadebars[i], i * 16, usethisamount, 16, 0x000000 );
2020-01-01 21:29:24 +01:00
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
break;
case FADE_FADING_IN:
for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
2020-01-01 21:29:24 +01:00
{
FillRect(backBuffer, fadebars[i]-usethisamount, i * 16, 500, 16, 0x000000 );
2020-01-01 21:29:24 +01:00
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
break;
case FADE_NONE:
case FADE_START_FADEOUT:
break;
2020-01-01 21:29:24 +01:00
}
}
void Graphics::processfade(void)
2020-01-01 21:29:24 +01:00
{
oldfadeamount = fadeamount;
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
switch (fademode)
2020-01-01 21:29:24 +01:00
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
case FADE_START_FADEOUT:
for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
2020-01-01 21:29:24 +01:00
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
fadebars[i] = -int(fRandom() * 12) * 8;
2020-01-01 21:29:24 +01:00
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
setfade(0);
fademode = FADE_FADING_OUT;
break;
case FADE_FADING_OUT:
fadeamount += 24;
if (fadeamount > 416)
2020-01-01 21:29:24 +01:00
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
fademode = FADE_FULLY_BLACK;
2020-01-01 21:29:24 +01:00
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
break;
case FADE_START_FADEIN:
for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
2020-01-01 21:29:24 +01:00
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
fadebars[i] = 320 + int(fRandom() * 12) * 8;
2020-01-01 21:29:24 +01:00
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
setfade(416);
fademode = FADE_FADING_IN;
break;
case FADE_FADING_IN:
fadeamount -= 24;
if (fadeamount <= 0)
2020-01-01 21:29:24 +01:00
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
fademode = FADE_NONE;
2020-01-01 21:29:24 +01:00
}
break;
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
case FADE_NONE:
case FADE_FULLY_BLACK:
break;
2020-01-01 21:29:24 +01:00
}
}
void Graphics::setfade(const int amount)
{
fadeamount = amount;
oldfadeamount = amount;
}
void Graphics::drawmenu( int cr, int cg, int cb, bool levelmenu /*= false*/ )
2020-01-01 21:29:24 +01:00
{
for (size_t i = 0; i < game.menuoptions.size(); i++)
2020-01-01 21:29:24 +01:00
{
MenuOption& opt = game.menuoptions[i];
int fr, fg, fb;
if (opt.active)
2020-01-01 21:29:24 +01:00
{
// Color it normally
fr = cr;
fg = cg;
fb = cb;
2020-01-01 21:29:24 +01:00
}
else
{
// Color it gray
fr = 128;
fg = 128;
fb = 128;
}
int x = i*game.menuspacing + game.menuxoff;
int y = 140 + i*12 + game.menuyoff;
#ifndef NO_CUSTOM_LEVELS
if (levelmenu)
{
size_t separator;
if (cl.ListOfMetaData.size() > 8)
{
separator = 3;
}
else
{
separator = 1;
}
if (game.menuoptions.size() - i <= separator)
2020-01-01 21:29:24 +01:00
{
// We're on "next page", "previous page", or "return to menu". Draw them separated by a bit
y += 8;
2020-01-01 21:29:24 +01:00
}
else
{
// Get out of the way of the level descriptions
y += 4;
2020-01-01 21:29:24 +01:00
}
}
#endif
2020-01-01 21:29:24 +01:00
char tempstring[MENU_TEXT_BYTES];
SDL_strlcpy(tempstring, opt.text, sizeof(tempstring));
char buffer[MENU_TEXT_BYTES];
if ((int) i == game.currentmenuoption && game.slidermode == SLIDER_NONE)
2020-01-01 21:29:24 +01:00
{
if (opt.active)
2020-01-01 21:29:24 +01:00
{
// Uppercase the text
// FIXME: This isn't UTF-8 aware!
2020-07-15 18:09:24 +02:00
size_t templen = SDL_strlen(tempstring);
for (size_t ii = 0; ii < templen; ii++)
{
tempstring[ii] = SDL_toupper(tempstring[ii]);
}
2020-01-01 21:29:24 +01:00
}
// Add brackets
SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
// Account for brackets
x -= 16;
2020-01-01 21:29:24 +01:00
}
else
{
SDL_strlcpy(buffer, tempstring, sizeof(buffer));
2020-01-01 21:29:24 +01:00
}
Print(x, y, buffer, fr, fg, fb);
2020-01-01 21:29:24 +01:00
}
}
void Graphics::drawcoloredtile(
const int x,
const int y,
const int t,
const int r,
const int g,
const int b
) {
SDL_Rect rect;
if (!INBOUNDS_VEC(t, tiles))
{
return;
}
2020-01-01 21:29:24 +01:00
setcolreal(getRGB(r, g, b));
setRect(rect, x, y, tiles_rect.w, tiles_rect.h);
BlitSurfaceColoured(tiles[t], NULL, backBuffer, &rect, ct);
2020-01-01 21:29:24 +01:00
}
bool Graphics::Hitest(SDL_Surface* surface1, point p1, SDL_Surface* surface2, point p2)
2020-01-01 21:29:24 +01:00
{
//find rectangle where they intersect:
int r1_left = p1.x;
int r1_right = r1_left + surface1->w;
int r2_left = p2.x;
int r2_right = r2_left + surface2->w;
int r1_bottom = p1.y;
int r1_top = p1.y + surface1->h;
int r2_bottom = p2.y;
int r2_top = p2.y + surface2->h;
SDL_Rect rect1 = {p1.x, p1.y, surface1->w, surface1->h};
SDL_Rect rect2 = {p2.x, p2.y, surface2->w, surface2->h};
bool intersection = help.intersects(rect1, rect2);
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if(intersection)
{
int r3_left = SDL_max(r1_left, r2_left);
int r3_top = SDL_min(r1_top, r2_top);
int r3_right = SDL_min(r1_right, r2_right);
int r3_bottom= SDL_max(r1_bottom, r2_bottom);
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//for every pixel inside rectangle
for(int x = r3_left; x < r3_right; x++)
{
for(int y = r3_bottom; y < r3_top; y++)
{
Uint32 pixel1 = ReadPixel(surface1 , x - p1.x, y - p1.y);
Uint32 pixel2 = ReadPixel(surface2 , x - p2.x, y - p2.y);
/* INTENTIONAL BUG! In previous versions, the game mistakenly
* checked the red channel, not the alpha channel.
* We preserve it here because some people abuse this. */
if ((pixel1 & surface1->format->Rmask)
&& (pixel2 & surface2->format->Rmask))
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{
return true;
}
}
}
}
return false;
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}
void Graphics::drawgravityline( int t )
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{
if (!INBOUNDS_VEC(t, obj.entities))
{
WHINE_ONCE("drawgravityline() out-of-bounds!");
return;
}
if (obj.entities[t].life == 0)
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{
switch(linestate)
{
case 0:
FillRect(backBuffer,line_rect, getRGB(200-20, 200-20, 200-20));
break;
case 1:
FillRect(backBuffer,line_rect, getRGB(245-30, 245-30, 225-30));
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break;
case 2:
FillRect(backBuffer,line_rect, getRGB(225-30, 245-30, 245-30));
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break;
case 3:
FillRect(backBuffer,line_rect, getRGB(200-20, 200-20, 164-10));
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break;
case 4:
FillRect(backBuffer,line_rect, getRGB(196-20, 255-30, 224-20));
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break;
case 5:
FillRect(backBuffer,line_rect, getRGB(196-20, 235-30, 205-20));
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break;
case 6:
FillRect(backBuffer,line_rect, getRGB(164-10, 164-10, 164-10));
break;
case 7:
FillRect(backBuffer,line_rect, getRGB(205-20, 245-30, 225-30));
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break;
case 8:
FillRect(backBuffer,line_rect, getRGB(225-30, 255-30, 205-20));
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break;
case 9:
FillRect(backBuffer,line_rect, getRGB(245-30, 245-30, 245-30));
break;
}
}
else
{
FillRect(backBuffer,line_rect, getRGB(96, 96, 96));
}
}
void Graphics::drawtrophytext(void)
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{
int temp, temp2, temp3;
if (obj.trophytext < 15)
{
int usethismult = lerp(obj.oldtrophytext, obj.trophytext);
temp = (196 * usethismult) / 15;
temp2 = (196 * usethismult) / 15;
temp3 = ((255 - help.glow) * usethismult) / 15;
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}
else
{
temp = 196;
temp2 = 196;
temp3 = 255 - help.glow;
}
switch(obj.trophytype)
{
case 1:
bprint( -1, 6, "SPACE STATION 1 MASTERED", temp, temp2, temp3, true);
bprint( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
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break;
case 2:
bprint( -1, 6, "LABORATORY MASTERED", temp, temp2, temp3, true);
bprint( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
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break;
case 3:
bprint( -1, 6, "THE TOWER MASTERED", temp, temp2, temp3, true);
bprint( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
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break;
case 4:
bprint( -1, 6, "SPACE STATION 2 MASTERED", temp, temp2, temp3, true);
bprint( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
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break;
case 5:
bprint( -1, 6, "WARP ZONE MASTERED", temp, temp2, temp3, true);
bprint( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
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break;
case 6:
bprint( -1, 6, "FINAL LEVEL MASTERED", temp, temp2, temp3, true);
bprint( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
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break;
case 7:
bprint( -1, 6, "GAME COMPLETE", temp, temp2, temp3, true);
bprint( -1, 16, "Complete the game", temp, temp2, temp3, true);
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break;
case 8:
bprint( -1, 6, "FLIP MODE COMPLETE", temp, temp2, temp3, true);
bprint( -1, 16, "Complete the game in flip mode", temp, temp2, temp3, true);
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break;
case 9:
bprint( -1, 11, "Win with less than 50 deaths", temp, temp2, temp3, true);
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break;
case 10:
bprint( -1, 11, "Win with less than 100 deaths", temp, temp2, temp3, true);
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break;
case 11:
bprint( -1, 11, "Win with less than 250 deaths", temp, temp2, temp3, true);
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break;
case 12:
bprint( -1, 11, "Win with less than 500 deaths", temp, temp2, temp3, true);
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break;
case 13:
bprint( -1, 11, "Last 5 seconds on the Super Gravitron", temp, temp2, temp3, true);
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break;
case 14:
bprint( -1, 11, "Last 10 seconds on the Super Gravitron", temp, temp2, temp3, true);
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break;
case 15:
bprint( -1, 11, "Last 15 seconds on the Super Gravitron", temp, temp2, temp3, true);
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break;
case 16:
bprint( -1, 11, "Last 20 seconds on the Super Gravitron", temp, temp2, temp3, true);
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break;
case 17:
bprint( -1, 11, "Last 30 seconds on the Super Gravitron", temp, temp2, temp3, true);
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break;
case 18:
bprint( -1, 11, "Last 1 minute on the Super Gravitron", temp, temp2, temp3, true);
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break;
case 20:
bprint( -1, 6, "MASTER OF THE UNIVERSE", temp, temp2, temp3, true);
bprint( -1, 16, "Complete the game in no death mode", temp, temp2, temp3, true);
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break;
}
}
void Graphics::drawentities(void)
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{
const int yoff = map.towermode ? lerp(map.oldypos, map.ypos) : 0;
Fix crewmates being drawn behind other entities This fixes the draw order by drawing all other entities first, before then drawing all humanoids[1] after, including the player afterwards. This is actually a regression fix from #191. When I was testing this, I was thinking about where get a crewmate in front of another entity in the main game, other than the checkpoints in Intermission 1. And then I thought about the teleporters, because I remember the pre-Deep Space cutscene in Dimension Open looking funny because Vita ended up being behind the teleporter. (Actually, a lot of the cutscenes of Dimension Open look funny because of crewmates standing behind terminals.) So then I tried to get crewmates in front of teleporters. It actually turns out that you can't do it for most of them... except for Verdigris. And then that's what I realized why there was an oddity in WarpClass.cpp when I was removing the `active` system from the game - for some reason, the game put a hole in `obj.entities` between the teleporter and the player when loading the room Murdering Twinmaker. In a violation of Chesterton's Fence (the principle that you should understand something before removing it), I shrugged it off and decided "there's no way to support having holes with my new system, and having holes is probably bad anyway, so I'm going to remove this and move on". The fact that there wasn't any comments clarifying the mysterious code didn't help (but, this *was* 2.2 code after all; have you *seen* 2.2 code?!). And it turns out that this maneuver was done so Verdigris would fill that hole when he got created, and Verdigris being first before the teleporter would mean he would be drawn in front of the teleporter, instead of being behind it. So ever since b1b1474b7bbc3ceddea24f689a7ddb050cfe4490 got merged, there has actually been a regression from 2.2 where Verdigris got drawn behind the teleporter in Murdering Twinmaker, instead of properly being in front of it like in 2.2 and previous. This patch fixes that regression, but it actually properly fixes it instead of hacking around with the `active` system. Closes #426. [1]: I'm going to go on a rant here, so hear me out. It's not explicitly stated that the characters in VVVVVV are human. So, given this information, what do we call them? Well, the VVVVVV community (at least the custom levels one, I don't think the speedrunning community does this or is preoccupied with lore in the first place) decided to call them "villis", because of the roomname "The Villi People" - which is only one blunder in a series of awful headcanons based off of the assumption that the intent of Bennett Foddy (who named the roomnames) was to decree some sort of lore to the game. Another one being "Verdigris can't flip" because of "Green Dudes Can't Flip". Then an OC (original character) got named based off of "The Voon Show" too. And so on and so forth.
2020-11-01 07:23:40 +01:00
if (!map.custommode)
{
Fix crewmates being drawn behind other entities This fixes the draw order by drawing all other entities first, before then drawing all humanoids[1] after, including the player afterwards. This is actually a regression fix from #191. When I was testing this, I was thinking about where get a crewmate in front of another entity in the main game, other than the checkpoints in Intermission 1. And then I thought about the teleporters, because I remember the pre-Deep Space cutscene in Dimension Open looking funny because Vita ended up being behind the teleporter. (Actually, a lot of the cutscenes of Dimension Open look funny because of crewmates standing behind terminals.) So then I tried to get crewmates in front of teleporters. It actually turns out that you can't do it for most of them... except for Verdigris. And then that's what I realized why there was an oddity in WarpClass.cpp when I was removing the `active` system from the game - for some reason, the game put a hole in `obj.entities` between the teleporter and the player when loading the room Murdering Twinmaker. In a violation of Chesterton's Fence (the principle that you should understand something before removing it), I shrugged it off and decided "there's no way to support having holes with my new system, and having holes is probably bad anyway, so I'm going to remove this and move on". The fact that there wasn't any comments clarifying the mysterious code didn't help (but, this *was* 2.2 code after all; have you *seen* 2.2 code?!). And it turns out that this maneuver was done so Verdigris would fill that hole when he got created, and Verdigris being first before the teleporter would mean he would be drawn in front of the teleporter, instead of being behind it. So ever since b1b1474b7bbc3ceddea24f689a7ddb050cfe4490 got merged, there has actually been a regression from 2.2 where Verdigris got drawn behind the teleporter in Murdering Twinmaker, instead of properly being in front of it like in 2.2 and previous. This patch fixes that regression, but it actually properly fixes it instead of hacking around with the `active` system. Closes #426. [1]: I'm going to go on a rant here, so hear me out. It's not explicitly stated that the characters in VVVVVV are human. So, given this information, what do we call them? Well, the VVVVVV community (at least the custom levels one, I don't think the speedrunning community does this or is preoccupied with lore in the first place) decided to call them "villis", because of the roomname "The Villi People" - which is only one blunder in a series of awful headcanons based off of the assumption that the intent of Bennett Foddy (who named the roomnames) was to decree some sort of lore to the game. Another one being "Verdigris can't flip" because of "Green Dudes Can't Flip". Then an OC (original character) got named based off of "The Voon Show" too. And so on and so forth.
2020-11-01 07:23:40 +01:00
for (int i = obj.entities.size() - 1; i >= 0; i--)
{
if (!obj.entities[i].ishumanoid())
{
drawentity(i, yoff);
}
}
for (int i = obj.entities.size() - 1; i >= 0; i--)
{
if (obj.entities[i].ishumanoid())
{
drawentity(i, yoff);
}
}
}
else
{
for (int i = obj.entities.size() - 1; i >= 0; i--)
{
drawentity(i, yoff);
}
}
}
void Graphics::drawentity(const int i, const int yoff)
{
if (!INBOUNDS_VEC(i, obj.entities))
{
WHINE_ONCE("drawentity() out-of-bounds!");
return;
}
if (obj.entities[i].invis)
{
return;
}
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point tpoint;
SDL_Rect drawRect;
#if !defined(NO_CUSTOM_LEVELS)
// Special case for gray Warp Zone tileset!
const RoomProperty* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
const bool custom_gray = room->tileset == 3 && room->tilecol == 6;
#else
const bool custom_gray = false;
#endif
std::vector<SDL_Surface*>& tilesvec = (map.custommode && !map.finalmode) ? entcolours : tiles;
std::vector<SDL_Surface*>& spritesvec = flipmode ? flipsprites : sprites;
const int xp = lerp(obj.entities[i].lerpoldxp, obj.entities[i].xp);
const int yp = lerp(obj.entities[i].lerpoldyp, obj.entities[i].yp);
switch (obj.entities[i].size)
{
case 0:
{
// Sprites
if (!INBOUNDS_VEC(obj.entities[i].drawframe, spritesvec))
{
return;
}
tpoint.x = xp;
tpoint.y = yp - yoff;
setcolreal(obj.entities[i].realcol);
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe], NULL, backBuffer, &drawRect, ct);
//screenwrapping!
point wrappedPoint;
bool wrapX = false;
bool wrapY = false;
wrappedPoint.x = tpoint.x;
if (tpoint.x < 0)
{
wrapX = true;
wrappedPoint.x += 320;
}
else if (tpoint.x > 288)
{
wrapX = true;
wrappedPoint.x -= 320;
}
wrappedPoint.y = tpoint.y;
if (tpoint.y < 8)
{
wrapY = true;
wrappedPoint.y += 232;
}
else if (tpoint.y > 200)
{
wrapY = true;
wrappedPoint.y -= 232;
}
const bool isInWrappingAreaOfTower = map.towermode && !map.minitowermode && map.ypos >= 500 && map.ypos <= 5000;
if (wrapX && (map.warpx || isInWrappingAreaOfTower))
{
drawRect = sprites_rect;
drawRect.x += wrappedPoint.x;
drawRect.y += tpoint.y;
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe], NULL, backBuffer, &drawRect, ct);
}
if (wrapY && map.warpy)
{
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += wrappedPoint.y;
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe], NULL, backBuffer, &drawRect, ct);
}
if (wrapX && wrapY && map.warpx && map.warpy)
{
drawRect = sprites_rect;
drawRect.x += wrappedPoint.x;
drawRect.y += wrappedPoint.y;
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe], NULL, backBuffer, &drawRect, ct);
}
break;
}
case 1:
// Tiles
if (!INBOUNDS_VEC(obj.entities[i].drawframe, tiles))
{
return;
}
tpoint.x = xp;
tpoint.y = yp - yoff;
drawRect = tiles_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
BlitSurfaceStandard(tiles[obj.entities[i].drawframe],NULL, backBuffer, &drawRect);
break;
case 2:
case 8:
{
// Special: Moving platform, 4 tiles or 8 tiles
if (!INBOUNDS_VEC(obj.entities[i].drawframe, tilesvec))
{
return;
}
tpoint.x = xp;
tpoint.y = yp - yoff;
int thiswidth = 4;
if (obj.entities[i].size == 8)
{
thiswidth = 8;
}
for (int ii = 0; ii < thiswidth; ii++)
{
drawRect = tiles_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
drawRect.x += 8 * ii;
if (custom_gray)
{
colourTransform temp_ct;
temp_ct.colour = 0xFFFFFFFF;
BlitSurfaceTinted(tilesvec[obj.entities[i].drawframe],NULL, backBuffer, &drawRect, temp_ct);
}
else
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{
BlitSurfaceStandard(tilesvec[obj.entities[i].drawframe],NULL, backBuffer, &drawRect);
2020-01-01 21:29:24 +01:00
}
}
break;
}
case 3: // Big chunky pixels!
prect.x = xp;
prect.y = yp - yoff;
FillRect(backBuffer, prect, obj.entities[i].realcol);
break;
case 4: // Small pickups
setcolreal(obj.entities[i].realcol);
drawhuetile(xp, yp - yoff, obj.entities[i].tile);
break;
case 5: //Horizontal Line
{
int oldw = obj.entities[i].w;
if ((game.swngame == 3 || kludgeswnlinewidth) && obj.getlineat(84 - 32) == i)
{
oldw -= 24;
}
line_rect.x = xp;
line_rect.y = yp - yoff;
line_rect.w = lerp(oldw, obj.entities[i].w);
line_rect.h = 1;
drawgravityline(i);
break;
}
case 6: //Vertical Line
line_rect.x = xp;
line_rect.y = yp - yoff;
line_rect.w = 1;
line_rect.h = obj.entities[i].h;
drawgravityline(i);
break;
case 7: //Teleporter
drawtele(xp, yp - yoff, obj.entities[i].drawframe, obj.entities[i].realcol);
break;
//case 8: // Special: Moving platform, 8 tiles
// Note: This code is in the 4-tile code
break;
case 9: // Really Big Sprite! (2x2)
setcolreal(obj.entities[i].realcol);
tpoint.x = xp;
tpoint.y = yp - yoff;
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(obj.entities[i].drawframe, spritesvec))
{
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe],NULL, backBuffer, &drawRect, ct);
}
tpoint.x = xp+32;
tpoint.y = yp - yoff;
//
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(obj.entities[i].drawframe+1, spritesvec))
{
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe+1],NULL, backBuffer, &drawRect, ct);
}
tpoint.x = xp;
tpoint.y = yp+32 - yoff;
//
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(obj.entities[i].drawframe+12, spritesvec))
{
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe+12],NULL, backBuffer, &drawRect, ct);
}
tpoint.x = xp+32;
tpoint.y = yp+32 - yoff;
//
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(obj.entities[i].drawframe+13, spritesvec))
{
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe + 13],NULL, backBuffer, &drawRect, ct);
}
break;
case 10: // 2x1 Sprite
setcolreal(obj.entities[i].realcol);
tpoint.x = xp;
tpoint.y = yp - yoff;
//
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(obj.entities[i].drawframe, spritesvec))
{
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe],NULL, backBuffer, &drawRect, ct);
}
tpoint.x = xp+32;
tpoint.y = yp - yoff;
//
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(obj.entities[i].drawframe+1, spritesvec))
{
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe+1],NULL, backBuffer, &drawRect, ct);
}
break;
case 11: //The fucking elephant
setcolreal(obj.entities[i].realcol);
drawimagecol(3, xp, yp - yoff);
break;
case 12: // Regular sprites that don't wrap
tpoint.x = xp;
tpoint.y = yp - yoff;
setcolreal(obj.entities[i].realcol);
//
drawRect = sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(obj.entities[i].drawframe, spritesvec))
{
BlitSurfaceColoured(spritesvec[obj.entities[i].drawframe],NULL, backBuffer, &drawRect, ct);
}
//if we're outside the screen, we need to draw indicators
if (obj.entities[i].xp < -20 && obj.entities[i].vx > 0)
{
if (obj.entities[i].xp < -100)
{
tpoint.x = -5 + (int(( -xp) / 10));
}
else
{
tpoint.x = 5;
}
tpoint.y = tpoint.y+4;
drawRect = tiles_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(1167, tiles))
{
BlitSurfaceColoured(tiles[1167],NULL, backBuffer, &drawRect, ct);
}
}
else if (obj.entities[i].xp > 340 && obj.entities[i].vx < 0)
{
if (obj.entities[i].xp > 420)
{
tpoint.x = 320 - (int(( xp-320) / 10));
}
else
{
tpoint.x = 310;
}
tpoint.y = tpoint.y+4;
//
drawRect = tiles_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
if (INBOUNDS_VEC(1166, tiles))
{
BlitSurfaceColoured(tiles[1166],NULL, backBuffer, &drawRect, ct);
}
}
break;
case 13:
{
//Special for epilogue: huge hero!
if (!INBOUNDS_VEC(obj.entities[i].drawframe, spritesvec))
{
return;
}
tpoint.x = xp; tpoint.y = yp - yoff;
setcolreal(obj.entities[i].realcol);
setRect(drawRect, xp, yp - yoff, sprites_rect.x * 6, sprites_rect.y * 6);
SDL_Surface* TempSurface = ScaleSurface( spritesvec[obj.entities[i].drawframe], 6 * sprites_rect.w,6* sprites_rect.h );
BlitSurfaceColoured(TempSurface, NULL , backBuffer, &drawRect, ct );
VVV_freefunc(SDL_FreeSurface, TempSurface);
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break;
}
}
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}
void Graphics::drawbackground( int t )
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{
int temp = 0;
switch(t)
{
case 1:
//Starfield
ClearSurface(backBuffer);
for (int i = 0; i < numstars; i++)
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{
stars[i].w = 2;
stars[i].h = 2;
SDL_Rect star_rect = stars[i];
star_rect.x = lerp(star_rect.x + starsspeed[i], star_rect.x);
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if (starsspeed[i] <= 6)
{
FillRect(backBuffer,star_rect, getRGB(0x22,0x22,0x22));
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}
else
{
FillRect(backBuffer,star_rect, getRGB(0x55,0x55,0x55));
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}
}
break;
case 2:
{
int bcol = 0, bcol2 = 0;
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//Lab
switch(rcol)
{
//Akward ordering to match tileset
case 0:
bcol2 = getRGB(0, 16*backboxint[0], 16*backboxint[0]);
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break; //Cyan
case 1:
bcol2 = getRGB(16*backboxint[0], 0, 0);
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break; //Red
case 2:
bcol2 = getRGB(16*backboxint[0], 0, 16*backboxint[0]);
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break; //Purple
case 3:
bcol2 = getRGB(0, 0, 16*backboxint[0]);
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break; //Blue
case 4:
bcol2 = getRGB(16*backboxint[0], 16*backboxint[0], 0);
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break; //Yellow
case 5:
bcol2 = getRGB(0, 16 * backboxint[0], 0);
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break; //Green
case 6:
//crazy case
switch(spcol)
{
case 0:
bcol2 = getRGB(0, 16*backboxint[0], 16*backboxint[0]);
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break; //Cyan
case 1:
bcol2 = getRGB(0, (spcoldel+1)*backboxint[0], 16*backboxint[0]);
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break; //Cyan
case 2:
bcol2 = getRGB(0, 0, 16*backboxint[0]);
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break; //Blue
case 3:
bcol2 = getRGB((16-spcoldel)*backboxint[0], 0, 16*backboxint[0]);
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break; //Blue
case 4:
bcol2 = getRGB(16*backboxint[0], 0, 16*backboxint[0]);
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break; //Purple
case 5:
bcol2 = getRGB(16*backboxint[0], 0, (spcoldel+1)*backboxint[0]);
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break; //Purple
case 6:
bcol2 = getRGB(16*backboxint[0], 0, 0);
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break; //Red
case 7:
bcol2 = getRGB(16*backboxint[0], (16-spcoldel)*backboxint[0], 0);
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break; //Red
case 8:
bcol2 = getRGB(16*backboxint[0], 16*backboxint[0], 0);
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break; //Yellow
case 9:
bcol2 = getRGB((spcoldel+1)*backboxint[0], 16*backboxint[0], 0);
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break; //Yellow
case 10:
bcol2 = getRGB(0, 16 * backboxint[0], 0);
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break; //Green
case 11:
bcol2 = getRGB(0, 16 * backboxint[0], (16-spcoldel)*backboxint[0]);
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break; //Green
}
break;
}
FillRect(backBuffer,bcol2);
for (int i = 0; i < numbackboxes; i++)
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{
switch(rcol)
{
//Akward ordering to match tileset
case 0:
bcol = getRGB(16, 128*backboxint[0], 128*backboxint[0]);
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break; //Cyan
case 1:
bcol = getRGB(128*backboxint[0], 16, 16);
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break; //Red
case 2:
bcol = getRGB(128*backboxint[0], 16, 128*backboxint[0]);
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break; //Purple
case 3:
bcol = getRGB(16, 16, 128*backboxint[0]);
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break; //Blue
case 4:
bcol = getRGB(128*backboxint[0], 128*backboxint[0], 16);
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break; //Yellow
case 5:
bcol = getRGB(16, 128 * backboxint[0], 16);
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break; //Green
case 6:
//crazy case
switch(spcol)
{
case 0:
bcol = getRGB(16, 128*backboxint[0], 128*backboxint[0]);
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break; //Cyan
case 1:
bcol = getRGB(16, ((spcoldel+1)*8)*backboxint[0], 128*backboxint[0]);
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break; //Cyan
case 2:
bcol = getRGB(16, 16, 128*backboxint[0]);
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break; //Blue
case 3:
bcol = getRGB((128-(spcoldel*8))*backboxint[0], 16, 128*backboxint[0]);
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break; //Blue
case 4:
bcol = getRGB(128*backboxint[0], 16, 128*backboxint[0]);
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break; //Purple
case 5:
bcol = getRGB(128*backboxint[0], 16, ((spcoldel+1)*8)*backboxint[0]);
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break; //Purple
case 6:
bcol = getRGB(128*backboxint[0], 16, 16);
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break; //Red
case 7:
bcol = getRGB(128*backboxint[0], (128-(spcoldel*8))*backboxint[0], 16);
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break; //Red
case 8:
bcol = getRGB(128*backboxint[0], 128*backboxint[0], 16);
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break; //Yellow
case 9:
bcol = getRGB(((spcoldel+1)*8)*backboxint[0], 128*backboxint[0], 16);
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break; //Yellow
case 10:
bcol = getRGB(16, 128 * backboxint[0], 16);
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break; //Green
case 11:
bcol = getRGB(16, 128 * backboxint[0], (128-(spcoldel*8))*backboxint[0]);
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break; //Green
}
break;
}
SDL_Rect backboxrect = backboxes[i];
backboxrect.x = lerp(backboxes[i].x - backboxvx[i], backboxes[i].x);
backboxrect.y = lerp(backboxes[i].y - backboxvy[i], backboxes[i].y);
FillRect(backBuffer, backboxrect, bcol);
backboxrect.x += 1;
backboxrect.y += 1;
backboxrect.w -= 2;
backboxrect.h -= 2;
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FillRect(backBuffer,backboxrect, bcol2);
}
break;
}
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case 3: //Warp zone (horizontal)
ClearSurface(backBuffer);
BlitSurfaceStandard(warpbuffer, NULL, warpbuffer_lerp, NULL);
ScrollSurface(warpbuffer_lerp, lerp(0, -3), 0);
BlitSurfaceStandard(warpbuffer_lerp, &towerbuffer_rect, backBuffer, NULL);
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break;
case 4: //Warp zone (vertical)
ClearSurface(backBuffer);
SDL_BlitSurface(warpbuffer, NULL, warpbuffer_lerp, NULL);
ScrollSurface(warpbuffer_lerp, 0, lerp(0, -3));
SDL_BlitSurface(warpbuffer_lerp, &towerbuffer_rect, backBuffer, NULL);
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break;
case 5:
//Warp zone, central
switch(rcol)
{
//Akward ordering to match tileset
case 0:
warpbcol = getRGB(0x0A, 0x10, 0x0E);
warpfcol = getRGB(0x10, 0x22, 0x21);
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break; //Cyan
case 1:
warpbcol = getRGB(0x11, 0x09, 0x0B);
warpfcol = getRGB(0x22, 0x10, 0x11);
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break; //Red
case 2:
warpbcol = getRGB(0x0F, 0x0A, 0x10);
warpfcol = getRGB(0x22,0x10,0x22);
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break; //Purple
case 3:
warpbcol = getRGB(0x0A, 0x0B, 0x10);
warpfcol = getRGB(0x10, 0x10, 0x22);
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break; //Blue
case 4:
warpbcol = getRGB(0x10, 0x0D, 0x0A);
warpfcol = getRGB(0x22, 0x1E, 0x10);
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break; //Yellow
case 5:
warpbcol = getRGB(0x0D, 0x10, 0x0A);
warpfcol = getRGB(0x14, 0x22, 0x10);
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break; //Green
case 6:
warpbcol = getRGB(0x0A, 0x0A, 0x0A);
warpfcol = getRGB(0x12, 0x12, 0x12);
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break; //Gray
default:
warpbcol = getRGB(0xFF, 0xFF, 0xFF);
warpfcol = getRGB(0xFF, 0xFF, 0xFF);
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}
for (int i = 10 ; i >= 0; i--)
{
temp = (i << 4) + backoffset;
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setwarprect(160 - temp, 120 - temp, temp * 2, temp * 2);
if (i % 2 == warpskip)
{
FillRect(backBuffer, warprect, warpbcol);
}
else
{
FillRect(backBuffer,warprect, warpfcol);
}
}
break;
case 6:
//Final Starfield
ClearSurface(backBuffer);
for (int i = 0; i < numstars; i++)
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{
stars[i].w = 2;
stars[i].h = 2;
SDL_Rect star_rect = stars[i];
star_rect.y = lerp(star_rect.y + starsspeed[i], star_rect.y);
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if (starsspeed[i] <= 8)
{
FillRect(backBuffer, star_rect, getRGB(0x22, 0x22, 0x22));
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}
else
{
FillRect(backBuffer, star_rect, getRGB(0x55, 0x55, 0x55));
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}
}
break;
case 7:
//Static, unscrolling section of the tower
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
drawtile3(i * 8, j * 8, map.tower.backat(i, j, 200), 15);
}
}
break;
case 8:
//Static, unscrolling section of the tower
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
drawtile3(i * 8, j * 8, map.tower.backat(i, j, 200), 10);
}
}
break;
case 9:
//Static, unscrolling section of the tower
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
drawtile3(i * 8, j * 8, map.tower.backat(i, j, 600), 0);
}
}
break;
default:
ClearSurface(backBuffer);
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break;
}
}
void Graphics::updatebackground(int t)
{
switch (t)
{
case 1:
//Starfield
for (int i = 0; i < numstars; i++)
{
stars[i].w = 2;
stars[i].h = 2;
stars[i].x -= starsspeed[i];
if (stars[i].x < -10)
{
stars[i].x += 340;
stars[i].y = int(fRandom() * 240);
stars[i].w = 2;
starsspeed[i] = 4+int(fRandom()*4);
}
}
break;
case 2:
//Lab
if (rcol == 6)
{
//crazy caze
spcoldel--;
if (spcoldel <= 0)
{
spcoldel = 15;
spcol++;
if (spcol >= 12) spcol = 0;
}
}
for (int i = 0; i < numbackboxes; i++)
{
backboxes[i].x += backboxvx[i];
backboxes[i].y += backboxvy[i];
if (backboxes[i].x < -40)
{
backboxes[i].x = 320;
backboxes[i].y = fRandom() * 240;
}
if (backboxes[i].x > 320)
{
backboxes[i].x = -32;
backboxes[i].y = fRandom() * 240;
}
if (backboxes[i].y < -40)
{
backboxes[i].y = 240;
backboxes[i].x = fRandom() * 320;
}
if (backboxes[i].y > 260)
{
backboxes[i].y = -32;
backboxes[i].x = fRandom() * 320;
}
}
break;
case 3: //Warp zone (horizontal)
{
int temp = 680 + (rcol * 3);
backoffset+=3;
if (backoffset >= 16) backoffset -= 16;
if (backgrounddrawn)
{
ScrollSurface(warpbuffer, -3, 0 );
for (int j = 0; j < 15; j++)
{
for (int i = 0; i < 2; i++)
{
drawtowertile(317 - backoffset + (i * 16), (j * 16), temp+40); //20*16 = 320
drawtowertile(317 - backoffset + (i * 16) + 8, (j * 16), temp + 41);
drawtowertile(317 - backoffset + (i * 16), (j * 16) + 8, temp + 80);
drawtowertile(317 - backoffset + (i * 16) + 8, (j * 16) + 8, temp + 81);
}
}
}
else
{
//draw the whole thing for the first time!
backoffset = 0;
ClearSurface(warpbuffer);
for (int j = 0; j < 15; j++)
{
for (int i = 0; i < 21; i++)
{
drawtowertile((i * 16) - backoffset - 3, (j * 16), temp+40);
drawtowertile((i * 16) - backoffset + 8 - 3, (j * 16), temp + 41);
drawtowertile((i * 16) - backoffset - 3, (j * 16) + 8, temp + 80);
drawtowertile((i * 16) - backoffset + 8 - 3, (j * 16) + 8, temp + 81);
}
}
backgrounddrawn = true;
}
break;
}
case 4: //Warp zone (vertical)
{
int temp = 760 + (rcol * 3);
backoffset+=3;
if (backoffset >= 16) backoffset -= 16;
if (backgrounddrawn)
{
ScrollSurface(warpbuffer,0,-3);
for (int j = 0; j < 2; j++)
{
for (int i = 0; i < 21; i++)
{
drawtowertile((i * 16), 237 - backoffset + (j * 16), temp + 40); //14*17=240 - 3
drawtowertile((i * 16) + 8, 237 - backoffset + (j * 16), temp + 41);
drawtowertile((i * 16), 237 - backoffset + (j * 16) + 8, temp + 80);
drawtowertile((i * 16) + 8, 237 - backoffset + (j * 16) + 8, temp + 81);
}
}
}
else
{
//draw the whole thing for the first time!
backoffset = 0;
ClearSurface(warpbuffer);
for (int j = 0; j < 16; j++)
{
for (int i = 0; i < 21; i++)
{
drawtowertile((i * 16), (j * 16)- backoffset - 3, temp+40);
drawtowertile((i * 16)+ 8, (j * 16)- backoffset - 3, temp + 41);
drawtowertile((i * 16), (j * 16)- backoffset + 8 - 3, temp + 80);
drawtowertile((i * 16)+ 8, (j * 16)- backoffset + 8 - 3, temp + 81);
}
}
backgrounddrawn = true;
}
break;
}
case 5:
//Warp zone, central
backoffset += 1;
if (backoffset >= 16)
{
backoffset -= 16;
warpskip = (warpskip + 1) % 2;
}
break;
case 6:
//Final Starfield
for (int i = 0; i < numstars; i++)
{
stars[i].w = 2;
stars[i].h = 2;
stars[i].y -= starsspeed[i];
if (stars[i].y < -10)
{
stars[i].y += 260;
stars[i].x = fRandom() * 320;
starsspeed[i] = 5+(fRandom()*5);
}
}
break;
}
}
void Graphics::drawmap(void)
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{
if (!foregrounddrawn)
{
ClearSurface(foregroundBuffer);
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if(map.tileset==0)
{
for (int j = 0; j < 30; j++)
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{
for (int i = 0; i < 40; i++)
{
const int tile = map.contents[TILE_IDX(i, j)];
if(tile>0) drawforetile(i * 8, j * 8, tile);
2020-01-01 21:29:24 +01:00
}
}
}
else if (map.tileset == 1)
{
Add and draw one more row to all rooms with roomnames Since translucent roomname backgrounds were introduced in TerryCavanagh/VVVVVV#122, it exposes one glaring flaw with the game that until now has been kept hidden: in rooms with room names, the game cheapens out with the tile data and doesn't have a 30th row, because the room name would hide the missing row. As a result, rooms with room names have 29 rows instead of 30 to fill up the entire screen. And it looks really weird when there's nothing but empty space behind the translucent room name background. To remedy this, I added one row to each room with a room name in the level. First, I had to filter out all the rooms with no room names. However, that's actually all contained in Otherlevel.cpp, the Overworld, which contains 221 rooms (8 of which are the Secret Lab, 6 more of which are the Ship, so 207 are the actual Overworld, right? Wrong, 2 of those Overworld no-roomname rooms are in the Lab, so there are actually 205 Overworld rooms). The remaining level data files all contain rooms with room names. But the process wasn't that easy. I noticed a while ago that each room contains 29 `tmap.push_back()`s, one for each row of the room, and each row is simply a string containing the 40 tiles for that row, concatenated with commas. However, I decided to actually check my intuition by doing a grep on each level file and counting the number of results, for example `grep 'push_back' Labclass.cpp | wc -l`. Whatever number comes out should be divisible by 29. That particular grep on Labclass.cpp returns 1306, which divided by 29 is 45 with a remainder of 1. So what does that mean? Does that mean there's 45 rooms each, and 1 leftover row? Well, not exactly. The extra row comes from the fact that Outer Space has 30 rows instead of 29. Outer Space is the room that comes up when the game finds a room is non-existent, which shouldn't happen with a properly-working game, except in Outside Dimension VVVVVV. In fact, each level file has their own Outer Space, and every single Outer Space also has 30 rooms. So really, this means there are 44 rooms in the Lab and one Outer Space room. (Well, in reality, there are 46 rooms in the Lab, because 2 of them use the Outside tileset but have no room names, so they're stored in Otherlevel.cpp instead.) We find the same result for the Warp Zone. `grep 'push_back' WarpClass.cpp | wc -l` returns 697, which is 24 remainder 1, meaning 23 rooms of 29 rows and 1 room of 30 rows, which corresponds with 23 rooms in the Warp Zone and one Outer Space room. However, Outside Dimension VVVVVV + Tower Hallways and Space Station 1 and 2 are both odd curiosities. Finalclass.cpp contains Outside Dimension VVVVVV, (which is Intermission 1 and 2 and the Final Level), but also the Tower Hallway rooms, i.e. the auxiliary Tower rooms that are not a part of the main tower. Spacestation2.cpp contains both Space Station 1 and 2, so don't be deceived by the name. `grep 'push_back' Finalclass.cpp | wc -l` returns 1597, which is actually 55 remainder 2. So... are there two rooms with 30 rows? Yes, in fact, The Gravitron and Outer Space both contain 30 rows. So there are actually 55 rooms stored in Finalclass.cpp (not including the minitowers Panic Room and The Final Challenge), 54 rooms of actual level data and one Outer Space room, and breaking down the 54 rooms even further, 51 of them are actually in Outside Dimension VVVVVV and 3 of them are Tower Hallways. Of the 51 Outside Dimension VVVVVV rooms, 14 of those are Intermission 1, 4 of them are Intermission 2, and the rest of the 33 rooms are the Final Level (again, not including the minitowers). `grep 'push_back' Spacestation2.cpp | wc -l` returns 2148, which is 74 remainder 2. Are there two rooms with 30 rows again? No; one of those counted 2148 rows is a false-positive, because there's an if-else in Prize for the Reckless that replaces the row with spikes with a row without spikes if you are in a time trial or in No Death Mode. So there's 73 rooms in Space Station 1 and 2, and one Outer Space room. With all this in mind, I decided to duplicate the current last row of each room, the 29th row, to add a 30th row. However, I wasn't going to do this automatically! But neither was I going to write some kludge-y code to parse each nightmare of a level file and duplicate the rows that way. Enter: Vim macros! (Er, well, actually, I use Neovim.) I first did `/push_back`, so that pressing `n` would keep going to the next `push_back` in the file. Then I went to the 29th row of the first room in the file, did a `Yp`, and then started my macro with `qq`. The macro went like this: `30nYp`, which is simply going to the 29th row of the next room over and duplicating it. And that's all there was to it. However, I had to make sure that (1) my cursor was before the `push_back` on the line of the 29th row of the room, and (2) that I didn't skip rooms, both of which were problems I encountered when pressing Ctrl+Z a given invocation of the macro (the Ctrl+Z is just a metaphor, you actually undo by typing `u` in Vim). And also I had to make sure to be careful around the extra lines of `push_back`s in Prize for the Reckless and The Gravitron, and make sure I didn't run past the end of the file and loop back around. Thankfully, all Outer Space rooms are at the end of each file. But first, I had to increase the number of rows drawn in Graphics.cpp by 1 in order to compensate for this, and do the same when reading the tile data in Map.cpp. I had to change fillcontent(), drawmap(), drawfinalmap(), drawtowermap(), and drawtowermap_nobackground(). Funnily enough, the tower functions already used 30 rows, but I guess it's an off-by-one due to the camera scrolling, so they now draw 31 rows each. Then, I went in-game to make sure that the row behind each room name looked fine. I checked EVERY single room with a room name. I turned on invincibility mode and added a temporary line to hardreset() that always turned on game.nocutscenes for a smoother playtesting experience. And to make sure that rooms which have entirely empty bottom rows actually still have 30 rows, instead of having 29 and the game assuming that the 30th row was empty (because that sounds like it could lead to Undefined Behavior), I added this temporary debugging line to the start of mapclass::fillcontent(): printf("(%i,%i) has %i rows\n", game.roomx, game.roomy, (int) tmap.size()); Everywhere I checked - and I made sure to check all rooms - every room had 30 rows and not 29 rows. Unfortunately, some rooms simply couldn't be left alone with their 29th row duplicated and had to be manually edited. This was because the 29th row would contain some edge tiles because the player would be able to walk somewhere on the 28th, 27th, and 26th rows, and if you duplicated said edge tiles behind the room name, it would look bad. Here's a list of rooms whose 30th rows I had to manually edit: - Comms Relay - The Yes Men - Stop and Reflect - They Call Him Flipper - Double-slit Experiment - Square Root - Brought to you by the letter G - The Bernoulli Principle - Purest Unobtainium - I Smell Ozone - Conveying a New Idea - Upstream Downstream - Give Me A V - $eeing Dollar $ign$ - Doing Things The Hard Way - Very Good - Must I Do Everything For You? - Now Stay Close To Me... - ...But Not Too Close - ...Not as I Do - Do Try To Keep Up - Whee Sports - As you like it This is actually a strange case where it looked bad because of the 29th row, instead of the 30th row, and I had to change the 29th row instead of the 30th row to fix it. - Maze With No Entrance - Ascending and Descending - Mind The Gap Same strange case as "As you like it" (it's the 29th row I had to change that was the problem, not the 30th). - 1950 Silverstone Grand V - The Villi People I found that Panic Room and The Final Challenge also looked strange behind the roomname background, but I can't do much about either because towers' tile data wrap around at the top and bottom, and if I added another row to either it would be visible above the room name. I've considered updating the development editors with these new level tiles, but I decided against it as the development editors are already pretty outdated anyway.
2020-02-03 22:24:30 +01:00
for (int jt = 0; jt < 30; jt++)
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{
for (int it = 0; it < 40; it++)
{
const int tile = map.contents[TILE_IDX(it, jt)];
if(tile>0) drawforetile2(it * 8, jt * 8, tile);
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}
}
}
else if (map.tileset == 2)
{
for (int j = 0; j < 30; j++)
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{
for (int i = 0; i < 40; i++)
{
const int tile = map.contents[TILE_IDX(i, j)];
if(tile>0) drawforetile3(i * 8, j * 8, tile,map.rcol);
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}
}
}
foregrounddrawn = true;
}
Ax OverlaySurfaceKeyed(), set proper foregroundBuffer blend mode So, earlier in the development of 2.0, Simon Roth (I presume) encountered a problem: Oh no, all my backgrounds aren't appearing! And this is because my foregroundBuffer, which contains all the drawn tiles, is drawing complete black over it! So he had a solution that seems ingenius, but is actually really really hacky and super 100% NOT the proper solution. Just, take the foregroundBuffer, iterate over each pixel, and DON'T draw any pixel that's 0xDEADBEEF. 0xDEADBEEF is a special signal meaning "don't draw this pixel". It is called a 'key'. Unfortunately, this causes a bug where translucent pixels on tiles (pixels between 0% and 100% opacity) didn't get drawn correctly. They would be drawn against this weird blue color. Now, in #103, I came across this weird constant and decided "hey, this looks awfully like that weird blue color I came across, maybe if I set it to 0x00000000, i.e. complete and transparent black, the issue will be fixed". And it DID appear to be fixed. However, I didn't look too closely, nor did I test it that much, and all that ended up doing was drawing the pixels against black, which more subtly disguised the problem with translucent pixels. So, after some investigation, I noticed that BlitSurfaceColoured() was drawing translucent pixels just fine. And I thought at the time that there was something wrong with BlitSurfaceStandard(), or something. Further along later I realized that all drawn tiles were passing through this weird OverlaySurfaceKeyed() function. And removing it in favor of a straight SDL_BlitSurface() produced the bug I mentioned above: Oh no, all the backgrounds don't show up, because my foregroundBuffer is drawing pure black over them! Well... just... set the proper blend mode for foregroundBuffer. It should be SDL_BLENDMODE_BLEND instead of SDL_BLENDMODE_NONE. Then you don't have to worry about your transparency at all. If you did it right, you won't have to resort this hacky color-keying business. *sigh*
2020-08-04 09:24:04 +02:00
SDL_BlitSurface(foregroundBuffer, NULL, backBuffer, NULL);
2020-01-01 21:29:24 +01:00
}
void Graphics::drawfinalmap(void)
2020-01-01 21:29:24 +01:00
{
if (!foregrounddrawn) {
ClearSurface(foregroundBuffer);
if(map.tileset==0){
Add and draw one more row to all rooms with roomnames Since translucent roomname backgrounds were introduced in TerryCavanagh/VVVVVV#122, it exposes one glaring flaw with the game that until now has been kept hidden: in rooms with room names, the game cheapens out with the tile data and doesn't have a 30th row, because the room name would hide the missing row. As a result, rooms with room names have 29 rows instead of 30 to fill up the entire screen. And it looks really weird when there's nothing but empty space behind the translucent room name background. To remedy this, I added one row to each room with a room name in the level. First, I had to filter out all the rooms with no room names. However, that's actually all contained in Otherlevel.cpp, the Overworld, which contains 221 rooms (8 of which are the Secret Lab, 6 more of which are the Ship, so 207 are the actual Overworld, right? Wrong, 2 of those Overworld no-roomname rooms are in the Lab, so there are actually 205 Overworld rooms). The remaining level data files all contain rooms with room names. But the process wasn't that easy. I noticed a while ago that each room contains 29 `tmap.push_back()`s, one for each row of the room, and each row is simply a string containing the 40 tiles for that row, concatenated with commas. However, I decided to actually check my intuition by doing a grep on each level file and counting the number of results, for example `grep 'push_back' Labclass.cpp | wc -l`. Whatever number comes out should be divisible by 29. That particular grep on Labclass.cpp returns 1306, which divided by 29 is 45 with a remainder of 1. So what does that mean? Does that mean there's 45 rooms each, and 1 leftover row? Well, not exactly. The extra row comes from the fact that Outer Space has 30 rows instead of 29. Outer Space is the room that comes up when the game finds a room is non-existent, which shouldn't happen with a properly-working game, except in Outside Dimension VVVVVV. In fact, each level file has their own Outer Space, and every single Outer Space also has 30 rooms. So really, this means there are 44 rooms in the Lab and one Outer Space room. (Well, in reality, there are 46 rooms in the Lab, because 2 of them use the Outside tileset but have no room names, so they're stored in Otherlevel.cpp instead.) We find the same result for the Warp Zone. `grep 'push_back' WarpClass.cpp | wc -l` returns 697, which is 24 remainder 1, meaning 23 rooms of 29 rows and 1 room of 30 rows, which corresponds with 23 rooms in the Warp Zone and one Outer Space room. However, Outside Dimension VVVVVV + Tower Hallways and Space Station 1 and 2 are both odd curiosities. Finalclass.cpp contains Outside Dimension VVVVVV, (which is Intermission 1 and 2 and the Final Level), but also the Tower Hallway rooms, i.e. the auxiliary Tower rooms that are not a part of the main tower. Spacestation2.cpp contains both Space Station 1 and 2, so don't be deceived by the name. `grep 'push_back' Finalclass.cpp | wc -l` returns 1597, which is actually 55 remainder 2. So... are there two rooms with 30 rows? Yes, in fact, The Gravitron and Outer Space both contain 30 rows. So there are actually 55 rooms stored in Finalclass.cpp (not including the minitowers Panic Room and The Final Challenge), 54 rooms of actual level data and one Outer Space room, and breaking down the 54 rooms even further, 51 of them are actually in Outside Dimension VVVVVV and 3 of them are Tower Hallways. Of the 51 Outside Dimension VVVVVV rooms, 14 of those are Intermission 1, 4 of them are Intermission 2, and the rest of the 33 rooms are the Final Level (again, not including the minitowers). `grep 'push_back' Spacestation2.cpp | wc -l` returns 2148, which is 74 remainder 2. Are there two rooms with 30 rows again? No; one of those counted 2148 rows is a false-positive, because there's an if-else in Prize for the Reckless that replaces the row with spikes with a row without spikes if you are in a time trial or in No Death Mode. So there's 73 rooms in Space Station 1 and 2, and one Outer Space room. With all this in mind, I decided to duplicate the current last row of each room, the 29th row, to add a 30th row. However, I wasn't going to do this automatically! But neither was I going to write some kludge-y code to parse each nightmare of a level file and duplicate the rows that way. Enter: Vim macros! (Er, well, actually, I use Neovim.) I first did `/push_back`, so that pressing `n` would keep going to the next `push_back` in the file. Then I went to the 29th row of the first room in the file, did a `Yp`, and then started my macro with `qq`. The macro went like this: `30nYp`, which is simply going to the 29th row of the next room over and duplicating it. And that's all there was to it. However, I had to make sure that (1) my cursor was before the `push_back` on the line of the 29th row of the room, and (2) that I didn't skip rooms, both of which were problems I encountered when pressing Ctrl+Z a given invocation of the macro (the Ctrl+Z is just a metaphor, you actually undo by typing `u` in Vim). And also I had to make sure to be careful around the extra lines of `push_back`s in Prize for the Reckless and The Gravitron, and make sure I didn't run past the end of the file and loop back around. Thankfully, all Outer Space rooms are at the end of each file. But first, I had to increase the number of rows drawn in Graphics.cpp by 1 in order to compensate for this, and do the same when reading the tile data in Map.cpp. I had to change fillcontent(), drawmap(), drawfinalmap(), drawtowermap(), and drawtowermap_nobackground(). Funnily enough, the tower functions already used 30 rows, but I guess it's an off-by-one due to the camera scrolling, so they now draw 31 rows each. Then, I went in-game to make sure that the row behind each room name looked fine. I checked EVERY single room with a room name. I turned on invincibility mode and added a temporary line to hardreset() that always turned on game.nocutscenes for a smoother playtesting experience. And to make sure that rooms which have entirely empty bottom rows actually still have 30 rows, instead of having 29 and the game assuming that the 30th row was empty (because that sounds like it could lead to Undefined Behavior), I added this temporary debugging line to the start of mapclass::fillcontent(): printf("(%i,%i) has %i rows\n", game.roomx, game.roomy, (int) tmap.size()); Everywhere I checked - and I made sure to check all rooms - every room had 30 rows and not 29 rows. Unfortunately, some rooms simply couldn't be left alone with their 29th row duplicated and had to be manually edited. This was because the 29th row would contain some edge tiles because the player would be able to walk somewhere on the 28th, 27th, and 26th rows, and if you duplicated said edge tiles behind the room name, it would look bad. Here's a list of rooms whose 30th rows I had to manually edit: - Comms Relay - The Yes Men - Stop and Reflect - They Call Him Flipper - Double-slit Experiment - Square Root - Brought to you by the letter G - The Bernoulli Principle - Purest Unobtainium - I Smell Ozone - Conveying a New Idea - Upstream Downstream - Give Me A V - $eeing Dollar $ign$ - Doing Things The Hard Way - Very Good - Must I Do Everything For You? - Now Stay Close To Me... - ...But Not Too Close - ...Not as I Do - Do Try To Keep Up - Whee Sports - As you like it This is actually a strange case where it looked bad because of the 29th row, instead of the 30th row, and I had to change the 29th row instead of the 30th row to fix it. - Maze With No Entrance - Ascending and Descending - Mind The Gap Same strange case as "As you like it" (it's the 29th row I had to change that was the problem, not the 30th). - 1950 Silverstone Grand V - The Villi People I found that Panic Room and The Final Challenge also looked strange behind the roomname background, but I can't do much about either because towers' tile data wrap around at the top and bottom, and if I added another row to either it would be visible above the room name. I've considered updating the development editors with these new level tiles, but I decided against it as the development editors are already pretty outdated anyway.
2020-02-03 22:24:30 +01:00
for (int j = 0; j < 30; j++) {
for (int i = 0; i < 40; i++) {
if((map.contents[TILE_IDX(i, j)])>0)
drawforetile(i * 8, j * 8, map.finalat(i,j));
}
}
}else if (map.tileset == 1) {
Add and draw one more row to all rooms with roomnames Since translucent roomname backgrounds were introduced in TerryCavanagh/VVVVVV#122, it exposes one glaring flaw with the game that until now has been kept hidden: in rooms with room names, the game cheapens out with the tile data and doesn't have a 30th row, because the room name would hide the missing row. As a result, rooms with room names have 29 rows instead of 30 to fill up the entire screen. And it looks really weird when there's nothing but empty space behind the translucent room name background. To remedy this, I added one row to each room with a room name in the level. First, I had to filter out all the rooms with no room names. However, that's actually all contained in Otherlevel.cpp, the Overworld, which contains 221 rooms (8 of which are the Secret Lab, 6 more of which are the Ship, so 207 are the actual Overworld, right? Wrong, 2 of those Overworld no-roomname rooms are in the Lab, so there are actually 205 Overworld rooms). The remaining level data files all contain rooms with room names. But the process wasn't that easy. I noticed a while ago that each room contains 29 `tmap.push_back()`s, one for each row of the room, and each row is simply a string containing the 40 tiles for that row, concatenated with commas. However, I decided to actually check my intuition by doing a grep on each level file and counting the number of results, for example `grep 'push_back' Labclass.cpp | wc -l`. Whatever number comes out should be divisible by 29. That particular grep on Labclass.cpp returns 1306, which divided by 29 is 45 with a remainder of 1. So what does that mean? Does that mean there's 45 rooms each, and 1 leftover row? Well, not exactly. The extra row comes from the fact that Outer Space has 30 rows instead of 29. Outer Space is the room that comes up when the game finds a room is non-existent, which shouldn't happen with a properly-working game, except in Outside Dimension VVVVVV. In fact, each level file has their own Outer Space, and every single Outer Space also has 30 rooms. So really, this means there are 44 rooms in the Lab and one Outer Space room. (Well, in reality, there are 46 rooms in the Lab, because 2 of them use the Outside tileset but have no room names, so they're stored in Otherlevel.cpp instead.) We find the same result for the Warp Zone. `grep 'push_back' WarpClass.cpp | wc -l` returns 697, which is 24 remainder 1, meaning 23 rooms of 29 rows and 1 room of 30 rows, which corresponds with 23 rooms in the Warp Zone and one Outer Space room. However, Outside Dimension VVVVVV + Tower Hallways and Space Station 1 and 2 are both odd curiosities. Finalclass.cpp contains Outside Dimension VVVVVV, (which is Intermission 1 and 2 and the Final Level), but also the Tower Hallway rooms, i.e. the auxiliary Tower rooms that are not a part of the main tower. Spacestation2.cpp contains both Space Station 1 and 2, so don't be deceived by the name. `grep 'push_back' Finalclass.cpp | wc -l` returns 1597, which is actually 55 remainder 2. So... are there two rooms with 30 rows? Yes, in fact, The Gravitron and Outer Space both contain 30 rows. So there are actually 55 rooms stored in Finalclass.cpp (not including the minitowers Panic Room and The Final Challenge), 54 rooms of actual level data and one Outer Space room, and breaking down the 54 rooms even further, 51 of them are actually in Outside Dimension VVVVVV and 3 of them are Tower Hallways. Of the 51 Outside Dimension VVVVVV rooms, 14 of those are Intermission 1, 4 of them are Intermission 2, and the rest of the 33 rooms are the Final Level (again, not including the minitowers). `grep 'push_back' Spacestation2.cpp | wc -l` returns 2148, which is 74 remainder 2. Are there two rooms with 30 rows again? No; one of those counted 2148 rows is a false-positive, because there's an if-else in Prize for the Reckless that replaces the row with spikes with a row without spikes if you are in a time trial or in No Death Mode. So there's 73 rooms in Space Station 1 and 2, and one Outer Space room. With all this in mind, I decided to duplicate the current last row of each room, the 29th row, to add a 30th row. However, I wasn't going to do this automatically! But neither was I going to write some kludge-y code to parse each nightmare of a level file and duplicate the rows that way. Enter: Vim macros! (Er, well, actually, I use Neovim.) I first did `/push_back`, so that pressing `n` would keep going to the next `push_back` in the file. Then I went to the 29th row of the first room in the file, did a `Yp`, and then started my macro with `qq`. The macro went like this: `30nYp`, which is simply going to the 29th row of the next room over and duplicating it. And that's all there was to it. However, I had to make sure that (1) my cursor was before the `push_back` on the line of the 29th row of the room, and (2) that I didn't skip rooms, both of which were problems I encountered when pressing Ctrl+Z a given invocation of the macro (the Ctrl+Z is just a metaphor, you actually undo by typing `u` in Vim). And also I had to make sure to be careful around the extra lines of `push_back`s in Prize for the Reckless and The Gravitron, and make sure I didn't run past the end of the file and loop back around. Thankfully, all Outer Space rooms are at the end of each file. But first, I had to increase the number of rows drawn in Graphics.cpp by 1 in order to compensate for this, and do the same when reading the tile data in Map.cpp. I had to change fillcontent(), drawmap(), drawfinalmap(), drawtowermap(), and drawtowermap_nobackground(). Funnily enough, the tower functions already used 30 rows, but I guess it's an off-by-one due to the camera scrolling, so they now draw 31 rows each. Then, I went in-game to make sure that the row behind each room name looked fine. I checked EVERY single room with a room name. I turned on invincibility mode and added a temporary line to hardreset() that always turned on game.nocutscenes for a smoother playtesting experience. And to make sure that rooms which have entirely empty bottom rows actually still have 30 rows, instead of having 29 and the game assuming that the 30th row was empty (because that sounds like it could lead to Undefined Behavior), I added this temporary debugging line to the start of mapclass::fillcontent(): printf("(%i,%i) has %i rows\n", game.roomx, game.roomy, (int) tmap.size()); Everywhere I checked - and I made sure to check all rooms - every room had 30 rows and not 29 rows. Unfortunately, some rooms simply couldn't be left alone with their 29th row duplicated and had to be manually edited. This was because the 29th row would contain some edge tiles because the player would be able to walk somewhere on the 28th, 27th, and 26th rows, and if you duplicated said edge tiles behind the room name, it would look bad. Here's a list of rooms whose 30th rows I had to manually edit: - Comms Relay - The Yes Men - Stop and Reflect - They Call Him Flipper - Double-slit Experiment - Square Root - Brought to you by the letter G - The Bernoulli Principle - Purest Unobtainium - I Smell Ozone - Conveying a New Idea - Upstream Downstream - Give Me A V - $eeing Dollar $ign$ - Doing Things The Hard Way - Very Good - Must I Do Everything For You? - Now Stay Close To Me... - ...But Not Too Close - ...Not as I Do - Do Try To Keep Up - Whee Sports - As you like it This is actually a strange case where it looked bad because of the 29th row, instead of the 30th row, and I had to change the 29th row instead of the 30th row to fix it. - Maze With No Entrance - Ascending and Descending - Mind The Gap Same strange case as "As you like it" (it's the 29th row I had to change that was the problem, not the 30th). - 1950 Silverstone Grand V - The Villi People I found that Panic Room and The Final Challenge also looked strange behind the roomname background, but I can't do much about either because towers' tile data wrap around at the top and bottom, and if I added another row to either it would be visible above the room name. I've considered updating the development editors with these new level tiles, but I decided against it as the development editors are already pretty outdated anyway.
2020-02-03 22:24:30 +01:00
for (int j = 0; j < 30; j++) {
for (int i = 0; i < 40; i++) {
if((map.contents[TILE_IDX(i, j)])>0)
drawforetile2(i * 8, j * 8, map.finalat(i,j));
}
}
}
foregrounddrawn=true;
}
Ax OverlaySurfaceKeyed(), set proper foregroundBuffer blend mode So, earlier in the development of 2.0, Simon Roth (I presume) encountered a problem: Oh no, all my backgrounds aren't appearing! And this is because my foregroundBuffer, which contains all the drawn tiles, is drawing complete black over it! So he had a solution that seems ingenius, but is actually really really hacky and super 100% NOT the proper solution. Just, take the foregroundBuffer, iterate over each pixel, and DON'T draw any pixel that's 0xDEADBEEF. 0xDEADBEEF is a special signal meaning "don't draw this pixel". It is called a 'key'. Unfortunately, this causes a bug where translucent pixels on tiles (pixels between 0% and 100% opacity) didn't get drawn correctly. They would be drawn against this weird blue color. Now, in #103, I came across this weird constant and decided "hey, this looks awfully like that weird blue color I came across, maybe if I set it to 0x00000000, i.e. complete and transparent black, the issue will be fixed". And it DID appear to be fixed. However, I didn't look too closely, nor did I test it that much, and all that ended up doing was drawing the pixels against black, which more subtly disguised the problem with translucent pixels. So, after some investigation, I noticed that BlitSurfaceColoured() was drawing translucent pixels just fine. And I thought at the time that there was something wrong with BlitSurfaceStandard(), or something. Further along later I realized that all drawn tiles were passing through this weird OverlaySurfaceKeyed() function. And removing it in favor of a straight SDL_BlitSurface() produced the bug I mentioned above: Oh no, all the backgrounds don't show up, because my foregroundBuffer is drawing pure black over them! Well... just... set the proper blend mode for foregroundBuffer. It should be SDL_BLENDMODE_BLEND instead of SDL_BLENDMODE_NONE. Then you don't have to worry about your transparency at all. If you did it right, you won't have to resort this hacky color-keying business. *sigh*
2020-08-04 09:24:04 +02:00
SDL_BlitSurface(foregroundBuffer, NULL, backBuffer, NULL);
2020-01-01 21:29:24 +01:00
}
void Graphics::drawtowermap(void)
2020-01-01 21:29:24 +01:00
{
int temp;
int yoff = lerp(map.oldypos, map.ypos);
Add and draw one more row to all rooms with roomnames Since translucent roomname backgrounds were introduced in TerryCavanagh/VVVVVV#122, it exposes one glaring flaw with the game that until now has been kept hidden: in rooms with room names, the game cheapens out with the tile data and doesn't have a 30th row, because the room name would hide the missing row. As a result, rooms with room names have 29 rows instead of 30 to fill up the entire screen. And it looks really weird when there's nothing but empty space behind the translucent room name background. To remedy this, I added one row to each room with a room name in the level. First, I had to filter out all the rooms with no room names. However, that's actually all contained in Otherlevel.cpp, the Overworld, which contains 221 rooms (8 of which are the Secret Lab, 6 more of which are the Ship, so 207 are the actual Overworld, right? Wrong, 2 of those Overworld no-roomname rooms are in the Lab, so there are actually 205 Overworld rooms). The remaining level data files all contain rooms with room names. But the process wasn't that easy. I noticed a while ago that each room contains 29 `tmap.push_back()`s, one for each row of the room, and each row is simply a string containing the 40 tiles for that row, concatenated with commas. However, I decided to actually check my intuition by doing a grep on each level file and counting the number of results, for example `grep 'push_back' Labclass.cpp | wc -l`. Whatever number comes out should be divisible by 29. That particular grep on Labclass.cpp returns 1306, which divided by 29 is 45 with a remainder of 1. So what does that mean? Does that mean there's 45 rooms each, and 1 leftover row? Well, not exactly. The extra row comes from the fact that Outer Space has 30 rows instead of 29. Outer Space is the room that comes up when the game finds a room is non-existent, which shouldn't happen with a properly-working game, except in Outside Dimension VVVVVV. In fact, each level file has their own Outer Space, and every single Outer Space also has 30 rooms. So really, this means there are 44 rooms in the Lab and one Outer Space room. (Well, in reality, there are 46 rooms in the Lab, because 2 of them use the Outside tileset but have no room names, so they're stored in Otherlevel.cpp instead.) We find the same result for the Warp Zone. `grep 'push_back' WarpClass.cpp | wc -l` returns 697, which is 24 remainder 1, meaning 23 rooms of 29 rows and 1 room of 30 rows, which corresponds with 23 rooms in the Warp Zone and one Outer Space room. However, Outside Dimension VVVVVV + Tower Hallways and Space Station 1 and 2 are both odd curiosities. Finalclass.cpp contains Outside Dimension VVVVVV, (which is Intermission 1 and 2 and the Final Level), but also the Tower Hallway rooms, i.e. the auxiliary Tower rooms that are not a part of the main tower. Spacestation2.cpp contains both Space Station 1 and 2, so don't be deceived by the name. `grep 'push_back' Finalclass.cpp | wc -l` returns 1597, which is actually 55 remainder 2. So... are there two rooms with 30 rows? Yes, in fact, The Gravitron and Outer Space both contain 30 rows. So there are actually 55 rooms stored in Finalclass.cpp (not including the minitowers Panic Room and The Final Challenge), 54 rooms of actual level data and one Outer Space room, and breaking down the 54 rooms even further, 51 of them are actually in Outside Dimension VVVVVV and 3 of them are Tower Hallways. Of the 51 Outside Dimension VVVVVV rooms, 14 of those are Intermission 1, 4 of them are Intermission 2, and the rest of the 33 rooms are the Final Level (again, not including the minitowers). `grep 'push_back' Spacestation2.cpp | wc -l` returns 2148, which is 74 remainder 2. Are there two rooms with 30 rows again? No; one of those counted 2148 rows is a false-positive, because there's an if-else in Prize for the Reckless that replaces the row with spikes with a row without spikes if you are in a time trial or in No Death Mode. So there's 73 rooms in Space Station 1 and 2, and one Outer Space room. With all this in mind, I decided to duplicate the current last row of each room, the 29th row, to add a 30th row. However, I wasn't going to do this automatically! But neither was I going to write some kludge-y code to parse each nightmare of a level file and duplicate the rows that way. Enter: Vim macros! (Er, well, actually, I use Neovim.) I first did `/push_back`, so that pressing `n` would keep going to the next `push_back` in the file. Then I went to the 29th row of the first room in the file, did a `Yp`, and then started my macro with `qq`. The macro went like this: `30nYp`, which is simply going to the 29th row of the next room over and duplicating it. And that's all there was to it. However, I had to make sure that (1) my cursor was before the `push_back` on the line of the 29th row of the room, and (2) that I didn't skip rooms, both of which were problems I encountered when pressing Ctrl+Z a given invocation of the macro (the Ctrl+Z is just a metaphor, you actually undo by typing `u` in Vim). And also I had to make sure to be careful around the extra lines of `push_back`s in Prize for the Reckless and The Gravitron, and make sure I didn't run past the end of the file and loop back around. Thankfully, all Outer Space rooms are at the end of each file. But first, I had to increase the number of rows drawn in Graphics.cpp by 1 in order to compensate for this, and do the same when reading the tile data in Map.cpp. I had to change fillcontent(), drawmap(), drawfinalmap(), drawtowermap(), and drawtowermap_nobackground(). Funnily enough, the tower functions already used 30 rows, but I guess it's an off-by-one due to the camera scrolling, so they now draw 31 rows each. Then, I went in-game to make sure that the row behind each room name looked fine. I checked EVERY single room with a room name. I turned on invincibility mode and added a temporary line to hardreset() that always turned on game.nocutscenes for a smoother playtesting experience. And to make sure that rooms which have entirely empty bottom rows actually still have 30 rows, instead of having 29 and the game assuming that the 30th row was empty (because that sounds like it could lead to Undefined Behavior), I added this temporary debugging line to the start of mapclass::fillcontent(): printf("(%i,%i) has %i rows\n", game.roomx, game.roomy, (int) tmap.size()); Everywhere I checked - and I made sure to check all rooms - every room had 30 rows and not 29 rows. Unfortunately, some rooms simply couldn't be left alone with their 29th row duplicated and had to be manually edited. This was because the 29th row would contain some edge tiles because the player would be able to walk somewhere on the 28th, 27th, and 26th rows, and if you duplicated said edge tiles behind the room name, it would look bad. Here's a list of rooms whose 30th rows I had to manually edit: - Comms Relay - The Yes Men - Stop and Reflect - They Call Him Flipper - Double-slit Experiment - Square Root - Brought to you by the letter G - The Bernoulli Principle - Purest Unobtainium - I Smell Ozone - Conveying a New Idea - Upstream Downstream - Give Me A V - $eeing Dollar $ign$ - Doing Things The Hard Way - Very Good - Must I Do Everything For You? - Now Stay Close To Me... - ...But Not Too Close - ...Not as I Do - Do Try To Keep Up - Whee Sports - As you like it This is actually a strange case where it looked bad because of the 29th row, instead of the 30th row, and I had to change the 29th row instead of the 30th row to fix it. - Maze With No Entrance - Ascending and Descending - Mind The Gap Same strange case as "As you like it" (it's the 29th row I had to change that was the problem, not the 30th). - 1950 Silverstone Grand V - The Villi People I found that Panic Room and The Final Challenge also looked strange behind the roomname background, but I can't do much about either because towers' tile data wrap around at the top and bottom, and if I added another row to either it would be visible above the room name. I've considered updating the development editors with these new level tiles, but I decided against it as the development editors are already pretty outdated anyway.
2020-02-03 22:24:30 +01:00
for (int j = 0; j < 31; j++)
2020-01-01 21:29:24 +01:00
{
for (int i = 0; i < 40; i++)
{
temp = map.tower.at(i, j, yoff);
if (temp > 0) drawtile3(i * 8, (j * 8) - (yoff % 8), temp, towerbg.colstate);
2020-01-01 21:29:24 +01:00
}
}
}
void Graphics::drawtowerspikes(void)
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{
int spikeleveltop = lerp(map.oldspikeleveltop, map.spikeleveltop);
int spikelevelbottom = lerp(map.oldspikelevelbottom, map.spikelevelbottom);
2020-01-01 21:29:24 +01:00
for (int i = 0; i < 40; i++)
{
drawtile3(i * 8, -8+spikeleveltop, 9, towerbg.colstate);
drawtile3(i * 8, 230-spikelevelbottom, 8, towerbg.colstate, 8 - spikelevelbottom);
2020-01-01 21:29:24 +01:00
}
}
void Graphics::drawtowerbackground(const TowerBG& bg_obj)
{
ClearSurface(backBuffer);
SDL_BlitSurface(bg_obj.buffer, NULL, bg_obj.buffer_lerp, NULL);
ScrollSurface(bg_obj.buffer_lerp, 0, lerp(0, -bg_obj.bscroll));
SDL_BlitSurface(bg_obj.buffer_lerp, &towerbuffer_rect, backBuffer, NULL);
}
void Graphics::updatetowerbackground(TowerBG& bg_obj)
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{
int temp;
if (bg_obj.bypos < 0) bg_obj.bypos += 120 * 8;
2020-01-01 21:29:24 +01:00
if (bg_obj.tdrawback)
2020-01-01 21:29:24 +01:00
{
int off = bg_obj.scrolldir == 0 ? 0 : bg_obj.bscroll;
2020-01-01 21:29:24 +01:00
//Draw the whole thing; needed for every colour cycle!
for (int j = -1; j < 32; j++)
2020-01-01 21:29:24 +01:00
{
for (int i = 0; i < 40; i++)
{
temp = map.tower.backat(i, j, bg_obj.bypos);
drawtowertile3(i * 8, (j * 8) - (bg_obj.bypos % 8) - off, temp, bg_obj);
2020-01-01 21:29:24 +01:00
}
}
bg_obj.tdrawback = false;
2020-01-01 21:29:24 +01:00
}
else
{
//just update the bottom
ScrollSurface(bg_obj.buffer, 0, -bg_obj.bscroll);
if (bg_obj.scrolldir == 0)
2020-01-01 21:29:24 +01:00
{
for (int i = 0; i < 40; i++)
{
temp = map.tower.backat(i, -1, bg_obj.bypos);
drawtowertile3(i * 8, -1*8 - (bg_obj.bypos % 8), temp, bg_obj);
temp = map.tower.backat(i, 0, bg_obj.bypos);
drawtowertile3(i * 8, -(bg_obj.bypos % 8), temp, bg_obj);
}
}
else
{
for (int i = 0; i < 40; i++)
{
temp = map.tower.backat(i, 29, bg_obj.bypos);
drawtowertile3(i * 8, 29*8 - (bg_obj.bypos % 8) - bg_obj.bscroll, temp, bg_obj);
temp = map.tower.backat(i, 30, bg_obj.bypos);
drawtowertile3(i * 8, 30*8 - (bg_obj.bypos % 8) - bg_obj.bscroll, temp, bg_obj);
temp = map.tower.backat(i, 31, bg_obj.bypos);
drawtowertile3(i * 8, 31*8 - (bg_obj.bypos % 8) - bg_obj.bscroll, temp, bg_obj);
temp = map.tower.backat(i, 32, bg_obj.bypos);
drawtowertile3(i * 8, 32*8 - (bg_obj.bypos % 8) - bg_obj.bscroll, temp, bg_obj);
}
2020-01-01 21:29:24 +01:00
}
}
}
void Graphics::setcol( int t )
2020-01-01 21:29:24 +01:00
{
int temp;
//Setup predefinied colours as per our zany palette
switch(t)
{
//Player Normal
case 0:
ct.colour = getRGB(160- help.glow/2 - (fRandom()*20), 200- help.glow/2, 220 - help.glow);
break;
//Player Hurt
case 1:
ct.colour = getRGB(196 - (fRandom() * 64), 10, 10);
break;
//Enemies and stuff
case 2:
ct.colour = getRGB(225-(help.glow/2), 75, 30);
break;
case 3: //Trinket
if (!trinketcolset)
{
trinketr = 200 - (fRandom() * 64);
trinketg = 200 - (fRandom() * 128);
trinketb = 164 + (fRandom() * 60);
trinketcolset = true;
}
ct.colour = getRGB(trinketr, trinketg, trinketb);
break;
case 4: //Inactive savepoint
temp = (help.glow/2) + (fRandom() * 8);
ct.colour = getRGB(80 + temp, 80 + temp, 80 + temp);
break;
case 5: //Active savepoint
ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
break;
case 6: //Enemy : Red
ct.colour = getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
break;
case 7: //Enemy : Green
ct.colour = getRGB(100 - help.glow/2 - (fRandom()*30), 250 - help.glow/2, 100 - help.glow/2 - (fRandom()*30));
break;
case 8: //Enemy : Purple
ct.colour = getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (fRandom()*30));
break;
case 9: //Enemy : Yellow
ct.colour = getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
break;
case 10: //Warp point (white)
ct.colour = getRGB(255 - (fRandom() * 64), 255 - (fRandom() * 64), 255 - (fRandom() * 64));
break;
case 11: //Enemy : Cyan
ct.colour = getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
break;
case 12: //Enemy : Blue
ct.colour = getRGB(90- help.glow/2, 90 - help.glow/2, 250 - help.glow/2);
break;
//Crew Members
//green
case 13:
ct.colour = getRGB(120- help.glow/4 - (fRandom()*20), 220 - help.glow/4, 120- help.glow/4);
break;
//Yellow
case 14:
ct.colour = getRGB(220- help.glow/4 - (fRandom()*20), 210 - help.glow/4, 120- help.glow/4);
break;
//pink
case 15:
ct.colour = getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
break;
//Blue
case 16:
ct.colour = getRGB(75, 75, 255- help.glow/4 - (fRandom()*20));
break;
case 17: //Enemy : Orange
ct.colour = getRGB(250 - help.glow/2, 130 - help.glow/2, 20);
break;
case 18: //Enemy : Gray
ct.colour = getRGB(130- help.glow/2, 130 - help.glow/2, 130 - help.glow/2);
break;
case 19: //Enemy : Dark gray
ct.colour = getRGB(60- help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
break;
//Purple
case 20:
ct.colour = getRGB(220 - help.glow / 4 - (fRandom() * 20), 120 - help.glow / 4, 210 - help.glow / 4);
break;
case 21: //Enemy : Light Gray
ct.colour = getRGB(180- help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
break;
case 22: //Enemy : Indicator Gray
ct.colour = getRGB(230- help.glow/2, 230- help.glow/2, 230- help.glow/2);
break;
case 23: //Enemy : Indicator Gray
ct.colour = getRGB(255- help.glow/2 - (fRandom() * 40) , 255- help.glow/2 - (fRandom() * 40), 255- help.glow/2 - (fRandom() * 40));
break;
//Trophies
Revert "Fix Secret Lab Time Trial trophies having wrong colors" As reported by Dav999, Victoria and Vermilion's trophy colors are swapped again in 2.4. He points to 37b7615b71c3a2f44e03c47894383107850812ff, the commit where I fixed the color masks of every single surface to always be RGB or RGBA. It sounded plausible to me, because it did have to do with colors, after all. However, it didn't make sense to me, because I was like, I didn't touch the trophy colors at all after I originally fixed them. After I ruled out the RGBf() function as a confounder, I decided to see whether intentionally reversing the color order in RGBf() to be BGR would do anything, and to my surprise it actually swapped the colors back around and it didn't actually look bad. And then I realized: Swapping the trophy colors between RGB and BGR ordering results in similar colors that still look good, but are simply wrong, but not so wrong that they take on a color that no crewmate uses, so it'd appear as if the crewmates were swapped, when in reality the only thing that was swapped was actually the color order of the colors. Trying to fix this by swapping the colors again, I actively confused colors 33 and 35 (Vermilion and Victoria) with colors 32 and 34 (Vitellary and Viridian), so I was confused when Vermilion and Victoria weren't swapping. Then as a debugging step, I only changed 34 to 32 without swapping 32 as well, and then finally noticed that I was swapping Vitellary and Viridian, because there were now two Vitellarys. And then I was reminded that Vitellary and Viridian were also wrongly swapped since 2.0 as well. And so then I finally realized: The original comments accompanying the colors were correct after all. The only problem was that they were fed into a function, RGBf(), that read the colors backwards, because the codebase habitually changed the color order on a whim and it was really hard to reason out which color order should be used at a given time, so it ended up reading RGB colors as BGR, while it looked like it was passing them through as-is. So what happened was that in the first place, RGBf() was swapping RGB to BGR. Then I came and swapped Vermilion and Victoria, and Vitellary and Viridian around. Then later I fixed all the color masks, so RGBf() stopped swapping RGB and BGR around. But then this ended up swapping the colors of Vermilion and Victoria, and Vitellary and Viridian once again! Therefore, swapping Vermilion and Victoria, and Vitellary and Viridian was incorrect. Or at least, not the fix to the root cause. The root cause would be to swap the colors in RGBf(), but this would be sort of confusing to reason about - at least if I didn't bother to just type the RGB values into an image editor. But that doesn't fix the real issue, which is that the game kept swapping RGB and BGR around in every corner of the codebase. I further confirmed that there was no more RGB or BGR swapping by deleting the plus-one-divide-by-three transformation in RGBf() and seeing if the colors looked okay. Now with the colors being brighter, I could see that passing it straight through looked fine, but intentionally reversing it to be BGR resulted in colors that at a distance looked okay, but were either washed out or too bright. At least finally I could use my 8 years of playing this game for something. So in conclusion, actually, 37b7615b71c3a2f44e03c47894383107850812ff ("Fix surface color masks") was the real fix, and d271907f8c5d84308a3cf9323ac692199b8685a6 ("Fix Secret Lab Time Trial trophies having wrong colors") was the real regression. It's just that the regression came first, but it wasn't really a regression until I did the other fix, so the fix isn't the regression, the regression is... this is hurting my brain. Or the real regression was the friends we made along the way, or something like that. This is the most trivial bug ever caused by the technical debt of those god-awful reversed color masks. --- This reverts commit d271907f8c5d84308a3cf9323ac692199b8685a6. Fixes #862.
2022-02-12 09:39:30 +01:00
//cyan
case 30:
ct.colour = RGBf(160, 200, 220);
break;
//Purple
case 31:
ct.colour = RGBf(220, 120, 210);
break;
Revert "Fix Secret Lab Time Trial trophies having wrong colors" As reported by Dav999, Victoria and Vermilion's trophy colors are swapped again in 2.4. He points to 37b7615b71c3a2f44e03c47894383107850812ff, the commit where I fixed the color masks of every single surface to always be RGB or RGBA. It sounded plausible to me, because it did have to do with colors, after all. However, it didn't make sense to me, because I was like, I didn't touch the trophy colors at all after I originally fixed them. After I ruled out the RGBf() function as a confounder, I decided to see whether intentionally reversing the color order in RGBf() to be BGR would do anything, and to my surprise it actually swapped the colors back around and it didn't actually look bad. And then I realized: Swapping the trophy colors between RGB and BGR ordering results in similar colors that still look good, but are simply wrong, but not so wrong that they take on a color that no crewmate uses, so it'd appear as if the crewmates were swapped, when in reality the only thing that was swapped was actually the color order of the colors. Trying to fix this by swapping the colors again, I actively confused colors 33 and 35 (Vermilion and Victoria) with colors 32 and 34 (Vitellary and Viridian), so I was confused when Vermilion and Victoria weren't swapping. Then as a debugging step, I only changed 34 to 32 without swapping 32 as well, and then finally noticed that I was swapping Vitellary and Viridian, because there were now two Vitellarys. And then I was reminded that Vitellary and Viridian were also wrongly swapped since 2.0 as well. And so then I finally realized: The original comments accompanying the colors were correct after all. The only problem was that they were fed into a function, RGBf(), that read the colors backwards, because the codebase habitually changed the color order on a whim and it was really hard to reason out which color order should be used at a given time, so it ended up reading RGB colors as BGR, while it looked like it was passing them through as-is. So what happened was that in the first place, RGBf() was swapping RGB to BGR. Then I came and swapped Vermilion and Victoria, and Vitellary and Viridian around. Then later I fixed all the color masks, so RGBf() stopped swapping RGB and BGR around. But then this ended up swapping the colors of Vermilion and Victoria, and Vitellary and Viridian once again! Therefore, swapping Vermilion and Victoria, and Vitellary and Viridian was incorrect. Or at least, not the fix to the root cause. The root cause would be to swap the colors in RGBf(), but this would be sort of confusing to reason about - at least if I didn't bother to just type the RGB values into an image editor. But that doesn't fix the real issue, which is that the game kept swapping RGB and BGR around in every corner of the codebase. I further confirmed that there was no more RGB or BGR swapping by deleting the plus-one-divide-by-three transformation in RGBf() and seeing if the colors looked okay. Now with the colors being brighter, I could see that passing it straight through looked fine, but intentionally reversing it to be BGR resulted in colors that at a distance looked okay, but were either washed out or too bright. At least finally I could use my 8 years of playing this game for something. So in conclusion, actually, 37b7615b71c3a2f44e03c47894383107850812ff ("Fix surface color masks") was the real fix, and d271907f8c5d84308a3cf9323ac692199b8685a6 ("Fix Secret Lab Time Trial trophies having wrong colors") was the real regression. It's just that the regression came first, but it wasn't really a regression until I did the other fix, so the fix isn't the regression, the regression is... this is hurting my brain. Or the real regression was the friends we made along the way, or something like that. This is the most trivial bug ever caused by the technical debt of those god-awful reversed color masks. --- This reverts commit d271907f8c5d84308a3cf9323ac692199b8685a6. Fixes #862.
2022-02-12 09:39:30 +01:00
//Yellow
case 32:
ct.colour = RGBf(220, 210, 120);
break;
Revert "Fix Secret Lab Time Trial trophies having wrong colors" As reported by Dav999, Victoria and Vermilion's trophy colors are swapped again in 2.4. He points to 37b7615b71c3a2f44e03c47894383107850812ff, the commit where I fixed the color masks of every single surface to always be RGB or RGBA. It sounded plausible to me, because it did have to do with colors, after all. However, it didn't make sense to me, because I was like, I didn't touch the trophy colors at all after I originally fixed them. After I ruled out the RGBf() function as a confounder, I decided to see whether intentionally reversing the color order in RGBf() to be BGR would do anything, and to my surprise it actually swapped the colors back around and it didn't actually look bad. And then I realized: Swapping the trophy colors between RGB and BGR ordering results in similar colors that still look good, but are simply wrong, but not so wrong that they take on a color that no crewmate uses, so it'd appear as if the crewmates were swapped, when in reality the only thing that was swapped was actually the color order of the colors. Trying to fix this by swapping the colors again, I actively confused colors 33 and 35 (Vermilion and Victoria) with colors 32 and 34 (Vitellary and Viridian), so I was confused when Vermilion and Victoria weren't swapping. Then as a debugging step, I only changed 34 to 32 without swapping 32 as well, and then finally noticed that I was swapping Vitellary and Viridian, because there were now two Vitellarys. And then I was reminded that Vitellary and Viridian were also wrongly swapped since 2.0 as well. And so then I finally realized: The original comments accompanying the colors were correct after all. The only problem was that they were fed into a function, RGBf(), that read the colors backwards, because the codebase habitually changed the color order on a whim and it was really hard to reason out which color order should be used at a given time, so it ended up reading RGB colors as BGR, while it looked like it was passing them through as-is. So what happened was that in the first place, RGBf() was swapping RGB to BGR. Then I came and swapped Vermilion and Victoria, and Vitellary and Viridian around. Then later I fixed all the color masks, so RGBf() stopped swapping RGB and BGR around. But then this ended up swapping the colors of Vermilion and Victoria, and Vitellary and Viridian once again! Therefore, swapping Vermilion and Victoria, and Vitellary and Viridian was incorrect. Or at least, not the fix to the root cause. The root cause would be to swap the colors in RGBf(), but this would be sort of confusing to reason about - at least if I didn't bother to just type the RGB values into an image editor. But that doesn't fix the real issue, which is that the game kept swapping RGB and BGR around in every corner of the codebase. I further confirmed that there was no more RGB or BGR swapping by deleting the plus-one-divide-by-three transformation in RGBf() and seeing if the colors looked okay. Now with the colors being brighter, I could see that passing it straight through looked fine, but intentionally reversing it to be BGR resulted in colors that at a distance looked okay, but were either washed out or too bright. At least finally I could use my 8 years of playing this game for something. So in conclusion, actually, 37b7615b71c3a2f44e03c47894383107850812ff ("Fix surface color masks") was the real fix, and d271907f8c5d84308a3cf9323ac692199b8685a6 ("Fix Secret Lab Time Trial trophies having wrong colors") was the real regression. It's just that the regression came first, but it wasn't really a regression until I did the other fix, so the fix isn't the regression, the regression is... this is hurting my brain. Or the real regression was the friends we made along the way, or something like that. This is the most trivial bug ever caused by the technical debt of those god-awful reversed color masks. --- This reverts commit d271907f8c5d84308a3cf9323ac692199b8685a6. Fixes #862.
2022-02-12 09:39:30 +01:00
//red
case 33:
ct.colour = RGBf(255, 70, 70);
break;
//green
case 34:
ct.colour = RGBf(120, 220, 120);
break;
Revert "Fix Secret Lab Time Trial trophies having wrong colors" As reported by Dav999, Victoria and Vermilion's trophy colors are swapped again in 2.4. He points to 37b7615b71c3a2f44e03c47894383107850812ff, the commit where I fixed the color masks of every single surface to always be RGB or RGBA. It sounded plausible to me, because it did have to do with colors, after all. However, it didn't make sense to me, because I was like, I didn't touch the trophy colors at all after I originally fixed them. After I ruled out the RGBf() function as a confounder, I decided to see whether intentionally reversing the color order in RGBf() to be BGR would do anything, and to my surprise it actually swapped the colors back around and it didn't actually look bad. And then I realized: Swapping the trophy colors between RGB and BGR ordering results in similar colors that still look good, but are simply wrong, but not so wrong that they take on a color that no crewmate uses, so it'd appear as if the crewmates were swapped, when in reality the only thing that was swapped was actually the color order of the colors. Trying to fix this by swapping the colors again, I actively confused colors 33 and 35 (Vermilion and Victoria) with colors 32 and 34 (Vitellary and Viridian), so I was confused when Vermilion and Victoria weren't swapping. Then as a debugging step, I only changed 34 to 32 without swapping 32 as well, and then finally noticed that I was swapping Vitellary and Viridian, because there were now two Vitellarys. And then I was reminded that Vitellary and Viridian were also wrongly swapped since 2.0 as well. And so then I finally realized: The original comments accompanying the colors were correct after all. The only problem was that they were fed into a function, RGBf(), that read the colors backwards, because the codebase habitually changed the color order on a whim and it was really hard to reason out which color order should be used at a given time, so it ended up reading RGB colors as BGR, while it looked like it was passing them through as-is. So what happened was that in the first place, RGBf() was swapping RGB to BGR. Then I came and swapped Vermilion and Victoria, and Vitellary and Viridian around. Then later I fixed all the color masks, so RGBf() stopped swapping RGB and BGR around. But then this ended up swapping the colors of Vermilion and Victoria, and Vitellary and Viridian once again! Therefore, swapping Vermilion and Victoria, and Vitellary and Viridian was incorrect. Or at least, not the fix to the root cause. The root cause would be to swap the colors in RGBf(), but this would be sort of confusing to reason about - at least if I didn't bother to just type the RGB values into an image editor. But that doesn't fix the real issue, which is that the game kept swapping RGB and BGR around in every corner of the codebase. I further confirmed that there was no more RGB or BGR swapping by deleting the plus-one-divide-by-three transformation in RGBf() and seeing if the colors looked okay. Now with the colors being brighter, I could see that passing it straight through looked fine, but intentionally reversing it to be BGR resulted in colors that at a distance looked okay, but were either washed out or too bright. At least finally I could use my 8 years of playing this game for something. So in conclusion, actually, 37b7615b71c3a2f44e03c47894383107850812ff ("Fix surface color masks") was the real fix, and d271907f8c5d84308a3cf9323ac692199b8685a6 ("Fix Secret Lab Time Trial trophies having wrong colors") was the real regression. It's just that the regression came first, but it wasn't really a regression until I did the other fix, so the fix isn't the regression, the regression is... this is hurting my brain. Or the real regression was the friends we made along the way, or something like that. This is the most trivial bug ever caused by the technical debt of those god-awful reversed color masks. --- This reverts commit d271907f8c5d84308a3cf9323ac692199b8685a6. Fixes #862.
2022-02-12 09:39:30 +01:00
//Blue
case 35:
ct.colour = RGBf(75, 75, 255);
break;
//Gold
case 36:
ct.colour = getRGB(180, 120, 20);
break;
case 37: //Trinket
if (!trinketcolset)
{
trinketr = 200 - (fRandom() * 64);
trinketg = 200 - (fRandom() * 128);
trinketb = 164 + (fRandom() * 60);
trinketcolset = true;
}
ct.colour = RGBf(trinketr, trinketg, trinketb);
break;
//Silver
case 38:
ct.colour = RGBf(196, 196, 196);
break;
//Bronze
case 39:
ct.colour = RGBf(128, 64, 10);
break;
//Awesome
case 40: //Teleporter in action!
temp = fRandom() * 150;
if(temp<33)
{
ct.colour = RGBf(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 66)
{
ct.colour = RGBf(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 100)
{
ct.colour = RGBf(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
}
else
{
ct.colour = RGBf(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
}
break;
case 100: //Inactive Teleporter
temp = (help.glow/2) + (fRandom() * 8);
ct.colour = getRGB(42 + temp, 42 + temp, 42 + temp);
break;
case 101: //Active Teleporter
ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
break;
case 102: //Teleporter in action!
temp = fRandom() * 150;
if(temp<33)
{
ct.colour = getRGB(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 66)
{
ct.colour = getRGB(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 100)
{
ct.colour = getRGB(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
}
else
{
ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
}
break;
default:
ct.colour = getRGB(255, 255, 255);
break;
}
2020-01-01 21:29:24 +01:00
}
void Graphics::menuoffrender(void)
2020-01-01 21:29:24 +01:00
{
const int usethisoffset = lerp(oldmenuoffset, menuoffset);
SDL_Rect offsetRect = {0, usethisoffset, backBuffer->w, backBuffer->h};
2020-01-01 21:29:24 +01:00
BlitSurfaceStandard(backBuffer, NULL, menubuffer, NULL);
BlitSurfaceStandard(tempBuffer, NULL, backBuffer, NULL);
BlitSurfaceStandard(menubuffer, NULL, backBuffer, &offsetRect);
2020-01-01 21:29:24 +01:00
gameScreen.UpdateScreen(backBuffer, NULL);
ClearSurface(backBuffer);
2020-01-01 21:29:24 +01:00
}
void Graphics::drawhuetile( int x, int y, int t )
2020-01-01 21:29:24 +01:00
{
if (!INBOUNDS_VEC(t, tiles))
{
return;
}
point tpoint;
tpoint.x = x;
tpoint.y = y;
SDL_Rect rect;
setRect(rect,tpoint.x,tpoint.y,tiles_rect.w, tiles_rect.h);
BlitSurfaceColoured(tiles[t],NULL,backBuffer, &rect, ct);
}
void Graphics::huetilesetcol(int t)
{
switch (t)
{
case 0:
setcolreal(getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10));
break;
case 1:
setcolreal(getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10));
break;
default:
setcolreal(getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10));
break;
}
2020-01-01 21:29:24 +01:00
}
Uint32 Graphics::bigchunkygetcol(int t)
{
//A seperate index of colours, for simplicity
switch (t)
{
case 1:
return getRGB((fRandom() * 64), 10, 10);
case 2:
return getRGB(int(160- help.glow/2 - (fRandom()*20)), 200- help.glow/2, 220 - help.glow);
}
return 0x00000000;
}
2020-01-01 21:29:24 +01:00
void Graphics::setwarprect( int a, int b, int c, int d )
{
warprect.x = a;
warprect.y = b;
warprect.w = c;
warprect.h = d;
2020-01-01 21:29:24 +01:00
}
void Graphics::textboxcenterx(void)
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{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxcenterx() out-of-bounds!");
return;
}
textboxes[m].centerx();
2020-01-01 21:29:24 +01:00
}
int Graphics::textboxwidth(void)
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{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxwidth() out-of-bounds!");
return 0;
}
return textboxes[m].w;
2020-01-01 21:29:24 +01:00
}
void Graphics::textboxmoveto(int xo)
{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxmoveto() out-of-bounds!");
return;
}
textboxes[m].xp = xo;
2020-01-01 21:29:24 +01:00
}
void Graphics::textboxcentery(void)
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{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxcentery() out-of-bounds!");
return;
}
textboxes[m].centery();
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}
int Graphics::crewcolour(const int t)
{
//given crewmate t, return colour in setcol
if (t == 0) return CYAN;
if (t == 1) return PURPLE;
if (t == 2) return YELLOW;
if (t == 3) return RED;
if (t == 4) return GREEN;
if (t == 5) return BLUE;
return 0;
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}
void Graphics::flashlight(void)
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{
FillRect(backBuffer, 0xBBBBBBBB);
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}
void Graphics::screenshake(void)
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{
SDL_Rect shakeRect = {screenshake_x, screenshake_y, backBuffer->w, backBuffer->h};
gameScreen.UpdateScreen(backBuffer, &shakeRect);
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ClearSurface(backBuffer);
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}
void Graphics::updatescreenshake(void)
{
screenshake_x = static_cast<Sint32>((fRandom() * 7) - 4);
screenshake_y = static_cast<Sint32>((fRandom() * 7) - 4);
}
void Graphics::render(void)
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{
gameScreen.UpdateScreen(backBuffer, NULL);
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}
void Graphics::renderwithscreeneffects(void)
{
if (game.flashlight > 0 && !game.noflashingmode)
{
flashlight();
}
if (game.screenshake > 0 && !game.noflashingmode)
{
screenshake();
}
else
{
render();
}
}
void Graphics::renderfixedpre(void)
{
if (game.screenshake > 0)
{
updatescreenshake();
}
if (gameScreen.badSignalEffect)
{
UpdateFilter();
}
}
void Graphics::renderfixedpost(void)
{
/* Screen effects timers */
if (game.flashlight > 0)
{
--game.flashlight;
}
if (game.screenshake > 0)
{
--game.screenshake;
}
}
void Graphics::bigrprint(int x, int y, const std::string& t, int r, int g, int b, bool cen, float sc)
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{
const int len_ = len(t);
x = x / (sc);
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x -= len_;
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if (cen)
{
x = SDL_max(160 - (int((len_/ 2.0)*sc)), 0 );
}
else
{
x *= (sc);
}
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return do_print(x, y, t, r, g, b, 255, sc);
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}
void Graphics::bigbrprint(int x, int y, const std::string& s, int r, int g, int b, bool cen, float sc)
{
if (!notextoutline)
{
const int len_ = len(s);
int x_o = x / sc - len_;
bigrprint(x, y - sc, s, 0, 0, 0, cen, sc);
if (cen)
{
x_o = SDL_max(160 - (len_ / 2) * sc, 0);
bigprint(x_o - sc, y, s, 0, 0, 0, false, sc);
bigprint(x_o + sc, y, s, 0, 0, 0, false, sc);
}
else
{
x_o *= sc;
bigprint(x_o - sc, y, s, 0, 0, 0, false, sc);
bigprint(x_o + sc, y, s, 0, 0, 0, false, sc);
}
bigrprint(x, y + sc, s, 0, 0, 0, cen, sc);
}
bigrprint(x, y, s, r, g, b, cen, sc);
}
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
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void Graphics::drawtele(int x, int y, int t, Uint32 c)
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{
setcolreal(getRGB(16,16,16));
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SDL_Rect telerect;
setRect(telerect, x , y, tele_rect.w, tele_rect.h );
if (INBOUNDS_VEC(0, tele))
{
BlitSurfaceColoured(tele[0], NULL, backBuffer, &telerect, ct);
}
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setcolreal(c);
if (t > 9) t = 8;
if (t < 1) t = 1;
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setRect(telerect, x , y, tele_rect.w, tele_rect.h );
if (INBOUNDS_VEC(t, tele))
{
BlitSurfaceColoured(tele[t], NULL, backBuffer, &telerect, ct);
}
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}
Uint32 Graphics::getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
return SDL_MapRGBA(backBuffer->format, r, g, b, a);
}
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Uint32 Graphics::getRGB(Uint8 r, Uint8 g, Uint8 b)
{
return SDL_MapRGB(backBuffer->format, r, g, b);
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}
Uint32 Graphics::getRGB(Uint32 _col)
{
return ( _col);
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}
Uint32 Graphics::RGBf(int r, int g, int b)
{
r = (r+128) / 3;
g = (g+128) / 3;
b = (b+128) / 3;
return SDL_MapRGB(backBuffer->format, r, g, b);
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}
void Graphics::setcolreal(Uint32 t)
{
ct.colour = t;
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}
void Graphics::drawforetile(int x, int y, int t)
{
if (!INBOUNDS_VEC(t, tiles))
{
WHINE_ONCE("drawforetile() out-of-bounds!");
return;
}
SDL_Rect rect;
setRect(rect, x,y,tiles_rect.w, tiles_rect.h);
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles1_mounted))
{
colourTransform thect = {cl.getonewaycol()};
BlitSurfaceTinted(tiles[t], NULL, foregroundBuffer, &rect, thect);
}
else
#endif
{
BlitSurfaceStandard(tiles[t],NULL, foregroundBuffer, &rect );
}
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}
void Graphics::drawforetile2(int x, int y, int t)
{
if (!INBOUNDS_VEC(t, tiles2))
{
WHINE_ONCE("drawforetile2() out-of-bounds!");
return;
}
SDL_Rect rect;
setRect(rect, x,y,tiles_rect.w, tiles_rect.h);
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles2_mounted))
{
colourTransform thect = {cl.getonewaycol()};
BlitSurfaceTinted(tiles2[t], NULL, foregroundBuffer, &rect, thect);
}
else
#endif
{
BlitSurfaceStandard(tiles2[t],NULL, foregroundBuffer, &rect );
}
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}
void Graphics::drawforetile3(int x, int y, int t, int off)
{
t += off * 30;
if (!INBOUNDS_VEC(t, tiles3))
{
WHINE_ONCE("drawforetile3() out-of-bounds!");
return;
}
SDL_Rect rect;
setRect(rect, x,y,tiles_rect.w, tiles_rect.h);
BlitSurfaceStandard(tiles3[t],NULL, foregroundBuffer, &rect );
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}
void Graphics::drawrect(int x, int y, int w, int h, int r, int g, int b)
{
SDL_Rect madrect;
//Draw the retangle indicated by that object
madrect.x = x;
madrect.y = y;
madrect.w = w;
madrect.h = 1;
FillRect(backBuffer, madrect, getRGB(r, g, b));
madrect.w = 1;
madrect.h = h;
FillRect(backBuffer, madrect, getRGB(r, g, b));
madrect.x = x + w - 1;
madrect.w = 1;
madrect.h = h;
FillRect(backBuffer, madrect, getRGB(r, g, b));
madrect.x = x;
madrect.y = y + h - 1;
madrect.w = w;
madrect.h = 1;
FillRect(backBuffer, madrect, getRGB(r, g, b));
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}
bool Graphics::onscreen(int t)
{
return (t >= -40 && t <= 280);
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}
bool Graphics::reloadresources(void)
{
grphx.destroy();
grphx.init();
destroy();
MAYBE_FAIL(MakeTileArray());
MAYBE_FAIL(MakeSpriteArray());
MAYBE_FAIL(maketelearray());
MAYBE_FAIL(Makebfont());
images.clear();
images.push_back(grphx.im_image0);
images.push_back(grphx.im_image1);
images.push_back(grphx.im_image2);
images.push_back(grphx.im_image3);
images.push_back(grphx.im_image4);
images.push_back(grphx.im_image5);
images.push_back(grphx.im_image6);
images.push_back(grphx.im_image7);
images.push_back(grphx.im_image8);
images.push_back(grphx.im_image9);
images.push_back(grphx.im_image10);
images.push_back(grphx.im_image11);
images.push_back(grphx.im_image12);
gameScreen.LoadIcon();
music.destroy();
music.init();
#ifndef NO_CUSTOM_LEVELS
tiles1_mounted = FILESYSTEM_isAssetMounted("graphics/tiles.png");
tiles2_mounted = FILESYSTEM_isAssetMounted("graphics/tiles2.png");
minimap_mounted = FILESYSTEM_isAssetMounted("graphics/minimap.png");
#endif
return true;
fail:
return false;
}
Uint32 Graphics::crewcolourreal(int t)
{
switch (t)
{
case 0:
return col_crewcyan;
case 1:
return col_crewpurple;
case 2:
return col_crewyellow;
case 3:
return col_crewred;
case 4:
return col_crewgreen;
case 5:
return col_crewblue;
}
return col_crewcyan;
}