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961 commits

Author SHA1 Message Date
Misa
d88b603019 Fix 1 frame where sad crewmates' drawframes weren't updated
When I loaded the room where Vitellary is in Space Station 2, I saw this
1-frame glitch happen despite my previous efforts to prevent it. So now
it's fixed.
2020-06-19 09:05:48 -04:00
Misa
2333087c27 Remove duplicate -renderer option
Guess this was here from when Leo added command-line playtesting.
2020-06-19 09:05:48 -04:00
Misa
4be18ff9fe Add v-sync hint
This is because otherwise, on my Linux system at least, the game will
take up a lot of CPU that it doesn't really need to (I only have a 60hz
monitor).

On Windows, it looks like Windows already enforces V-sync for
applications anyway, unless they have exclusive fullscreen control.
Linux doesn't enforce V-sync on apps and lets them take up as much CPU
as they want, so I'm putting this here to limit the framerate.

The game is already actually 30 FPS anyway, the nice smooth FPS is just
visual. V-sync won't introduce any more "input lag" than already exists.
2020-06-19 09:05:48 -04:00
Misa
ad6adcb3c0 Refactor how "hidden names" work
By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship"
popping up on the quit/pause/teleporter screens, even though those rooms
don't have any roomnames.

Apparently my commit to fix roomname re-draw bleed on the
quit/pause/teleporter screens exposed yet another hardreset()-caused
bug. The issue here is that since hardreset() sets game.roomx and
game.roomy to 0, map.area() will no longer work properly, and since the
hidden roomname check is based on map.area(), it will no longer display
"Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used
to do this due to the re-draw bleed, but now it doesn't.

I saw that roomnames didn't get reset in hardreset(), so the solution
here is to re-factor hidden names to be an actual variable, instead of
being implicit. map.hiddenname is a variable that's set in
mapclass::loadlevel(), and if isn't empty, it will be drawn on the
quit/pause/teleporter screens. That way it will still display "Dimension
VVVVVV" and "The Ship" when you press ACTION to quit to the menu.

EDIT: Since PR #230 got merged, this commit is no longer strictly
necessary, but it's still good to refactor hidden names like this.
2020-06-19 09:05:48 -04:00
Misa
c009ab67d9 Make slowdown only apply in GAMEMODE/MAPMODE/TELEPORTERMODE
As much as it looks cool to have a slowly-scrolling background on the
title screen, it's quite annoying that slowmode applying on the title
screen mean that your keypresses are less responsive.
2020-06-19 09:05:48 -04:00
Misa
49fbe18d34 Make sure sprite colors in the editor don't update more than 30 FPS
This adds Graphics::crewcolourreal(), which is like the
entityclass::crewcolour() that the editor already uses, except for the
real color instead of the color ID. Also, editorclass now has an
attribute `entcolreal` so enemy colors don't update more than 30 frames
a second.
2020-06-19 09:05:48 -04:00
Misa
98e033e5d0 Fix red pill/mannequins/transmittor/radar dish being offset for 1 frame
Forgot to update their oldxp/oldyp when their xp/yp got updated upon
setenemyroom() being called.
2020-06-19 09:05:48 -04:00
Misa
349702c92c Fix flickering when holding down ACTION in credits scroll
The solution is to draw another row of incoming textures. And also just
draw another row of textures when the background needs to be redrawn,
otherwise it'll flicker when the color changes while you're holding down
ACTION.
2020-06-19 09:05:48 -04:00
Misa
1e81aef58a Fix flickering on bottom/right of screen with H/V warp BGs
To fix this, I draw another row/column of incoming textures. But of
course, I have to extend the size of the towerbuffer, otherwise the
incoming textures will just be gone.
2020-06-19 09:05:48 -04:00
Misa
45fecf71b2 Fix overdraw bug in tower background
This could happen if you held down ACTION in the credits, looks like the
background doesn't keep up for some reason. That's another bug to fix,
but at least I can fix this overdraw.
2020-06-19 09:05:48 -04:00
Misa
69b3a5dff2 Fix roomname being continuously drawn on top of itself
This is only noticeable if you have a font with translucent pixels, like
I do. But it gets really noticeable really quickly with this over-30-FPS
patch because the render functions are continuously called every
delta-timestep. To prevent this, just fill the backbuffer with black
before rendering anything.
2020-06-19 09:05:48 -04:00
Misa
c289128693 Fix overdraw at bottom/right screen edges with H/V warp BGs
There's still a problem in that the flickering that would lead to this
overdraw in the first place still exists. But at least if it'll flicker,
it'll flicker black and not overdraw.
2020-06-19 09:05:48 -04:00
Misa
93d8220388 Fix off-by-one in interpolation of extending gravity line
Currently it interpolates it based on the current state of game.swngame,
but when game.swngame changes the interpolation doesn't know that it has
JUST changed or anything. So add a kludge variable to fix this
off-by-one.
2020-06-19 09:05:48 -04:00
Misa
df2d8e881e Make player not suddenly stop when screen transitioning
This was especially noticeable in slowmode, where after going to an
adjacent room, it would look like they stopped for a split second. This
commit makes it so they smoothly continue their journey after switching
rooms.

The integer cast is to round off any fractional part of the velocity so
that they don't make a difference and result in the oldxp/oldyp being
one pixel off. Especially since the player's y-velocity fluctuates while
standing unflipped on the floor.

Incidentally enough, this seems to only have been a problem with screen
transitions for some reason. No other uses of gotoroom() (such as the
one where gotoroom() is called every other frame, or every frame) seem
to have resulted in this "pausing" behavior, or at least a reversion
back to 30 FPS movement. I don't know why.
2020-06-19 09:05:48 -04:00
Misa
9256b4da56 Smoothly interpolate "[Press ENTER to return to editor]" fadeout
Now it'll be real smooth at 60 FPS. Or above. Or whichever one you want
above 30.
2020-06-19 09:05:48 -04:00
Misa
5daad95f1d Move "return to editor" alpha timer update to logic functions
Otherwise it'll go by too quickly.

Also something subtle here - I didn't make it conditional on
game.advancetext, so now it'll still decrement even if you have
advancetext up.
2020-06-19 09:05:48 -04:00
Misa
ca9f44c3b8 Smoothly interpolate editor notedelay
This makes editor notes fade out smoothly. And even though the notedelay
only gets decremented by one every editor-frame (the editor runs at
1000/24 FPS fixed-timestep here), it actually gets multiplied by 4, so a
floating-point interpolated value would make a difference here.
2020-06-19 09:05:48 -04:00
Misa
68fe5bd72d Move glitch roomname updating to logic functions
Otherwise they go by so fast that it's basically impossible to see them.
2020-06-19 09:05:48 -04:00
Misa
90280b0f92 Interpolate end picture reveal scroll
This is so it looks smooth at framerates above 30.
2020-06-19 09:05:48 -04:00
Misa
4641b53603 Interpolate gravitron top line extending
Otherwise it'll extend at 30 FPS only which would be kind of jarring.
2020-06-19 09:05:48 -04:00
Misa
91468542a9 Fix ZZT centipedes (or ASCII snakes) zipping around
This is because their oldxp wasn't being updated when they move (or
rather, teleport) and wrap around the screen.

These enemies are ZZT centipedes, but they're referred to as ASCII
snakes in comments in the code.
2020-06-19 09:05:48 -04:00
Misa
82a7ff0357 Fix off-by-one in "- Press ENTER to Teleport -" interpolation
Otherwise it would be clipped off too early, if it was even noticeable
without using slowmode.
2020-06-19 09:05:48 -04:00
Misa
52f4799405 Fix off-by-one in trophy text interpolation
Otherwise it would appear to be clipped off too early, if that was even
noticeable.
2020-06-19 09:05:48 -04:00
Misa
c3df1bcc3f Fix off-by-one in activity zone prompt fading interpolation
Otherwise it would appear to cut off too early when fading away. This is
only noticeable in slowmode, if even that.
2020-06-19 09:05:48 -04:00
Misa
a884bb1dc1 Fix off-by-one in menuoffrender interpolation
Otherwise, when you brought down the quit/pause/teleporter screen, it
would appear to cut off too early.
2020-06-19 09:05:48 -04:00
Misa
11803b0229 Fix colors updating too fast in TITLEMODE/MAPMODE/GAMECOMPLETEMODE
These colors were of the colors of each crewmate, the inactive crewmate
color, and the color of the trinket and clock on the quicksave/summary
screens.

These colors all used fRandom() and so kept updating too quickly because
they would be recalculated every time the delta-timestep render function
got called, which isn't ideal. Thus, I've had to add attributes onto the
Graphics class to store these colors and make sure they're only
recalculated in logic functions instead.

Thankfully, the color used for the sprites on the time trial results
screen doesn't use fRandom(), so I don't have to worry about those.

There's a new version of Graphics::drawsprite() that takes in a pre-made
color already, instead of a color ID. As well, I've also added
Graphics::updatetitlecolours() to update these colors on the title
screen.
2020-06-19 09:05:48 -04:00
Misa
3699adec82 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.
2020-06-19 09:05:48 -04:00
Misa
4c2d219e45 Move big chunky pixel colors to separate function
Again, to make sure colors don't update more than 1000/34 frames a
second, we'll need to separate this color calculation from rendeirng
functions.
2020-06-19 09:05:48 -04:00
Misa
fce56fde09 Move setcol part of drawhuetile() to separate function
In order to make sure colors don't update more than 1000/34 frames per
second, I'll have to move the color-setting part of this function
somewhere else.
2020-06-19 09:05:48 -04:00
Misa
2e17e872e4 Interpolate spikeleveltop and spikelevelbottom
This doesn't have much effect, except for when the spikes quickly move,
because the spikes only usually move at 1 pixel per frame anyway.
2020-06-19 09:05:48 -04:00
Misa
5ff4a09acc Reset spikeleveltop and spikelevelbottom in mapclass::loadlevel()
Just a small thing, but if you teleported out of a tower with the
top/bottom screen spikes being onscreen (by dying, for example), they
would retract once you went back in to a tower. Small little thing, but
it's a good thing to polish.
2020-06-19 09:05:48 -04:00
Misa
92c0f93a6f Move finalstretch animation code to gamelogic()
Otherwise, the tile animations will go too fast. However, the overall
color cycling hasn't been going fast, since it was never in gamerender()
in the first place.
2020-06-19 09:05:48 -04:00
Misa
0e54aa2f51 Set map.ypos when entering tower
To prevent the camera "zipping" when entering a tower.
2020-06-19 09:05:48 -04:00
Misa
fe1045b515 Interpolate tower scrolling
Now tower scrolling will look smooth ayy-eff.
2020-06-19 09:05:48 -04:00
Misa
880465c2e5 Fix credits position being 1 frame off w/ BG when press/release ACTION
When you pressed and released ACTION to speed up the credits, the
credits position would end up being 1 frame off from the background.

This is due to the fact that we update the tower background after we
update the credits position, so this commit moves the tower background
update before the credits position update.
2020-06-19 09:05:48 -04:00
Misa
e1fdfb7cdb Interpolate credits position
So that it's as smooth as possible, especially when holding down ACTION
to make it go really fast.
2020-06-19 09:05:48 -04:00
Misa
b3f7c174ea Fix special text box images sometimes flashing
These special images are the crewmates, Level Complete, and Game
Complete images. They flashed depending on if you were lucky and
happened to got your delta-timesteps just right when text boxes were
fading in and out.

Honestly, I'm surprised text box fading in/out hasn't ran into this
issue before. It's insane luck that this issue hasn't occurred before or
anything.

Well, anyways, to fix this, there's now an attribute `allowspecial` on
text boxes, and an optional parameter of the same name for
Graphics::createtextbox(). This attribute is the only thing that will
let these special text box images render. And any createtextbox()es that
utilize these special images have been updated accordingly.
2020-06-19 09:05:48 -04:00
Misa
27fe7ff8f9 Fix crewmates facing wrong way or not being flipped for <1 frame
By "frame" here I'm referring to the fixed-timestep, not a visual
delta-timestep.

Anyway, the problem is because crewmates' drawframes wait for
entityclass::animateentities() to be called in gamelogic(). In the
old, 30-FPS-only system, this entityclass::animateentities() would be
called in gamerender(), before any actual rendering would take place.
However, I've had to move it out of gamerender() because otherwise
entities would animate too fast. As a result, since gamerender() could
be called in between the entity creation and gamelogic(), a
less-than-1-frame visual glitch could happen.

The solution is to set the entity's drawframe as well when fixing facing
the player in Map.cpp.
2020-06-19 09:05:48 -04:00
Misa
b4142976f2 Move crewframedelay to titlelogic() and maplogic()
Incidentally enough, this de-duplicates the amount of times this code
has been copy-pasted from 4 times to 2.

Anyways, this makes it so the crew don't go lightning fast on the
summary screen, the NDM game-over screen, the NDM win screen, and the
pause screen in the main game. It was slightly hilarious seeing them go
really quickly, actually. It was like they were running away from a
giant monster or something.
2020-06-19 09:05:48 -04:00
Misa
1d669dffeb Interpolate "- Press ENTER to Teleport -" prompt
This is only really noticeable in slowmode, but if you're playing in
slowmode it'll be pretty smooth.
2020-06-19 09:05:48 -04:00
Misa
dcc9520d8f Interpolate trophy text
Just to make sure it's extra smooth. Not that it will be noticeable, and
you can't access the Secret Lab in slowmode without modifying the game,
but it's nice to have this.
2020-06-19 09:05:48 -04:00
Misa
a69bb84eaf Interpolate all-sides warp BG
Again, it was only noticeable at 40% speed that it updated at 1000/34
FPS before.
2020-06-19 09:05:48 -04:00
Misa
66ac035576 Move all-sides warp background update code to logic functions
Otherwise it'll go by really fast and rapidly pulsate. To the point
where it seems like it would be an epilepsy trigger, although I
wouldn't know anything about epilepsy other than that it's bad.
2020-06-19 09:05:48 -04:00
Misa
8184a392eb Interpolate tower background
Ok, now THIS takes the cake for "only really noticeable in slowmode",
because it only ever moves at 1 pixel per second. And even then,
slowmode shouldn't apply on the title screen, so it won't even show up
there once I get around to doing that change.
2020-06-19 09:05:48 -04:00
Misa
118401f17e Move tower background update code to logic functions
Otherwise it'll go really really quickly, which is not good.
2020-06-19 09:05:48 -04:00
Misa
7810e99507 Interpolate vertical warp background
So it'll look very smooth. Again, only really noticeable in slowdown
(although I could kind of tell the difference at full speed).
2020-06-19 09:05:48 -04:00
Misa
921960d23a Move vertical warp background updating to Graphics::updatebackground()
Otherwise it will zoom by pretty quickly.
2020-06-19 09:05:48 -04:00
Misa
c7d3a684ea Interpolate horizontal warp BG
So that it's really, really smooth. Only noticeable in slowdown mode,
though.
2020-06-19 09:05:48 -04:00
Misa
c9c55d0c8b Move horizontal warp background to Graphics::updatebackground()
This is so the background doesn't NYOOOOM past at light speed. Although
for a game set in space like VVVVVV, light speed ain't bad.

And this finally requires that editorlogic() have a call to
Graphics::updatebackground().
2020-06-19 09:05:48 -04:00
Misa
9d104b68ee Simplify "else if" braces and indentation in activity prompt rendering
No need for it to be inside another whole indented block if it's just an
"else if".
2020-06-19 09:05:48 -04:00
Misa
f53ed222d3 Interpolate activity zone prompt fading in and out
To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).

Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
2020-06-19 09:05:48 -04:00
Misa
c56df48d75 Interpolate text box alpha
This makes text boxes fade in and out pretty smoothly.

This requires that the textboxclass::setcol() be in Graphics::drawgui(),
so now it's moved there.

Text box fading is only really noticeable if you're playing in slowmode.
2020-06-19 09:05:48 -04:00
Misa
4ba9954eb8 Move cursor delay update logic to maplogic()
Otherwise it'll go really really fast.

Incidentally this also basically de-duplicates it and results in less
copy-pasted code overall.
2020-06-19 09:05:48 -04:00
Misa
837ccfc735 Move gravity line color updating to gamelogic()
So it doesn't keep updating really quickly.
2020-06-19 09:05:48 -04:00
Misa
40cedc8c94 Move general oldxp/oldyp updating to just before gameinput()
This has to be done in order to fix rendering when on a conveyor or
moving platform and actively moving with or against it. Pretty sure this
shouldn't break anything, oldxp/oldyp is mostly visual after all (and by
the time it's used for gravity line collision checking,
updateentitylogic() would've already gotten around to it anyway).

Incidentally, this also fixes a jitter that would occur if you were
moving at the time you died or collected a trinket or custom crewmate,
due to the game temporarily freezing and either doing deathsequence or
completestop.
2020-06-19 09:05:48 -04:00
Misa
3b41721563 Interpolate bringing up and down quit/pause/teleporter screen
Now it's really, really smooth. Except for like the last frame when it
goes down, which I sometimes didn't notice (but maybe it didn't happen
every time due to being lucky on the delta timesteps or something,
whatevs.)
2020-06-19 09:05:48 -04:00
Misa
45c7292096 Simplify menu-off rendering/logic code
Since "if (graphics.resumegamemode)" and "if (menuoffset > 0)" both do
the same thing, they've been combined with an "or" conjunction.

As well, the map.extrarow check in maplogic() has been refactored to use
a variable instead of duplicating the entire code block. Not that it
matters anyway, because the difference between 240 and 230 is only 10
pixels, far short of the 25 pixel increment that bringing the menu up
and down uses, and both 240 and 230 integer-divided by 25 have the same
non-remainder value of 9.
2020-06-19 09:05:48 -04:00
Misa
a22a872886 Move menu offset logic to maplogic()
This is the logic that handles the timer that brings up and down the
teleporter, pause screen, and Esc screen. So now it doesn't go crazy
fast.
2020-06-19 09:05:48 -04:00
Misa
9ea5734abb Move backboxrect off of Graphics
No need for a temporary rect to be on the Graphics class itself.
2020-06-19 09:05:48 -04:00
Misa
4e533c65a5 Interpolate upwards-moving star BG
So that it's smooth at full FPS.
2020-06-19 09:05:48 -04:00
Misa
3b09bb36e8 Move upwards-moving star BG to Graphics::updatebackground()
So it doesn't go really really quick.
2020-06-19 09:05:48 -04:00
Misa
61d2526669 Put rainbow BG timer in Graphics::updatebackground()
Otherwise it'll go way too fast.
2020-06-19 09:05:48 -04:00
Misa
684aa38ff2 Interpolate Lab backboxes
So that they look buttery smooth.
2020-06-19 09:05:48 -04:00
Misa
1c38b63a37 Move Lab backbox updates to Graphics::updatebackground()
So that the backboxes don't go NYOOOOOOOOM.
2020-06-19 09:05:48 -04:00
Misa
92cd695859 Interpolate left-moving star background
So that it looks all smooth and such.
2020-06-19 09:05:48 -04:00
Misa
55ae3c73a9 Update left-moving star BG in fixed timestep loop
Otherwise they will move too fast.
2020-06-19 09:05:48 -04:00
Misa
495bea2e87 Update text boxes in the inner fixed-timestep loop
So they don't go really quickly.
2020-06-19 09:05:48 -04:00
Misa
4e3406d5aa Remove useless function Graphics::textboxcleanup()
It was made useless after my refactor to remove the 'active' system from
text boxes.
2020-06-19 09:05:48 -04:00
Misa
905696c263 Update trophy text timer in fixed-timestep gamelogic()
Otherwise it, too, goes by too quickly.
2020-06-19 09:05:48 -04:00
Misa
92ee33043d Update activity prompt fade in fixed-timestep gamelogic()
Otherwise it goes by too quickly.
2020-06-19 09:05:48 -04:00
Misa
e897543383 Interpolate fade amount
This makes the fadeouts and fadeins (screenwipes) much more buttery
smooth.
2020-06-19 09:05:48 -04:00
Misa
8fde6f28a3 Update screenshake position in fixed-timestep loop
Otherwise the screen will shake too fast for my liking.

Also I'm planning to add an FPS limiting option later (because right
now, un-capping the FPS is pretty wasteful and eats up lots of
resources, especially since I have only a 60hz monitor), and it'd feel
weird if screen shaking updated every delta timestep.
2020-06-19 09:05:48 -04:00
Misa
57f87dc820 Reduce indentation of "else if" in Graphics::cutscenebars()
There's no need to put the if-statement inside an entire else-block if
it's the only if-statement in there.
2020-06-19 09:05:48 -04:00
Misa
2510d3a6ba Interpolate cutscene bars position
Cutscene bars will now smoothly fade in and out at above 30 FPS instead
of at 30 FPS only.
2020-06-19 09:05:48 -04:00
Misa
6655ae418c Update cutscene bars in fixed-timestep loop
This prevents cutscene bars from going really really fast.
2020-06-19 09:05:48 -04:00
Misa
a479c61141 Simplify "else if" indentation for right-side tower screen wrapping
No need to make an entire else-block and indent it when you can just do
"else if" instead.
2020-06-19 09:05:48 -04:00
Misa
a7b62d1098 Update oldxp/oldyp when screen wrapping
This is so it doesn't look like entities "zip" across the room.
2020-06-19 09:05:48 -04:00
Misa
f06ca9172a Set drawframe to tile when creating an entity
This fixes entities being drawframe 0 for 1 frame when being first
created. Incidentally, this also fixes entities created during
completestop being the player sprite, too, which is something not many
people notice.
2020-06-19 09:05:48 -04:00
Misa
298aa95259 Move onground/onroof/animateentities logic to start of gamelogic()
For some reason, it was put near the start of gamerender(), even though
since it handles edge-flipping it seems like it should be in the logic
function already.

This makes sure entity animations don't animate as fast as possible, and
also fixes edge-flipping on normal surfaces.
2020-06-19 09:05:48 -04:00
Misa
57b643d22a Use case-switch for para-check in entclass::setenemy()
It's less verbose this way, and less typing.
2020-06-19 09:05:48 -04:00
Misa
c6659ef656 Initialize oldxp/oldyp in createentity()
This prevents undefined behavior because we use oldxp/oldyp to do linear
interpolation.

It's also initialized in entclass::entclass(), just to be sure. And I've
deduplicated the regular xp/yp initialization in createentity(), too.
2020-06-19 09:05:48 -04:00
Misa
4f4d400ce0 Add linear interpolation of rendered entities
I've added a function Graphics::lerp() which simply interpolates between
two values given a certain alpha value. It's just like drawing a
straight line between two points.

Also, Graphics now has an `alpha` attribute, and it is set on every
deltatime update to be used in linear interpolation.
2020-06-19 09:05:48 -04:00
Misa
fd44098f38 Move render functions to outer deltatime loop
Ok, and this is where the fun starts.

In an ideal world, this would be the end of this patch. However, of
course, there are many, MANY places in the game that update
fixed-timestep timers DIRECTLY inside the render function, which is not
ideal because it means those timers go super fast.

I'll have to fix those later.
2020-06-19 09:05:48 -04:00
Misa
c63036fcd3 Indent timestep loop
Ok, NOW indent it. I didn't indent it previously because the diffs are
annoying to read if there's an indent that doesn't otherwise change
anything (and even now it's pretty annoying to read).
2020-06-19 09:05:48 -04:00
Misa
e2fe2d4c2b Replace SDL_Delay() with an accumulator
Alright, this is the start of the over-30-FPS patch!

First things first, we'll need to make it possible to have a separate
deltatime loop outside of the fixed timestep loop. And for that, we
can't be using SDL_Delay(), as SDL_Delay() (as you might imagine) blocks
the whole program.

Instead we'll be using this thing called an accumulator. It looks at how
long the previous poll took (the raw deltatime), and lets timesteps pass
accordingly.

On a side note, I've had to split the `time` and `timePrev` declaration
each onto their own separate line, otherwise there's undefined behavior
from `time` not being initialized.

I use `accumulator = fmodf(...)` instead of `accumulator -=
timesteplimit` because otherwise it'll fast-forward if it's behind,
which is a jarring thing to see.

Also in preparation for what's going to come down the over-30-FPS road,
I've also added `deltatime` and `alpha`. `deltatime` is going to be used
if the game is in slowdown mode, and `alpha` is going to be used for
linear interpolation of animations.

By the way, what was the main game loop previously (and is now the new
timestep loop) is now in an extra set of curly braces, but I haven't
indented it yet to reduce the noise in this commit.
2020-06-19 09:05:48 -04:00
Misa
62441edbc9 Account for hours when calculating time trial result time
This prevents being able to "roll over" the amount of minutes to 0 (by
simply waiting for the timer to tick past one hour) and being able to
get a result of 00:13 when your result is really 01:00:13.

By looking only at the minutes, the game would read 01:00:13 as 00:13
instead. So simply add the amount of hours to the time trial result.
2020-06-18 08:42:15 -04:00
Misa
0ee5c07f4a Add #define _POSIX_SOURCE
This is needed for MinGW when compiling C++98, apparently. I put it in
an if-guard because otherwise there'll be a warning from MY compiler
about redefinitions.
2020-06-17 19:15:07 -04:00
Misa
3428d962b3 Add #define __STDC_FORMAT_MACROS
This define is needed in order for the SCNx32/SCNu32 in find_tag() to be
compiled correctly on older `glibc`s.
2020-06-17 19:15:07 -04:00
AllyTally
5e43a44d9a Add 7x7, 9x9, full horizontal and vertical brush sizes 2020-06-17 19:13:48 -04:00
AllyTally
d7dac6b9be Allow using Warp Zone gray tileset in editor
Originally written by Info Teddy
2020-06-17 17:20:43 -04:00
Misa
fc265e3c75 Fix unmounting assets exiting to menu resulting in silence
If you exited to the menu normally (i.e. got on a code path that went
through Game::quittomenu()), the menu music wouldn't play. This is
because FILESYSTEM_unmountassets() was put after music.play(6). So the
game would play the custom level's track 6, and then unmount it, which
meant it could no longer play track 6, but there's nothing telling the
game to play track 6 again. So I just changed the frame ordering around.

I also added a comment to make sure anyone reading the code is aware of
the frame order dependency.
2020-06-17 06:02:26 -04:00
Misa
44bd4ec0b7 Fix custom assets not being unmounted when exiting from editor/credits
If you exited from the editor, custom assets would not be unmounted. But
I made sure to put the FILESYSTEM_unmountassets() before the
music.play(6) because otherwise the menu music wouldn't play.

You could also exit to the menu from a custom level using the
rollcredits() command, so I made sure to put a
FILESYSTEM_unmountassets() when returning to the menu from the credits
as well. I also made sure to put it before the music.playef(18) so
there's no risk of the sound effect not playing properly, or not playing
the non-level-specific one.

I added a comment to both FILESYSTEM_unmountasset()s to make sure anyone
reading the code is aware of the frame order dependency.
2020-06-17 06:02:26 -04:00
Misa
f9dfae0144 Hardcode fix for next-line </edentity>
This is really awful, but there's not much we can do.

TinyXML-2 no matter what will never stop on newlines, so without
changing the XML parser, this is the best we can do - just remove the
"\n            " (that's a linefeed plus exactly 12 spaces) if it
appears at the end of the contents of an edentity tag.

Also a giant comment for good measure.
2020-06-16 21:44:57 -04:00
Misa
bc9f21d7f8 Revert "Fix loading levels saved with 2.2 or earlier"
This reverts commit c2c0644453.

The correct solution for this wasn't to set the whitespace mode to
COLLAPSE_WHITESPACE.
2020-06-16 21:44:57 -04:00
Misa
9a8dc4b6ff Only remove duplicate player entities in scriptclass::hardreset()
Looks like duplicate player entities persisting across rooms is a
semi-useful feature used by some levels. Still, though, it's a bit of a
nuisance to have duplicate player entities persisting across game
sessions. And levels can't rely on this persistence anyway, anyone could
just close the game and re-open it to get rid of the duplicate entities
regardless.
2020-06-15 21:30:39 -04:00
Misa
a8cedd2f91 Prevent out-of-bounds indexing with trinket/crewmate IDs
If a trinket or crewmate ID is out-of-bounds, it will not be created.
This is not only because the `collect`/`customcollect` check in
entityclass::createentity() would then be out-of-bounds, but also
touching it would also be out-of-bounds, too.

Display trinkets will always be created if the ID is out-of-bounds.
Apparently some people (@AllyTally) have been creating display trinkets
with IDs of -1 in order to get a display trinket that always shows up,
which is rather horrifying. But it makes sense, there's a lot more
nonzero int values than there are the amount of int values that are
zero, so it's fairly likely that the `collect` check will always come up
to be true (nonzero). Also, it's more useful to be able to have a
display trinket that always shows up without having to collect a trinket
beforehand, than it is to have it not be created (because technically by
default, you're already in the world where you don't have it created).

Display trinkets still have their `para` set to their ID, though, and if
they managed to gain an `onentity` of 1, bad things could happen... So
just to be sure, I added INBOUNDS checks to crewmates and trinkets in
entityclass::updateentities() so no UB will happen if you collect a
crewmate/trinket with an out-of-bounds ID. Also, I de-duplicated the
`collect`/`customcollect` setting, too.
2020-06-15 21:28:21 -04:00
Terry Cavanagh
9de61c5b76
Merge pull request #293 from InfoTeddy/general-improvements
Make elephant not be flashy if screen effects are disabled
2020-06-16 11:15:08 +10:30
leo60228
a99e976402 Support hex entities in metadata 2020-06-15 20:32:10 -04:00
Misa
529c7bae23 Make elephant not be flashy if screen effects are disabled
The flashy color of the elephant can be hard on people's eyes,
especially if they're the type who want screen effects disabled because
they might have epilepsy. The elephant takes up a good 3/4ths of the
screen, you know. If screen effects are disabled, the elephant will use
color 22, which is a neutral gray.

I'm only adding this because the VVVVVV speedrun mods (@tzann, @mohoc)
invalidate all runs that have the elephant texture removed, even though
many people would be looking at a potentially epilepsy-inducing image
many times a day grinding 100% speedruns. (Imo, their justification for
this is flimsy at best.)
2020-06-15 15:19:50 -07:00
Ethan Lee
f0ec627628 Sigh. 2020-06-15 07:37:05 -04:00
Ethan Lee
3323b7e3cf Maybe check the right size m8 2020-06-14 22:44:34 -04:00
Ethan Lee
bd71fb8a68 Disallow negative size values in BinaryBlob 2020-06-14 22:43:58 -04:00
Ethan Lee
4894639b3a valid needs to have either exactly 1 or 0 2020-06-14 22:40:57 -04:00
Ethan Lee
06a71bab18 Some sanity checks for BinaryBlob header data 2020-06-14 22:39:06 -04:00
Misa
33fd589616 Fix time trial result displaying 00:60 instead of 01:00
If your time was exactly 60 seconds, it would display 00:60 instead of
01:00.
2020-06-14 21:51:41 -04:00
Misa
b53d2ae53f Remove i/j/k attributes from classes that don't need them
The only class that actually needs its i/j/k kept is scriptclass,
because some custom levels rely on it for creating custom activity
zones. So I haven't touched that.

Other than that, there's no chance that anything important relies on
i/j/k in any other class. For that to be the case, it would have to use
i/j/k without initializing it beforehand, and that can simply be
detected by removing the attribute from the header file and seeing where
the compiler complains. And the compiler complains only about cases
where it's initialized first. (Note that due to this check, I *haven't*
removed Graphics's `m` as it precisely does exactly this, using it
without initializing it first.)

Interestingly enough, otherlevelclass and towerclass have unused i/k
variables for whatever reason.
2020-06-14 14:37:29 -04:00
Misa
1f360620cf Add inspecial() checks to savetele() and savequick()
This prevents the game from being saved if you manage to trigger a
savetele() during a "special" gamemode (like if you use the Gravitron
out-of-bounds glitch when replaying Intermission 2, then go to Game
Complete that way).
2020-06-14 07:24:28 -04:00
Misa
93a67bd357 Add Game::inspecial()
It's a function marked for inline that's just a simple shorthand,
because I don't want to type all of those conditionals out.
2020-06-14 07:24:28 -04:00
Misa
da1b58d771 Override custommode if in finalmode when drawing tilesvec
When in finalmode, custommode shouldn't take priority, as finalmode is
main game stuff.
2020-06-13 22:31:12 -04:00
Misa
2d49988f5d Fix indexing out-of-bounds with font printing functions
If you don't have a font.txt, it could happen that a font index is
requested that's out-of-bounds. And that would result in a segfault. So
to fix that I'm adding INBOUNDS checks to all functions that index the
fontmap.
2020-06-13 22:31:12 -04:00
Misa
3b0ec54164 De-duplicate flip mode code with font printing functions
Wow, all 9 functions in total have copy-pasted flip mode code! Glad I
cleaned all that up.
2020-06-13 22:31:12 -04:00
Misa
031402e4bb Fix indexing out-of-bounds with miscellaneous images
This fixes indexing out-of-bounds in the functions that draw all the
special images such as the elephant and teleporters. Let's make sure the
game doesn't segfault.
2020-06-13 22:31:12 -04:00
Misa
d03d8afedf Fix indexing out-of-bounds via tile numbers
If a graphics function was provided an out-of-bounds tile number, it
would happily segfault the game. So I'm adding checks to prevent that.
2020-06-13 22:31:12 -04:00
Misa
5195299e65 Fix indexing out-of-bounds via an entity's drawframe
I tracked down all the functions that took in an entity's drawframe and
made sure that no matter what value an entity's drawframe was, the game
would never segfault.
2020-06-13 22:31:12 -04:00
Misa
6900553f57 Add INBOUNDS macro
I mean, I probably should've done this earlier, but using this saves on
typing and improves readability.
2020-06-13 22:31:12 -04:00
Misa
a922420066 De-duplicate flipmode check in entityclass::entitycollisioncheck()
To deal with using a different image file for Flip Mode, it looks like
copy-paste was used. This isn't exactly maintainable code. So I'm
replacing it with a reference that changes depending on if the game is
in Flip Mode or not, instead.
2020-06-13 22:31:12 -04:00
Misa
4f50883d58 Prevent removing the player entity
Removing the player entity has all sorts of nasty effects, such as
softlocking the game because many inputs require there to be a player
present, such as opening the quit menu.

The most infamous glitch to remove the player entity is the Gravitron
Fling, where the game doesn't see a gravity line at a specific
y-position in the current room, and when it moves the bottom gravity
line it moves the player instead. When the gravity line gets outside the
room, it gets destroyed, so if the player gets dragged outside the room,
they get destroyed, too. (Don't misinterpret this as saying anytime the
player gets dragged outside the room, they get destroyed - it's only the
Gravitron logic that destroys them.)

Also, there are many places in the code that use entity-getting
functions that have a fallback value of 0. If it was possible to remove
the player, then it's possible for this fallback value of 0 to index
obj.entities out-of-bounds, which is not good.

To fix this, entityclass::removeentity() is now a bool that signifies if
the entity was successfully removed or not. If the entity given is the
player (meaning it first checks if it's rule 0, just so in 99% of cases
it'll short-circuit and won't do the next check, which is if
entityclass::getplayer() says the indice to be removed is the player),
then it'll refuse to remove the entity, and return false.

This is a change in behavior where callers might expect
entityclass::removeentity() to always succeed, so I changed the
removeentity_iter() macro to only decrement if removing the entity
succeeded. I also changed entityclass::updateentities() from
'removeentity(i); return true;' to 'return removeentity(i);'.
2020-06-13 15:41:44 -04:00
Misa
51d852601d Remove passing around pointer to gameScreen from KeyPoll::Poll()
Makes for cleaner code this way.
2020-06-13 14:50:33 -04:00
Misa
30bcc08bec Move gameScreen off of the stack and onto the heap
Just so it can be properly used globally like all the other classes.
2020-06-13 14:50:33 -04:00
Misa
60a2e100fc Fix 'if (key.resetWindow)' indentation
It was being indented with tabs instead of spaces.
2020-06-13 14:50:33 -04:00
Ethan Lee
a15d01ad80 Fix fullscreen focus behavior 2020-06-13 10:35:05 -04:00
Ethan Lee
506628cef1 Revert "Fix unfocusing the game while in fullscreen mode"
This reverts commit c322ae131e.
2020-06-13 10:23:52 -04:00
Misa
884035fd2e Add unsigned char static_cast to argument of std::isdigit()
Apparently it results in Undefined Behavior if the argument given isn't
representable as an unsigned char. This means that (potentially) plain
char and signed chars could be unsafe to use as well.

It's rare that this could happen in practice, though. std::isdigit() is
only used by is_positive_num() which is only used by find_tag(), so
someone would have to deliberately put something crazy after an `&#` in
a custom level file in order for this to happen. Still, better to be
safe than sorry and all.
2020-06-13 01:25:17 -04:00
Misa
fdb44cc209 Add <cctype> include
This fixes a compile error that could happen where the compiler doesn't
know what std::isdigit() is, but I'm puzzled as to why this wasn't
happening earlier, 'cause I've only been reported that it happens by
only one person.
2020-06-13 01:25:17 -04:00
Misa
14afae1a40 Add bounds checks to script commands that didn't have them
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.

Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.

Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
2020-06-13 01:24:42 -04:00
Misa
fdce412680 Guard all cases obj.getcompanion() is used unchecked
And this the function with the least amount of cases where its sentinel
value is used unchecked. Thankfully. obj.getplayer() was a bit of a slug
to get through.
2020-06-12 23:55:48 -04:00
Misa
beab344267 Guard all cases obj.getplayer() is used unchecked
obj.getplayer() can return -1, which can cause out-of-bounds indexing of
obj.entities, which is really bad. This was by far the most changes, as
obj.getplayer() is the most used entity-getting function that returns
-1, as well as the most-used function whose sentinel value goes
unchecked.

To deal with the usage of obj.getplayer() in mapclass::warpto(), I just
added general bounds checks inside that function instead of changing all
the callers.
2020-06-12 23:55:48 -04:00
Misa
08e47e839f Guard all cases obj.getteleporter() is used unchecked
obj.getteleporter() is able to return -1. If there's no check on it, it
will end up indexing out-of-bounds, which is Undefined Behavior.
2020-06-12 23:55:48 -04:00
AllyTally
3b76713441 Only add editor ghosts if the editor exists 2020-06-12 19:11:48 -04:00
AllyTally
5c80a4c25e Remove another header initialization 2020-06-12 19:11:48 -04:00
AllyTally
d740205138 Don't initialize game.gametimer in the header file
That's a C++ thing apparently.
2020-06-12 19:11:48 -04:00
AllyTally
805992a1e1 Fix mixed indentation
The editors I use replace tabs with spaces, so I never really thought about mixed indentation happening. Whoops.
2020-06-12 19:11:48 -04:00
AllyTally
1b0b1d32e8 Remove accidental whitespace
Whoops, must have accidentally pressed tab
2020-06-12 19:11:48 -04:00
AllyTally
eb52657c23 Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.

[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-12 19:11:48 -04:00
Ethan Lee
b2f842376b Avoid calling music.init on startup, reloadresources does this 2020-06-12 16:24:21 -04:00
Ethan Lee
8d652dc256 Like the thing I did but the opposite 2020-06-12 16:21:45 -04:00
Ethan Lee
f815b1ee62 Replace mkdir with PHYSFS_mkdir 2020-06-12 16:20:18 -04:00
Misa
c2c0644453 Fix loading levels saved with 2.2 or earlier
2.2 and earlier had this god-awful thing where it put the closing tag of
an edentity onto the next line, and then kept the indentation the same.
This requires parsing the XML in an extremely specific way (i.e.
ignoring the whitespace) so the newline and indentation isn't taken as
part of the actual contents of the tag.

2.3 removed this awful whitespace entirely to make it easier on parsers.
When I tested #270, I tested against a 2.3 re-save of Dimension Open and
diffed the two, because I thought testing against the original version
of the level would result in a bunch of noise I didn't want due to the
whitespace change. Well, I did exactly what I intended, and ended up
ignoring the whitespace change so much that levels saved in this stupid
format ended up getting broken.

Luckily, we can just tell TinyXML-2 to parse a document exactly like how
TinyXML-1 would've parsed it, by supplying the COLLAPSE_WHITESPACE enum
to it (by default it's on PRESERVE_WHITESPACE).
2020-06-12 16:01:26 -04:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
c397c898fc Convert Game::loadcustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
683dc1f97d Convert Game::savecustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
142241fd74 Convert Game::Game() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
45e864315e Convert Game::loadsummary() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
89a8623a46 Convert editorclass::save() to TinyXML2
I tested this one, too. But it seems to be fine as well.
2020-06-12 15:08:29 -04:00
Misa
cfacc7a2dc Convert editorclass::load() to TinyXML2
Ok, it's a bit of a more complicated structure, but it seems to load
fine. I decided to test this one.
2020-06-12 15:08:29 -04:00
Misa
2f2f04c76b Convert custom quicksave loading attempt to TinyXML2
Seems a bit wasteful to do the whole "parse the XML document thing"
instead of a simple file check. It doesn't even fail if the XML document
is invalid, but whatever.
2020-06-12 15:08:29 -04:00
Misa
677dd424ec Convert Game::customsavequick() to TinyXML2
At this point I stopped actually doing a quick test, and just went off
of "if it compiles, it works".
2020-06-12 15:08:29 -04:00
Misa
c03fdc6c01 Convert Game::customloadquick() to TinyXML2
Ok, who's even reading these commit messages at this point?
2020-06-12 15:08:29 -04:00
Misa
c62bfad19d Convert Game::savequick() to TinyXML2
Same steps as converting all other XML-saving functions.
2020-06-12 15:08:29 -04:00
Misa
3419f9fa15 Convert Game::loadquick() to TinyXML2
Same changes as all other XML-loading functions.
2020-06-12 15:08:29 -04:00
Misa
6706197741 Convert Game::savetele() to TinyXML2
I just had to find-and-replace all `new TiXmlDocument` to
`doc.NewDocument` and `new TiXmlText` to `doc.NewText`, along some other
stuff.
2020-06-12 15:08:29 -04:00
Misa
9348bf5b24 Convert Game::loadtele() to TinyXML2
Again, the only thing that needs to be changed is just the code at the
top of the function.
2020-06-12 15:08:29 -04:00
Misa
6274707777 Convert Game::savestats() to TinyXML2
Ok, so it was a bit of a struggle at first figuring out the new API, but
honestly it wasn't so bad in the end.

I made a copy of my old unlock.vvv before testing this, and checking
with `diff` the only difference is the new `encoding="UTF-8"` in the XML
declaration, which isn't a bad thing.
2020-06-12 15:08:29 -04:00
Misa
f2709731e2 Convert Game::loadstats() to TinyXML2
Surprisingly, I only had to change some names and stuff around at the
top of the function. The rest of the function could be left untouched
and it worked fine.
2020-06-12 15:08:29 -04:00
Misa
b17e96df7d Add FILESYSTEM_loadTiXml2Document()
Same as FILESYSTEM_saveTiXml2Document(), except for loading. Read this
as "load TinyXML2 Document", not "load TinyXML to Document".
2020-06-12 15:08:29 -04:00
Misa
45ad048756 Add FILESYSTEM_saveTiXml2Document()
This will eventually replace FILESYSTEM_saveTiXmlDocument(). Read it as
"save TinyXML2 Document", not "save TinyXML to Document".
2020-06-12 15:08:29 -04:00
Misa
b67ac8a43b Add TinyXML2
This adds the TinyXML2 files, as well as updates them in CMakeLists.txt
so it will be compiled in, too. Temporarily, the old TinyXML is kept for
now.
2020-06-12 15:08:29 -04:00
Misa
628eb7b7bf Fix mixed indentation in editor.h
Some of the file was indented with two spaces and the rest indented with
tabs. It feels like two different people worked on the file, one more
than the other. Since most of it uses two spaces, I'll just replace the
tabs with two spaces.
2020-06-11 22:13:52 -04:00
Misa
e7b39757a4 Remove a trailing whitespace from Graphics.h
Don't know why this was here, or how.
2020-06-11 22:13:52 -04:00
Misa
55b2a3aac2 Indent Graphics::reloadresources() with tabs
This is to respect the fact that the top half of the file is indented
with spaces, while the bottom half is indented with tabs.
Graphics::reloadresources() is on the bottom half.
2020-06-11 22:13:52 -04:00
Misa
2967e308ae Remove include guards from Scripts.cpp and TerminalScripts.cpp
These files are never included, so why do they have include guards?
2020-06-11 22:13:52 -04:00
Misa
eb5fb3dff5 Refactor customstring calculation in scriptclass::load()
The previous way manually concatenated the first 7 characters of the
string together (and had an std::min() calculation). The new way instead
does std::string::substr(), which is much more snappy.
2020-06-11 22:13:52 -04:00
Misa
7150c9ef2d Unindent scriptclass::loadcustom() from previous commit
The actual unindent is done in a separate commit to minimize noise,
because diffs are terrible at clearly conveying unindents (it should put
all the minus lines together and all the plus lines together, too).
2020-06-11 22:13:52 -04:00
Misa
6e0119d753 Invert contents check in scriptclass::loadcustom()
The entirety of the rest of scriptclass::loadcustom() is encased in a
block that first checks if the script with the name even exists. Instead
of indenting the rest of the function, just invert the check and reduce
indentation level.
2020-06-11 22:13:52 -04:00
Misa
8edf2f0ac6 Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.

This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.

Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.

To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-11 22:13:52 -04:00
leo60228
dd5c50c94c Fix some leaks 2020-06-07 22:40:03 -04:00
leo60228
887c1fbf96 Don't leak flipbfont 2020-06-07 22:40:03 -04:00
leo60228
abbf6bafb9 Don't leak sounds/music 2020-06-07 22:40:03 -04:00
leo60228
f3b26904ec Don't leak binaryBlob 2020-06-07 22:40:03 -04:00
leo60228
9b91047bba Find SDL_mixer.h instead of assuming it's in the same location as SDL.h 2020-06-07 22:40:03 -04:00
leo60228
8f06915c60 Unstub ~GraphicsResources 2020-06-07 22:40:03 -04:00
leo60228
d193caac98 Revert "Add destructor for SoundTrack/MusicTrack (and explicitly define move constructor to prevent double-free)"
This reverts commit 2f760af439.
2020-06-07 22:40:03 -04:00
leo60228
098fb77611 Set C++ standard to C++98 2020-06-07 22:40:03 -04:00
Misa
d22d08af87 Add C++98/C++03 standards declaration to CMakeFiles.txt
This enforces the C++03 standard for people making pull requests who may
not realize their fancy features are too new and shouldn't be used
(cough, cough, @leo60228).

I did some internet searching and this is what I got from this page:
https://crascit.com/2015/03/28/enabling-cxx11-in-cmake/
2020-06-07 22:39:44 -04:00
leo60228
e71f47f1c9 Clear soundTracks and musicTracks on musicclass::init 2020-06-07 00:04:42 -04:00
leo60228
2f760af439 Add destructor for SoundTrack/MusicTrack (and explicitly define move constructor to prevent double-free) 2020-06-07 00:04:42 -04:00
Misa
c561cd9740 Fix custom assets being unmounted in scriptclass::hardreset()
This resulted in two bugs:
 1. Custom assets would not be unmounted when quitting to the menu.
 2. Custom assets would be unmounted when playtesting a level.

The solution is to unmount assets in Game::quittomenu() instead.
2020-06-03 21:44:56 -04:00
Fussmatte
b7a2cc1c22 Removed another stray line 2020-06-03 15:35:39 -04:00
Fussmatte
e67d6d49c3 Fixed a few vector initialisation errors 2020-06-03 15:35:39 -04:00
Fussmatte
aaa25c7b47 Fixed some custom asset bugs, added .zip level loading
Main game would retain custom level assets, now fixed. Also, custom fonts load properly. Finally, levels can be stored as a zip and placed in the levels folder, with the .vvvvvv file at the root of the zip and custom asset folders (graphics, sounds etc) also at the root.
2020-06-03 15:35:39 -04:00
Dav999-v
3bb4eefaff Fix editor unexpectedly quitting after failed save-and-quit
Also simplified away the success variable.
2020-06-02 09:46:42 -04:00
Dav999-v
ae45391ec0 Add editor saving/loading error messages
Previously, the editor would always say it saved or loaded a level,
even if it was not successful. For example, because a file to load does
not exist, a file to save has illegal characters in its name or the
name is too long to be stored. Now failure is reported. Also, when
quitting the editor and saving before quitting is unsuccessful, the
editor will abort quitting.
2020-06-02 09:46:42 -04:00
Misa
2ef6a056aa Allow for conditional building of Steam and GOG APIs
I think it's a bit silly to always include the Steam and GOG APIs
whenever we build VVVVVV, since the only time they'll ever be used is in
a live build and not a dev build.

So now Steam and GOG are disabled by default. If you want them, you'll
need to add -DSTEAM=ON or -DGOG=ON respectively at CMake time. They're
also both automatically enabled for release builds.
2020-06-01 14:21:06 -04:00
Fussmatte
58df371c3e Changed my name from Stelpjo to my current name, Fußmatte
I also left a note for the in-game credits list to change the "ss" to an eszett when the Unicode font is implemented.
2020-05-31 20:38:06 -04:00
Ethan Lee
43f1204407 Whitespace consistency for FileSystemUtils 2020-05-31 19:43:24 -04:00
Ethan Lee
21b6c22195 Minor visual cleanup of reloadresources 2020-05-31 19:43:24 -04:00
Ethan Lee
f422d02dcd Minor visual cleanup of endsWith 2020-05-31 19:43:21 -04:00
Matt Aaldenberg
b217fec3aa
Per-level custom asset loading functionality (#262) 2020-05-31 19:31:02 -04:00
Misa
cfcfccf58b Fix segfault if say/reply/text asks for more lines than there are
This commit adds bounds checks to those commands in case say()/reply()
asks for more lines than there are left in the all-script-lines buffer
(not just the current script, so in order for it to segfault your script
has to be last in the all-script-lines vector), and in case text() asks
for more lines than there are in the rest of the rest of the parsed
internal script.
2020-05-31 18:29:16 -04:00
Misa
ff6cc1a777 De-duplicate say/reply line adding code
I found it patently ridiculous that `i++; add(customscript[i]);` was
copy-pasted four separate times. Well, at least it's only copy-pasted
twice now.
2020-05-31 18:29:16 -04:00
Misa
79d55baf6d Remove unnecessary references to global self in loadcustom()
For some reason, scriptclass::loadcustom() sometimes refers to
`customscript` as `script.customscript` instead of `customscript`. The
`script.` is unnecessary.
2020-05-31 18:29:16 -04:00
Matt Penny
50798d5add Fix build with CUSTOM_LEVEL_SUPPORT=disabled 2020-05-30 16:33:17 -04:00
Misa
67a6ab3704 Statically allocate Prize for the Reckless tilemap
Looks like this was either forgotten about, or sufficiently scary enough
to not put a `static` on. But I think it's fine if we put a `static` on
it.
2020-05-29 19:39:05 -04:00
Misa
726a79c568 Statically allocate built-in scripts as well
Although it's not an issue, this should minimize the stack footprint of
calling scriptclass::load(), especially if it goes down to calling
scriptclass::loadcustom() or scriptclass::loadother().
2020-05-29 12:48:36 -04:00
Matt Penny
d27ffa51b6 Statically allocate level arrays
This prevents a potential stack overflow if the compiler tries to
allocate all of the arrays at once (observed on MSVC).
2020-05-29 10:21:25 -04:00
Misa
a623190b09 Fix using speak/speak_active without a text beforehand
Otherwise, it would end up indexing a vector out-of-bounds, which is UB
and causes a segfault, too. This is used in some constructs like

    say(-1)
    <internal command>

where the text contents don't matter, only that a text box shows up.
2020-05-23 16:04:04 -04:00
Misa
46559bbe0a De-duplicate speak_active/speak code
The `speak` command is the exact same as the `speak_active` command,
except without one line of code. So instead of copy-pasting the entire
thing, it's better to just combine them into the same chunk of code.
2020-05-23 16:04:04 -04:00
Misa
e9ffa1863f Refactor TerminalScripts.cpp to not store strings in function parameters
Like the previous commit, except for TerminalScripts.cpp.
2020-05-22 09:46:12 -04:00
Misa
815a48c025 Refactor Scripts.cpp to no longer hold strings in function args
Instead each line is now held in a const char* array, like it should be.
This results in less work for the compiler, especially with
optimization, since every time the compiler encounters a constant
argument in a function, it has to go off and locate a place to put it.
But if we're upfront and say, hey, here's all the strings we ever need
conveniently packaged into one place, it'll be much more cooperative.
2020-05-22 09:46:12 -04:00
Misa
9205421090 Clean up editorclass externs into one location
Again, like the previous commit, it should just be put in the header
file of its respective class instead of being a mess everywhere.
2020-05-22 09:46:12 -04:00
Misa
3a5dd5a616 Clean up all scriptclass externs into one location
I have the feeling that none of the devs understood what extern did, and
they kind of just sprinkled it everywhere until things started working.
But like all other classes, it should just be one line in the class's
respective header file, and shouldn't be so messy.
2020-05-22 09:46:12 -04:00
Misa
7afe206a0d Fix indentation of scriptclass::loadcustom()
It's now indented with tabs like the rest of the file. Furthermore, two
indentation levels have been knocked off.
2020-05-22 09:46:12 -04:00
Misa
fcea247c43 Move custom script parser to its own function
scriptclass::load() is a large enough function as it is, we don't need
any more trouble by shoving the custom script parser in there as well.
2020-05-22 09:46:12 -04:00
Misa
4301a70f2d Remove unnecessary middleman ed.swapmap
When the game loads a room in a custom level, previously it would load
the tilemap of that room into ed.swapmap, and then mapclass::loadlevel()
would manually go through each element in ed.swapmap to set each tile in
`contents`. Why do that, when you can just return the vector from
editorclass::loadlevel() and set it directly? ed.swapmap is really
unnecessary.
2020-05-21 23:28:15 -04:00
Misa
6913abb171 Refactor superpatrons/patrons/githubfriends to not push_back(string)
It's a bit bad for the compiler if you have lots of function calls with
hardcoded strings in them, because every time the compiler encounters
one, it has to go out of its way to find a dedicated storage location
for the string, which is really inefficient. And it does this
inefficient thing every single time.

There's not much of an impact compiling these lists, but I at least want
to encourage this sort of code style, instead of the push_back(string)
style, in case we ever need a hardcoded array of things later.
2020-05-21 09:12:34 -04:00
Misa
b5a009f2e2 Reset game.activeactivity and game.act_fade in scriptclass::hardreset()
Resetting game.activeactivity fixes triggering Undefined Behavior if you
quit to the menu while standing inside an activity zone, and then
re-entered the game. Resetting game.act_fade also fixes the activity
zone prompt fadeout that happens once the above segfault is fixed.

Don't worry, other activity-zone like variables such as teleporter
prompts and trophy text are already covered. obj.trophytext is reset in
scriptclass::hardreset(), too, and game.readytotele is reset every time
mapclass::gotoroom() is called, and mapclass::gotoroom() is called every
time a gamemode is started.
2020-05-20 05:12:49 -04:00
Terry Cavanagh
a10265787d
Merge pull request #143 from InfoTeddy/general-bug-fixes
Add and draw one more row to all rooms with room names
2020-05-20 13:13:56 +10:30
Misa
4d0e1549a5 Allow crewmate to be cyan when initially placing it down
For some reason, the only way to get a cyan crewmate is by cycling
through an already-existing crewmate by keeping left-clicking on it.
This is because when you cycle through crewmate colors, the allowed
colors are 0-5, but when you place down a crewmate, it picks a random
color from 1-5, which seems to be a bit consistent.

So placing and cycling a crewmate now use the same color ranges.
2020-05-19 21:38:28 -04:00
Misa
99562075c5 Don't draw "Game paused" when in blackout mode
Blackout mode doesn't work properly, because the game doesn't actually
black out the screen, it merely stops drawing things. Oh and only some
things at that, some other things are still drawn. This results in a
freeze-frame effect, which is apparently fixed in the Switch version.
Custom levels utilize this freeze-frame effect, so it's a bit annoying
that the "Game paused" screen draws on top of it and makes it so that
the freeze-frame freezes on "Game paused" until blackout is turned off.

So I'm making it so that "Game paused" doesn't get drawn in blackout
mode. However it will still do graphics.render() because otherwise it'll
just result in a black screen.
2020-05-19 21:37:40 -04:00
Misa
4034c22833 Add bounds checks to roomdeaths and roomdeathsfinal
This fixes being able to trigger Undefined Behavior by pressing R when
not in-bounds in the Outside Dimension VVVVVV map, usually when you're
falling upwards towards Game Complete.

I also put bounds checks on normal roomdeaths for good measure. You'll
never know when you need it.
2020-05-19 20:43:02 -04:00
Misa
e795fbb511 Simplify inits/resets in entityclass/mapclass
Instead of using somewhat-obtuse for-loops to initialize or reset these
vectors, it takes up less lines of code and is clearer if we use
std::vector::resize() and std::vector::clear() instead.
2020-05-19 20:41:56 -04:00
Info Teddy
291d358b7e Add and draw one more row to all rooms with roomnames
Since translucent roomname backgrounds were introduced in
TerryCavanagh/VVVVVV#122, it exposes one glaring flaw with the game that
until now has been kept hidden: in rooms with room names, the game
cheapens out with the tile data and doesn't have a 30th row, because the
room name would hide the missing row. As a result, rooms with room names
have 29 rows instead of 30 to fill up the entire screen. And it looks
really weird when there's nothing but empty space behind the translucent
room name background.

To remedy this, I added one row to each room with a room name in the level.
First, I had to filter out all the rooms with no room names. However, that's
actually all contained in Otherlevel.cpp, the Overworld, which contains 221
rooms (8 of which are the Secret Lab, 6 more of which are the Ship, so 207 are
the actual Overworld, right? Wrong, 2 of those Overworld no-roomname rooms are
in the Lab, so there are actually 205 Overworld rooms). The remaining level
data files all contain rooms with room names.

But the process wasn't that easy. I noticed a while ago that each room
contains 29 `tmap.push_back()`s, one for each row of the room, and each row is
simply a string containing the 40 tiles for that row, concatenated with
commas.

However, I decided to actually check my intuition by doing a grep on each
level file and counting the number of results, for example `grep 'push_back'
Labclass.cpp | wc -l`. Whatever number comes out should be divisible by 29.
That particular grep on Labclass.cpp returns 1306, which divided by 29 is 45
with a remainder of 1.

So what does that mean? Does that mean there's 45 rooms each, and 1 leftover
row? Well, not exactly. The extra row comes from the fact that Outer Space has
30 rows instead of 29. Outer Space is the room that comes up when the game
finds a room is non-existent, which shouldn't happen with a properly-working
game, except in Outside Dimension VVVVVV. In fact, each level file has their
own Outer Space, and every single Outer Space also has 30 rooms. So really,
this means there are 44 rooms in the Lab and one Outer Space room. (Well, in
reality, there are 46 rooms in the Lab, because 2 of them use the Outside
tileset but have no room names, so they're stored in Otherlevel.cpp instead.)

We find the same result for the Warp Zone. `grep 'push_back' WarpClass.cpp |
wc -l` returns 697, which is 24 remainder 1, meaning 23 rooms of 29 rows and 1
room of 30 rows, which corresponds with 23 rooms in the Warp Zone and one
Outer Space room.

However, Outside Dimension VVVVVV + Tower Hallways and Space Station 1 and 2
are both odd curiosities. Finalclass.cpp contains Outside Dimension VVVVVV,
(which is Intermission 1 and 2 and the Final Level), but also the Tower
Hallway rooms, i.e. the auxiliary Tower rooms that are not a part of the main
tower. Spacestation2.cpp contains both Space Station 1 and 2, so don't be
deceived by the name.

`grep 'push_back' Finalclass.cpp | wc -l` returns 1597, which is actually 55
remainder 2. So... are there two rooms with 30 rows? Yes, in fact, The
Gravitron and Outer Space both contain 30 rows. So there are actually 55 rooms
stored in Finalclass.cpp (not including the minitowers Panic Room and The
Final Challenge), 54 rooms of actual level data and one Outer Space room, and
breaking down the 54 rooms even further, 51 of them are actually in Outside
Dimension VVVVVV and 3 of them are Tower Hallways. Of the 51 Outside Dimension
VVVVVV rooms, 14 of those are Intermission 1, 4 of them are Intermission 2,
and the rest of the 33 rooms are the Final Level (again, not including the
minitowers).

`grep 'push_back' Spacestation2.cpp | wc -l` returns 2148, which is 74
remainder 2. Are there two rooms with 30 rows again? No; one of those counted
2148 rows is a false-positive, because there's an if-else in Prize for the
Reckless that replaces the row with spikes with a row without spikes if you
are in a time trial or in No Death Mode. So there's 73 rooms in Space Station
1 and 2, and one Outer Space room.

With all this in mind, I decided to duplicate the current last row of each
room, the 29th row, to add a 30th row. However, I wasn't going to do this
automatically! But neither was I going to write some kludge-y code to parse
each nightmare of a level file and duplicate the rows that way.

Enter: Vim macros! (Er, well, actually, I use Neovim.) I first did
`/push_back`, so that pressing `n` would keep going to the next `push_back` in
the file. Then I went to the 29th row of the first room in the file, did a
`Yp`, and then started my macro with `qq`. The macro went like this: `30nYp`,
which is simply going to the 29th row of the next room over and duplicating
it. And that's all there was to it. However, I had to make sure that (1) my
cursor was before the `push_back` on the line of the 29th row of the room, and
(2) that I didn't skip rooms, both of which were problems I encountered when
pressing Ctrl+Z a given invocation of the macro (the Ctrl+Z is just a
metaphor, you actually undo by typing `u` in Vim). And also I had to make sure
to be careful around the extra lines of `push_back`s in Prize for the Reckless
and The Gravitron, and make sure I didn't run past the end of the file and
loop back around. Thankfully, all Outer Space rooms are at the end of each
file.

But first, I had to increase the number of rows drawn in Graphics.cpp by 1 in
order to compensate for this, and do the same when reading the tile data in
Map.cpp. I had to change fillcontent(), drawmap(), drawfinalmap(),
drawtowermap(), and drawtowermap_nobackground(). Funnily enough, the tower
functions already used 30 rows, but I guess it's an off-by-one due to the
camera scrolling, so they now draw 31 rows each.

Then, I went in-game to make sure that the row behind each room name looked
fine. I checked EVERY single room with a room name. I turned on invincibility
mode and added a temporary line to hardreset() that always turned on
game.nocutscenes for a smoother playtesting experience. And to make sure that
rooms which have entirely empty bottom rows actually still have 30 rows,
instead of having 29 and the game assuming that the 30th row was empty
(because that sounds like it could lead to Undefined Behavior), I added this
temporary debugging line to the start of mapclass::fillcontent():

    printf("(%i,%i) has %i rows\n", game.roomx, game.roomy, (int) tmap.size());

Everywhere I checked - and I made sure to check all rooms - every room had 30
rows and not 29 rows.

Unfortunately, some rooms simply couldn't be left alone with their 29th row
duplicated and had to be manually edited. This was because the 29th row would
contain some edge tiles because the player would be able to walk somewhere on
the 28th, 27th, and 26th rows, and if you duplicated said edge tiles behind
the room name, it would look bad.

Here's a list of rooms whose 30th rows I had to manually edit:

 - Comms Relay
 - The Yes Men
 - Stop and Reflect
 - They Call Him Flipper
 - Double-slit Experiment
 - Square Root
 - Brought to you by the letter G
 - The Bernoulli Principle
 - Purest Unobtainium
 - I Smell Ozone
 - Conveying a New Idea
 - Upstream Downstream
 - Give Me A V
 - $eeing Dollar $ign$
 - Doing Things The Hard Way
 - Very Good
 - Must I Do Everything For You?
 - Now Stay Close To Me...
 - ...But Not Too Close
 - ...Not as I Do
 - Do Try To Keep Up
 - Whee Sports
 - As you like it

   This is actually a strange case where it looked bad because of the 29th
   row, instead of the 30th row, and I had to change the 29th row instead of
   the 30th row to fix it.
 - Maze With No Entrance
 - Ascending and Descending
 - Mind The Gap

   Same strange case as "As you like it" (it's the 29th row I had to change
   that was the problem, not the 30th).
 - 1950 Silverstone Grand V
 - The Villi People

I found that Panic Room and The Final Challenge also looked strange behind the
roomname background, but I can't do much about either because towers' tile
data wrap around at the top and bottom, and if I added another row to either
it would be visible above the room name.

I've considered updating the development editors with these new level tiles,
but I decided against it as the development editors are already pretty
outdated anyway.
2020-05-19 11:25:38 -07:00
Misa
de82918efd Fix 7 extra zeroes on the 21st row of Philadelphia Experiment
This didn't cause any issues on the old push_back(string) system, but it
causes a huge alignment issue now. Don't know why these 7 zeroes are
here, but I'm fixing them.
2020-05-19 14:24:16 -04:00
Misa
3178aec5d2 Only flash and shake screen when enabling Flip Mode
It's a bit inconsistent how every time you toggle flip mode, it does
this flashing and shaking (and different SFX), regardless of whether or
not you're turning it on or off. To be more consistent with what happens
when you toggle screen effects, only turning on Flip Mode should do the
flashing/shaking/game-saved sound, and turning it off should just play
the Viridian squeak.
2020-05-18 22:22:36 -04:00
Misa
7bd2f92f03 Make all gamemode starts play a Viridan squeak
It's always personally irked me that the only time you get a Viridian
squeak when pressing ACTION to start fading out and going in-game is
when you start playing a custom level. And that's only if you don't have
a quicksave.

To make things more consistent (and to add more polish to the game), I
made sure there was a music.playef(11) every time game.mainmenu gets
set. I also made sure that this doesn't result in double-squeaking, i.e.
music.playef(11) being called twice, which can be very loud and
ear-hurting.
2020-05-18 22:22:36 -04:00
Misa
14af88695f Select "continue" if returning from new game when having had a save
If you started a new game while having had a save (meaning you selectedd
"new game" while it wasn't in the same position as "continue"), then
saved and quit, your cursor will now end up at "continue" instead of
"new game". (If you didn't save, then your cursor would be out-of-bounds
and end up at position 0 anyway.)
2020-05-18 21:01:07 -04:00
Misa
a33c460d40 Re-create menu if returntomenu() is given current menu
This fixes a bug where if you had the play menu in a state where the
first option was "new game", then kept playing up until a quicksave or
telesave was created, then quit to the menu, the menu wouldn't update.
Thanks to KSSBrawl for reporting this bug to me:
https://cdn.discordapp.com/attachments/708567577978470410/712060797924147240/untitled.webm
2020-05-18 21:01:07 -04:00
Misa
72ddd9bdb4 Fix <hardestroom> having atoi() called on it when loading quicksave
For some reason (probably a copy-paste error), this XML tag gets atoi()
called on it before being assigned to Game::hardestroom. And only when
loading a quicksave, at that.

This would result in Game::hardestroom being set to an empty string,
which if you kept until Game Complete, would end up rendering as a
single null byte (if you even have a font face for said null byte).

I'm not sure how this error compiles in the first place, but whatever.
2020-05-18 17:43:04 -04:00
Misa
9b3853bf94 Fix indentation with ifdefs and FILESYSTEM_delete()
Nested ifdefs have been indented one space accordingly, and
FILESYSTEM_delete() has been changed to use a tab instead of 4 spaces.
2020-05-18 17:11:09 -04:00
Misa
bf21c13f80 Handle return values from fread() and fwrite() in PLATFORM_copyFile()
Whenever I compile with -O2, GCC gives me a warning that the return
value of fread() is being ignored. Which is a fair point, it means that
we're not doing proper error handling if something goes wrong. But I'm
also going to check the return value of fwrite() for good measure.

I believe that checking that this number is not equal to length is the
way to catch all errors and output an error message accordingly. I
didn't use ferror() or feof() mostly because I think it takes up too
much code. Also an error from fwrite() only says "Warning" because I
don't think there's much we can do if we don't fully write all bytes to
the intended file.
2020-05-18 17:11:09 -04:00
Misa
664bf8ca6c Remove now-unused function mapclass::fillareamap()
This is no longer needed since we load the areamap directly, instead of
having strings as unnecessary middlemen for our tilemap.
2020-05-17 22:03:29 -04:00
Misa
e938bfdb57 Refactor areamap initialization to not use strings
Instead, the data is held in a const int array, which is directly loaded
into areamap.
2020-05-17 22:03:29 -04:00
Misa
86516bb284 Remove now-unused fillbackground/fillcontents/fillminitower from Tower
They are now unused because we no longer have to parse 120, 100, or 700
strings in order to load these tilemaps.
2020-05-17 22:03:29 -04:00
Misa
aae07336eb Refactor Tower.cpp to no longer use strings for tilemaps
Instead, they are all now held in constant int arrays. Including the
menu background.
2020-05-17 22:03:29 -04:00
Misa
aed7b220c7 Remove now-unused function mapclass::fillcontent()
Previously, it was used to parse 30 strings whenever loading a room. But
now it's no longer used since we just assign the tilemap to the vector
directly.
2020-05-17 22:03:29 -04:00
Misa
ec72031cfd Refactor Otherlevel.cpp to not use strings for tilemaps
Instead, they're all held in a constant int array instead.
2020-05-17 22:03:29 -04:00
Misa
8a573af273 Refactor Spacestation2.cpp to not use strings for tilemaps
They are now stored in const int arrays instead. Except for the Prize
for the Reckless room, which I made sure had its spikes removed in No
Death Mode and the Time Trial.
2020-05-17 22:03:29 -04:00
Misa
781aa38e1f Refactor Finalclass.cpp to not use strings for tilemaps
Instead, they're all stored in a constant int array.

I made sure The Gravitron still has 30 rows just like Outer Space,
though I don't think it matters.
2020-05-17 22:03:29 -04:00
Misa
5126c4dbc4 Refactor WarpClass.cpp to not use strings for tilemaps
They now use a constant int array instead.
2020-05-17 22:03:29 -04:00
Misa
cc0d5d1d79 Refactor Labclass.cpp to not use strings for tilemaps
They now use a const int array instead.
2020-05-17 22:03:29 -04:00
Misa
f617b6d695 Fix FILESYSTEM_openDirectory command used on Haiku and *BSD
Previously:
 - Linux: xdg-open
 - Everything else: open

Now:
 - macOS and Haiku: open
 - Everything else: xdg-open

This is all according to a comment by leo60228 in PR #203.
2020-05-14 17:18:47 -04:00
Misa
e69cc964ab Don't duplicate activity zone handling code in playtesting
This change makes it so that in in-editor playtesting, the code to
handle pressing ENTER on activity zones is the same code to handle
pressing ENTER on activity zones in custommodeforreal.

This removes the need to copy-paste code and adapt it to in-editor
playtesting. And thus, this fixes an editor artifact where you can press
ENTER on activity zones while doing the death animation, even though you
can't do that when you're playing custom levels normally.
2020-05-14 16:15:07 -04:00
Misa
610768658e Remove graphics.drawgui() from maprender()
Since this is at the start of maprender(), the text boxes drawn by this
function will get hidden behind everything else being drawn on top of
it. Thus, it'll only result in a glitchy rendering where the text boxes
at the very top of the screen will be rendered in the roomname space of
the map screen.

To fix this rendering glitch, just remove the drawgui(). It's useless
anyway since it's being drawn behind everything else, so no need to have
it here.
2020-05-14 14:40:27 -04:00
Misa
be2d2e1e2a Fix 1x1 quicksand collision optimization not working
We need to replace an "or" with an "and".

My best guess for this oversight happening was because of the weird
ordering. The code originally did "temp < 30" first and "temp > -30"
second instead of the other way around. With the weird ordering, it
becomes more natural to insert an "or" instead of an "and". So I swapped
around the ordering just for good measure.

This is also fixed in the mobile version.
2020-05-13 08:16:34 -04:00
Misa
2d07090a6b Move returning to editor to end of frame
This fixes horizontal and vertical warp backgrounds not resetting, and
also a bunch of other 1-frame glitches, most noticeably cutscene bars
and fadeouts.

This adds a new variable shouldreturntoeditor to Game to signal whether
or not it should return to editor at the end of the frame.
2020-05-09 16:40:01 -04:00
Misa
51971fa84c Abstract returning-to-editor code to Game::returntoeditor()
This way I can easily move it around without moving around a bunch of
lines of code.
2020-05-09 16:40:01 -04:00
Misa
915100b370 Reset vvvvvvman size in mapclass::resetplayer()
It's a bit annoying how vvvvvvman status is preserved between in-game
sessions, and the only thing reset is the color. This is annoying
because it means you have to close the game to reset vvvvvvman.

But now it'll be reset properly. I chose to put this reset code in
mapclass::resetplayer() instead of scriptclass::hardreset() because it
seemed like the more appropriate place. It's where all other properties
of the player are reset, after all.
2020-05-09 15:16:11 -04:00
Misa
269ad18b86 Call game.savestats() when setting new Super Gravitron record
This is to be extra safe and ensure that your hard-earned record isn't
lost at all.

In 2.2, the game didn't save your Super Gravitron record at all. It only
saved it if you closed the game by quitting to the title screen and
pressing ACTION on "quit game". You couldn't press Alt+F4, and you
couldn't press X, you had to do it that way, otherwise your record would
be lost.

In 2.3 right now, the game WILL save your unlock.vvv when you close the
game gracefully by any means, but this still means that if it doesn't
otherwise close gracefully (like, say, a crash), it won't save your
record. It feels like we shouldn't rely on this catch-all saving to save
Super Gravitron records.
2020-05-09 15:07:41 -04:00
Misa
f585d53955 Fix flag 67 turning on too early
Flag 67 seems to be a general-purpose Game Complete flag. It's used to
replace the CREW option with the SHIP option on the pause screen.

Unfortunately, it gets turned on too early during Game Complete. Right
when Viridian starts to teleport, you can bring up the pause screen and
select the SHIP option.

It will teleport you to the ship coordinates, but still keep you in
finalmode, and since the ship coordinates are at 102,111 (finalmode is
only around 46,54), you'll still be stuck in Outside Dimension VVVVVV,
and you've interrupted the Game Complete gamestate by switching to the
teleporting gamestate. Oh, and your checkpoint is set, too, so you can't
even press R. Oh and since there's no teleporter, and checkpoint setting
doesn't check the sentinel value, this results in Undefined Behavior,
too.

So this results in an in-game softlock. The only option you can do is
quit the game at this point.

To fix this issue, just move turning on flag 67 before the savetele() in
gamecompletelogic2().
2020-05-09 14:55:24 -04:00
Misa
65341a8d1c Unindent block that previously had the fademode check
From the previous commit. It makes the diffs easier to read if I do the
unindent in a separate commit.
2020-05-08 08:34:46 -04:00
Misa
c61025c172 Remove fademode check from quitting to menu
This means you're allowed to quit to the menu even if you're faded-out,
because it's weird if you can close the menu but not be able to quit.
2020-05-08 08:34:46 -04:00
Misa
82d19145ae Only draw fading-in and fading-out animations in MAPMODE
This makes it so if you bring up the quit screen during a faded-out
screen, you will at least see the screen and won't see black. And also
the fade-in and fade-out animations will still work on the quit screen.
And more importantly, I tested and there's no 1-frame flicker or
anything.
2020-05-08 08:34:46 -04:00
Misa
3235b64d19 Remove reliance on fademode to return to menu
This was used by the old system, which also had an over-reliance on
Terry's State Machine. And due to the fact that it relied on fademode,
it also meant that bringing up the pause screen while faded-out would
result in the player getting sent back to the menu, so one accidental
Esc press during a cutscene could mean countless hours of progress lost
(especially in custom levels).
2020-05-08 08:34:46 -04:00
Misa
656680b49c Fix returning to editor when game is faded-out
This would cause the editor to think that it itself is in the middle of
fading to the menu, and so then will fade to the menu, thus losing any
unsaved work without warning.
2020-05-08 08:34:46 -04:00
Misa
b83cab8577 Directly do returntolab code instead of relying on a script
Having to rely on a script means the fade out wouldn't be self-contained
in MAPMODE, which could cause a small issue where you could die during
the return to the lab. But that issue is now fixed. There's no need to
use the script, and anyway the endcutscene() and untilbars() in said
script don't do anything because there are no cutscene bars in the first
place, so no need to worry about those.
2020-05-08 08:34:46 -04:00
Misa
fc2f269548 Move returning to lab to separate variables
Again, what I've done here is removed the over-reliance on Terry's State
Machine to return to the lab, and just moved it into separate variables
instead. This means that returning to the lab is ALMOST entirely
self-contained in MAPMODE, except there's a quick jaunt over to GAMEMODE
to run a script because you can only run scripts in GAMEMODE.
2020-05-08 08:34:46 -04:00
Misa
17e7c6983b Move fading to menu to separate variables
Alright, so what I've done here is made exiting to the menu entirely
separate from Terry's State Machine, and thus it can now take place
entirely within MAPMODE instead of having to go back to GAMEMODE. Also,
it's faster by 15 frames since we don't need to wait for the map screen
to go back down.
2020-05-08 08:34:46 -04:00
Misa
69aeac2410 Move return to lab code to Game::returntolab()
Again, I'll keep gamestate 96 and 97 for compatibility reasons, but
ultimately we shouldn't be using gamestates to return to the lab.
2020-05-08 08:34:46 -04:00
Misa
b59e5a8346 Move script.hardreset() to after quit to menu
This cleans up a whole lot of kludge variables, because this aggressive
hardreset() right as ACTION is pressed doesn't do anyone any favors.

This aggressive hardreset() was probably here because of the whole fact
that exiting to the menu uses Terry's State Machine, to minimize the
chances of interruption, but it actually causes more issues and allows
towers to interrupt the fadeout. And we should fix the root cause (the
usage of the state machine) instead of patching together some kludge.
2020-05-08 08:34:46 -04:00
Misa
6ac41e112c Move quit to menu to Game::quittomenu()
I don't want the quit code to only be in the state machine, but I'll
keep the gamestate around for compatibility reasons (there are custom
levels that directly use gamestate 80 to quit to the menu).
2020-05-08 08:34:46 -04:00
Misa
0787475e63 Remove unused variable 'pause' from Game
Looks like this variable is never used anywhere.
2020-05-08 08:34:46 -04:00
Misa
38a25b985e Fix a copy-paste error in getLevelMetaData()
Whoops.
2020-05-08 08:14:55 -04:00
Misa
29ff773cc4 Rename "start" option to "new game"
By popular request. Aizu said that "start" looks ugly since it's too
short compared to the rest of the menu options.
2020-05-06 20:52:47 -04:00
Misa
80db2f1d15 Add out-of-bounds puts() to updateentitylogic and entitymapcollision
Due to the previous commit, these will no longer be regularly taking in
out-of-bounds entity indices. Or at least they shouldn't, so I'm putting
in these print statements here on the off-chance that they do.
2020-05-05 17:22:47 -04:00
Misa
ce1e212317 Prevent updating an entity if updateentities() removed it
Otherwise, this would result in the game updating an entity twice, which
isn't good. This is most noticeable in the Gravitron, where many
Gravitron squares are created and destroyed at a time, and it's
especially noticeable during the part near the end of the Gravitron
where the pattern is two Gravitron squares, one at the top and bottom,
and then two Gravitron squares in the middle afterwards. The timing is
just right such that the top one of the two middle ones would be
misaligned with the bottom one of the two when a Gravitron square gets
outside the screen.

To do this, I changed entityclass::updateentities() into a bool, and
made every single caller check its return value. I only needed to do
this for the ones preceding updateentitylogic() and
entitymapcollision(), but I wanted to play it safe and be defensive, so
I did it for the disappearing platform kludge, as well as the
updateentities() within the updateentities() function.
2020-05-05 17:22:47 -04:00
Misa
3c80d136e4 Add towermode checks to minitowermode screen transitions
Apparently, the game just leaves minitowermode on, which can cause
issues if you're in a horizontal warping room (and not any other room
type, due to how frame ordering works). This would manifest itself as a
wrong warp to (20,20) because the game is trying to apply the hardcoded
minitower screen transitions when it shouldn't be.
2020-05-05 14:39:02 -04:00
Misa
27a5d1fa4f Add puts()es to functions unlikely to receive OoB indices
This is every function in Entity.cpp except for updateentitylogic() and
entitymapcollision().
2020-05-05 13:49:47 -04:00
Misa
8a78318990 Add bounds checks to functions taking in entity/blocks/linecross indices
The main ones to beware of here are entityclass::updateentities(),
entityclass::updateentitylogic(), and entityclass::entitymapcollision().
They would index out-of-bounds and thus commit Undefined Behavior if the
entity was removed in entityclass::updateentities(). And it would've
been fine enough if I only added bounds checks to those functions.

However, I decided to be a bit more defensive and play it safe, and
added bounds checks to ALL functions taking in not only an entity
indice, but also blocks and linecrosskludge indices.
2020-05-05 13:49:47 -04:00
Misa
c8d50d3067 Re-draw tower background when dying in No Death Mode
Otherwise, if you died after entering a room with a horizontal or
vertical warp background (but not the all-sides warp background), the
warp background would be the first thing you see when going to the Game
Over screen, and would then start scrolling downwards with the proper
tower background coming in from the top.

This oversight seems to have always been in the game.

Was No Death Mode actually tested? Like, did anyone ever play through
the entire game without dying in the Warp Zone, or even AFTER completing
the Warp Zone, like, ever?
2020-05-04 23:33:37 -04:00
Misa
dc19a51d38 Fix copy-paste bug in command-line playtesting code
Found this because when I compiled with Clang, -Wself-assign-field was
enabled.
2020-05-04 14:58:52 -04:00
Misa
f78603ef87 Fix menu that you land on when you complete game or custom level
When you complete the game, you're now redirected to the play menu. This
is because your quicksave will have been deleted so you can't go back to
the summary menu.

When you complete a custom level, you'll go back to the levels list, in
case you started the level from a quicksave.
2020-05-02 23:47:37 -04:00
Misa
85074c1402 Prevent spawning crewmates/activity zones in custommode
Looks like there wasn't a custommode check for the spawning of crewmates
based on which crewmates were rescued, but now there is.

This has gone undiscovered for a long time, mostly because people don't
use the rescued() internal command.
2020-04-30 05:05:04 -04:00
Misa
192b2f2dba 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 05:04:13 -04:00
Misa
1fd20e5e99 Render screen effects in maprender()
I had forgotten that the game flashed and did screen-shaking when you
pressed ACTION to quicksave.

While testing for my over-30-FPS patch I stumbled across this.
2020-04-29 19:35:00 -04:00
Misa
28db7038fc Merge drawtowerbackgroundsolo() into drawtowerbackground()
It's less code being copied and pasted, especially since for my
over-30-FPS patch I would have to make a separate function for each if
both of them were still there, but if they're unified into one then I
will only have to make one more function.

And since map.scrolldir is now used outside of GAMEMODE, we'll need to
reset it in hardreset() and when exiting playtesting.
2020-04-29 18:08:13 -04:00
Misa
e9dd38ee35 Fix descending tower BG redraw
Due to the previous commit, the descending tower background now has to
account for map.bscroll, or else it will be off by one pixel from the
incoming textures. But ascending tower backgrounds work fine, so no need
to do anything with those.
2020-04-29 18:08:13 -04:00
Misa
b50ca5b9e6 Don't redraw tower background in descending towers
Looks like this was done as a quick fix instead of taking the time to
figure out the math needed to actually draw the incoming textures, which
is fair enough - it only makes one room, Panic Room, slightly laggier.

While I was working on my over-30-FPS patch, though, I came across the
fact that this background kept getting entirely redrawn every frame, and
it seems like it would be easier to interpolate descending tower
backgrounds if we scrolled what was already there instead.

Here, we have to draw two rows of incoming textures, otherwise the
scrolling surface will produce black lines.
2020-04-29 18:08:13 -04:00
Misa
f33cbfbe62 Fix editor menu being drawn on top of editor with BGs disabled
Previously, if you had backgrounds disabled in accessibility options,
and went to the editor and opened up the editor menu, it would be drawn
straight on top of what was already there in the editor instead of being
drawn on top of black. So now it's drawn on top of black.
2020-04-29 14:25:39 -04:00
Misa
e92a21cf8a Fix exiting No Death Mode being one menu too far back
I want exiting No Death Mode to go back to the "play modes" menu, not to
the "start game" menu, because it's too far back. Also do the same if
you either die or complete No Death Mode.

Also I initialized Game::wasinintermission, probably a good thing to
initialize variables.
2020-04-27 15:41:07 -04:00
Misa
585ff51ec6 Call hardreset() when returning to menu from editor
During testing, I made a cursed level that set the flash timer to
precisely 1,000,000 frames. It turns out that if I activated the timer
in playtesting, exited playtesting, and exited the editor without ever
re-entering playtesting, the timer still kept going. So to prevent being
able to do that, we should hardreset() when exiting the editor.
2020-04-27 15:07:58 -04:00
Misa
edb930344a Reset screen effects timers in hardreset()
That way a gigantic timer from one in-game jaunt doesn't carry over to
the next.
2020-04-27 15:07:58 -04:00
Misa
94edfcf87e Only render screen effects on the title screen and in-game
In-game because that's where screen effects are used the most. But on
the title screen, screen effects are used when you press ACTION to start
the game, and when you enable screen effects, too.

Otherwise, we don't need screen effects for any other game-gamestate.
2020-04-27 15:07:58 -04:00
Misa
857937326e Put screen effects render handling inside a function
This de-duplicates the screen effects rendering code by putting it
inside a function, Graphics::renderwithscreeneffects(), and using that
instead of copy-pasted code.
2020-04-27 15:07:58 -04:00
Misa
0e082551b1 De-duplicate screen effects timer decrementing
The code to decrement the timers for flashing and shaking is now handled
outside the game-gamestate case-switch, instead of having to be
duplicated inside each render function.

As a bonus, I made it so the timer decrements even if screen effects are
disabled. This is to prevent any theoretical situation where the timer
can "pile up" due to disabled screen effects not letting it tick down.
2020-04-27 15:07:58 -04:00
Misa
b26e94b919 Simplify GAMEMODE loop
Now that towers no longer use separate functions, we can remove the
map.towermode conditional.
2020-04-26 19:07:40 -04:00
Misa
53bad3bcaf Merge towerrender() into gamerender()
This removes a lot of duplicate code, which towerrender() mostly
consisted of, even though the only difference is that it draws a
separate map and screen edge spikes are drawn.
2020-04-26 19:07:40 -04:00
Misa
660f752bae Merge drawtowerentities() into drawentities()
This removes lots of duplicated code that drawtowerentities() did,
because all that really changed was accounting for map.ypos (which can
be done conditionally) and where and when the room wrapped (which can
also be done conditionally).
2020-04-26 19:07:40 -04:00
Misa
b5e813dbbb Make Graphics::drawentities() use a case-switch instead of an else-if
Makes it easier to read and doesn't require copy-pasting or re-typing
'obj.entities[i].size =='.
2020-04-26 19:07:40 -04:00
Misa
02dc1084e7 Fix offscreen teleporter rendering
This fixes an oddity that's only visual, which could only happen in
custom levels by using the createentity() internal command.

For the same reason that the second through fourth tiles of moving
platforms on the top and left was buggily rendered, SDL_BlitSurface()
strikes again to mutate the SDL_Rect we pass it and render the next
SDL_BlitSurface() call inbounds, even though we don't need it to.
2020-04-26 19:07:40 -04:00
Misa
4c45a8ac47 Prevent double-rendering of warping sprites on left and top of screen
Previously, the game could end up rendering a warping sprite twice due
to the fact that it could run "if entity is on the right side of the
screen" right after "if entity is on the left side of the screen" (but
not the other way around). This is most noticeable if you have a custom
player sprite with translucent pixels and stand on the left side of a
warping screen, but the code suggests it happens when warping through
the top of the screen, too.
2020-04-26 19:07:40 -04:00
Misa
276daa11bb Invert entity invis check to reduce indentation level
Instead of doing

    if (!obj.entities[i].invis)
    {
        ...
    }

It's better to do

    if (obj.entities[i].invis)
    {
        continue;
    }

    ...

It reduces the indentation by one level, which is always a good thing.
2020-04-26 19:07:40 -04:00
Misa
3f46a0a2e9 Remove temporary indents from the last commit
In the last commit, I removed having the flip mode conditional directly
inside the sprite-drawing code for each size type, which would reduce
the indentation one level. However, I opted to hold off un-indenting
until this commit, otherwise it would've produced too much noise.
2020-04-26 19:07:40 -04:00
Misa
8536185661 De-duplicate flip mode conditional code in Graphics::drawentities()
The game uses flipsprites.png instead of sprites.png when in flip mode,
mostly to add exceptions for sprites that SHOULDN'T be flipped in flip
mode.

Looks like to achieve this, the routines for sprite drawing got
copy-and-pasted every single time flipsprites.png needed to be
conditionally used, resulting in large amounts of copy-pasted code. And
this copy-pasted code resulted in copy-paste errors, with relating to
VVVVVV-Man, because apparently due to two copy-pasting errors, the
combined giant crewmate in the epilogue uses flipsprites.png even if you
aren't in flip mode, and it also uses the width instead of the height of
sprites_rect when in flip mode (although, this doesn't end up mattering,
but still).

The solution here is to simply change the referenced sprites vector to a
pointer that can conditionally change based on the game being in flip
mode or not.
2020-04-26 19:07:40 -04:00
Misa
c040ceda29 Merge towerlogic() into gamelogic()
This doesn't change anything functionality-wise, but it does remove a
lot of duplicate code, which makes it easier to work on.
2020-04-26 19:07:40 -04:00
Misa
841bfb7eae Fix music not being silent during trinket/crewmate collect
Looks like I forgot to test that my music silencing patch didn't break
the music being silent during the "You have found a shiny trinket" and
"You have found a shiny crewmate" text boxes. So I've added a check for
game.completestop in the music handling in main.cpp.

Found this bug while I was testing my towerlogic/gamelogic merge patch.
2020-04-26 19:07:40 -04:00
Misa
197c7caf08 Add and use Game::save_exists()
This is simply a shorthand for telesummary != "" || quicksummary != "",
to make it easier and less error-prone to negate. This improves
readability.
2020-04-26 17:20:16 -04:00
Misa
7df42242e7 Actually delete saves/unlock.vvv in deletestats()
Having to blank everything out in the stats file is very kludge-y.
2020-04-26 17:20:16 -04:00
Misa
2076898020 Fix deletequick() and deletetele() not deleting their files
The problem here is that we're directly using the C stdio library,
instead of using PHYSFS's stuff. So I've added a function
FILESYSTEM_delete() that does exactly that.
2020-04-26 17:20:16 -04:00
Misa
842eb669b7 Make deletequick() and deletetele() error messages less vague
Now it clearly specifies exactly which file failed to be deleted.
2020-04-26 17:20:16 -04:00
Misa
4f3df23e02 Don't clear telesummary/quicksummary if delete unsuccessful
Otherwise the game will think the saves are gone even though they still
exist.
2020-04-26 17:20:16 -04:00
Misa
047d71840b Remove unnecessary 'game.' qualifiers in Game.cpp
No need to refer to the class global name if we're already in the class
itself.
2020-04-26 17:20:16 -04:00
Misa
85f851bc17 Make "start game" goto play menu if any unlocks, even if saves deleted
This commit fixes a slightly frustrating thing where if you start a new
game, and then exit before saving, "start game" will always take you to
a new game, even though you have unlocked things like the Secret Lab or
Time Trials.

Now, if you select "new game" (only possible if you have something
unlocked), then quit before saving, "start game" will still take you to
the play menu, but "continue" is replaced with "start" and "new game" is
gone.
2020-04-26 17:20:16 -04:00
Misa
833bbdbbef Add function Game::anything_unlocked()
This will be a useful shorthand to ask "do we have the Secret Lab, or
any Time Trial, or Intermission replays, or No Death Mode, or Flip Mode
unlocked?"
2020-04-26 17:20:16 -04:00
Misa
dc2adea8ee Improve ed_settings Esc press handling
This fixes being able to rack up a large amount of stack frames by
pressing Esc repeatedly in the editor, which would be a problem if you
were to then return to the main menu afterwards.

Instead, if Menu::ed_settings is already in the stack, the game will
simply return to that menu instead of creating it. Else, it will just
create the menu.

Also, as extra attention to detail, I made sure that the menu create or
return only happens if Esc opens the settings menu, and not when Esc is
closes it.
2020-04-26 08:15:30 -04:00
Misa
98e33fca9e Fix editor menu options going back to editor not using returnmenu()
Instead of directly using Game::createmenu(Menu::ed_settings), we should
be using Game::returnmenu() here, so the stack frames don't keep piling
up.
2020-04-26 08:15:30 -04:00
Misa
9fca3e111f Improve quit-to-menu menu handling
This stabilizes the code that handles the menu that you land on if you
press Esc and quit to the menu.

Instead of using Game::returnmenu(), we now use the new function
Game::returntomenu() to clearly express intent that we want to return to
a specific menu. So I've added another kludge variable
Game::wasinintermission for the was-in-intermission case.

Also, I made it so that if you didn't have a main game telesave or
quicksave, you just get brought back to the main menu. Because you
shouldn't be able to go to the play menu without a quicksave or
telesave.
2020-04-26 08:15:30 -04:00
Misa
536184f394 Add function Game::returntomenu()
When exiting from a game-gamestate which may have been entered through a
varying amount of menus, the solution is to not use Game::returnmenu(),
and to instead have a way to go back to a certain given menu.
2020-04-26 08:15:30 -04:00
Misa
a60cdb3ab7 Fix the 2nd to 4th tiles of moving plats rendering offset from 1st tile
This commit fixes a bug where the second, third, and fourth tiles of
moving platforms would render offset from the first tile if the moving
platform hit the top or left edge of the screen.

This is due to the fact that SDL_BlitSurface() will end up changing the
coordinates of the rectangle we pass to it to be 0 if they're negative,
but only after it's already been drawn. Previously, we kept re-using the
same rectangle each time we drew each segment of the moving platform,
but since it only changes the draw rectangle after it's already been
drawn, the first tile shows up fine, but not the rest of the tiles,
hence resulting in an offset.

To fix this, we do the same thing as we did for drawing the "really big
sprite" (size-type 9): just reset the rectangle we use every time we
draw a segment of the moving platform.
2020-04-25 18:20:33 -04:00
Misa
da612de1f4 De-duplicate size-type 2/8 drawing by putting them together
They're literally the exact same thing, except one is 4 and the other
has an 8. No need to have all that copy-pasted code.

Actually, the only other difference was that size-type 8 set the
drawRect to sprites_rect instead of tiles_rect for some reason? Even
though it doesn't matter, anyway, because SDL_BlitSurface() only cares
about the X and Y you pass it, not the width and height, which is the
only difference between tiles_rect and sprites_rect.

To make sure that people wouldn't wonder where size-type 8 went if they
saw a blank space between size-type 7 and size-type 9, I kept the
size-type 8 conditional, but inside it is just a comment telling you to
go to size-type 2.
2020-04-25 18:20:33 -04:00
Misa
2f180bb6df De-duplicate repeated size-type 2/8 tile drawing with a for-loop
For some reason, previously it looked like this was a for-loop that was
manually unrolled (or never rolled up in the first place).
2020-04-25 18:20:33 -04:00