For some reason, GetSubSurface() and ApplyFilter() were hardcoding the
bits-per-pixel and/or mask arguments to SDL_CreateRGBSurface(). I've
made them simply re-use the bits-per-pixel and masks of the input
surfaces they operate on, but the bits-per-pixel should always be 32 and
masks should always go first-byte alpha, second-byte red, third-byte
green, fourth-byte blue.
The game usually runs on little-endian anyways, but even if it did run
on big-endian, it doesn't check endianness everywhere so these checks
are useless. Furthermore, the code should be written so that endianness
doesn't matter in the first place.
Neither of these were used anywhere, so to simplify the code and prevent
having potentially broken code that's never shown to be broken because
it's never tested, I'm removing these.
For some reason, there's some color-clamping code in this function
directly after already-existing color-clamping code. This code dates
back to 2.2. And also, there's a smaller lower-bound of -1 for the red
channel, despite the fact that this smaller value doesn't matter because
the red would get clamped to 0 by the first code anyway.
So even if this was put here for some strange reason, it doesn't matter
because it doesn't do anything anyway.
It's trivially easy to send the scripting system into an infinite loop
on the same frame (i.e. without any script delay in between, i.e. within
the same execution of script.run()). Just take a look at these two
scripts:
a:
iftrinkets(0,b)
#
b:
iftrinkets(0,a)
#
The hashes are to prevent the scripting system from parsing iftrinkets()
using the internal version instead of the simplified version, because
after doing a simplified iftrinkets(), the parser will (to oversimplify)
execute the last line of the script as internal.
Anyway, sending the game into an infinite loop like this will cause the
Not Responding dialog on Windows.
So to prevent this from happening, I've added an execution counter to
scriptclass::run(). If it gets too high, we're in an infinite loop and
so we stop running the script.
I noticed that if I have a large amount of entities in the room, the
game starts to freeze and one frame would take a very long time. I
identified an obvious cause of this, which is that the entity collision
checking in entityclass::entitycollisioncheck() is O(n²), n being the
number of entities in the room.
But it doesn't need to be O(n²). The only entities you need to check
against all other entities are the player and the supercrewmate. You
don't need to "test entity to entity" if 99% of the pairs of entities
you're checking don't involve the player or supercrewmate.
How do we make it O(n)? Well, just hoist the rule 0 and type 14 checks
out of the inner for-loop. That way, the inner for-loop won't be
unconditionally ran, meaning that in most cases it will always be O(n).
However, if you start having large amounts of duplicate player or
supercrewmate entities (I don't know why you would), it would start
approaching O(n²), but I feel like that's fair in that case. But most of
the time, it will be O(n).
So that's how collision checking is now O(n) instead.
There's not really any good reason to prevent this action during a fade
animation. That just makes the fade timer one more potential contributor
to a softlock.
I'm leaving the fademode conditional on the Time Trial quick restart,
though - removing it would mean being able to quick restart during a
fade-in, and thus being able to spam Enter over and over to keep
re-starting the fade animation, which looks goofy.
The hooks to bring up the map screen, pause screen, quit from Super
Gravitron, restart Time Trial, and commit suicide have now been hoisted
out of the for-loop that checked for a player entity. None of these
actions require a player entity, and there's no good reason to take away
your control from any of these actions, especially being able to quit to
the menu. The only actions inside the for-loop now are activating a
terminal and activating a teleporter, both of which require a player
entity to be standing in front of a terminal or teleporter, and both of
which have good reasons to be temporarily disabled.
This makes it so the fix for crewmates' drawframes being wrong for
1-frame is fixed for all crewmates regardless of when they get created.
Sure, crewmates created in mapclass::loadlevel() have their drawframes
fixed there, but for crewmates that get created from scripting (such as
Violet when gotorooming to the Ship teleporter room after Space Station
1), this fix doesn't apply to them. But now it does, and Violet will no
longer be facing the wrong way for 1 frame when teleporting to the Ship
teleporter room in the Space Station 1 Level Complete cutscene.
If the player is stuck in a wall (which shouldn't happen in the first
place), their sprite would always default to being flipped, even if they
were unflipped.
Being stuck in a wall is characterized by having both positive onfloor
and onground.
It's perfectly acceptable to have both warp lines and a warping
background in the same room. Many levels do this exact thing, I would
say at least 30 or so levels, many of them popular and played by many,
and this has never caused any issues at all.
All that having both warp lines and warp BG does is make it so the
warping of the warping background gets overriden by the warp lines, but
make it so the background is still a warp background. So in effect, you
can have a warp background without any warping. This is perfectly
defined behavior. Except, for whatever reason, it's unintentional, and
the editor tries to prevent you from doing it.
Key word being "tries". The code to prevent having both warp types is
bugged (at least when you change the warp BG. The check when you place
warp lines seems to be solid). It compares the p1 and p2 attributes of
warp lines to the x-coordinate and y-coordinate of the room, despite p1
and p2 having nothing to do with room coordinates. p1 is the type of the
warp line and should be treated as an enum, and p2 is the offset of the
warp line from the top/left of the screen. This results in this check
sometimes working if you're unlucky, but never actually working properly
most of the time. This means people can first place warp lines, and then
change the warp background later, to have both warp lines and a warp
background.
Having these checks just further complicates the code, makes it more
error-prone, and just inconveniences people when they want to do
something that's perfectly fine to do. So it's best if we just remove
these checks.
Fixes#402 (Violet appearing 1 frame after the Ship teleporter room
appears).
The root cause of this bug is due to the game loop order changes made
with the over-30-FPS patch. 2.2's game loop order was gameinput(),
gamerender(), then gamelogic(). In 2.3, gamerender() was moved to the end
as it required special code to render more than 30 frames a second. So
2.3's game loop order is gameinput(), gamelogic(), then gamerender().
In hindsight, I could have preserved the game loop order, but this would
require some more complex code in the game loop than what is there
currently. Fixing it now would fix rendering glitches such as this one
(along with being able to remove script.dontrunnextframe with the
two-frame-delay fix), but it could also introduce new rendering glitches
we don't yet know about. After discussing this in Discord DMs with
flibit, we agreed that the game loop order should be fixed in 2.4
instead.
When the game teleports you, gamelogic() runs script.teleport(). This
function will gotoroom to the teleporter destination, then it loads the
teleport script. Some teleport scripts (such as levelonecomplete, which
creates Violet) expect that their entities will be created, and more
generally that their script will be ran, on the same frame that the
gotoroom happens, i.e. by the time that the next gamerender() happens,
i.e. script.run() should be ran before the next gamerender() happens.
This would be true on the old game loop order, but with the new game
loop order, gamerender() gets ran directly after gamelogic() with no
script.run() in between.
To fix this, I did the same thing I did with the two-frame-delay fix
(#317), where I ran the script for that frame, but in order to prevent
running it twice I set script.dontrunnextframe to true.
This is a follow-up to #421.
The game would draw the activity zone if there was one active at all,
and would ignore game.act_fade. Normally this wouldn't be a problem, but
since #421, it's possible that there could be an active activity zone
but game.act_fade would still be 5. This would happen if you entered a
new activity zone while a cutscene was running.
To fix this, just make it so that the prompt gets drawn on its own and
only depends on the state of game.act_fade (or game.prev_act_fade), and
won't be unconditionally drawn if there's an active activity zone. As a
bonus, this de-duplicates the drawing of the activity prompt, so it's no
longer copy-pasted.
This fixes a bug where opening a script, then closing the script but not
exiting the script list, then opening a script again (it can be the same
script as before) would result in you being unable to type in the
script. You would have to close the script, then close the script list,
then re-open the script list in order to be able to type properly.
This was caused by the fact that key.enabletextentry() was being called
when the script list was opened, but key.disabletextentry() was being
called when closing a script. So the fix for this is to simply move the
key.enabletextentry() to its proper place, which is when the script is
being opened, and not when the script list is.
Some levels rely specifically on the fact that certain script boxes are
loaded using gamestates, instead of directly loading the script and
bypassing the gamestate system. Then weird things could happen. This
restores compatibility with those levels.
mapclass::twoframedelayfix() doesn't need to be updated because the
point of that function is to bypass the gamestate system entirely
anyways.
There's not really any need for it to be there. It gets called when the
Time Trial restarts, as restarting the Time Trial calls
script.startgamemode(), which calls script.hardreset() anyway.
Furthermore, since script.hardreset() is removed, we can also remove two
lines that are meant to work around the fact that everything gets reset,
which is now no longer the case.
Fixes#367.
Previously, it was assuming that the number of PPPPPP/MMMMMM tracks
would always be 16, since if that wasn't the case... then the game would
rudely and abruptly segfault when attempting to load the file. Huh.
But now that the game properly deals with invalid headers, it's possible
for the number of tracks to be 0. So I'll need to remove this
assumption.
It's possible that musicReadBlob.getIndex() could return the sentinel
value of -1 in case the header with that name is invalid, in which case
we should simply not do anything. Otherwise it'll lead to segfaults. I
opted to do the full bounds check just to be safe, too.
For further safety, I hardcoded the max number of headers, 128, less, so
128 is copy-pasted less and in the future if it needs to be changed
it'll only have to be changed in one place.
The binary blob shouldn't return an index if it ends up being invalid.
That could cause a whole lot of issues if musicclass ends up parsing the
resulting struct.
With all that said, though, musicclass doesn't check the -1 sentinel
value anyway, even though it should, but that'll be fixed later.
This fixes the bug where in glitchrunner mode, quitting to the menu
would always put you back at the play menu on the first option, instead
of the menu you entered the game from.
The problem is the script.hardreset() that gets called before the game
actually quits to the menu, so when Game::quittomenu() gets called to
quit to the menu, all the variables that keep track of whether you're in
a certain gamemode, such as game.insecretlab and map.custommode, all get
prematurely reset before that function can read them and put you back to
the correct menu.
The solution here is to simply reset only what's needed when quitting to
the menu. Specifically, in order for credits warp to work,
script.running needs to be set to false and all the text boxes need to
be removed. Text boxes need to be gone so the "- Press ACTION to advance
text -" prompt will stay up without a text box, enabling the player to
increment the gamestate at will by pressing ACTION, and the script needs
to stop running so further text boxes don't spawn in.
Fixes#389.
After looking at pull request #446, I got a bit annoyed that we have TWO
variables, key.textentrymode and ed.textentry, that we rolled ourselves
to track the state of something SDL already provides us a function to
easily query: SDL_IsTextInputActive(). We don't need to have either of
these two variables, and we shouldn't.
So that's what I do in this patch. Both variables have been axed in
favor of using this function, and I just made a wrapper out of it, named
key.textentry().
For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and
NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering
the script list and disabled when exiting it. This makes the code there
easier to read, too.
Furthermore, apparently key.textentrymode was initialized to *true*
instead of false... for whatever reason. But that's gone now, too.
Now, you'd think there wouldn't be any downside to using
SDL_IsTextInputActive(). After all, it's a function that SDL itself
provides, right?
Wrong. For whatever reason, it seems like text input is active *from the
start of the program*, meaning that what would happen is I would go into
the editor, and find that I can't move around nor place tiles nor
anything else. Then I would press Esc, and then suddenly become able to
do those things I wanted to do before.
I have no idea why the above happens, but all I can do is to just insert
an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of
course, I have to surround it with an SDL_IsTextInputActive() check to
make sure I don't do anything extraneous by stopping input when it's
already stopped.
All that pressing R does in No Death Mode is end your run. As a result,
it'll only be pressed by accident, so it's better to just disable it
instead.
It's not even useful to quick-restart, because it's faster to quit and
go through the menu again than it is to wait through the Game Over
screen.
Additionally, I removed the `game.deathseq<=0` conditional because it's
unnecessary due to the if-statement already being inside a
`game.deathseq == -1` conditional.
strcat()s and strcpy()s have been replaced with SDL_snprintf() where
possible, to clearly convey the intent of just building a string that
looks a certain way, instead of spanning it out over multiple lines.
Where there's not really a good way to avoid strcat()/strcpy() (e.g. in
PLATFORM_getOSDirectory()), they will at least be replaced with
SDL_strlcat() and SDL_strlcpy(), which are safer functions and are less
likely to have issues with null termination.
I decided not to bother with PLATFORM_migrateSaveData(), because it's
going to be axed in 2.4 anyways.
There's no need to call a string function and have function call
overhead if you remember how C strings work: they have a null
terminator. So if the first char in a string is a null terminator, then
the string is completely empty. So you don't need to call that function.
The previous check by mwpenny had a few issues:
(a) It was completely overcomplicated for no good reason, and was
basically a Rube Goldberg machine. The original check was...
(1) Creating an std::string of the last char of 'output'...
(2) ...except instead of using the normal std::string constructor, it
was using the one where you pass in a number and a char to create
a string that's just that char repeated N times... except this
was only used to create a 1-length string.
(3) Converted that std::string to a C string.
(4) Then passed it to strcmp(), despite the string at this point
being only one byte and you could just compare the char values
directly.
The original check could've just been:
output[SDL_strlen(output) - 1] == *pathSep
(b) Use of libc strcmp() and strlen() instead of SDL_strcmp() and
SDL_strlen().
Now, actually, PHYSFS_getDirSeparator() happens to be a char array and
not a single char, so mwpenny was going in the right direction by using
strcmp() after all. Except it doesn't seem like he thought about the
fact that PHYSFS_getDirSeparator() could be multiple bytes instead of
one, and so he ended up making the first argument to strcmp() always be
a one-byte char array.
So there's issue (c), which is that it assumes the path separator is one
byte instead of multiple.
This commit fixes all of these issues with the trailing path separator
check.
If necessary, the caller can provide a fallback to be returned in case
the input given isn't a valid integer, instead of having to duplicate
the is_number() check.
This is simply a wrapper function around SDL_atoi(), because SDL_atoi()
could call libc atoi(), and whether or not invalid input passed into the
libc atoi() is undefined behavior depends on the given libc. So it's
safer to just add a wrapper function that checks that the string given
isn't bogus.
std::isdigit() can be replaced with SDL_isdigit(), but there's no
equivalent for std::isxdigit() in the SDL standard library. So we'll
just use libc isxdigit() instead, it's fine.
When I added the over-30-FPS mode, I kept running into this problem
where the special images of text boxes would render during the
deltaframes of fade-in/fade-out animations, even though they shouldn't
be. So I simply added a flag to the text box that enables drawing these
special images.
However, this doesn't solve the problem fully, and there's still a small
chance that a special-image text box could draw another special image
during its deltaframes. It's really rare and you have to have your
deltaframe luck juuuuuust right (or you could use libTAS, probably), but
it helps to be in 40% slowmode and have a high refresh rate (which, if
it isn't a multiple of 30, you should disable VSync, too, in order to
not have a low framerate).
So instead, special images will only be drawn if the text box has fully
faded in completely. That solves the issue completely.
This commit fixes a bug that's existed since MMMMMM was added (so, 2.2),
where if you quicksaved in a custom level while no music was playing,
then quit and loaded that quicksave, and you were using PPPPPP while
having MMMMMM available, it would play MMMMMM track 15, even though the
game intends for the music to simply be silent.
This is due to the same bug that lets you play MMMMMM tracks if you're
on PPPPPP - musicclass::play() does a modulo, but C++ modulo is not
guaranteed to be positive given negative inputs, so the 16-track offset
is added to a negative number, resulting in targeting the MMMMMM
soundtrack instead of PPPPPP.
That exploit doesn't harm anyone and shouldn't be fixed, EXCEPT it
causes a problem in this specific case. But this bug can be fixed
without removing that exploit.
Note that I made the check do not-equal to -1 instead of greater-than
-1, so levels that intend on using track -2, -3, -4, etc. upon loading a
quicksave will still work as their creator intended. It's just that
specifically -1 is patched out, just to fix this issue.
For some reason, ScaleSurface() was drawing each pixel one pixel up and
to the left from its actual position. I have no idea why.
But this was causing an issue where pixels would just be dropped,
because they would be drawn outside of the temporary SDL_Surface from
which the scaled surface would be drawn onto. Also, the offset just
creates a visual one-pixel offset in the result for no reason. So I'm
just removing it.
Big Viridian also suffered from this one-pixel offset, so now they will
no longer look like they're floating above the ground when standing on
the floor.
ScaleSurfaceSlow() uses DrawPixel() instead of SDL_FillRect() to scale a
given surface, which is slow and inefficient, and makes it less likely
that the game could be moved to SDL_Render.
Unfortunately, it has this weird -1,-1 offset, but that will be fixed in
the next commit.
So, earlier in the development of 2.0, Simon Roth (I presume)
encountered a problem: Oh no, all my backgrounds aren't appearing! And
this is because my foregroundBuffer, which contains all the drawn tiles,
is drawing complete black over it!
So he had a solution that seems ingenius, but is actually really really
hacky and super 100% NOT the proper solution. Just, take the
foregroundBuffer, iterate over each pixel, and DON'T draw any pixel
that's 0xDEADBEEF. 0xDEADBEEF is a special signal meaning "don't draw
this pixel". It is called a 'key'.
Unfortunately, this causes a bug where translucent pixels on tiles
(pixels between 0% and 100% opacity) didn't get drawn correctly. They
would be drawn against this weird blue color.
Now, in #103, I came across this weird constant and decided "hey, this
looks awfully like that weird blue color I came across, maybe if I set
it to 0x00000000, i.e. complete and transparent black, the issue will be
fixed". And it DID appear to be fixed. However, I didn't look too
closely, nor did I test it that much, and all that ended up doing was
drawing the pixels against black, which more subtly disguised the
problem with translucent pixels.
So, after some investigation, I noticed that BlitSurfaceColoured() was
drawing translucent pixels just fine. And I thought at the time that
there was something wrong with BlitSurfaceStandard(), or something.
Further along later I realized that all drawn tiles were passing through
this weird OverlaySurfaceKeyed() function. And removing it in favor of a
straight SDL_BlitSurface() produced the bug I mentioned above: Oh no,
all the backgrounds don't show up, because my foregroundBuffer is
drawing pure black over them!
Well... just... set the proper blend mode for foregroundBuffer. It
should be SDL_BLENDMODE_BLEND instead of SDL_BLENDMODE_NONE.
Then you don't have to worry about your transparency at all. If you did
it right, you won't have to resort this hacky color-keying business.
*sigh*
For some reason, the cursor would be either disabled and re-enabled if
you switched to windowed mode, or it would be always enabled if you
switched to fullscreen mode. This only happened when you toggled
fullscreen using the Alt+Enter, Alt+F, or F11 keybinds, and the
fullscreen option in graphic options doesn't have this problem.
This cursor toggling business seems like an arcane incantation back in
the days of SDL1.2, now since no longer necessary with SDL2. However,
after some testing, it seems like removing these indecipherable runes
don't cause any harm, so I'm going to remove them.
Fixes#371.
This function checked the intersection of rectangles, but it used floats
for some reason when its only caller used ints. There's already an
intersection function (UtilityClass::intersects()), so we should be
using that one instead in order to minimize code duplication.
Graphics::Hitest() is used for per-pixel collision detection, directly
checking the pixels of both entities' sprites. I checked with one of my
TASes and it still syncs, so I'm pretty sure this won't cause any
issues.
If you have the translucent room name option enabled, you'd always be
seeing the spikes at the bottom of the screen hidden behind the room
name. This patch makes it so that the spikes get carefully cropped so
they only appear above the room name when the player gets close to the
bottom of the screen.
The function was not actually checking the number that would end up
being used to index the tiles3 vector, and as a result there could
potentially be out-of-bounds indexing. But this is fixed now.
The half-second delay comes from the fact that the game uses
graphics.resumegamemode to go back to GAMEMODE. This system waits for
graphics.menuoffset to reach a certain threshold before actually going
back (this is the animation of the map screen being brought down). To
speed it up, I'll just set graphics.menuoffset directly.
I could've directly set game.gamestate to GAMEMODE, but I wanted to be
safe and use the existing system instead.
This removes the arrays of zeroes that still take up space in the
binary. It doesn't seem like the compiler optimizes or compresses these
zeroes anyway, so just remove them instead, and make
load()/loadminitower()/loadminitower2() no-op functions. The
minitower/contents arrays are already initialized zeroed-out, anyway, so
there's no need to keep these other arrays around.
This saves exactly 72 kilobytes of memory and binary size.
This moves the teleporter, activity prompt, and trophy text "don't draw"
conditionals to the part where the game checks collision with them,
instead of whenever the game draws them.
This makes it so that the game smoothly does the fade-in/fade-out
animation instead of suddenly stopping rendering them whenever their
"don't draw" conditions apply. Now, the "Press ENTER to activate
terminal" prompt will no longer suddenly disappear whenever you activate
one, and the "- Press ENTER to Teleport -" prompt will smoothly fade
back in after teleporting, instead of suddenly popping in on screen.
When I refactored custom level entity creation logic earlier, I forgot
to account for enemy bounds, so enemies would take on the same bounds as
platforms. But this is fixed now.
When I compile in release mode, GCC complains that these variables MAY
be uninitialized when it comes time to create the moving platform
entity. I can't think of any way that it could be uninitialized and
testing my release build seemed to be fine, but I'm initializing these
variables just to be sure.
M&P contains network code despite M&P not being a Steam/GOG release (as
Steam/GOG releases are full releases of the game, not
custom-levels-only releases).
While unlocking achievements is already ifdef'd out in M&P, let's remove
the network code entirely to make sure people can't do other shenanigans
with M&P builds, and also to have a smaller binary size.
This fixes a possible graphical issue where the "Press ENTER to activate
terminal" prompt gets drawn on top of the "- Press ACTION to advance
text -" prompt, which looks bad. Trophy text gets drawn on top, too, so
there's a check there as well.
I've also made it so the activity prompt doesn't get drawn if the player
doesn't have control. After all, what use is it to say "press ENTER" if
the player isn't allowed to?
The game time is moved a little to the left, and the trinket count a
little to the right. To fix#376 for real, the trinket count is now
positioned automatically based on its length. The trinket icon is now
also displayed at the far right (instead of to the left of the count)
for better symmetry, and so that switching between tele save and quick
save doesn't make the trinket icon move if the trinket counts have
different lengths.
While I'm going to fix#376 anyway to make longer numbers (like Seventy
Eight) fit, I decided to also make the box a little wider in advance of
the game being localized, those extra chars could be a lifesaver, while
you wouldn't really notice the difference if you play the game in
English.
What this simply does is make it so that in the event that
game.hascontrol is somehow set to false when there isn't a cutscene
running (i.e. when game.state is 0 and script.running is false), it gets
set back to true again.
There's many ways to interrupt a gamestate and/or a running script, most
notably telejumping and doing a screen transition in the middle of the
animation, interrupting it.
This implements the first part of my idea in this comment:
https://github.com/TerryCavanagh/VVVVVV/issues/391#issuecomment-659757071
Achievements could be unlocked in custom levels/make and play, so this adds the wrapper function `game.unlockAchievement` which calls `NETWORK_unlockAchievement` if `map.custommode` is false.
Also, this function and `Game::unlocknum` have both been `ifdef`ed to be empty if MAKEANDPLAY is defined.
This makes the modifiers for removing tiles only work if you're using tools 0 or 1 (wall or background). In the future it might be worth it to add some extra subtools for spikes, but for now this should be fine.
Also, there was a small inconsistency with the tool drawn and the tool used. If you started holding down V, then started holding down Z, you would place tiles like you're holding V (9x9) but your cursor would look like you're holding Z (3x3). The `if` chain for drawing the resized cursors has been flipped around for this.
Otherwise, this would cause immense slowdown during the New Record
animation that plays when you die, as the game would be writing
unlock.vvv every frame.
To fix this, I just put it under the same if-guard as the
music.playef(), since the sound effect also only plays once. But I have
to watch out for frame ordering and make sure the record is actually set
before I call game.savestats(), and then of course I have to move
game.swnmessage = 1 over because that's the variable being checked in
the conditional.
There's a lot of places where the INBOUNDS() check is spelled out
instead of using the macro, before the macro was introduced. Also the
macro should probably be renamed INBOUNDS_VEC() to be consistent.
This fixes the bug where Viridian would appear to "zip" when they would
be teleported to the position of the teleporter before being flung out
of it.
As discussed in #393, I've also set the oldxp/oldyp when Viridian is
temporarily positioned in the center of the room, even though at this
point they should already be invisible. This is just to be safe.
Fixes#393.
Okay, so basically here's the include layout that this game now
consistently uses:
[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]
And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
It was never used and didn't do anything. It looks like it was intended
to be used but I guess time ran out or something, but it's too late now
and level files don't have timestamps or anything, so might as well just
remove it.
Good thing too, because asctime() is apparently deprecated.
Including a header file inside another header file means a bunch of
files are going to be unnecessarily recompiled whenever that inner
header file is changed. So I minimized the amount of header files
included in a header file, and only included the ones that were
necessary (system includes don't count, I'm only talking about includes
from within this project). Then the includes are only in the .cpp files
themselves.
This also minimizes problems such as a NO_CUSTOM_LEVELS build failing
because some file depended on an include that got included in editor.h,
which is another benefit of removing unnecessary includes from header
files.
That's how it should be done, because the SDL headers aren't going to be
installed in this repository. The game was a bit inconsistent before but
now it isn't anymore.
This removes around megabyte from the binary, so a stripped -Og binary
went from 4.0 megabytes to 2.9 megabytes, and an unstripped -O0 binary
went from 8.1 megabytes to 7.1 megabytes, which means I can now finally
upload an unstripped -O0 binary to Discord without having to give money
to Discord for their dumb Nitro thing or whatever.
There were many different ways I could've fixed it, but one thing that
stood out to me was the fact that touching the teleporter wasn't
guaranteed to set its onentity to 0, even though it should be. So now,
every time Viridian touches the teleporter, the teleporter's onentity
will be set to 0, and thus there's no chance of the teleporter
interrupting its own teleport animation and softlocking the game.
We should still do what I suggested in #391, namely setting
game.hascontrol to true if the game is in gamestate 0 and script.running
is false, and also always allowing Esc/Enter to be pressed regardless of
game.hascontrol. But this softlock is fixed now.
Fixes#391.
Whoops. Forgot to do this earlier when adding the Shift+F3 hotkey.
Otherwise the enemy type would become invalid and just turn into the
default square.
The game would softlock if you brought up the map screen or quit screen
after exiting the Super Gravitron to the Secret Lab. This softlock would
only happen if you were in glitchrunner mode.
This is because glitchrunner mode set game.fadetolabdelay when it
shouldn't have, and also checked game.fadetolabdelay when it shouldn't
have.
So I made it so that the game will only set game.fadetolabdelay when not
in glitchrunner mode (I already had a check for game.fadetomenudelay,
too!) and the game will only check for game.fadetomenudelay and
game.fadetolabdelay when not in glitchrunner mode, as well.
I originally made the game check game.fadetomenudelay and
game.fadetolabdelay to prevent being able to re-press ACTION to re-start
the fadeout if the game was already fading out. And I made sure that
this wasn't broken, both in glitchrunner mode and normal mode.
Whoops.
Noticed this earlier when I was merging upstream back into VCE, and
interestingly enough, it doesn't look like cppcheck warns about
undeffing a non-existent define.
I don't know who wrote this code originally, but it's extremely obvious
that it was a different person than who wrote the rest of the code.
Anyway, I fixed the spacing and braces so everything is smushed together
less.
Also, there's no need to put the entire warpdir checking in an
'if(room.warpdir>0)' statement. If any of the cases is jumped to, then
you already know that's true.
"Threadmills" are now properly called "conveyors". I don't know why they
were called "threadmills" anyway, the proper spelling is "treadmills".
Also, warp line `p1`s of 0 and 3 are now properly labeled, as well as
the trinket edentity.
Just set the map roomname to the roomname of the room. It's completely
redundant to set the roomname to an empty string and check if the
roomname of the room is empty.
I do this because we declare-and-initialize some variables in the case.
This isn't strictly necessary, since there's no cross-initialization
errors since it's the last case in the switch, but I'd just like to be
future-proof.
Instead of repeating 'ed.level[curlevel]' (or even worse, you type in
that giant expression inside the brackets instead of reusing
'curlevel'), why not just type 'room'? As an added bonus, I added bounds
checks so 'room' is always guaranteed to point to an existing object.
There are some levels that index 'ed.level' out of bounds, and I'd like
to make their behavior properly defined instead of being undefined. One
of the things usually true about out-of-bounds rooms is that they're
always tiles2.png (that means an edlevelclass tileset that isn't 0),
because the chance of the memory location being exactly 0 is smaller
than it being nonzero. So the out-of-bounds room has tileset 1.
Again, it used this severely overcomplicated expression for god knows
what reason. I've replaced it with a simpler one. Also it's const just
to indicate intent.
Previously it copy-pasted this god-awful overcomplicated expression
(possibly for cursed ActionScript legacy reasons?) everywhere, instead
of putting it in a variable, or even just using a simpler one like the
one I replaced it with.
Now the obj.createentity() and obj.createblock() calls are much nicer.
Now if your cursor was at the bottom of the screen when you entered
playtesting but then was moved to the top during playtesting, when you
exit, the roomname won't instantly disappear and then sheepishly rise
back up again.
And if your cursor was at the bottom of the screen when you entered
playtesting, and exited still being that way, the roomname will rise
back down again and won't instantly disappear.
Both of these behaviors make the roomname movement much more continuous
than it was previously, and it feels smoother and less janky.
Also, use inspecial() instead of writing out each part of the
conditional separately. This just basically adds the insecretlab
conditional to the if-statement, which shouldn't be a big deal.
There's no reason you shouldn't be allowed to press Enter on teleporters
during playtesting.
Well, except that you can press Esc in the teleporter menu in order to
go to the pause menu, which isn't intended in playtesting. But I can
just add a check there so that pressing Esc closes the teleporter menu
instead, it's fine.
graphics.textbox.clear() should be used instead of
graphics.textboxremove() or graphics.textboxremovefast(), because even
with graphics.textboxremovefast(), you'll still have to process at least
one frame of GAMEMODE logic before the text boxes are actually properly
removed, and this caused a 1-frame glitch when exiting playtesting with
text boxes on-screen and then re-entering playtesting.
Technically I could've only fixed it in Game::returntoeditor(), but I
wanted to be safe, so I also fixed it in scriptclass::hardreset(), too.
This fixes a bug where the settings menu would immediately be brought up
if you used Esc to exit playtesting, unless you were an incredible ninja
and only pressed it for exactly one frame.
This fixes an annoying bug where if you use Up or Down to press ACTION
on the "All crewmates rescued!" dialogue whenever you rescue the last
crewmate during playtesting, it'll move you to the room above or below
you. This is because ed.keydelay isn't set to 6 (which is the standard
value that it gets set to whenever you press most keys in the editor),
but now it is.
The shouldreturntoeditor variable is supposed to be used because it
fixes the warp background not being reset if you exit into a
horizontally/vertically warping room with a different background. It
also properly resets other variables, which is good, too.
Instead of using gamestates, just directly use the 'script' attribute of
a script box if it is non-empty.
This is accomplished by having to return the index of the block that the
player collides with, so callers can inspect the 'script' attribute of
the block themselves, and do their logic accordingly.
game.customscript is an unnecessary middleman, but it will be kept
around for compatibility reasons. However, it's still possible to crash
the game, so I'm adding this bounds check.
To avoid going through gamestates, we'll need to carry the name of the
script on the script box itself. And to do that, we'll need to set the
'script' attribute of script boxes when translating edentities into real
entities in custom levels.
This patch optimizes the loop used to limit the framerate in 30-FPS-only
mode so that it uses SDL_Delay() instead of an accumulator. This means
that the game will take up less CPU power in 30-FPS-only mode. This also
means that the game loop code has been simplified, so there's only two
while-loops, and only two places where game.over30mode is checked, thus
leading to easier-to-understand logic.
Using an accumulator here would essentially mean busywaiting until the
34 millisecond timer was up. (The following is just what leo60228 told
me.) Busywaiting is bad because it's inefficient. The operating system
assumes that if you're busywaiting, you're performing a complex
calculation and handles your process accordingly. And this is why
sleeping was invented, so you could busywait without taking up
unnecessary CPU time.
When I moved duplicate player entity removal to
scriptclass::hardreset(), I also inadvertently made it so all non-player
entities got removed as well, even though this wasn't my intent. And
thus, pressing Enter to restart a time trial removes every entity except
the player, since it calls script.hardreset().
The time trial script.hardreset() is bad for other reasons (see #367),
however it's still a good idea to reset only what's needed in
script.hardreset().
There's a bug where playtesting from Ved doesn't properly play the music
of the level, due to no fault with Ved.
This was because the music was being faded out by
scriptclass::startgamemode() case 23 after main() called music.play().
To fix this, just call music.play() when all the other variables are
being set in Game::customloadquick().
So you get a trophy and achievement for completing the game in Flip
Mode. Which begs the question, how does the game know that you've played
through the game in Flip Mode the entire way, and haven't switched it
off at any point? It looks like if you play normally all the way up
until the checkpoint in V, and then turn on Flip Mode, the game won't
give you the trophy. What gives?
Well, actually, what happens is that every time you press Enter on a
teleporter, the game will set flag 73 to true if you're NOT in Flip
Mode. Then when Game Complete runs, the game will check if flag 73 is
off, and then give you the achievement and trophy accordingly.
However, what this means is that you could just save your game before
pressing Enter on a teleporter, then quit and go into options, turn on
Flip Mode, use the teleporter, then save your game (it's automatically
saved since you just used a teleporter), quit and go into options, and
turn it off. Then you'd get the Flip Mode trophy even though you haven't
actually played the entire game in Flip Mode.
Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode,
so you don't even have to quit to circumvent this detection.
To fix both of these exploits, I moved the turning on of flag 73 to
starting a new game, loading a quicksave, and loading a telesave (cases
0, 1, and 2 respectively in scriptclass::startgamemode()). I also added
a Flip Mode check to the routine that runs whenever you exit an options
menu back to the pause menu, so you can't circumvent the detection that
way, either.
The music for the Tower is supposed to be ecroF evitisoP in Flip Mode,
and Positive Force when not in Flip Mode. However, if you go to the
options from the pause menu and toggle Flip Mode, the music isn't
changed.
Fixing this is pretty simple, just check the current area if not in a
custom level and play the correct track accordingly when toggling Flip
Mode from in-game.
Gamestates 300..336 are used to start scripts in custom levels. However,
it looks like instead of having the cases have common code, each
individual case was copy-pasted numerous times, which is pretty
wasteful.
std::string is one of those special types that has a constructor that
just initializes itself to a blank state automatically. This means all
`std::string`s are by default already `""`, so there's no need to set
them. And in fact, cppcheck throws out warnings about performance due to
initializing `std::string`s this way.
I ran the game through cppcheck and it spat out a bunch of member
attributes that weren't being initialized. So I initialized them.
In the previous version of this commit, I added constructors to
GraphicsResources, otherlevelclass, labclass, warpclass, and finalclass,
but flibit says this changes the code flow enough that it's risky to
merge before 2.4, so I got rid of those constructors, too.
Looks like coins were basically a scrapped mechanic, although I'm not
sure what these attributes were for. I guess counting the number of
coins in each room? But why, when you can just make a function to count
them automatically? Whatever.
This is just in case these values happen to be used without being
initialized or anything. I vaguely recall someone reporting an issue
where they didn't have a "Documents" folder on Windows and their level
folder ended up being a garbage path, so it's good to do this.
There's a bug in the cutscene that plays if your companion is Vitellary
in the room "Now Stay Close To Me...". The relevant gamestate is
gamestate 43, which for Vitellary calls the script `int1yellow_4`.
When Vitellary says the text box "That big... C thing! I wonder what it
does?", Terry intended for Vitellary to change his facing direction to
the left, as you can see with the command `changedir(yellow,0)` in the
original scripting. `changedir()` just changes the `dir` attribute of an
entity, and a `dir` of 0 means face left and a `dir` of 1 means face
right.
Then when Vitellary says "Maybe we should take it back to the ship to
study it?", Terry intended for him to face rightwards once again, as
indicated by the `changedir(yellow,1)` command.
Unfortunately, what happens instead is that when Vitellary says the
first text box ("That big... C thing! I wonder what it does?"), he turns
left for precisely one frame, and then afterwards goes back to facing
right. Then the second text box comes around, but he's already facing
right. How come?
Well, the problem here is that Vitellary's AI for "follow Viridian" is
overriding his `dir` attribute. Vitellary's AI says "get close to
Viridian", but Vitellary is already close enough to them that he stays
put. However, he still turns to face them as part of that AI.
To fix that, we need to put him in the AI mode that specifically says to
face left, with the command `changeai(yellow,faceleft)`. That way, he no
longer has the AI mode of following Viridian, and he will actually look
left for the intended duration instead of only looking left for one
frame.
But then we have another problem. When the cutscene ends, Vitellary no
longer follows Viridian. I mean it makes sense - we just placed him in
"only face left" mode, not "follow Viridian" mode! And this is not
merely a visual problem, because Vitellary is a supercrewmate and the
game won't let the player walk off the screen if Vitellary isn't
offscreen yet.
To fix THAT issue, we'll need to put Vitellary back in "follow Viridian"
mode. It turns out that the `changeai()` command was more intended for
scripting crewmates (entity type 12), NOT supercrewmates (entity type
14). As such, the command assumes that you'll want state numbers that
apply to entity type 12, such as 10, 11, 12, 13, and 14, even though the
only one that applies to entity type 14 is state 0, and every other
state number just makes it so that the entity doesn't move an inch. And
specifying faceleft/faceright is just state number 17.
Luckily, we can still pass the raw state number to `changeai()`, we
don't have to use its intended names. So I do a `changeai(yellow,0)` to
set Vitellary's state number back to 0 when it comes time to make him
face right again.
As a bonus, I added comments to the changed lines. This is a semi-obtuse
method of scripting, so it's always good to clarify.
The spikes are removed if the game is in no death or time trial mode,
however the removal is accomplished by modifying a static array. So if
the player switches to no death or time trial mode and switches back to
regular play, the spikes will no longer be present until the game is
restarted.
This simple fix writes the spikes back to the static array if the game
is not in no death or time trial mode. Another option is to maintain 2
static arrays - one with the spikes and one without - but that is
needlessly wasteful and prone to mistakes (one array updated but not the
other).
For some reason, there were just exact duplicates of the talkgreen_2
script and alarmon/alarmoff commands. I have no idea why, but cppcheck
identified them.
Graphics::drawmenu() no longer has copy-pasted code for each individual
case. Instead, the individual cases have their own adding on to common
code, which is far easier to maintain.
Also, the only difference Graphics::drawlevelmenu() does is in some
y-positioning stuff. There's no reason to make it a whole separate
function and duplicate everything AGAIN. So it's been consolidated into
Graphics::drawmenu() as well, and I've added a boolean to draw a menu
this way if it's the level menu.
Instead, the string in MenuOption is just a buffer of 161 chars, which
is 40 chars (160 bytes if each were the largest possible UTF-8 character
size) plus a null terminator. This is because the maximum length of a
menu option that can be fit on the screen without going past is 40
chars.
There's no need to use a template here. Just manually call SDL_tolower()
or SDL_toupper() as needed.
Oh yeah, and use SDL_tolower() and SDL_toupper() instead of libc
tolower() and toupper().
I don't know how no one realized that the for-loop to (poorly)
initialize m_headers was basically unnecessary, and that the memset()
should've just been used instead. Well, except it should also be
replaced with SDL_memset(), but that's besides the point.
Also, I decided to hardcode the 128 thing less, in case people want to
fork the source code and make a build where it's changed.
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
They're always the same size, so there's no need for them to be vectors.
Also made the number of elements in ed.level/kludgewarpdir controllable
by maxwidth/maxheight.
I removed editorclass::saveconvertor() because I didn't want to convert
it to treat ed.contents like an array, because it's unused so I'd have
no way of testing it, plus it's also unused so it doesn't matter. Might
as well get rid of it.
These unused vars are:
- Graphics::bfontmask_rect
- Graphics::backgrounds
- Graphics::bfontmask
- GraphicsResources::im_bfontmask
While it seems that Graphics::backgrounds was indexed in
Graphics::drawbackground(), in reality there was never anything in that
vector and thus actually using it would cause a segfault.
map.contents always has 1200 tiles in it, there's no reason it should be
a vector.
This is a big commit because it requires changing all the level classes
to return a pointer to an array instead of returning a vector. Which
took a while for me to figure out, but eventually I did it. I tested to
make sure and there's no problems.
They're always fixed-size anyways, there's no need for them to be
vectors.
Also used the new INBOUNDS_ARR() macro for the map.explored bounds
checks in Script.cpp, and made map.explored a proper bool array instead
of an int array.
Again, basically no reason for it to exist on the class itself.
The usage of the variable was replaced with temp2 instead of temp
because there was already a temp variable in the function it was used
in.
Since they're always fixed-size, they don't need to be dynamically-sized
vectors.
entityclass::customcrewmoods is now a proper bool instead of an int now,
and I replaced the hardcoded constant 6 with a static const int Game
attribute to make it easier to change.
These are the besttimes, besttrinkets, bestlives, and bestrank
attributes of Game. bestframes was already a plain array.
As these are always fixed-sized, there's no reason for them to be
vectors. Also, I put their size in a static const int so it's easy to
change how many of them there are.
They're always fixed-size, so there's no need to them to be a dynamic
vector.
I changed their type to `bool` too because they don't need to be `int`s.
Also, I replaced the hardcoded 25 constant with at least a name, in case
people want to change it in the future.
It could index the `words` array out-of-bounds if there were more than
40 arguments in a command. Not like that would ever happen, but it's
still good to be sure.
In summary, if you got to gamestate 1002 or 1012 without an advancetext,
and you had completestop on, you were basically softlocked. So just add
those gamestates there and advance the gamestate if advancetext is off.
This infinite loop would occur because once you pressed left or right,
the game keeps searching through all the list of teleporters until it
finds one that is unlocked. But if there's none that are unlocked, then
the game goes into an infinite loop, which brings up the Not Responding
dialog on Windows so you can kill it.
Normally, you're not supposed to have no teleporters unlocked while
being able to access a teleporter, but you can achieve this by going to
Class Dismissed from a custom level (while making sure you don't start
in 0,0, because there's a teleporter there that you would unlock).
The solution is to make sure at least one teleporter is unlocked before
doing any searching.
A do-while is just a while-loop, but the inner block will always run
once before the conditional is checked.
It looks like in order to achieve this desired behavior (always run the
block once before checking the conditional), instead of using a do-while
loop, Terry just used a normal while-loop and copy-pasted the inner
block on the outside.
So I'm de-duplicating the code.
This was caused by the fact that not all unlocks were done through the
Game::unlocknum() function. Some just set the unlock number directly.
But it's fixed now.