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VVVVVV/desktop_version/src/Logic.cpp

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#include "Credits.h"
#include "editor.h"
#include "Entity.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "Map.h"
#include "Music.h"
#include "Network.h"
#include "Script.h"
#include "UtilityClass.h"
void titleupdatetextcol()
{
graphics.col_tr = map.r - (help.glow / 4) - int(fRandom() * 4);
graphics.col_tg = map.g - (help.glow / 4) - int(fRandom() * 4);
graphics.col_tb = map.b - (help.glow / 4) - int(fRandom() * 4);
if (graphics.col_tr < 0) graphics.col_tr = 0;
if(graphics.col_tr>255) graphics.col_tr=255;
if (graphics.col_tg < 0) graphics.col_tg = 0;
if(graphics.col_tg>255) graphics.col_tg=255;
if (graphics.col_tb < 0) graphics.col_tb = 0;
if(graphics.col_tb>255) graphics.col_tb=255;
}
void titlelogic()
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{
//Misc
//map.updatetowerglow();
help.updateglow();
map.bypos -= 2;
map.bscroll = -2;
if (!game.colourblindmode)
{
graphics.updatetowerbackground();
}
if (!game.menustart)
{
graphics.col_tr = (int)(164 - (help.glow / 2) - int(fRandom() * 4));
graphics.col_tg = 164 - (help.glow / 2) - int(fRandom() * 4);
graphics.col_tb = 164 - (help.glow / 2) - int(fRandom() * 4);
}
else
{
titleupdatetextcol();
graphics.updatetitlecolours();
}
graphics.crewframedelay--;
if (graphics.crewframedelay <= 0)
{
graphics.crewframedelay = 8;
graphics.crewframe = (graphics.crewframe + 1) % 2;
}
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if (game.menucountdown > 0)
{
game.menucountdown--;
if (game.menucountdown == 0)
{
if (game.menudest == Menu::mainmenu)
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{
music.play(6);
}
else if (game.menudest == Menu::gameover2)
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{
music.playef(11);
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}
else if (game.menudest == Menu::timetrialcomplete3)
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{
music.playef(3);
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}
game.createmenu(game.menudest, true);
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}
}
}
void maplogic()
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{
//Misc
help.updateglow();
graphics.updatetextboxes();
graphics.updatetitlecolours();
if (game.shouldreturntopausemenu)
{
game.shouldreturntopausemenu = false;
graphics.backgrounddrawn = false;
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if (map.background == 3 || map.background == 4)
{
graphics.updatebackground(map.background);
}
}
graphics.crewframedelay--;
if (graphics.crewframedelay <= 0)
{
graphics.crewframedelay = 8;
graphics.crewframe = (graphics.crewframe + 1) % 2;
}
graphics.oldmenuoffset = graphics.menuoffset;
if (graphics.resumegamemode)
{
graphics.menuoffset += 25;
int threshold = map.extrarow ? 230 : 240;
if (graphics.menuoffset >= threshold)
{
graphics.menuoffset = threshold;
//go back to gamemode!
game.mapheld = true;
game.gamestate = GAMEMODE;
}
}
else if (graphics.menuoffset > 0)
{
graphics.menuoffset -= 25;
if (graphics.menuoffset < 0)
{
graphics.menuoffset = 0;
}
}
if (map.cursorstate == 0){
map.cursordelay++;
if (map.cursordelay > 10){
map.cursorstate = 1;
map.cursordelay = 0;
}
}else if (map.cursorstate == 1){
map.cursordelay++;
if (map.cursordelay > 30) map.cursorstate = 2;
}else if (map.cursorstate == 2){
map.cursordelay++;
}
if (map.finalmode)
{
map.glitchname = map.getglitchname(game.roomx, game.roomy);
}
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}
void gamecompletelogic()
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{
//Misc
map.updatetowerglow();
help.updateglow();
graphics.crewframe = 0;
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
2020-04-30 05:52:33 +02:00
map.scrolldir = 1;
graphics.updatetitlecolours();
graphics.col_tr = map.r - (help.glow / 4) - fRandom() * 4;
graphics.col_tg = map.g - (help.glow / 4) - fRandom() * 4;
graphics.col_tb = map.b - (help.glow / 4) - fRandom() * 4;
if (graphics.col_tr < 0) graphics.col_tr = 0;
if(graphics.col_tr>255) graphics.col_tr=255;
if (graphics.col_tg < 0) graphics.col_tg = 0;
if(graphics.col_tg>255) graphics.col_tg=255;
if (graphics.col_tb < 0) graphics.col_tb = 0;
if(graphics.col_tb>255) graphics.col_tb=255;
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game.creditposition--;
if (game.creditposition <= -Credits::creditmaxposition)
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{
game.creditposition = -Credits::creditmaxposition;
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map.bscroll = 0;
}
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
2020-04-30 05:52:33 +02:00
else if (!game.press_action)
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{
map.bscroll = +1;
}
if (graphics.fademode == 1)
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{
//Fix some graphical things
graphics.showcutscenebars = false;
graphics.cutscenebarspos = 0;
graphics.oldcutscenebarspos = 0;
Don't re-draw credits scroll background every frame While I was working on my over-30-FPS patch, I found out that the tower background in the credits scroll was being completely re-drawn every single frame, which was a bit wasteful and expensive. It's also harder to interpolate for my over-30-FPS patch. I'm guessing this constant re-draw was done because the math to get the surface scroll properly working is a bit subtle, but I've figured the precise math out! The first changes of this patch is just removing the unconditional `map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to get the credits scrolling in the right direction but make sure the title screen doesn't start scrolling like a descending tower, too. After that, the first problem is that it looks like the ACTION press to speed up the credits scrolling doesn't speed up the background, too. No problem, just shove a `!game.press_action` check in `gamecompletelogic()`. However, this introduces a mini-problem, which is that NOW when you hold down ACTION, the background appears to be slowly getting out of sync with the credits text by a one-pixel-per-second difference. This is actually due to the fact that, as a result of me adding the conditional, `map.bscroll` is no longer always unconditionally getting set to 1, while `game.creditposition` IS always unconditionally getting decremented by 1. And when you hold down ACTION, `game.creditposition` gets decremented by 6. Thus, I need to set `map.bscroll` when holding down ACTION to be 7, which is 6 plus 1. Then we have another problem, which is that the incoming textures desync when you press ACTION, and when you release ACTION. They desync by precisely 6 pixels, which should be a familiar number. I (eventually) tracked this down to `map.bypos` being updated at the same time `map.bscroll` is, even though `map.bypos` should be updated a frame later AFTER updating `map.bscroll`. So I had to change the `map.bypos` update in `gamecompleteinput()` and `gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place it before any `map.bscroll` update, thus ensuring that `map.bscroll` updates exactly one frame before `map.ypos` does. I had to move the `map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because `gamecompleteinput()` comes first before `gamecompletelogic()` in the `main.cpp` game loop, otherwise the `map.bypos` update won't be delayed by one frame for when you press ACTION to make it go faster, and thus cause a desync when you press ACTION. Oh and then after that, I had to make the descending tower background draw a THIRD row of incoming tiles, otherwise you could see some black flickering at the bottom of the screen when you held down ACTION. All of this took me way too long to figure out, but now the credits scroll works perfectly while being more optimized.
2020-04-30 05:52:33 +02:00
map.scrolldir = 0;
map.bypos = 0;
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//Return to game
game.gamestate = GAMECOMPLETE2;
graphics.fademode = 4;
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}
}
void gamecompletelogic2()
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{
//Misc
map.updatetowerglow();
help.updateglow();
game.creditposdelay--;
if (game.creditposdelay <= 0)
{
game.creditposdelay = 1;
game.creditposx++;
if (game.creditposx > 40)
{
game.creditposy++;
game.creditposx = 0;
if (game.creditposy > 30) game.creditposy = 30;
}
}
if (graphics.fademode == 1)
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{
//Fix some graphical things
graphics.showcutscenebars = false;
graphics.cutscenebarspos = 0;
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//Fix the save thingy
game.deletequick();
int tmp=music.currentsong;
music.currentsong=4;
obj.flags[67] = true;
game.savetele();
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music.currentsong=tmp;
//Return to game
map.colstate = 10;
game.gamestate = TITLEMODE;
graphics.fademode = 4;
FILESYSTEM_unmountassets(); // should be before music.playef(18)
music.playef(18);
game.returntomenu(Menu::play);
game.createmenu(Menu::gamecompletecontinue);
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map.nexttowercolour();
}
}
void gamelogic()
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{
if (!game.blackout && !game.completestop)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
//Is this entity on the ground? (needed for jumping)
if (obj.entitycollidefloor(i))
{
obj.entities[i].onground = 2;
}
else
{
obj.entities[i].onground--;
}
if (obj.entitycollideroof(i))
{
obj.entities[i].onroof = 2;
}
else
{
obj.entities[i].onroof--;
}
//Animate the entities
obj.animateentities(i);
}
}
//Misc
if (map.towermode)
{
map.updatetowerglow();
}
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help.updateglow();
if (game.alarmon)
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{
game.alarmdelay--;
if (game.alarmdelay <= 0)
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{
music.playef(19);
game.alarmdelay = 20;
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}
}
if (obj.nearelephant)
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{
obj.upset++;
if (obj.upset == 300)
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{
obj.upsetmode = true;
//change player to sad
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 144;
}
music.playef(2);
}
if (obj.upset > 301) obj.upset = 301;
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}
else if (obj.upsetmode)
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{
obj.upset--;
if (obj.upset <= 0)
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{
obj.upset = 0;
obj.upsetmode = false;
//change player to happy
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].tile = 0;
}
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}
}
else
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{
obj.upset = 0;
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}
obj.oldtrophytext = obj.trophytext;
if (map.towermode)
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{
map.oldypos = map.ypos;
map.oldspikeleveltop = map.spikeleveltop;
map.oldspikelevelbottom = map.spikelevelbottom;
if(!game.completestop)
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{
if (map.cameramode == 0)
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{
//do nothing!
//a trigger will set this off in the game
map.cameramode = 1;
map.bscroll = 0;
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}
else if (map.cameramode == 1)
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{
//move normally
if(map.scrolldir==0)
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{
map.ypos -= 2;
map.bypos -= 1;
map.bscroll = -1;
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}
else
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{
map.ypos += 2;
map.bypos += 1;
map.bscroll = 1;
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}
}
else if (map.cameramode == 2)
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{
//do nothing, but cycle colours (for taking damage)
map.bscroll = 0;
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}
else if (map.cameramode == 4)
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{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
}
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map.cameraseek = map.cameraseek / 10;
map.cameraseekframe = 10;
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map.cameramode = 5;
map.bscroll = map.cameraseek/2;
}
else if (map.cameramode == 5)
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{
//actually do it
if (map.spikeleveltop > 0) map.spikeleveltop-=2;
if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
if (map.cameraseekframe > 0)
2020-01-01 21:29:24 +01:00
{
int i = obj.getplayer();
map.ypos -= map.cameraseek;
if (map.cameraseek > 0 && INBOUNDS_VEC(i, obj.entities))
2020-01-01 21:29:24 +01:00
{
if (map.ypos < obj.entities[i].yp - 120)
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{
map.ypos = obj.entities[i].yp - 120;
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}
}
else if (INBOUNDS_VEC(i, obj.entities))
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{
if (map.ypos > obj.entities[i].yp - 120)
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{
map.ypos = obj.entities[i].yp - 120;
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}
}
map.cameraseekframe--;
map.bypos = map.ypos / 2;
2020-01-01 21:29:24 +01:00
}
else
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
map.ypos = obj.entities[i].yp - 120;
}
map.bypos = map.ypos / 2;
map.cameramode = 0;
map.colsuperstate = 0;
2020-01-01 21:29:24 +01:00
}
}
}
else
{
map.bscroll = 0;
}
2020-01-01 21:29:24 +01:00
if (map.ypos <= 0)
{
map.ypos = 0;
map.bypos = 0;
map.bscroll = 0;
}
if (map.towermode && map.minitowermode)
{
if (map.ypos >= 568)
2020-01-01 21:29:24 +01:00
{
map.ypos = 568;
map.bypos = map.ypos / 2;
map.bscroll = 0;
} //100-29 * 8 = 568
}
else
{
if (map.ypos >= 5368)
{
map.ypos = 5368; //700-29 * 8 = 5368
map.bypos = map.ypos / 2.0;
}
}
2020-01-01 21:29:24 +01:00
if (game.lifeseq > 0)
{
if (map.cameramode == 2)
{
map.cameraseekframe = 20;
map.cameramode = 4;
map.resumedelay = 4;
}
2020-01-01 21:29:24 +01:00
if (map.cameraseekframe <= 0)
{
if (map.resumedelay <= 0)
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{
game.lifesequence();
if (game.lifeseq == 0) map.cameramode = 1;
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}
else
{
map.resumedelay--;
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}
}
}
}
else
{
game.lifesequence();
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}
graphics.kludgeswnlinewidth = false;
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if (game.deathseq != -1)
{
if (map.towermode)
{
map.colsuperstate = 1;
map.cameramode = 2;
}
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if (game.roomx == 111 && game.roomy == 107 && !map.custommode)
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{
if (obj.entities[i].type == 1)
{
if (obj.entities[i].xp < 152)
{
obj.entities[i].xp = 152;
obj.entities[i].newxp = 152;
}
}
}
if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
{
//Ok! super magical exception for the room with the intention death for the shiny trinket
//fix this when the maps are finalised
Fix Prize for the Reckless quicksand fix kludge If you died in Prize for the Reckless, which is at (11,7), and respawned in the same room, tile 59 (a solid invisible tile) would be placed at [18,9] to prevent the moving platform from going back through the quicksand. Unfortunately, the way that this kludge was added is poor. First, the conditional makes it so that it doesn't happen in ONLY (11,7). Instead of being behind a positive conditional, the tile is placed in the else-branch of an if-conditional that checks for the normal case, i.e. if the current room is NOT (11,7), thus being a negative conditional. In other words, the positive conditional is "game.roomx == 111 && game.roomy == 107". To negate it, all you would have to do is "!(game.roomx == 111 && game.roomy == 107)". However, whoever wrote this decided to go one step further, and actually DISTRIBUTE the negative into both statements. This would be fine, except if they actually got it right. You see, according to De Morgan's laws, when you distribute a negative across multiple statements you not only have to negate the statements themselves, but you have to negate all the CONJUNCTIONS, too. In other words, you have to change all "and"s into "or"s and all "or"s into "and"s. Instead of making the conditional "game.roomx != 111 || game.roomy != 107", the person who wrote this forgot to replace the "and" with an "or". Thus, it is "game.roomx != 111 && game.roomy != 107" instead. As a result, if we re-negate this and take a look at the positive conditional, i.e. the conditional that results in the else-branch executing, it turns out to be "game.roomx == 111 || game.roomy == 107". This ends up forming a cross-shape of rooms where this kludge happens. As long as your room is either on the line x=11 or on the line y=7, this kludge will execute. You can see this if you go to Boldly To Go, since it is (11,13), which is on the line x=11. Checkpoint in that room, then touch a disappearing platform, wait for it to fully disappear, then die. Then an invisible tile will be placed to the left of the spikes on the ceiling. Anyway, to fix this, it's simple. Just change the "and" in the negative conditional to an "or". The second problem was that this kludge was happening in custom levels. So I've added a map.custommode check to it. I made sure not to make the same mistake originally made, i.e. I made sure to use an "or" instead of an "and". Thus, when you re-negate the negative conditional and turn it into the positive conditional, it reads: "game.roomx == 111 && game.roomy == 107 && !map.custommode".
2020-02-02 11:26:49 +01:00
if (game.roomx != 111 || game.roomy != 107 || map.custommode)
2020-01-01 21:29:24 +01:00
{
obj.entities[i].state = 4;
}
else
{
obj.entities[i].state = 4;
map.settile(18, 9, 59);
}
}
else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
{
//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
//graphical uglyness to avoid breaking the room!
bool entitygone = false;
while (obj.entities[i].state == 2)
{
entitygone = obj.updateentities(i);
if (entitygone)
{
i--;
break;
}
}
if (!entitygone) obj.entities[i].state = 4;
2020-01-01 21:29:24 +01:00
}
else if (map.finalstretch && obj.entities[i].type == 2)
{
//for the final level. probably something 99% of players won't see.
bool entitygone = false;
while (obj.entities[i].state == 2)
{
entitygone = obj.updateentities(i);
if (entitygone)
{
i--;
break;
}
}
if (!entitygone) obj.entities[i].state = 4;
2020-01-01 21:29:24 +01:00
}
else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
{
//if playing SWN, get the enemies offscreen.
obj.entities[i].xp += obj.entities[i].vx*5;
obj.entities[i].yp += obj.entities[i].vy*5;
}
}
if (game.swnmode)
{
//if playing SWN game a, push the clock back to the nearest 10 second interval
if (game.swngame == 0)
{
game.swnpenalty();
}
else if (game.swngame == 1)
{
game.swnstate = 0;
game.swnstate2 = 0;
game.swnstate3 = 0;
game.swnstate4 = 0;
game.swndelay = 0;
if (game.swntimer >= game.swnrecord)
{
game.swnrecord = game.swntimer;
if (game.swnmessage == 0)
{
music.playef(25);
game.savestats();
}
game.swnmessage = 1;
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}
}
}
game.deathsequence();
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game.deathseq--;
if (game.deathseq <= 0)
{
if (game.nodeathmode)
{
game.deathseq = 1;
game.gethardestroom();
2020-01-01 21:29:24 +01:00
//start depressing sequence here...
if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
if (graphics.fademode == 1) script.resetgametomenu();
2020-01-01 21:29:24 +01:00
}
else
{
if (game.swnmode)
{
//if playing SWN game b, reset the clock
if (game.swngame == 1)
{
game.swntimer = 0;
game.swnmessage = 0;
game.swnrank = 0;
}
}
game.gethardestroom();
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game.hascontrol = true;
game.gravitycontrol = game.savegc;
graphics.textboxremove();
map.resetplayer();
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}
}
}
else
{
//Update colour thingy
if (map.finalmode)
{
if (map.final_colormode)
{
if (map.final_colorframe > 0)
{
map.final_colorframedelay--;
if (map.final_colorframedelay <= 0)
{
if (map.final_colorframe == 1)
{
map.final_colorframedelay = 40;
int temp = 1+int(fRandom() * 6);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
2020-01-01 21:29:24 +01:00
}
else if (map.final_colorframe == 2)
{
map.final_colorframedelay = 15;
int temp = 1+int(fRandom() * 6);
2020-01-01 21:29:24 +01:00
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
if (temp == 0) temp = 6;
map.changefinalcol(temp);
2020-01-01 21:29:24 +01:00
}
}
}
}
}
//State machine for game logic
game.updatestate();
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if (game.startscript)
{
script.load(game.newscript);
game.startscript = false;
}
//Intermission 1 Logic
//Player can't walk off a screen with SCM on it until they've left
if (game.supercrewmate)
{
if (game.roomx == 41 + game.scmprogress) //he's in the same room
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].ax > 0 && obj.entities[i].xp > 280)
2020-01-01 21:29:24 +01:00
{
obj.entities[i].ax = 0;
obj.entities[i].dir = 0;
}
}
}
//SWN Minigame Logic
if (game.swnmode) //which game?
{
if(game.swngame==0) //intermission, survive 60 seconds game
{
game.swntimer -= 1;
if (game.swntimer <= 0)
{
music.niceplay(8);
game.swngame = 5;
}
else
{
obj.generateswnwave(0);
2020-01-01 21:29:24 +01:00
}
}
else if(game.swngame==1) //super gravitron game
{
game.swntimer += 1;
if (game.swntimer > game.swnrecord) game.swnrecord = game.swntimer;
if (game.swntimer >= 150 && game.swnrank == 0)
{
game.swnrank = 1;
if (game.swnbestrank < 1)
{
game.unlockAchievement("vvvvvvsupgrav5");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 1;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 300 && game.swnrank == 1)
{
game.swnrank = 2;
if (game.swnbestrank < 2)
{
game.unlockAchievement("vvvvvvsupgrav10");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 2;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 450 && game.swnrank == 2)
{
game.swnrank = 3;
if (game.swnbestrank < 3)
{
game.unlockAchievement("vvvvvvsupgrav15");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 3;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 600 && game.swnrank == 3)
{
game.swnrank = 4;
if (game.swnbestrank < 4)
{
game.unlockAchievement("vvvvvvsupgrav20");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 4;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 900 && game.swnrank == 4)
{
game.swnrank = 5;
if (game.swnbestrank < 5)
{
game.unlockAchievement("vvvvvvsupgrav30");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 5;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
else if (game.swntimer >= 1800 && game.swnrank == 5)
{
game.swnrank = 6;
if (game.swnbestrank < 6)
{
game.unlockAchievement("vvvvvvsupgrav60");
2020-01-01 21:29:24 +01:00
game.swnbestrank = 6;
game.swnmessage = 2+30;
music.playef(26);
2020-01-01 21:29:24 +01:00
}
}
obj.generateswnwave(1);
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game.swncoldelay--;
if(game.swncoldelay<=0)
{
game.swncolstate = (game.swncolstate+1)%6;
game.swncoldelay = 30;
graphics.rcol = game.swncolstate;
2020-01-01 21:29:24 +01:00
obj.swnenemiescol(game.swncolstate);
}
}
else if (game.swngame == 2) //introduce game a
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 0;
game.swndelay = 0;
game.swntimer = (60 * 30) - 1;
//game.swntimer = 15;
}
}
else if (game.swngame == 3) //extend line
{
int line = obj.getlineat(84 - 32);
if (INBOUNDS_VEC(line, obj.entities))
2020-01-01 21:29:24 +01:00
{
obj.entities[line].w += 24;
if (obj.entities[line].w > 332)
{
obj.entities[line].w = 332;
game.swngame = 2;
graphics.kludgeswnlinewidth = true;
}
2020-01-01 21:29:24 +01:00
}
}
else if (game.swngame == 4) //create top line
{
game.swngame = 3;
obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
2020-01-01 21:29:24 +01:00
music.niceplay(2);
game.swndeaths = game.deathcounts;
}
else if (game.swngame == 5) //remove line
{
int line = obj.getlineat(148 + 32);
if (INBOUNDS_VEC(line, obj.entities))
2020-01-01 21:29:24 +01:00
{
obj.entities[line].xp += 24;
if (obj.entities[line].xp > 320)
{
obj.removeentity(line);
game.swnmode = false;
game.swngame = 6;
}
2020-01-01 21:29:24 +01:00
}
}
else if (game.swngame == 6) //Init the super gravitron
{
game.swngame = 7;
music.niceplay(3);
}
else if (game.swngame == 7) //introduce game b
{
game.swndelay--;
if (game.swndelay <= 0)
{
game.swngame = 1;
game.swndelay = 0;
game.swntimer = 0;
game.swncolstate = 3;
game.swncoldelay = 30;
}
}
}
//Time trial stuff
if (game.intimetrial)
{
if (game.timetrialcountdown > 0)
{
game.timetrialparlost = false;
game.hascontrol = true;
game.timetrialcountdown--;
if (game.timetrialcountdown > 30)
{
game.hascontrol = false;
}
if(game.timetrialcountdown == 120) music.playef(21);
if(game.timetrialcountdown == 90) music.playef(21);
if(game.timetrialcountdown == 60) music.playef(21);
2020-01-01 21:29:24 +01:00
if (game.timetrialcountdown == 30)
{
switch(game.timetriallevel)
{
case 0:
music.play(1);
break;
case 1:
music.play(3);
break;
case 2:
music.play(2);
break;
case 3:
music.play(1);
break;
case 4:
music.play(12);
break;
case 5:
music.play(15);
break;
}
music.playef(22);
2020-01-01 21:29:24 +01:00
}
}
//Have we lost the par?
if (!game.timetrialparlost)
{
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
{
game.timetrialparlost = true;
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
2020-01-01 21:29:24 +01:00
{
obj.entities[i].tile = 144;
}
music.playef(2);
2020-01-01 21:29:24 +01:00
}
}
}
//Update entities
//Ok, moving platform fuckers
if(!game.completestop)
{
if(obj.vertplatforms)
{
for (int i = obj.entities.size() - 1; i >= 0; i--)
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{
if (!obj.entities[i].isplatform
|| SDL_abs(obj.entities[i].vx) >= 0.000001f)
2020-01-01 21:29:24 +01:00
{
continue;
}
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
int prevx = obj.entities[i].xp;
int prevy = obj.entities[i].yp;
obj.nocollisionat(prevx, prevy);
2020-01-01 21:29:24 +01:00
bool entitygone = obj.updateentities(i); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(i); // Basic Physics
obj.entitymapcollision(i); // Collisions with walls
2020-01-01 21:29:24 +01:00
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
obj.movingplatformfix(i, obj.getplayer());
if (game.supercrewmate)
{
obj.movingplatformfix(i, obj.getscm());
}
2020-01-01 21:29:24 +01:00
}
}
if(obj.horplatforms)
{
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
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{
if (!obj.entities[ie].isplatform
|| SDL_abs(obj.entities[ie].vy) >= 0.000001f)
2020-01-01 21:29:24 +01:00
{
continue;
}
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
int prevx = obj.entities[ie].xp;
int prevy = obj.entities[ie].yp;
obj.nocollisionat(prevx, prevy);
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bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
2020-01-01 21:29:24 +01:00
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
obj.moveblockto(prevx, prevy, obj.entities[ie].xp, obj.entities[ie].yp, obj.entities[ie].w, obj.entities[ie].h);
2020-01-01 21:29:24 +01:00
}
//is the player standing on a moving platform?
int i = obj.getplayer();
float j = obj.entitycollideplatformfloor(i);
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
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{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
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}
else
{
j = obj.entitycollideplatformroof(i);
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
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{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
2020-01-01 21:29:24 +01:00
}
}
}
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
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{
if (obj.entities[ie].isplatform)
2020-01-01 21:29:24 +01:00
{
continue;
}
bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls
2020-01-01 21:29:24 +01:00
}
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
if (map.towermode)
{
//special for tower: is the player touching any spike blocks?
int player = obj.getplayer();
if(INBOUNDS_VEC(player, obj.entities) && obj.checktowerspikes(player) && graphics.fademode==0)
{
game.deathseq = 30;
}
}
if(map.towermode && game.lifeseq==0)
{
int player = obj.getplayer();
if(!map.invincibility && INBOUNDS_VEC(player, obj.entities))
{
if (obj.entities[player].yp-map.ypos <= 0)
{
game.deathseq = 30;
}
else if (obj.entities[player].yp-map.ypos >= 208)
{
game.deathseq = 30;
}
}
else if (INBOUNDS_VEC(player, obj.entities))
{
if (obj.entities[player].yp-map.ypos <= 0)
{
map.ypos-=10;
map.bypos = map.ypos / 2;
map.bscroll = 0;
}
else if (obj.entities[player].yp-map.ypos >= 208)
{
map.ypos+=2;
map.bypos = map.ypos / 2;
map.bscroll = 0;
}
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos <= 40)
{
map.spikeleveltop++;
if (map.spikeleveltop >= 8) map.spikeleveltop = 8;
}
else
{
if (map.spikeleveltop > 0) map.spikeleveltop--;
}
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos >= 164)
{
map.spikelevelbottom++;
if (map.spikelevelbottom >= 8) map.spikelevelbottom = 8;
}
else
{
if (map.spikelevelbottom > 0) map.spikelevelbottom--;
}
}
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}
//Using warplines?
if (obj.customwarpmode) {
if (!game.glitchrunnermode) {
//Rewritten system for mobile update: basically, the new logic is to
//check if the player is leaving the map, and if so do a special check against
//warp lines for collision
obj.customwarpmodehon = false;
obj.customwarpmodevon = false;
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities) && ((game.door_down > -2 && obj.entities[i].yp >= 226-16) || (game.door_up > -2 && obj.entities[i].yp < -2+16) || (game.door_left > -2 && obj.entities[i].xp < -14+16) || (game.door_right > -2 && obj.entities[i].xp >= 308-16))){
//Player is leaving room
obj.customwarplinecheck(i);
}
}
if(obj.customwarpmodehon){ map.warpy=true;
}else{ map.warpy=false; }
if(obj.customwarpmodevon){ map.warpx=true;
}else{ map.warpx=false; }
}
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//Finally: Are we changing room?
if (map.warpx && !map.towermode)
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{
for (size_t i = 0; i < obj.entities.size(); i++)
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{
if(obj.entities[i].type<50 //Don't warp warp lines
&& obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
{
//ascii snakes
if (obj.entities[i].xp <= -80)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp += 400;
obj.entities[i].oldxp += 400;
}
else if (obj.entities[i].xp > 320)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp -= 400;
obj.entities[i].oldxp -= 400;
}
}
else
{
if (obj.entities[i].xp <= -10)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp += 320;
obj.entities[i].oldxp += 320;
}
else if (obj.entities[i].xp > 310)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp -= 320;
obj.entities[i].oldxp -= 320;
}
}
2020-01-01 21:29:24 +01:00
}
}
}
if (map.warpy && !map.towermode)
2020-01-01 21:29:24 +01:00
{
for (size_t i = 0; i < obj.entities.size(); i++)
2020-01-01 21:29:24 +01:00
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].yp <= -12)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp + 232, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].yp += 232;
obj.entities[i].oldyp += 232;
}
else if (obj.entities[i].yp > 226)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp - 232, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].yp -= 232;
obj.entities[i].oldyp -= 232;
}
2020-01-01 21:29:24 +01:00
}
}
}
2020-01-01 21:29:24 +01:00
if (map.warpy && !map.warpx && !map.towermode)
{
for (size_t i = 0; i < obj.entities.size(); i++)
2020-01-01 21:29:24 +01:00
{
if(obj.entities[i].type<50 //Don't warp warp lines
&&obj.entities[i].rule!=0)
{
if (obj.entities[i].xp <= -30)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp += 350;
obj.entities[i].oldxp += 350;
}
else if (obj.entities[i].xp > 320)
{
Restore platform evaluation order to 2.2 This commit restores the evaluation order of moving platforms and conveyors to be what it was in 2.2. The evaluation order changed in 2.3 after the patchset to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191). By evaluation order, I'm talking about the order in which platforms and conveyors will be evaluated (and thus will take priority) if Viridian stands on both a conveyor or platform at once, and they either have different speeds or are pointing in different directions. Nowhere in the main game is there a place where you can stand on two different conveyors/platforms at once, so this is solely within the territory of custom levels, which is my specialty. So what caused this evaluation order to change? Well, every moving platform and conveyor in the game is actually made up of two objects: an entity, and a block. The entity is the part that moves around, and the block is the part that actually has the collision. But if the entity is the part that moves around, and entities and blocks are in entirely separate vectors, how is the block part going to move along with it? Well, maybe you'd guess some sort of unique ID system, but spend some time digging around the code and you won't find any trace of any (there's no attribute on an entity to store such an ID, for starters). Instead, what the game does is actually remove all blocks that coincide with the exact top-left corner of the entity, and then create a new one. Destroying and creating blocks like this all the time is hugely wasteful, but hey, it worked. So why did the evaluation order change in 2.3? Well, to understand that, you'll need to understand 2.2's `active` system. Instead of having an object be real simply by virtue of it existing, 2.2 had this system where the object was only real if it had its `active` attribute set to true. In other words, you would be looking at a fake object that didn't actually exist if its `active` attribute was false. On the surface, this doesn't seem that bad. But this can lead to "holes" in a given vector of objects. A hole is simply an inactive object neighbored by active objects (or the inactive object could be the first one in the vector, but then have an active object immediately following it). If you have a vector of 3 objects, all of them active, then removing the second one will result in the vector containing an active object, followed by an inactive object, followed by an active one. However, since the switch to more properly use vectors instead of relying on this `active` system, there's no longer any way for holes to exist in a vector. Properly removing an object from a vector will just shift the rest of the objects down, so if we remove the second object after the vector fix, then this will simply move the third object into the slot of where the second object used to be. So, what happens if you destroy a block and then create a new one in the `active` system? Let's say that your `obj.blocks` looks like this, and here I'm denoting each block by writing out its coordinates: [30,60] [70,90] [80,100] and that you want to update the position of the second one, because the entity that that blocks belongs to has been updated. Okay, so, you delete that block, which then makes things look like this: [30,60] [-] [80,100] and then afterwards, you create a new block with the updated position, resulting in this: [30,60] [74,90] [80,100] Since `entityclass::createblock()` will find the first block slot that has a false `active` attribute, it puts the new object in the same slot as the old one. What has been essentially done here is that the slot of the block has basically been reserved for the new block with the new position. Here, the evaluation order of each block will stay the same. But then 2.3 comes along and changes things up. So we start with an `obj.blocks` like this again: [30,60] [70,90] [80,100] and we want to update the second block, like before. So we remove the second block, resulting in this: [30,60] [80,100] It should be obvious that unlike before, where the third block stayed in the third slot, the third block has now been moved to the second slot. But continuing on; we are now going to create the new block with its updated position, resulting in this: [30,60] [80,100] [70,90] At this point, we can see that the evaluation order of these blocks has been changed due to the fact that the third block has now been moved to the slot that was previously the slot of the second block. So what can we do about this? Well, we can basically emulate what VVVVVV did in 2.2, which is disable a block without actually removing it - except I'm not going to reintroduce an `active` attribute or anything. I'll disable the collision of all blocks at a certain position by setting their widths and heights to 0, and then re-enable them later by finding the first block at that same position, updating its position, and re-assigning its width and height again. The former is what `entityclass::nocollisionat()` does; the latter is what `entityclass::moveblockto()` does. The former mimicks turning off the `active` attribute of all blocks sharing a certain top-left corner; the latter mimicks creating a new block - and it will only do this for one block, because `entityclass::createblock()` in 2.2 only looked for the first block with a false `active` attribute. Now, some quirks relied on the previous behavior of destroying and creating blocks, but all of these quirks have been preserved with the way I implemented this fix. The first quirk is that platforms passing through 0,0 will destroy all spike hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and conveyors will not be affected. This is a consequence of the fact that the former group uses the `x` and `y` of their `rect`, while the latter group uses the `xp` and `yp` attributes. So the `xp` and `yp` of the former are both 0. Meaning, a platform passing through 0,0 destroys them all. Having these separate coordinates seems like an artifact from the Flash days. (And furthermore, there's an unused `x` and `y` attribute on all blocks, making for technically three separate sets of coordinates! This should probably be cleaned up, except for what I'm about to say...) But actually, if you merge both sets of coordinates into one, this lets moving platforms destroy script boxes and activity zones if it passes through the top-left corner of them, which is probably far worse than the destruction being localized to a specific coordinate that would never likely be reached normally. This quirk is preserved just fine without any special-casing, because instead of destroying all blocks at 0,0, they just get disabled, which does the same job. This quirk seems trivial to fix if I made it so that the position of a platform's block was updated instantaneously instead of having one step to disable it and another step to re-enable it, but I aim to preserve as much quirks as possible. The second quirk is that a moving platform passing through the top-left corner of a disappearing platform or 1x1 quicksand will destroy the block of that disappearing platform. This is because, again, when a moving platform updates, it destroys all blocks at its previous position, not just only one block. This is automatically preserved because this commit just disables the block of the disappearing platform instead of removing it. Just like the last one, this quirk seems extremely trivial to fix, and this time by simply making it so `entityclass::nocollisionat()` would have a `break` statement, i.e. only disabling the first block it finds instead of all blocks it finds, but I want to keep all quirks that are possible to keep. The last quirk is that, apparently, in order to prevent pushing the player vertically out of a moving platform if they get inside of one, the game destroys the block of the moving platform. If I had missed this edge case, then the block would've been destroyed, leaving the moving platform with no collision. But I caught it in my testing, so the block gets disabled instead of destroyed. Also, it seems obtuse for those who don't understand why a platform's block gets destroyed or disabled whenever the player collides with it in `entityclass::collisioncheck()`, so I've put up a comment documenting it as well. The different platform evaluation order desyncs my Nova TAS, but after applying this patchset and #504, my TAS syncs fine (save for the different walkingframe from starting immediately on the ground instead of in the air (#502), but that's minor and can be easily fixed). I've attached a test level to the pull request for this commit (#503) to demonstrate that this patchset not only fixes platform evaluation order, but preserves some bugs and quirks with the existing block system. The first room demonstrates the fixed platform evaluation order, by stepping on the conveyors that both point into each other. In 2.2, Viridian will move to the right of the background pillar, but in 2.3, Viridian will move to the left of the pillar. However, after applying this patch, Viridian will now move to the right of the pillar once again. The second room demonstrates that the platform-passing-through-0,0 trick still works (as explained above). The last room demonstrates that platforms passing through the top-left corners of disappearing platforms or 1x1 quicksand will remove the blocks of those entities, causing Viridian to immediately pass through them. This trick is still preserved after my patchset is applied.
2020-10-10 02:09:11 +02:00
if (obj.entities[i].isplatform)
{
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
}
obj.entities[i].xp -= 350;
obj.entities[i].oldxp -= 350;
}
2020-01-01 21:29:24 +01:00
}
}
}
bool screen_transition = false;
if (!map.warpy && !map.towermode)
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{
//Normal! Just change room
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && game.door_down > -2 && obj.entities[player].yp >= 238)
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{
obj.entities[player].yp -= 240;
map.gotoroom(game.roomx, game.roomy + 1);
screen_transition = true;
2020-01-01 21:29:24 +01:00
}
if (INBOUNDS_VEC(player, obj.entities) && game.door_up > -2 && obj.entities[player].yp < -2)
2020-01-01 21:29:24 +01:00
{
obj.entities[player].yp += 240;
map.gotoroom(game.roomx, game.roomy - 1);
screen_transition = true;
2020-01-01 21:29:24 +01:00
}
}
if (!map.warpx && !map.towermode)
{
//Normal! Just change room
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
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{
obj.entities[player].xp += 320;
map.gotoroom(game.roomx - 1, game.roomy);
screen_transition = true;
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}
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
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{
obj.entities[player].xp -= 320;
map.gotoroom(game.roomx + 1, game.roomy);
screen_transition = true;
2020-01-01 21:29:24 +01:00
}
}
//Right so! Screenwraping for tower:
if (map.towermode && map.minitowermode)
{
if (map.scrolldir == 1)
{
//This is minitower 1!
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
map.gotoroom(48, 52);
}
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
obj.entities[player].yp -= (71*8);
map.gotoroom(game.roomx + 1, game.roomy+1);
}
}
else
{
//This is minitower 2!
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
{
if (obj.entities[player].yp > 300)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (71 * 8);
map.gotoroom(50, 54);
}
else
{
obj.entities[player].xp += 320;
map.gotoroom(50, 53);
}
}
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(52, 53);
}
}
}
else if (map.towermode)
{
//Always wrap except for the very top and very bottom of the tower
if(map.ypos>=500 && map.ypos <=5000)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
obj.entities[i].oldxp += 320;
}
else if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
obj.entities[i].oldxp -= 320;
}
}
}
else
{
//Do not wrap! Instead, go to the correct room
int player = obj.getplayer();
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
{
obj.entities[player].xp += 320;
obj.entities[player].yp -= (671 * 8);
map.gotoroom(108, 109);
}
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
{
obj.entities[player].xp -= 320;
map.gotoroom(110, 104);
}
}
}
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//Warp tokens
if (map.custommode){
if (game.teleport)
{
int edi=obj.entities[game.edteleportent].behave;
int edj=obj.entities[game.edteleportent].para;
int edi2, edj2;
edi2 = (edi-(edi%40))/40;
edj2 = (edj-(edj%30))/30;
map.warpto(100+edi2, 100+edj2, obj.getplayer(), edi%40, (edj%30)+2);
game.teleport = false;
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
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}else{
if (game.teleport)
{
if (game.roomx == 117 && game.roomy == 102)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
map.gotoroom(119, 100);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 100)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
map.gotoroom(119, 103);
game.teleport = false;
}
else if (game.roomx == 119 && game.roomy == 103)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 0;
}
map.gotoroom(116, 103);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 103)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
map.gotoroom(116, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 100)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].xp = 0;
}
map.gotoroom(114, 102);
game.teleport = false;
}
else if (game.roomx == 114 && game.roomy == 102)
{
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
obj.entities[i].yp = 225;
}
map.gotoroom(113, 100);
game.teleport = false;
}
else if (game.roomx == 116 && game.roomy == 104)
{
//pre warp zone here
map.warpto(107, 101, obj.getplayer(), 14, 16);
}
else if (game.roomx == 107 && game.roomy == 101)
{
map.warpto(105, 119, obj.getplayer(), 5, 26);
}
else if (game.roomx == 105 && game.roomy == 118)
{
map.warpto(101, 111, obj.getplayer(), 34, 6);
}
else if (game.roomx == 101 && game.roomy == 111)
{
//There are lots of warp tokens in this room, so we have to distinguish!
switch(game.teleportxpos)
{
case 1:
map.warpto(108, 108, obj.getplayer(), 4, 27);
break;
case 2:
map.warpto(101, 111, obj.getplayer(), 12, 27);
break;
case 3:
map.warpto(119, 111, obj.getplayer(), 31, 7);
break;
case 4:
map.warpto(114, 117, obj.getplayer(), 19, 16);
break;
}
}
else if (game.roomx == 108 && game.roomy == 106)
{
map.warpto(119, 111, obj.getplayer(), 4, 27);
}
else if (game.roomx == 100 && game.roomy == 111)
{
map.warpto(101, 111, obj.getplayer(), 24, 6);
}
else if (game.roomx == 119 && game.roomy == 107)
{
//Secret lab, to super gravitron
map.warpto(119, 108, obj.getplayer(), 19, 10);
}
if (game.teleport == false)
{
game.flashlight = 6;
game.screenshake = 25;
}
}
2020-01-01 21:29:24 +01:00
}
if (screen_transition)
{
map.twoframedelayfix();
}
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}
//Update colour cycling for final level
if (map.finalmode && map.final_colormode)
{
map.final_aniframedelay--;
if(map.final_aniframedelay==0)
{
graphics.foregrounddrawn=false;
}
if (map.final_aniframedelay <= 0) {
map.final_aniframedelay = 2;
map.final_aniframe++;
if (map.final_aniframe >= 4)
map.final_aniframe = 0;
}
}
2020-01-01 21:29:24 +01:00
if (game.roomchange)
{
//We've changed room? Let's bring our companion along!
game.roomchange = false;
int i = obj.getplayer();
if (game.companion > 0 && INBOUNDS_VEC(i, obj.entities))
2020-01-01 21:29:24 +01:00
{
//ok, we'll presume our companion has been destroyed in the room change. So:
switch(game.companion)
{
case 6:
{
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
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break;
}
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case 7:
if (game.roomy <= 105) //don't jump after him!
{
if (game.roomx == 110)
{
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
2020-01-01 21:29:24 +01:00
}
else
{
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
2020-01-01 21:29:24 +01:00
}
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
break;
case 8:
if (game.roomy >= 104) //don't jump after him!
{
if (game.roomx == 102)
{
obj.createentity(310, 177, 17, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
else
{
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
}
break;
case 9:
if (!map.towermode) //don't go back into the tower!
{
if (game.roomx == 110 && obj.entities[i].xp<20)
{
obj.createentity(100, 185, 18, 15, 0, 1);
2020-01-01 21:29:24 +01:00
}
else
{
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
2020-01-01 21:29:24 +01:00
}
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
break;
case 10:
//intermission 2, choose colour based on lastsaved
if (game.roomy == 51)
{
if (!obj.flags[59])
2020-01-01 21:29:24 +01:00
{
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
}
else if (game.roomy >= 52)
{
if (obj.flags[59])
2020-01-01 21:29:24 +01:00
{
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
else
{
obj.flags[59] = true;
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
int j = obj.getcompanion();
if (INBOUNDS_VEC(j, obj.entities))
{
obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir;
}
2020-01-01 21:29:24 +01:00
}
}
break;
case 11:
//Intermission 1: We're using the SuperCrewMate instead!
if(game.roomx-41==game.scmprogress)
{
switch(game.scmprogress)
{
case 0:
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 1:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 2:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 3:
if (game.scmmoveme)
{
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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game.scmmoveme = false;
}
else
{
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
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}
break;
case 4:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 5:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 6:
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 7:
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 8:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 9:
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 10:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 11:
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 12:
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
case 13:
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
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break;
}
}
if (game.scmmoveme)
{
int scm = obj.getscm();
int player = obj.getplayer();
if (INBOUNDS_VEC(scm, obj.entities) && INBOUNDS_VEC(player, obj.entities))
{
obj.entities[scm].xp = obj.entities[player].xp;
}
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game.scmmoveme = false;
}
break;
}
}
}
game.activeactivity = obj.checkactivity();
game.oldreadytotele = game.readytotele;
if (game.activetele && !game.advancetext && game.hascontrol && !script.running && !game.intimetrial)
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{
int i = obj.getplayer();
SDL_Rect temprect = SDL_Rect();
if (INBOUNDS_VEC(i, obj.entities))
{
temprect.x = obj.entities[i].xp + obj.entities[i].cx;
temprect.y = obj.entities[i].yp + obj.entities[i].cy;
temprect.w = obj.entities[i].w;
temprect.h = obj.entities[i].h;
}
if (help.intersects(game.teleblock, temprect))
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{
game.readytotele += 25;
if (game.readytotele >= 255) game.readytotele = 255;
}
else
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
else
{
if (game.readytotele > 0)
{
game.readytotele -= 50;
if (game.readytotele < 0) game.readytotele = 0;
}
}
if (game.teleport_to_new_area)
script.teleport();
#if !defined(NO_CUSTOM_LEVELS)
if (game.shouldreturntoeditor)
{
game.returntoeditor();
}
#endif
game.prev_act_fade = game.act_fade;
if (INBOUNDS_VEC(game.activeactivity, obj.blocks) && game.hascontrol && !script.running)
{
if (game.act_fade < 5)
{
game.act_fade = 5;
}
if (game.act_fade < 10)
{
game.act_fade++;
}
}
else if (game.act_fade > 5)
{
game.act_fade--;
}
if (obj.trophytext > 0)
{
obj.trophytext--;
}
graphics.updatetextboxes();
if (!game.colourblindmode)
{
if (map.towermode)
{
graphics.updatetowerbackground();
}
else
{
graphics.updatebackground(map.background);
}
}
if (!game.blackout)
{
//Update line colours!
if (graphics.linedelay <= 0)
{
graphics.linestate++;
if (graphics.linestate >= 10) graphics.linestate = 0;
graphics.linedelay = 2;
}
else
{
graphics.linedelay--;
}
}
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.
2020-05-01 02:34:37 +02:00
graphics.trinketcolset = false;
for (int i = obj.entities.size() - 1; i >= 0; i--)
{
if (obj.entities[i].invis)
{
continue;
}
obj.entities[i].updatecolour();
}
if (map.finalmode)
{
map.glitchname = map.getglitchname(game.roomx, game.roomy);
}
#if !defined(NO_CUSTOM_LEVELS)
ed.oldreturneditoralpha = ed.returneditoralpha;
if (map.custommode && !map.custommodeforreal && ed.returneditoralpha > 0)
{
ed.returneditoralpha -= 15;
}
// Editor ghosts!
if (game.ghostsenabled)
{
if (map.custommode && !map.custommodeforreal)
{
if (game.gametimer % 3 == 0)
{
int i = obj.getplayer();
GhostInfo ghost;
ghost.rx = game.roomx-100;
ghost.ry = game.roomy-100;
if (INBOUNDS_VEC(i, obj.entities))
{
ghost.x = obj.entities[i].xp;
ghost.y = obj.entities[i].yp;
ghost.col = obj.entities[i].colour;
ghost.realcol = obj.entities[i].realcol;
ghost.frame = obj.entities[i].drawframe;
}
ed.ghosts.push_back(ghost);
}
if (ed.ghosts.size() > 100)
{
ed.ghosts.erase(ed.ghosts.begin());
}
}
}
#endif
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}