This reintroduces 2-frame edge-flipping after the 1-frame input delay
got removed. This is because along with processing input and moving
Viridian, logical onground/onroof assignments need to processed in the
same between-render sequence as well - otherwise Viridian only gets 1
frame of edge-flipping due to frame ordering.
I will need to separate these into two different variables because I
will need to move logical onground/onroof assignments to the start of
gamelogic() - if I kept them together, however, that would change the
visuals of onground/onroof, which I want to keep consistent with 2.2.
Previously, before the game loop order got fixed, going to the in-game
settings would switch over to the new render function too early, causing
a deltaframe glitch that had to be fixed. But now, the render function
only gets switched when the current gamestate's function list gets
finished executing, so the game won't suddenly switch to titlerender()
in the middle of the ACTION press to the in-game settings screen.
As a consequence, titleupdatetextcol() no longer needs to be exported to
Input.cpp.
As part of my work in #535, I've noticed that 2.3 currently with 2.2
loop order doesn't have interpolated cutscene bars. This is because
cutscene bars in 2.3 get updated at the start of the frame, which
interpolates them correctly until the render functions are put in their
proper place.
There is, however, a somewhat bigger issue, outside the scope of #535,
where cutscene bars always get updated regardless of which gamemode you
are in. Previously in 2.2 and previous, cutscene bars only got updated
in GAMEMODE and TELEPORTERMODE; sometime during 2.3, the cutscene bars
timer got pulled out of all the individual game modes and moved to the
very start of the loop. (I was probably the one who did this change;
I've been caught in a trap of my own devising.)
Thus, going to MAPMODE during the cutscene bars animation doesn't keep
their position paused like it would in 2.2. This is also categorically a
more-than-visual change, since the untilbars() script command depends
on the cutscene bars timer. I see no reason for the cutscene bars to
behave differently in this way than 2.2; #535 would also end up doing
the same fix more-or-less anyway.
Since TELEPORTERMODE currently uses the same renderfixed function as
MAPMODE, I've had to add a teleporterrenderfixed() that just calls
maprenderfixed(), but also does the cutscene bars timer.
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
This fixes a bug where if you entered a tower before watching the
credits sequence, the credits sequence would have mismatched text and
background colors.
This bug happened because entering a tower modified the r/g/b attributes
of mapclass, and updated graphics.towerbg, without updating
graphics.titlebg too. Then gamecompleterender() uses the r/g/b
attributes of mapclass.
The solution is to put the r/g/b attributes on TowerBG instead. That
way, entering a tower will only modify the r/g/b attributes used to
render towers, and won't affect the r/g/b attributes used to render the
credits sequence.
Additionally, I also de-duplicated the case-switch that updated the
r/g/b attributes based off of the current colstate, because it got
copy-pasted twice, leading to three instances of one piece of code.
When gamemode(teleporter) gets run in a script, it brings up a read-only
version of the teleporter screen, intended only for displaying rooms on
the minimap.
However, ever since 2.3 allowed bringing up the map screen during
cutscenes (in order to prevent softlocks), bringing up the map screen
during this mode would (1) do an unnecessary animation of suddenly
switching back to the game and bringing up the menu screen again (even
though the menu screen has already been brought up), and (2) would let
you close the menu entirely and go back to GAMEMODE, thus
unintentionally closing the teleporter screen and kind of ruining the
cutscene.
To fix this, when you bring up the map screen, it will instead instantly
transition to the map screen. And when you bring it down, it will also
instantly transition back to the teleporter screen.
But that's not all. The previous behavior was actually kind of a nice
failsafe, in that if you somehow got stuck in a state where a script ran
gamemode(teleporter), but stopped running before it could take you out
of that mode by running gamemode(game), then you could return to
GAMEMODE yourself by bringing up the map screen and then bringing it
back down. So I've made sure to keep that failsafe behavior, only as
long as there isn't a script running.
As part of fixing #464, I'll need to move these pieces of code around
easily. In #220 I just kind of shoved them awkwardly in whatever
fixed function would be last called in the gamestate loop, which I
shouldn't have done as I've now had to make formal fixed-render
functions anyway. Because these fixed functions need to be called
directly before a render function, and I'm fixing the order to put
render functions in their proper place, so I need to be able to move
these around easily, and making them function calls instead of inlined
makes them easier to manipulate.