This is also another conditional where the rest of the function is
nested. Furthermore, in order to not repeat ourselves, I've also decided
to unconditionally assign currentsong to t, because if t is -1
currentsong gets assigned to -1 anyway - so it's the same thing, but
it's much easier to see and think about.
This removes an indentation level, and makes it easier to reason about
the function since you essentially now view it as the function returning
right there.
This prevents issues when calling std::abs with a float on some older
compilers. While it would normally be promoted to an int, std::abs is
special due to being overloaded despite being a C function. This can
cause errors due to the compiler being unable to find a float overload.
SDL_abs doesn't have this problem, since it's a normal C function.
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.
When bringing up the map screen, the game does a small menu animation
where the menu comes in from the bottom. The code to calculate the menu
offset is copy-pasted everywhere, so I thought I'd de-duplicate it to
make my life easier when working with it. I also included the
game.gamestate assignment in the de-duplicated function, so it would be
easier for a future bugfix.
At the same time, I'm also removing all the BlitSurfaceStandard()s that
copied menubuffer to backBuffer. The red flag is that this blit happened
for every single entry point to MAPMODE and TELEPORTERMODE, except for
the script command gamemode(teleporter). Pressing Enter to bring up the
map screen, pressing Enter to quit the Super Gravitron, pressing Esc to
bring up the pause screen, and pressing Enter to bring up the teleporter
screen all do this blit, so if this blit was there to fix a bug, then
there's a bug with using the script command gamemode(teleporter)... but,
as far as I can tell, there isn't.
That's because the blit basically does nothing. All the blit does is
copy menubuffer onto backBuffer. Then the next thing that happens is
that either maprender() or teleporterrender() will be called, and the
first thing that those functions will always do is fill backBuffer with
solid black, completely overriding the previous blit. So that's why
removing this blit won't have any effect, and it can be safely removed
for code clarity.
When I did #569, I forgot that taking out the code path that set the
player's invis to false meant that the player would still be invisible
upon loading back in to the game if they exited the game while
invisible. Taking out that code path also meant that if game.lifeseq was
nonzero, it wouldn't be reset properly, either. So this fixes those
things.
When I did #567, I didn't test it. And I should have tested it, because
it made the player invisible. This is because map.resetplayer() also
sets the invis attribute of the player to true as well, and I only undid
it setting game.lifeseq to 10.
So instead, I'll just add a flag to map.resetplayer() that by default
doesn't set game.lifeseq or the player's invis attribute. And I tested
it this time, and it works fine. I tested both respawning after death
and exiting to the menu and loading in the game again.
When exiting a level, music.init() gets called again, and every time it
gets called after the first time it gets called, it will free all music
tracks.
To do so, it calls Mix_FreeMusic(). Unfortunately, if there is music
fading, Mix_FreeMusic() will call SDL_Delay(), which will result in
annoying no-draw frames. Meaning, the screen freezes and doesn't draw
anything, and has to wait a bit before continuing.
Here's the relevant piece of code from SDL2_mixer's music.c:
if (music == music_playing) {
/* Wait for any fade out to finish */
while (music->fading == MIX_FADING_OUT) {
Mix_UnlockAudio();
SDL_Delay(100);
Mix_LockAudio();
}
if (music == music_playing) {
music_internal_halt();
}
}
This is especially annoying if you're a TASer, because no-draw frames in
a libTAS movie aren't guaranteed to last for a consistent number of
frames when you change your inputs around.
After this patch, as long as your computer can unmount and re-mount
assets fast enough (it doesn't seem like mine can, unfortunately), then
you won't get any freezes when exiting a level that has custom assets.
(This freeze didn't happen when loading a level because the title screen
music fadeout upon pressing ACTION had enough time to fully complete
before the level got loaded.)
There's a small inconsistency where the first time you load in to the
game, game.lifeseq is at 0, but when you exit to the menu and load in
again, game.lifeseq becomes 10. This is visible as Viridian blinking
when loading in only after the first time you load in, and this also
means that after the first time you load in, you also have to wait 5
frames before being able to move Viridian.
The reason for this inconsistency is because on the first time you load
in to the game, there are no entities loaded in obj.entities yet, so the
game creates a player entity, and doesn't mess with game.lifeseq. When
you exit and then load in for the second time, obj.entities contains at
least one entity (all the entities from the room you just exited out of
- map.gotoroom() hasn't even been called yet, so it doesn't even check
for only the player entity), so the game calls map.resetplayer()
instead, and map.resetplayer() sets game.lifeseq to 10.
There's even an inconsistency to this inconsistency - when you die in No
Death Mode, all entities will be removed from obj.entities, so the next
time you load in to the game, game.lifeseq will be 0.
This inconsistency is pretty minor in the grand scheme of things, but
it still bothers me, so I'm going to fix it.
CI builds were added to this repository on the first day it was
released, and haven't really been touched since then. And since then,
2.3 has added NO_CUSTOM_LEVELS, NO_EDITOR, and OFFICIAL_BUILD builds to
the CMake file.
On top of the MAKEANDPLAY define already existing, this means CI
coverage is a bit sparse - covering compile failures for changes made to
most of the codebase, except for Steam and GOG, and not covering compile
failures if certain parts of the code get stripped out. And people do
forget to check for those configurations as well.
These mess of configurations is kind of a wake-up call to refactor and
generalize the code a bit, because we would probably be able to get rid
of at least two of these (Make & Play, and no-custom-levels) by making
it so custom levels behave indistinguishably from the main game. But,
that's something to do in 2.4. At the very least, we should cover these
in CI right now.
On a small note, I had to add a MAKEANDPLAY configure option to the
CMake file to be able to easily configure a Make & Play build from the
CI runner. This option shouldn't really be used otherwise, so I added a
note to it telling people to consider modifying MakeAndPlay.h instead.
Since INTERIM_COMMIT is a char array whose size we know for sure at
compile time, and which we also know is an array (instead of being a
pointer), we can take the SDL_arraysize() of it. However,
SDL_arraysize() doesn't account for the null terminator unlike
SDL_strlen(), so we'll have to do it ourselves. But at least we are
guaranteed to get a constant value at compile time, unlike if we use
SDL_strlen(), which would be repeatedly evaluating a constant value at
runtime.
To my knowledge, there's no equivalent SDL_arraysize() for constant
strings, and a quick `rg` (ripgrep) for "sizeof" in the SDL include/
folder doesn't show anything like that. So we'll just have to use the
SDL_arraysize() - 1 and deal with it.
The commit hash is now properly updated every time it gets changed, and
not just when CMake gets re-ran.
For this to work, we need to use a few CMake tricks. We add a custom
target with ADD_CUSTOM_TARGET(), which is apparently always considered
out-of-date (but I had to add a BYPRODUCTS line to get it to actually
work), and we use the target to run a .cmake file every time we build.
Also, VVVVVV needs to depend on this custom target, to ensure that the
game gets built AFTER the version gets generated - otherwise there'll be
an error. So we do an ADD_DEPENDENCIES() after the ADD_EXECUTABLE() for
VVVVVV.
This file, version.cmake, is just the Version.h.out generation that I
added previously, but the important thing about all of this is that if
the contents of Version.h.out doesn't change, and thus if the commit
hash hasn't changed, then CMake will never recompile and relink anything
at all. (At least with the Ninja generator.)
On a small note, since the Version.h.out generation is now a separate
script that is guaranteed to get ran on every single build, while the
Git FIND_PACKAGE() gets ran only at configure time, it is possible for
the cached path of the Git executable to get out of date. Fixing this
requires a simple re-configure (ideally), but in case it wasn't fixed,
the INTERIM_COMMIT and COMMIT_DATE variables would get set to empty
strings instead of containing a value. To prevent this from happening,
I've removed ERROR_QUIET from the EXECUTE_PROCESS() calls in
version.cmake, because it's better to explicitly error if the Git
executable wasn't found than implicitly carry on like nothing happened.
The previous implementation of showing the commit hash on the title
screen used a preprocessor definition added at CMake time to pass the
hash and date. This was passed for every file compiled, so if the date
or hash changed, then every file would be recompiled. This is especially
annoying if you're working on the game and switching branches all the
time - the game has at least 50 source files to recompile!
To fix this, we'll switch to using a generated file, named
Version.h.out, that only gets included by the necessary files (which
there is only one of - Render.cpp). It will be autogenerated by CMake
(by using CONFIGURE_FILE(), which takes a templated file and does a
find-and-replace on it, not unlike C macros), and since there's only one
file that includes it, only one file will need to be recompiled when it
changes.
And also to prevent Version.h.out being a required file, it will only be
included if necessary (i.e. OFFICIAL_BUILD is off). Since the C
preprocessor can't ignore non-existing include files and will always
error on them, I wrapped the #include in an #ifdef VERSION_H_EXISTS, and
CMake will add the VERSION_H_OUT_EXISTS define when generating
Version.h.out. The wrapper is named Version.h, so any file
that #includes the commit hash and date should #include Version.h
instead of Version.h.out.
As an added bonus, I've also made it so CMake will print "This is
interim commit [HASH] (committed [DATE])" at configure time if the game
is going to be compiled with an interim commit hash.
Now, there is also the issue that the commit hash change will only be
noticed in the first place if CMake needs to be re-ran for anything, but
that's a less severe issue than requiring recompilation of 50(!) or so
files.
While working on #535, I noticed this bug.
When going to Graphic Options or Game Options from the pause menu,
kludge_ingametemp was intended to save the current menu stack frame
BEFORE either of those menus got created. However, it was actually
assigned afterwards, meaning kludge_ingametemp would always be either
Menu::graphicoptions or Menu::options.
This meant that the returntomenu() in returntopausemenu() would always
attempt to return to the current in-game menu, and seeing as it's the
same menu, would re-create the menu, instead of returning to the
previous menu before it.
This patch also fixes a potential source of a trivial memory leak, if
someone were to keep entering and exiting Graphic Options or Game
Options from the pause menu. It would keep piling up duplicate Graphic
Options or Game Options stack frames, which would never get removed.
However, they do get removed when you exit to the menu properly, by
returntomenu() again, so this doesn't seem like that serious of an
issue, but it's still good to fix.
While I was working on #535, I noticed that all the call sites of
script.run() have the exact same code, namely:
if (script.running)
{
script.run();
}
I figured, why not move the script.running check into the function
itself? That way, we won't have to duplicate the check every single
time, and we don't risk forgetting to add the check and causing a bug
because of that.
The check was already duplicated once since 2.0 (it's used in both
GAMEMODE and TELEPORTERMODE), and with the fix of the two-frame delay in
2.3, it's now duplicated twice, leading to THREE instances of this check
in the code, when there should be only one.
To fix this bug, all we have to do is just pass the existing
ScreenSettings* that we have in loadstats() to savestats(), and in
loadsettings() to savesettings().
Fixes#556. Depends on #558.
Another step to fix the bug #556 is to allow Game::savestats() to accept
a pointer to an existing ScreenSettings struct. This entails refactoring
Game::savesettings() and Game::serializesettings() to accept the
function as well, along with adding Screen::GetSettings() so the
settings of the current Screen can be easily grabbed.
In order to be able to fix the bug #556, I'm planning on adding
ScreenSettings* to the settings.vvv write function. However, that
entails adding another argument to Game::savesettings(), which is going
to be really messy given the default argument of Game::savestats().
That, combined with the fact that the code comment at the site of the
implementation of Game::savestats() being wrong (!!!), leads me to
believe that using default function arguments here isn't worth it.
Instead, what I've done is made it so callers are explicit about whether
or not they're calling savestats(), savesettings(), or both at the same
time. If they are calling both at the same time, then they will be using
a new function named savestatsandsettings().
In short, these are the interface changes:
* bool Game::savestats(bool) has been removed
* bool Game::savestatsandsettings() has been added
* void Game::savestats_menu() has been renamed to
void Game::savestatsandsettings_menu()
* All previous callers of bool Game::savestats() are now using bool
Game::savestatsandsettings()
* The one caller of bool Game::savestats(bool) is now using bool
Game::savestats()
While there already exists an option to skip the fake loading screen
entirely (without requiring an ACTION press), there are several reasons
for including this option as well:
* So people upgrading from 2.2 won't have to sit through the fake
loading screen the first time they open 2.3.
* So if people are too lazy to use the existing option, they can use
this one instead.
* So tool-assisted speedruns (TASes) of this game can skip the fake
loading screen without requiring an existing settings.vvv beforehand.
This last one is the biggest reason for me, since I'm not sure what
TASVideos.org rules are regarding existing save files, but with this
change nobody has to worry about their rules and can safely just
press ACTION to skip the fake loading screen automatically.
`success = success && savesettings();` is now changed to
`success &= savesettings();`. It's bitwise, and I think C++ should have
had a &&= for completeness, but it shouldn't matter here.
Changing settings would most of the time attempt to save unlock.vvv and
now also settings.vvv, but there would be no feedback whether the files
have been saved successfully or not. Now, if saving fails when changing
settings in the menu, a warning message will be shown. The setting will
still be applied of course, but the user will be informed it couldn't
be saved. This message can be silenced until the game is restarted,
because I can imagine this could get very annoying when someone already
knows their settings aren't writeable.
Also, some options didn't even save settings in the first place. These
are turning off invincibility, and by coincidence precisely all the
options in the advanced options menu. I made sure these options now do
so.
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.
Today, I saw a video posted by Chelito on the VVVVVV speedrunning
Discord where he died inside a gravitron square over and over after the
Gravitron in Intermission 2 ended.
https://cdn.discordapp.com/attachments/234787368522088448/779074864660480020/What.mp4
This is caused by the fact that after the Gravitron ends, the game no
longer considers you to be inside swnmode, so it won't move the enemies
offscreen when you die.
To fix this, after the Gravitron ends, the game will switch to swngame
8, where it will keep you inside swnmode until all gravitron squares are
offscreen. This means that gravitron squares that are onscreen after the
Gravitron ends will be moved offscreen if you die, preventing the above
death loop from happening.
PR #468 made it so you can use the menus while in a cutscene, in order
to counteract softlocks. However, this has resulted in more
unintentional behavior:
- `gamemode(teleporter)` breaks when opening the ENTER menu (Misa
mentioned this)
- The player can now interrupt shakes and walks, and have their timers
run out before resuming the cutscene
- After completing the game, the player can warp to the ship while a
dialogue is active, and prevent themselves from advancing text (plus
it's always rude to just teleport away while someone's talking)
- The player can peek at the map before hidecoordinates is run, and can
also peek at what the game does with missing/rescued crewmates during
cutscenes
This commit fixes the latter two issues. While a script is running,
only the SAVE tab is now available. Therefore the player can still get
themselves out of softlocks as intended, but they do things like
looking at the map or teleporting away during a cutscene.
It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.
So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
game.gameframerate seems to exist for converting the value of
game.slowdown into an actual timestep value, when really the timestep
value should just use game.slowdown directly with a fast lookup table.
Otherwise, there's a bunch of duplicated game.slowdown case-switches
everywhere, which adds up to a large, annoying pile should the values be
changed in the future. But now the duplicate variable has been removed,
and with it, all the copy-pasted case-switches.
Also, the game speed text rendering in Menu::accessibility and
Menu::setslowdown has been factored out to a function and de-duplicated
as well.
There were some duplicate Screen configuration variables that were on
Game, when there didn't need to be.
- game.fullScreenEffect_badSignal is a duplicate of
graphics.screenbuffer->badSignalEffect
- game.fullscreen is a duplicate of !graphics.screenbuffer->isWindowed
- game.stretchMode is a duplicate of graphics.screenbuffer->stretchMode
- game.useLinearFilter is a duplicate of
graphics.screenbuffer->isFiltered
These duplicate variables have been removed now.
I put indentation when handling the ScreenSettings struct in main() so
the local doesn't live for the entirety of main() (which is the entirety
of the program).
Apparently, the amount of digits in a commit hash that git will output
varies depending on how many objects are in the repository that the hash
gets pulled from. The more objects, the more digits needed to avoid a
hash collision.
Sources:
https://stackoverflow.com/q/18134627/#comment26560283_18134919https://stackoverflow.com/a/21015031/
So that means we'll have to dynamically account for the length of the
commit hash in order to get it properly right-aligned with the rest of
the text.
There are probably going to be situations where we'll want to compile in
release mode, but still want the hash and don't want Steam/GOG enabled.
So Ethan can use OFFICIAL_BUILD when tagging major versions of the game.
For some reason, music.usingmmmmmm automatically gets set to true in
musicclass::init(). I assume this was because it would get re-assigned
by game.usingmmmmmm in the game startup code anyway, but now that
musicclass::init() can be called more than once, this variable will just
get set to true when it shouldn't be, causing a confusing desync just
like the one I described in my previous commit, where you would have
PPPPPP or MMMMMM on the title screen, but closing the game and
re-launching it would play the other soundtrack instead.
Again, these duplicate variables should be removed, but that's going to
be a separate patch. In the meantime, I'm removing this variable
assignment.
musicclass::init() re-initializes every attribute of musicclass
unnecessarily, when initialization should be put in a constructor
instead. This is bad, because music.init() gets called whenever we enter
and exit a custom level that has assets.
Otherwise, this would result in a bug where music.usingmmmmmm would be
reset, causing you to revert to PPPPPP on the title screen whenever you
enter a level with MMMMMM selected and exit it.
This also causes a confusing desync between game.usingmmmmmm and
music.usingmmmmmm since the values of the two variables are now
different (these duplicate variables should probably be removed, too,
and a lot of other duplicate variables like these exist, too, which are
a real headache). Which means despite MMMMMM playing on the title
screen, exiting the game and re-launching it will play PPPPPP instead.
What's even more is that going to game options and switching to PPPPPP
will play PPPPPP, but afterwards launching and re-entering will play
MMMMMM. Again, having duplicate variables is very bad, and should
probably be fixed, but that's a separate patch.
...you die and the platform's x-coordinate is to the left of x=152.
Which means if you die and the platform isn't completely clear of the
space of its adjacent disappearing platform.
The block needs to be updated accordingly with calls to
obj.nocollisionat() and obj.moveblockto(), else the block will simply be
left behind and the platform will no longer have any collision. This is
in contrast to 2.2 behavior, where the platform would simply
unconditionally create a new block, which would actually end up with a
duplicate block since the previous block didn't get cleaned up, but this
didn't cause any problems because the room was carefully designed so you
would never be able to touch that previous block after you died and
respawned at the checkpoint. But it's still there.
I also added comments to document what this kludge code did, because
otherwise it would be mysterious to readers who are unfamiliar with it.
Fixes#543.
What's the difference between a slash sign and a percent sign? Well, a
percent sign is just a slash sign with two extra oranges in between, but
those two oranges make a huuuuge difference...
I can't really make the filter update only every timestep, because it's
per-pixel and operates on deltaframes too, so it TECHNICALLY runs faster
in over-30-FPS mode than not. That said, it's not really noticeable, the
filter doesn't look bad for updating more often or anything. However, I
can at least interpolate the scrolling, so it's smooth in over-30-FPS
mode.
Originally this function was made because it needed to be exported to
gameinput(), but this piece of code is actually also used in
gamecompletelogic(). So it's good to de-duplicate it here, too.
Assigning these variables is now wholly unnecessary ever since #522 got
merged, and in fact setting graphics.backgrounddrawn to false actually
causes the warp background to "skip" when the map screen gets closed. So
this fixes that bug, too.
This kludge variable was used to re-set the warp background after coming
back from the in-game settings menus. But since #522 got merged, this
has no longer been necessary.
This check is clearly meant for destroying the factory clouds in the
room "Level Complete!" in the main game, but it covers all rooms on row
8, instead of only (13,8). Adding an x-room check restricts this
behavior to only (13,8).
Trinket9 reported that this weird behavior of destroying specifically
above y-position 60 was undesirable, since they were creating an enemy
with this `behave` in a room on row 8 and it kept disappearing
instantly.
First, the variable has been inverted, because it's bad practice to have
booleans with negative names. Secondly, instead of magically setting a
signaling variable when calling fadeout(), fadeout() now has a parameter
to set the quick_fade attribute, which is much cleaner than doing the
magical assignment that could potentially look unrelated.
fadeoutqueuesong basically does the same thing as nicechange - they both
queue a song to be played when the current track is done fading out.
Except, for some reason, I decided to add fadeoutqueuesong instead of
using the existing nicechange/nicefade system.
This has consequences where fadeoutqueuesong would step on the toes of
nicechange. In the case of #390, nicechange would say "let's play
Potential for Anything" when entering the Super Gravitron, but
fadeoutqueuesong had previously said "let's play Pipe Dream" because of
the player having just exited the Super Gravitron. fadeoutqueuesong took
priority because it came first in musicclass::processfade(), and when it
called play(), the Mix_PlayingMusic() in the nicechange check afterwards
would say music would already be playing at that point, so the
nicechange wouldn't take effect.
In the end, the solution is to just merge the new system into the
already-existing system.
Fixes#390.
Just looked over this and had to do a double-take. It should be
num_mmmmmm_tracks, not num_pppppp_tracks, because MMMMMM comes first in
the vector of music tracks.
Here's what causes #401: After the fade to menu delay ticks down to 0,
the game calls game.quittomenu(), but the rest of mapinput() still
executes. This means that the block that detects your ACTION press gets
executed, because there's a check that fadetomenudelay is less than or
equal to 0, and, well, it is.
So if you've pressed ACTION on the exact frame that it counts down to 0,
then the game detects your ACTION press, then processes it accordingly,
and then sets the fadetomenudelay, which means it'll get reactivated the
next time you open the map screen. But at this point, you get sent to
TITLEMODE, because game.quittomenu() set game.gamestate accordingly.
(This is why resetting game.fadetomenu or game.fadetomenudelay in
game.quittomenu() or script.hardreset() won't fix this bug.)
The solution here is to add a game.fadetomenu check to the ACTION press
processing.
Same-frame state transition logic is hard... actually, any sort of thing
where two things happen on the same frame is really annoying.
This also applies to fadetolab and fadetolabdelay, too.
Fixes#401.
The game previously did this dumb thing where it lumped in all its
settings with its file that tracked your records and unlocks,
`unlock.vvv`. It wasn't really an issue, until 2.3 came along and added
a few settings, suddenly making a problem where 2.3 settings would be
reset by chance if you decided to touch 2.2.
The solution to this is to move all settings to a new file,
`settings.vvv`. However, for compatibility with 2.2, settings will still
be written to `unlock.vvv`.
The game will prioritize reading from `settings.vvv` instead of
`unlock.vvv`, so if there's a setting that's missing from `unlock.vvv`,
no worries there. But if `settings.vvv` is missing, then it'll read
settings from `unlock.vvv`. As well, if `unlock.vvv` is missing, then
`settings.vvv` will be read from instead (I explicitly tested for this,
and found that I had to write special code to handle this case,
otherwise the game would overwrite the existing `settings.vvv` before
reading from it; kids, make sure to always test your code!).
Closes#373 fully.
This fixes a deltaframe glitch where the "- Press ENTER to Teleport -"
prompt would show up for a split second if you exited the game while the
prompt was fully faded in, and then re-entered it.
cppcheck said: "Logical disjunction always evaluates to true".
Yes. Yes it does. Whoops. I learned how to specify ranges like this in
high school math and still screw it up...
In C++, when you have two variables in different scopes with the same
name, the inner scope wins. Except you have to be really careful because
sometimes they're not (#507). So it's better to just always have unique
variable names and make sure to never clash a name with a variable in an
outer scope - after all, the C++ compiler and standard might be fine
with it, but that doesn't mean humans can't make mistakes reading or
writing it.
Usually I just renamed the inner variables, but for tx/ty in editor.cpp,
I just got rid of the ridiculous overcomplicated modulo calculations and
replaced them with actual simple modulo calculations, because the
existing ones were just ridiculous. Actually, somebody ought to find
every instance of the overcomplicated modulos and replace them with the
actual good ones, because it's really stupid, quite frankly...
Whenever you delete all your save data, your settings aren't changed at
all, and you could resave them if you fiddled with a setting somewhere.
But the full game doesn't count Flip Mode as a setting, instead it
counts it as an unlock. This means deleting your save data would unset
Flip Mode in M&P, which would seem weird because in M&P it's just a
simple setting.
For consistency, Flip Mode shouldn't be unset when deleting save data in
M&P.
This commit fixes a bug that also sometimes occurred in 2.2, where the
teleporter sprite would randomly turn into a solid color and just be a
solid circle with no detail.
Why did this happen? The short answer is an incorrect lower bound when
clamping the teleporter sprite index in `Graphics::drawtele()`. The long
answer is bad RNG with the teleporter animation code. This commit fixes
the short answer, because I do not want to mess with the long answer.
So, here is what would happen: the teleporter's `tile` would be 6. The
teleporter code decrements its `framedelay` each frame. Then when it
reached a `framedelay` of 0, it would call `fRandom()` and essentially
ask for a random number between 0 and 6. If the RNG ended up being
greater than or equal to 4, then it would set its `walkingframe` to -5.
At the end of the routine, the teleporter's `drawframe` ends up being
its `tile` plus its `walkingframe`. So having a `walkingframe` of -5
here is fine, because its `tile` is 6.
Until it isn't. When its `tile` becomes 2, it still keeps its
`walkingframe` around. The code that runs when its `tile` is 2 does have
the possibility of completely resetting its `walkingframe` to be in
bounds (in bounds after its `tile` is added), but that only runs when
its `framedelay` is 0, and in the meantime it'll just use the previous
`walkingframe`.
So you could have a `walkingframe` of -5, plus a `tile` of 2, which
produces a `drawframe` of -3. Then `Graphics::drawtele()` will clamp
that to 0, which just means it'll draw the teleporter backing, and the
teleporter backing is a simple solid color, so the teleporter will end
up being completely and fully solid.
To fix this, I just made `Graphics::drawtele()` clamp to 1 on the lower
bound, instead of 0. So if it ever gets passed a negative teleporter
index, it'll just draw the normal teleporter sprite instead, which is
better.
This fixes the draw order by drawing all other entities first, before
then drawing all humanoids[1] after, including the player afterwards.
This is actually a regression fix from #191. When I was testing this, I
was thinking about where get a crewmate in front of another entity in
the main game, other than the checkpoints in Intermission 1. And then I
thought about the teleporters, because I remember the pre-Deep Space
cutscene in Dimension Open looking funny because Vita ended up being
behind the teleporter. (Actually, a lot of the cutscenes of Dimension
Open look funny because of crewmates standing behind terminals.)
So then I tried to get crewmates in front of teleporters. It actually
turns out that you can't do it for most of them... except for Verdigris.
And then that's what I realized why there was an oddity in WarpClass.cpp
when I was removing the `active` system from the game - for some reason,
the game put a hole in `obj.entities` between the teleporter and the
player when loading the room Murdering Twinmaker. In a violation of
Chesterton's Fence (the principle that you should understand something
before removing it), I shrugged it off and decided "there's no way to
support having holes with my new system, and having holes is probably
bad anyway, so I'm going to remove this and move on". The fact that
there wasn't any comments clarifying the mysterious code didn't help
(but, this *was* 2.2 code after all; have you *seen* 2.2 code?!).
And it turns out that this maneuver was done so Verdigris would fill
that hole when he got created, and Verdigris being first before the
teleporter would mean he would be drawn in front of the teleporter,
instead of being behind it. So ever since
b1b1474b7b got merged, there has actually
been a regression from 2.2 where Verdigris got drawn behind the
teleporter in Murdering Twinmaker, instead of properly being in front of
it like in 2.2 and previous.
This patch fixes that regression, but it actually properly fixes it
instead of hacking around with the `active` system.
Closes#426.
[1]: I'm going to go on a rant here, so hear me out. It's not explicitly
stated that the characters in VVVVVV are human. So, given this
information, what do we call them? Well, the VVVVVV community (at least
the custom levels one, I don't think the speedrunning community does
this or is preoccupied with lore in the first place) decided to call
them "villis", because of the roomname "The Villi People" - which is
only one blunder in a series of awful headcanons based off of the
assumption that the intent of Bennett Foddy (who named the roomnames)
was to decree some sort of lore to the game. Another one being
"Verdigris can't flip" because of "Green Dudes Can't Flip". Then an OC
(original character) got named based off of "The Voon Show" too. And so
on and so forth.
"Humanoid" is just a word for "crewmate or player" but without having to
say "crewmate or player". This is just to make it so humanoids get drawn
after all other entities get drawn, meaning humanoids will be drawn on
top.
I'm going to refactor drawing an entity out to a separate function, and
since I'm going to do that, I might as well make some things const to
clarify intent first and foremost and possibly improve performance or
compiler optimization.
My previous custom level forwards compatibility would only work if you
saved to the same filename as you read from. But what if you saved to a
new filename? Well, your extra XML is lost.
Not to worry, I've introduced a variable that remembers the filepath of
the currently-loaded level (the existing `filename` attribute is kind of
weird and not really suited for this purpose, so). I tried to make it a
simple `const char*`, but it turns out that's bad when you take the
`c_str()` of an `std::string` that then gets destroyed, so it's best to
use `std::string` in an `std::string` world.
So now when you save a level, it'll attempt to open the original file,
and if that doesn't exist then your extra XML gets lost anyway, but I
shouldn't be expected to keep your XML if you delete the original file.
Custom level files now have forwards compatibility - except that some
XML objects will simply discard contents and attributes they don't see
fit. For instance, edentities and level properties will not preserve
newer attributes or contents.
This is because preserving them would require having to track the XML
object as part of the edentity internally, because the edentity might
change places or even be deleted throughout the course of editing
someone's level.
I opted to not add support for preserving objects like these, because
frankly, the put-everything-in-one-file level format was and still is a
terrible idea, and we should probably switch to a new format in the
future that isn't single-file. So when that happens, there won't be a
need to preserve XML attributes on edentities.
When I encountered this function, I asked myself, why make a dedicated
function instead of casting to int?
Well, as it turns out, you can't just cast to int, because you have to
convert it to a string by doing help.String(number).c_str(), like all
the other ints. So it's actually more wasteful to do it the normal way
instead of using BoolToString().
That is, until my recent changes came along and made it so that you can
just provide an int and it'll automatically be converted to a string, no
questions asked. Now, it's more optimal to do a straight cast to int
instead of having to go through a middleman function. So this function
is getting axed in favor of casting to int instead.
This file is probably the biggest one, as there will be more settings
added in the future and we don't want people's settings to be erased. Of
course, this file will be migrated to a settings.vvv sometime later in
2.3 in order to prevent 2.2 from erasing 2.3 settings.
These XML functions will be useful for de-duplicating copy-pasted XML
handling code, while also making it so elements will get updated in
place instead of being thrown out and starting from scratch every time a
file is saved.
Now that tower, title, and horizontal/veritcal warp backgrounds all use
separate buffers, there's no longer any need to temporarily store
variables as a workaround for the buffers stepping on each other.
Instead of using the same tower buffer that gets used for towers, use a
separate buffer instead so there's no risk of stepping on the tower
buffer's toes at the wrong point in time.
This commit combined with the previous one fixes#369.
With the previous commit in place, we can now simply move some usages of
the previous towerbg to use a separate object instead. That way, we
don't have to mess with a monolithic state, or some better way to phrase
what I just said, and we instead have two separate objects that can
coexist side-by-side.
Previously, the tower background was controlled by a disparate set of
attributes on Graphics and mapclass, and wasn't really encapsulated. (If
that's what that word means, I don't particularly care about
object-oriented lingo.) But now, all relevant things that a tower
background has has been put into a TowerBG struct, so it will be easy to
make multiple copies without having to duplicate the code that handles
it.
Yet another set of temporary variables is on a global class when they
shouldn't be. These two are only used in tower background functions and
are never used anywhere else, so they're clearly temporaries.
For some reason, this `tl` is a `point`? But the only other time the
name `tl` is used elsewhere in the code is a float on a `textboxclass`.
Regardless, this is unused.
This function was only used in assigments to mapclass::towercol. But
that variable is unused, and has been removed, so after removing that
variable, this one is unused, too.
On the deltaframes of the tower background, there would be "pixel bleed"
if the tower background would be scrolling from the top. This is because
there wouldn't be any more pixels from above the screen to grab, because
the background rendering functions didn't draw any pixels above the
screen. But they couldn't draw any pixels above the screen, because that
was simply the end of the buffer. But now that the buffer is expanded,
we can now draw above the screen, and fix this glitchy interpolation
rendering.
In order to fix the weird title screen pixels at the top on deltaframes,
we'll need to have a bit more space at the top. Also to the left, in
case we need a background to scroll from the left in the future.
These commands now use the INBOUNDS_ARR() macro to convey intent, and to
make sure that if the size of the array changes in the future, that the
bounds check wouldn't end up being wrong. Also fixed some code style for
the flag() and ifcrewlost() commands.
Scripting crewmates apparently have a specific hardcoded rule in their
follow-player code that makes it so if they're in (10,5) and are to the
left of the line x=155, they will refuse to continue following the
player. This was clearly done to make it so Vitellary in the main game
wouldn't overlap the teleporter, and that was clearly done to make it so
it wouldn't look like he would go behind the teleporter, which would
look weird (I also noticed this in #513).
I stumbled across this code and thought that just like other weird
main-game code that shouldn't apply in custom levels (#136, #137, #144),
this should be fixed, too.
The window icon is simply another asset that can be customized by level
makers. And in fact, one of my levels changes the window icon. It's
simply named VVVVVV.png, but it doesn't sit in the graphics folder,
rather it sits in the root VVVVVV directory.
I noticed that this asset was missed when per-level assets loading was
added, so I decided to add it in.
There's a NULL check on screenbuffer because reloadresources() gets
called before screenbuffer's init() does.
The intent of #504 was to make it so oldxp/oldyp would never be messed
with for over-30-FPS stuff, but I forgot that I changed these
assignments in my over-30-FPS patch when I was doing #504. So these
assignments have been restored to the way they were in 2.2, and is
fixed now.
While my previous commit fixes the glitchy y-position when you get stuck
inside a conveyor, I noticed that getting inside a conveyor seems to
always push the player out, despite conveyors sharing the same code with
moving platforms, which has code to temporarily disable their own
collision when the player gets stuck inside them, so that the player
DOESN'T get pushed out.
Well, it turns out that the reason this happens is because conveyors in
a room that get placed during mapclass::loadlevel() get tile 1 placed
underneath them. This is mostly so moving platforms will collide with
them, because otherwise platforms don't collide with other platforms,
and a conveyor is considered a platform.
This means that a conveyor without any tiles behind it will simply get
the player stuck if they get inside it, and the player won't be pushed
out. This is bad, because conveyors don't move, so they'll be stuck
there forever until they press R (or save, quit, and load). This
situation doesn't come up in the main game, but it COULD come up in
custom levels that use the internal createentity() command to create
conveyors that don't have any tiles behind them.
It seems good to fix this as well, while we're at it fixing conveyor
physics, so I'm fixing this as well.
There is this issue with conveyors where if you collide with them, your
intended next y-position doesn't get updated to the position of the
conveyor, and then your y-position gets set to your intended next
y-position. This also applies to horizontally moving platforms.
This bug used to not produce any problems, if at all, until #502 got
merged. Since then, respawning from checkpoints that are on conveyors
would sometimes not update your y-position at all, making it possible to
get stuck inside a death loop that would require you to exit the game
and re-enter it.
But you can always reliably create this bug simply by going into the
editor and placing down a conveyor and checkpoint on top of each other.
Then enter and exit playtesting a bunch of times, and you'll notice the
glitchy y-position Viridian keeps taking on.
The root cause of this is how the game moves the player whenever they
stand on the top or bottom of a conveyor (or a horizontally moving
platform). The game sets their intended next x-position (newxp), then
calls obj.entitymapcollision() on them. This would be okay, except their
intended next y-position (newyp) doesn't get set along with their newxp,
so entitymapcollision() will use the wrong newyp, then find that there
is nothing that will collide with the player at that given newyp, then
update the yp of the player to the wrong newyp.
So, the platform logic simply doesn't set the player's newyp. Why does
the player have the wrong newyp? It's because moving platforms (and
conveyors) are updated first before all other entities are, and this
includes the code that checks the player for collisions with moving
platforms. That's right: the moving platform collision code gets ran
before the player properly gets updated. This means that the game will
use the newyp of the previous frame, which could be anything, really,
but it most likely just means the intended next y-position of the player
gets canceled, leaving the player with the same y-position they had
before.
Okay, but this bug only seems to happen when you put a checkpoint inside
a conveyor (or a moving platform that hasn't started moving yet) and
start playtesting from it, so why doesn't this bug happen more often,
then? Well, it's probably because of luck and coincidence. Most of the
time, if you're colliding with a conveyor or horizontally moving
platform, you probably have a correct newyp from the previous frame of
the game, so there'd be no problems. And before #502 got merged, this
previous frame would be provided by the player having to fall to the
surface due to the y-offset of their savepoint. However, if you make it
so that you immediately teleport on to a conveyor (because you died),
then this bug will rear its ugly head.
I got this warning during compilation because there were two nested for
loops both defining i. Better to have different names to make sure some
compilers won't overwrite the outer variable with the inner one.
I was investigating a desync in my Nova TAS, and it turns out that
the gravity line collision functions check for the `oldxp` and `oldyp`
of the player, i.e. their position on the previous frame, along with
their position on the current frame. So, if the player either collided
with the gravity line last frame or this frame, then the player collided
with the gravity line this frame.
Except, that's not actually true. It turns out that `oldxp` and `oldyp`
don't necessarily always correspond to the `xp` and `yp` of the player
on the previous frame. It turns out that your `oldyp` will be updated if
you stand on a vertically moving platform, before the gravity line
collision function gets ran. So, if you were colliding with a gravity
line on the previous frame, but you got moved out of there by a
vertically moving platform, then you just don't collide with the gravity
line at all.
However, this behavior changed in 2.3 after my over-30-FPS patch got
merged (#220). That patch took advantage of the existing `oldxp` and
`oldyp` entity attributes, and uses them to interpolate their positions
during rendering to make everything look real smooth.
Previously, `oldxp` and `oldyp` would both be updated in
`entityclass::updateentitylogic()`. However, I moved it in that patch to
update right before `gameinput()` in `main.cpp`.
As a result, `oldyp` no longer gets updated whenever the player stands
on a vertically moving platform. This ends up desyncing my TAS.
As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the
function responsible for moving the player whenever they stand on a
vertically moving platform) makes it so that my TAS syncs, but the
visuals are glitchy when standing on a vertically moving platform. And
as much as I'd like to get rid of gravity lines checking for whether
you've collided with them on the previous frame, doing that desyncs my
TAS, too.
In the end, it seems like I should just leave `oldxp` and `oldyp` alone,
and switch to using dedicated variables that are never used in the
physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and
replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS
patch added, with `lerpoldxp` and `lerpoldyp` instead.
After doing this, and applying #503 as well, my Nova TAS syncs after
some minor but acceptable fixes with Viridian's walkingframe.
This commit restores the evaluation order of moving platforms and conveyors to
be what it was in 2.2. The evaluation order changed in 2.3 after the patchset
to improve the handling of the `obj.entities` and `obj.blocks` vectors (#191).
By evaluation order, I'm talking about the order in which platforms and
conveyors will be evaluated (and thus will take priority) if Viridian stands
on both a conveyor or platform at once, and they either have different speeds
or are pointing in different directions. Nowhere in the main game is there a
place where you can stand on two different conveyors/platforms at once, so
this is solely within the territory of custom levels, which is my specialty.
So what caused this evaluation order to change? Well, every moving platform
and conveyor in the game is actually made up of two objects: an entity, and a
block. The entity is the part that moves around, and the block is the part
that actually has the collision.
But if the entity is the part that moves around, and entities and blocks are
in entirely separate vectors, how is the block part going to move along with
it? Well, maybe you'd guess some sort of unique ID system, but spend some time
digging around the code and you won't find any trace of any (there's no
attribute on an entity to store such an ID, for starters).
Instead, what the game does is actually remove all blocks that coincide with
the exact top-left corner of the entity, and then create a new one. Destroying
and creating blocks like this all the time is hugely wasteful, but hey, it
worked.
So why did the evaluation order change in 2.3? Well, to understand that,
you'll need to understand 2.2's `active` system. Instead of having an object
be real simply by virtue of it existing, 2.2 had this system where the object
was only real if it had its `active` attribute set to true. In other words,
you would be looking at a fake object that didn't actually exist if its
`active` attribute was false.
On the surface, this doesn't seem that bad. But this can lead to "holes" in a
given vector of objects. A hole is simply an inactive object neighbored by
active objects (or the inactive object could be the first one in the vector,
but then have an active object immediately following it).
If you have a vector of 3 objects, all of them active, then removing the
second one will result in the vector containing an active object, followed by
an inactive object, followed by an active one. However, since the switch to
more properly use vectors instead of relying on this `active` system, there's
no longer any way for holes to exist in a vector. Properly removing an object
from a vector will just shift the rest of the objects down, so if we remove
the second object after the vector fix, then this will simply move the third
object into the slot of where the second object used to be.
So, what happens if you destroy a block and then create a new one in the
`active` system? Let's say that your `obj.blocks` looks like this, and here
I'm denoting each block by writing out its coordinates:
[30,60] [70,90] [80,100]
and that you want to update the position of the second one, because the entity
that that blocks belongs to has been updated. Okay, so, you delete that block,
which then makes things look like this:
[30,60] [-] [80,100]
and then afterwards, you create a new block with the updated position,
resulting in this:
[30,60] [74,90] [80,100]
Since `entityclass::createblock()` will find the first block slot that has a
false `active` attribute, it puts the new object in the same slot as the old
one. What has been essentially done here is that the slot of the block has
basically been reserved for the new block with the new position. Here, the
evaluation order of each block will stay the same.
But then 2.3 comes along and changes things up. So we start with an
`obj.blocks` like this again:
[30,60] [70,90] [80,100]
and we want to update the second block, like before. So we remove the second
block, resulting in this:
[30,60] [80,100]
It should be obvious that unlike before, where the third block stayed in the
third slot, the third block has now been moved to the second slot. But
continuing on; we are now going to create the new block with its updated
position, resulting in this:
[30,60] [80,100] [70,90]
At this point, we can see that the evaluation order of these blocks has been
changed due to the fact that the third block has now been moved to the slot
that was previously the slot of the second block.
So what can we do about this? Well, we can basically emulate what VVVVVV did
in 2.2, which is disable a block without actually removing it - except I'm not
going to reintroduce an `active` attribute or anything. I'll disable the
collision of all blocks at a certain position by setting their widths and
heights to 0, and then re-enable them later by finding the first block at that
same position, updating its position, and re-assigning its width and height
again.
The former is what `entityclass::nocollisionat()` does; the latter is what
`entityclass::moveblockto()` does. The former mimicks turning off the `active`
attribute of all blocks sharing a certain top-left corner; the latter mimicks
creating a new block - and it will only do this for one block, because
`entityclass::createblock()` in 2.2 only looked for the first block with a
false `active` attribute.
Now, some quirks relied on the previous behavior of destroying and creating
blocks, but all of these quirks have been preserved with the way I implemented
this fix.
The first quirk is that platforms passing through 0,0 will destroy all spike
hitboxes, script boxes, activity zones, and one-way hitboxes in the room. The
hitboxes of moving platforms, disappearing platforms, 1x1 quicksand, and
conveyors will not be affected.
This is a consequence of the fact that the former group uses the `x` and `y`
of their `rect`, while the latter group uses the `xp` and `yp` attributes. So
the `xp` and `yp` of the former are both 0. Meaning, a platform passing
through 0,0 destroys them all.
Having these separate coordinates seems like an artifact from the Flash days.
(And furthermore, there's an unused `x` and `y` attribute on all blocks,
making for technically three separate sets of coordinates! This should
probably be cleaned up, except for what I'm about to say...) But actually, if
you merge both sets of coordinates into one, this lets moving platforms
destroy script boxes and activity zones if it passes through the top-left
corner of them, which is probably far worse than the destruction being
localized to a specific coordinate that would never likely be reached
normally.
This quirk is preserved just fine without any special-casing, because instead
of destroying all blocks at 0,0, they just get disabled, which does the same
job. This quirk seems trivial to fix if I made it so that the position of a
platform's block was updated instantaneously instead of having one step to
disable it and another step to re-enable it, but I aim to preserve as much
quirks as possible.
The second quirk is that a moving platform passing through the top-left corner
of a disappearing platform or 1x1 quicksand will destroy the block of that
disappearing platform. This is because, again, when a moving platform updates,
it destroys all blocks at its previous position, not just only one block. This
is automatically preserved because this commit just disables the block of the
disappearing platform instead of removing it. Just like the last one, this
quirk seems extremely trivial to fix, and this time by simply making it so
`entityclass::nocollisionat()` would have a `break` statement, i.e. only
disabling the first block it finds instead of all blocks it finds, but I want
to keep all quirks that are possible to keep.
The last quirk is that, apparently, in order to prevent pushing the player
vertically out of a moving platform if they get inside of one, the game
destroys the block of the moving platform. If I had missed this edge case,
then the block would've been destroyed, leaving the moving platform with no
collision. But I caught it in my testing, so the block gets disabled instead
of destroyed. Also, it seems obtuse for those who don't understand why a
platform's block gets destroyed or disabled whenever the player collides with
it in `entityclass::collisioncheck()`, so I've put up a comment documenting it
as well.
The different platform evaluation order desyncs my Nova TAS, but after
applying this patchset and #504, my TAS syncs fine (save for the different
walkingframe from starting immediately on the ground instead of in the air
(#502), but that's minor and can be easily fixed).
I've attached a test level to the pull request for this commit (#503) to
demonstrate that this patchset not only fixes platform evaluation order, but
preserves some bugs and quirks with the existing block system.
The first room demonstrates the fixed platform evaluation order, by stepping
on the conveyors that both point into each other. In 2.2, Viridian will move
to the right of the background pillar, but in 2.3, Viridian will move to the
left of the pillar. However, after applying this patch, Viridian will now move
to the right of the pillar once again.
The second room demonstrates that the platform-passing-through-0,0 trick still
works (as explained above).
The last room demonstrates that platforms passing through the top-left corners
of disappearing platforms or 1x1 quicksand will remove the blocks of those
entities, causing Viridian to immediately pass through them. This trick is
still preserved after my patchset is applied.
Previously, setting the actual volume of the music was all over the
place. Which isn't bad, but when I added being able to press N to mute
the music specifically, I should've made it so that there would be a
volume variable somewhere that the game looks at if the music is
unmuted, and otherwise sets the actual volume to 0 if the game is muted.
This resulted in things like #400 and #505 and having to add a bunch of
special-cased checks like game.musicmuted and game.completestop. But
instead of adding a bunch of special-case code, just make it so there's
a central place where Mix_VolumeMusic() actually gets called, and if
some piece of code wants to set the music volume, they can set
music.musicVolume. But the music handling logic in main.cpp gets the
final say on whether to listen to music.musicVolume, or to mute the game
entirely.
This is how the music handling code should have been from the start
(when pressing N to mute the music was added).
Fixes#505.
The value of the macro might not change in the future, but it's there
for a reason. That reason being to improve code readability, because
otherwise 128 would just be a magic number that plopped in out of
nowhere. Sometimes the game uses MIX_MAX_VOLUME, other times it uses
128, so to be consistent I'm just going to enforce MIX_MAX_VOLUME
entirely.
This reverts commit cf5ad166e3.
My implementation will make it so single-case patches like this commit
won't be necessary anymore (there's no need to add a special-case check
for game.musicmuted, the way that I'm gonna do it). In fact, it's better
if I just revert the commit entirely.
It seems like the start point of a custom level and all checkpoints in
the game end up putting your spawn point one pixel away from the surface
it touches, which seems like an oversight. I'm going to enforce some
consistency here and make it so that all spawn points, whenever you
start from a start point or a checkpoint, will always be correctly
positioned flush with the surface they're standing on, and not one pixel
more or less than that.
An exotic checkpoint is a checkpoint with a sprite that is neither the
flipped checkpoint nor unflipped checkpoint. More specifically, it's a
checkpoint whose edentity p1 attribute is something other than 0 or 1.
Normally, whenever you touch an exotic checkpoint in-game, your
savepoint's y-position and gravitycontrol don't get touched. However, in
the editor, spawning from an exotic checkpoint means that your
gravitycontrol gets set to a value that is neither 0 nor 1. In this
invalid gravitycontrol state, Viridian is treated like they're flipped,
but they cannot unflip.
This is an inconsistency between the editor and in-game, so I'm fixing
it. Now, spawning from an exotic checkpoint in the editor will just set
your gravitycontrol to 0, i.e. unflipped.
So, 77a636509b fixed the fact that you
only got 1 frame of onground/onroof when standing on a vertical moving
platform, but removing those lines entirely means that it takes 1 frame
before the onground/onroof of 2 actually takes effect. This desyncs my
Nova TAS, so it seems important to fix.
The onroof/onground attributes are used to determine if the player is
standing on a surface and is eligible to flip. Most notably, it is an
integer and not a boolean, and it starts at 2, giving the player 2
frames to edge-flip, i.e. they can still flip 2 frames after walking off
an edge.
However, these attributes are unnecessarily reassigned in
movingplatformfix() (which is the function that deals exclusively with
vertically-moving platforms; horizontal moving platforms get their own
hormovingplatformfix()). Whoever wrote this misunderstood what
onroof/onground meant; they thought that they were booleans, and so set
them to true, instead of the proper value of 2. This ends up setting
onroof/onground to 1 instead of 2, causing a discrepancy with vertical
moving platforms and the rest of the surfaces in the game.
The bigger mistake here is duplicating code that never needed to be
duplicated. The onroof/onground assignment in gamelogic() works
perfectly fine for vertical moving platforms. Indeed, after testing it
with libTAS, I can confirm that removing the duplicate assignments
restores being able to edge-flip off of moving platforms with 2 frames
of leeway, instead of only 1 frame. It also doesn't change how long it
takes for the onroof/onground to get set when the player is recognized
as standing on a vertically-moving platform, either.
And so, it's better to not duplicate this code, because when you
duplicate it you run the risk of making a mistake, as I just
demonstrated.
By "unnecessary qualifiers to self", I mean something like using the
'game.' qualifier for a variable on the Game class when you're inside a
function on the Game class itself. This patch is to enforce consistency
as most of the code doesn't have these unnecessary qualifiers.
To prevent further unnecessary qualifiers to self, I made it so the
extern in each header file can be omitted by using a define. That way,
if someone writes something referring to 'game.' on a Game function,
there will be a compile error.
However, if you really need to have a reference to the global name, and
you're within the same .cpp file as the implementation of that object,
you can just do the extern at the function-level. A good example of this
is editorinput()/editorrender()/editorlogic() in editor.cpp. In my
opinion, they should probably be split off into their own separate file
because editor.cpp is getting way too big, but this will do for now.
This is a refactor that simply moves all temporary variables off of
entityclass, and makes it so they are no longer global variables. This
makes the resulting code easier to understand as it is less entangled
with global state.
These attributes were:
- colpoint1
- colpoint2
- tempx
- tempy
- tempw
- temph
- temp
- temp2
- tpx1
- tpy1
- tpx2
- tpy2
- temprect
- temprect2
- x (actually unused)
- dx
- dy
- dr
- px
- py
- linetemp
- activetrigger
- skipblocks
- skipdirblocks
Most of these attributes were assigned before any of the times they were
used, so it's easy to prove that ungloballing them won't change any
behaviors. However, dx, dy, dr, and skipblocks are a bit more tricky to
analyze. They relate to blocks, with dx, dy, and dr more specifically
relating to one-way tiles. So after some testing with the quirks of
one-way tiles, it seems that the jankiness of one-way tiles haven't
changed at all, either.
Unfortunately, the attribute k is clearly used without being assigned
beforehand, so I can't move it off of entityclass. It's the same story
with the attribute k that Graphics has, too.
This prevents users from being confused whenever they type a pipe in the
script editor, then save the level and load it again and see their
script lines unexpectedly splitting in two. Now if you attempt to type a
pipe, it simply won't happen at all.
Fixes#379.
It's possible that SDL_atoi() could call the libc atoi(), and if a
string is provided that's too large to fit into an integer, then that
would result in undefined behavior. To avoid this, use SDL_strtol()
instead.
Instead of copying to a temporary string, just use SDL_strncmp(). Also,
I checked the blame, and apparently I committed the line that used
strcmp() instead of SDL_strcmp(), for whatever reason. But that's fixed
now.
For some reason, the variable `k` is on entityclass and gets mutated in
createentity() and createblock(). Then updateentities() uses it without
checking if it's valid, because either `k` or the size of `entities`
could have changed in the meantime. To fix any potential undefined
behavior, these bounds checks should be added.
This fixes a bug where font_positions wouldn't get cleared after exiting
a custom level that had a font.txt if it didn't exist in the default
graphics, leading to messed-up-looking font rendering.
This bug was originally discovered by Ally.
You're intended to rescue Violet first, and not second, third, or
fourth, and especially not last.
If you rescue her second, third, or fourth, your crewmate progress will
be reset, but you won't be able to re-rescue them again. This is because
Vitellary, Verdigris, Victoria, and Vermilion will be temporarily marked
as rescued during the `bigopenworld` cutscene, so duplicate versions of
them don't spawn during the cutscene, and then will be marked as missing
later to undo it.
This first issue can be trivially fixed by simply toggling flags to
prevent duplicates of them from spawning during the cutscene instead of
fiddling with their rescue statuses.
However, there is still another issue. If you rescue Violet last, then
you won't be warped to the Final Level, meaning you can't properly
complete the game. This can be fixed by adding a `crewrescued() == 6`
check to the Space Station 1 Level Complete cutscene. There is
additionally a temporary unrescuing of Violet so she doesn't get
duplicated during the `bigopenworld` cutscene, and I've had to move that
to the start of the `bigopenworld` and `bigopenworldskip` scripts,
otherwise the `crewrescued() == 6` check won't work properly.
I haven't added hooks for Intermission 1 or 2 because you're not really
meant to play the intermissions with Violet (but you probably could
anyway, there'd just be no dialogue).
Oh, and the pre-Final Level cutscene expects the player to already be
hidden before it starts playing, but if you rescue Violet last the
player is still visible, so I've fixed that. But there still ends up
being two Violets, so I'll probably replace it with a special cutscene
later that's not so nonsensical.
I have no idea why neither conveyors and moving and disappearing
platforms rendered in the editor or in-game use
Graphics::drawentcolours(), but this needs to be bounds-checked just as
I did for the in-game rendering function.
The entity getters I'm referring to are entityclass::getscm(),
entityclass::getlineat(), entityclass::getcrewman(), and
entityclass::getcustomcrewman().
Even though the player should always exist, and the player should always
be indice 0, I wouldn't want to make that assumption. I've been wrong
before.
Also, these functions returning 0 lull you into a false sense of
security. If you assume that commands using these functions are fine,
you'll forget about the fact that `i` in those commands could be
potentially anything, given an invalid argument. In fact, it's possible
to index createactivityzone(), flipgravity(), and customposition()
out-of-bounds by setting `i` to anything! Well, WAS possible. I fixed it
so now they can't.
Furthermore, in the game.scmmoveme block in gamelogic(), obj.getplayer()
wasn't even checked, even though it's been checked in all other places.
I only caught it just now because I wanted to bounds-check all usages of
obj.getscm(), too, and that game.scmmove block also used obj.getscm()
without bounds-checking it as well.
When this is done, there is potential for a mistake to occur when
writing out the bounds check, which is eliminated when using the macro
instead. Luckily, this doesn't seem to have happened, but what's even
worse is I hardcoded 400 instead of using SDL_arraysize(ed.level), so if
the size of ed.level the bounds checks would all be wrong, which
wouldn't be good. But that's fixed now, too.
This is because if they are manually written out, they are more likely
to contain mistakes.
In fact, after further review, there are several functions with
incorrect manually-written bounds checks:
* entityclass::entitycollide()
* entityclass::removeentity()
* entityclass::removeblock()
* entityclass::copylinecross()
* entityclass::revertlinecross()
All of those functions forgot to do 'greater than or equal to' instead
of 'greater than' when comparing against the size of the vector. So they
were erroneous. But they are now fixed.
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
For some reason it called obj.getplayer() and did nothing with the
result. Weird. But it does say "Test script for space station" above.
Removing this fixes an 'unused variable' warning.
With the scope of these variables reduced, it makes analyzing this
function easier, as you can now clearly see all temporary variables are
actually initialized before they're used.
Since there's an INBOUNDS_ARR() macro, it's much better to specify the
macro for the vector is a macro for the vector, to avoid confusion.
All usages of this macro have been renamed accordingly.
Stuck prevention (pushing the player/supercrewmate out if they are
inside a wall) has been factored out into its own function, so it's no
longer copy-pasted but slightly tweaked just for the supercrewmate.
Instead of having two separate functions to move entities along vertical
moving platforms, one for the player and one for the supercrewmate, they
have been consolidated into one function.
In-level, they were made to be gray in #323. The editor does not reflect this however; they're still shown as
green. For the same reasons in #323, this adds special cases to draw the entities as gray.
Closes#372.
Also, I changed my name in contributors.txt to be my username as I didn't feel comfortable with it being my name.
Co-authored-by: Misa <ness.of.onett.earthbound@gmail.com>
The game has four different functions for the same XML schema:
Game::loadtele(), Game::savetele(), Game::loadquick(), and
Game::savequick(). This essentially means one XML schema has been
copy-pasted three different times.
I can at least trim that number down to being copy-pasted only one time
by de-duplicating the reading and writing part. So both Game::loadtele()
and Game::loadquick() now use Game::readmaingamesave(), and
Game::savetele() and Game::savequick() now use
Game::writemaingamesave().
This will make it take less work to add XML forwards compatibility
(#373).
Due to #464, standing inside a gravity line during a gotoroom that
occurs every frame will end up with the gravity line being gray instead
of being white. To temporarily fix this (until #464 is properly fixed),
I decided to add some kludge that colors it white if its onentity is 1.
I tested this patch with gravity lines in both constant-gotoroom and
normal environments, and it seems to be fine for both.
In 2.0, 2.1, and 2.2, calling flipgravity() on an entity that wasn't
rule 6 would change it to rule 7. In 2.3 currently, doing this will only
change it to rule 7 if it's already rule 6, starting with the
introduction of the change where if an entity was rule 7 it would be
changed to rule 6.
The crewmate conversion trick has been restored, but converting an
entity to a crewmate will change its rule to 6, not 7 like in pre-2.3.
If you want it to be changed to rule 7 instead of 6, you'd have to call
flipgravity() twice in 2.3 and only once in pre-2.3, which would make
maintaining compatibility between versions a bit harder.
So to fix this, I'm inverting it so that if you call flipgravity() on an
entity that isn't rule 7, it will be converted to rule 7, and only if
it's rule 7 will it be converted to rule 6.
This is a followup to b7cf6855b0 and
10ed0058fd.
In 2.2, if you had a duplicate player entity, there'd be no way to get
rid of it. Except for the recently-discovered Arbitrary Entity
Manipulation glitch, where you set `i` to the indice of the entity and
call flipgravity() on it, turning its rule to 7 and making it no longer
a player entity.
However, I patched this useful mechanic out when I made it so that you'd
no longer be able to convert entities with rule 0 to rule 6
(10ed0058fd, upheld in
b7cf6855b0), because doing so would mean
being able to softlock the game by not having any player entity.
So, in this patch, I'm making it so that you CAN convert duplicate
player entities to crewmates (and thus basically destroy them), but you
can't do that to the TRUE player entity (i.e. the first entity indice
that has rule 0, which is basically always indice 0).
This patch fixes a regression caused by commit
6b1a7ebce6.
When you spawn a crewmate with an invalid color, by doing something like
`createentity(100,100,18,-1,0)` (here the color is -1, which is
invalid), a white crewmate with the color of solid white (255, 255, 255)
would appear.
That is, until AllyTally came along and committed commit
6b1a7ebce6 (Make "[Press ENTER to
return to editor]" fade out after a bit) (PR #158). Then after that
commit, it would seem like the crewmate didn't appear, but in reality
they were just invisible, because they had an invisible color.
As part of Ally's changes, to properly support drawing text with a
certain amount of alpha, she made BlitSurfaceColoured() account for the
alpha of the color given instead of only caring about the RGB of the
color, discarding the alpha, and using the alpha of the surface it was
drawing instead. This effectively made it so the alpha of whatever it
was drawing would be 255 all the time, except for if you had custom
textures and your custom textures had translucent pixels.
However, the default color set by Graphics::setcol() if you didn't
provide a valid color index was 0xFFFFFF. Which is only (255, 255, 255)
but ends up having an alpha value of 0 (because it's actually
0x00FFFFFF). And all colors drawn with alpha 0 end up being drawn with
alpha 0 after 6b1a7ebce6. So
invalid-colored entities will end up being invisible.
To fix this, I just decided to add alpha to the default value instead.
In addition, I used getRGB() to be consistent with all the other colors
in the function.
This is a regression from 25779606b4
(PR #74).
On the one hand, I should've thought this through carefully when
implementing the fix for the lower-score overwrite bug. On the other
hand, flibit didn't seem to notice either. And on the third hand, no one
else seems to have noticed, when they have had over 8 months to do so.
Not even the person who originally reported the lower-score overwrite
bug and also reported other bugs I hadn't noticed (e.g. the "You have
rescued a crewmate!" in Flip Mode) noticed this bug, which I believe was
weee50. But to be fair, he does seem to be less active nowadays.
On the fourth hand, I only realized the cause of the duplicate bug after
stepping through it in GDB, instead of just looking at it and going "hey
wait a minute" earlier. I'm surprised it didn't take me longer to
realize the problem.
I'm not sure what all these hands mean anymore, or where I'm getting
extra hands from. Whatever. This regression is fixed now.
So, I was staring at VVVVVV code one day, as I usually do, and I noticed
that warp lines had this curious code in entityclass::updateentities()
that set their statedelay to 2, and I thought, hm, maybe the pre-2.1
warp line bypass is caused by this statedelay. And, it doesn't seem like
this is the primary code used to detect if the player collides with warp
lines, the actual code is commented with "Rewritten system for mobile
update" and bolted-on in gamelogic() instead of properly being in
entityclass::entitycollisioncheck().
So, after getting tripped up on the misleading indentation of that
"Rewritten system" block, I removed the rewritten system, re-added
collision detection for rule 7 (horizontal warp lines), and after
checking the resulting behavior, it appears to be nearly identical to
that of warp lines in 2.0.
You see, if you use warp lines to flip up from the top of the screen
onto the bottom of the screen, close to the edge of the bottom of the
screen, Viridian's head will display on the top of the screen in 2.0. In
2.1 and later, this doesn't happen, confirming that my theory is
correct. I also performed warp line bypass multiple times in 2.0 and
with my restored code, and it is pretty much the exact same behavior.
So now, the pre-2.1 warp line bypass glitch has been re-enabled in
glitchrunner mode.
This misleading indentation makes it really easy to misanalyze this
block as only containing the statements up to obj.customwarplinecheck(),
when in reality it contains everything up to the modifying of
map.warpx/map.warpy. I have made this misanalysis just now in my attempt
to figure out the pre-2.1 warp line bypass glitch, and I don't like it.
So I'm fixing this indentation now.
So there's this trick that I recently discovered, since many script
commands don't initialize `i` it's possible to use them to manipulate
arbitrary entities by specifying their indice.
This means in 2.2 you can convert entities to pseudo-crewmates by
changing their rule to 6. Except in 2.3, this was fixed when I fixed the
command to work on flipped crewmates as well. So I'm restoring this
functionality, but I recognize the protection that my previous change to
the command did in preventing levels from destroying the player entity
by changing the player's rule to something nonzero, so instead of
removing the if-conditional entirely, I'm making it so that it will only
set the rule if the entity's rule isn't 0.
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.
Ved has this useful feature where instead of having to manually travel
to a room whose coordinates you know, you can just press G and type in
coordinates to go there.
VCE added this, but I changed the text to be "x,y" instead of "(x,y)"
because otherwise it could confuse someone into thinking they need to
type parentheses when in reality they don't need to and typing them will
just make it not work.
Also I made sure to add an error message if the user types in an invalid
format. Failing silently would just confuse people, and maybe they'll
start thinking the feature doesn't work or something like that. VCE
doesn't have this helpful error message.
Lastly, VCE has a bug where if you use the shortcut to go from one
horizontally/vertically warping room to another, the background of the
previous room will still be there and scroll off with the background of
the room you went to, instead of just having the new background only.
This is because they forgot a 'graphics.backgrounddrawn = false;'. But
don't worry, *I* didn't forget about it.
This is basically FIQ's patch from VCE, except he never upstreamed it
because he said something along the lines of it seeming to not fit the
purpose of upstream.
But anyway, it basically just de-duplicates all the text input and text
finishing handling code and cuts down on the large amount of copy-paste
in the editor functions. It makes things way more maintainable.
Interesting note, it seems like FIQ had the intent to refactor the text
input in editor settings (i.e. the level metadata details), but never
got around to it in VCE. Maybe we'll finish that job for him later.
The problem we're running into is entirely contained in the Screen - we need to
either decouple graphics context init from Screen::init or we need to take out
the screenbuffer interaction from loadstats (which I'm more in favor of since we
can just pull the config values and pass them to Screen::init later).
Allowing users to reverse cycle tilesets/tilecols/enemies prevents them
from having to press the hotkey a zillion times in order to get to the
one they want if the one they want just happens to be behind the current
one they're on.
This tilecol conveniently lets players use one of the unpatterned Space
Station tilesets you see on the left side of tiles.png but never get to
use without Direct Mode.
It does have a few weird quirks, but it should be safe to use.
Previously, it was:
if (ed.settingsmod)
{
(Settings menu controls)
...
}
else
{
(Literally everything else
Also a bunch of copy-pasted ed.keydelay checks)
...
}
Now it is:
if (ed.settingsmod)
{
(Settings menu controls)
...
}
else if (ed.keydelay > 0)
{
ed.keydelay--;
}
else if (key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
{
// Ctrl modifiers
...
}
else if (key.keymap[SDLK_LSHIFT] || key.keymap[SDLK_RSHIFT])
{
// Shift modifiers
...
}
else
{
// No modifiers
ed.shiftkey = false;
...
}
It might not counteract how completely huge this code is, but it's at
least organized better.
Also, I had to change the map resize logic around slightly, else it'll
get triggered any time you do a shift modifier keypress.
Their drawframe needs to be incremented by 2 instead of 1, because
they're double-sized.
Animation type 3 is used by the cloud emitter in The Solution is
Dilution, animation type 6 is used by the radar dish in Comms Relay.
Animation type 4 is used by the maverick bus in B-B-B-Busted, but it's
not noticeable since it spawns offscreen. This bug would cause all of
those entities to appear incorrectly for the deltaframes between the
tick the room got loaded and the next tick after that.
This is noticeable in flibit's tweet showing off my over-30-FPS patch:
https://twitter.com/flibitijibibo/status/1273983014930993153
Now that you have a mini menu in MAPMODE, it's a bit annoying to have to
deal with the slowed-down timestep when pressing left/right/ACTION
inside it. Especially since going to an options menu restores the
timestep back to normal (because it's in TITLEMODE). Also removed it
from TELEPORTERMODE for consistency.
That way, they don't show up as "?: something else" and their proper
names are shown.
I didn't update the song numbers to include the newly-allowed songs
because otherwise it'd no longer correlate with what song numbers you
use for the music() simplified command.
This is basically just bolting on the "frames" part of a time trial
score. There's not enough space to properly show it on the time trial
select screen, maybe we can figure something out later. But I at least
want to implement the functionality now.
This doesn't make the editor completely accessible on controller, but
it's a good start at least. VCE already let you move between rooms with
the D-Pad, though.
These functions will only complain once if they receive an out-of-bounds
tile. And it's only once because these functions are called frequently
in rendering code.
A macro WHINE_ONCE() has been added in order to not duplicate code.
Disabling the one-way recolor if assets are mounted is needed to make
existing levels not look bad, but what about levels that want to use the
recolor anyway?
The best solution here is to just introduce another bool into the XML,
and make the re-color opt-in and only present if assets are mounted if
that tag is present.
Some levels (like Unshackled) have decided to manually re-color the
one-way tiles on their own, and us overriding their re-color is not
something they would want. This does mean custom levels with custom
assets don't get to take advantage of the re-color, but it's the exact
same behavior as before, so it shouldn't really matter that much.
I would've liked to specifically detect if a custom tiles.png or
tiles2.png was in play, rather than simply disabling it if any asset was
mounted, but it seems that detecting if a specific file was mounted from
a specific zip isn't really PHYSFS's strong suit.
One-ways have always had this problem where they're always yellow. That
means unless you specifically use yellow, it'll never match the tileset.
The best way to fix this without requiring new graphics or changing
existing ones is to simply re-tint the one-way with the given color of
the room. That way, the black part of the tile is still black, but the
yellow is now some other color.
Ved has this useful feature where you can "lock" a gravity line or warp
line in place, meaning it'll no longer extend its length until it
touches a tile. A line is locked if the p4 of the edentity is 1.
VVVVVV doesn't support this, but now it does. The horrifying thing is
that it stretches the lines out *while rendering the line*, so it looks
like logic and rendering aren't that separate after all (although, I
already learned that when I did my over-30-FPS patch).
This change was half-backported from the localization branch, except I
just came up with "scaling mode" as a better term than the more generic
"graphics mode". It doesn't make sense to still have the option be
called "toggle letterbox" because a third option (integer mode) was
added at some point.
The options for fullscreen and scaling mode were at the top, then there
were various other graphical options, and then the option to resize to
the nearest window size that is of an integer multiple was all the way
below that. Now that last option is moved to be right below the other
options related to window sizing.
VVVVVV's menus are kind of packed to the brim, so I thought it was time
to recategorize the menus a little bit. There's now a new "advanced
options" menu which holds the following options which were moved out of
graphic options, game options and especially accessibility options:
- toggle mouse
- unfocus pause
- fake load screen
- room name background
- glitchrunner mode
I also made the positioning of the titles and descriptions more
consistent, and made some options which were moved to the new menu not
so abbreviated ("load screen" and "room name bg")
For whatever reason, not all arguments of createentity() are exposed in
the command.
We have to keep in mind that (1) unspecified arguments default to 0
(instead of the 320 and 240 for argument 8 and 9 that createentity()
usually defaults to), and that (2) arguments persist across commands.
(Why not get rid of argument persistence, you say? Unfortunately, some
levels rely on argument persistence to call gotoposition() without
specifying the third argument, even though you're supposed to specify
all three arguments.)
To add these arguments without breaking levels, I re-added the
createentity() defaults of 320 and 240 for args 8 and 9, and then I
reset the new arguments afterwards when I'm done. Technically this could
be bad if other commands used those higher arguments, but none of them
really do. (Except createcrewman(), but it only sets argument 6 to 0
sometimes anyway, but argument 6 is already supposed to default to 0.)
The game for some reason had this thing where it would not draw the
diagonal background tiles if you had animated backgrounds turned off.
Which is weird, because spikes with that background are still drawn as
spikes with that background. And also, it doesn't do this for any of the
tower hallway rooms, which is inconsistent.
Better to simplify the logic in Render.cpp anyways by removing
graphics.drawtower_nobackground() and making it really clear what
exactly we'll do if backgrounds are turned off. ("Aren't we already not
drawing the background? What's this _nobackground() function for?")
Flip Mode will now be in the game options menu if either:
(1) You're playing the M&P version.
(2) You have it unlocked and you came here from the in-game pause
screen.
This is because if you're playing M&P, you'd have to close the game,
edit unlock.vvv, and re-launch the game to toggle Flip Mode, since
there's no other way to do so. And if you're playing the full version,
you'd have to save and exit your session in order to toggle Flip Mode.
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).
I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
The Alt+Enter Glitch is a funny glitch where if you press any toggle
fullscreen keybind during a cutscene, Viridian will stop moving (if
they're being moved by a walk()) and ACTION will start being held down
for them. Meaning in most cases you can interrupt a walk and flip at the
same time.
This can obviously break cutscenes if a casual just wants to toggle
fullscreen, so I'm fixing it. But it will be unfixed in glitchrunner
mode in case you want to glitch out custom levels (I know I do).
More information on the Alt+Enter Glitch is available here:
https://gitgud.io/infoteddy/vvvvvv-knowledge/blob/master/bugs/bugs.md#the-altenter-glitch
(The page is a bit outdated, some bugs have been fixed in 2.3 already.)
It's sometimes unwanted by people, and it's unwanted enough that there
exist instructions to hexedit the binary to remove it (
https://distractionware.com/forum/index.php?topic=3247.0 ).
Fun fact, the unfocus pause didn't exist in 2.0.
There were a few problems with the old way of doing things:
(1) Level stats were an ad-hoc object. Basically, it's an object whose
attributes are stored in separate arrays, instead of being an actual
object with its attributes stored in one array.
(2) Level filenames with pipes in them could cause trouble. This is
because the filename attribute array was stored in the XML by being
separated by pipes.
(3) There was an arbitrary limit of only having 200 level stats, for
whatever reason.
To remedy this issue, I've made a new struct named CustomLevelStat that
is a proper object. The separate attribute arrays have been replaced
with a proper vector, which also doesn't have a size limit.
For compatibility with versions 2.2 and below, I've kept being able to
read the old format. This only happens if the new format doesn't exist.
However, I also WRITE the old format as well, in case you want to go
back to version 2.2 or below for whatever reason. It's slightly
wasteful to have both, but that way there's no risk of breaking
compatibility.
Centiseconds won't be saved to any save file or anything. This is just
to make speedrunning a bit more competitive, being able to know the
precise time of a time trial or full game run.
The time trial par time on the result screen always has ".99" after it.
This is basically due to the game comparing the number of seconds to the
par number of seconds using less-than-or-equal-to instead of simply
less-than.
The only reason why gray Warp Zone entities were green originally was
because there is a giant concatenated list of tileset+tilecol
combinations, and by using tileset 3 tilecol 6 you're using the entry
of tileset 4 tilecol 0, which is the green Ship tileset.
So without interfering with the green Ship tileset's entry, I've decided
that the best thing to do is to just add special cases. The enemy color
was easy enough to fix. The platform color was also easy to fix.
However, there exist no existing textures for gray conveyors, so at that
point I decided to just tint the existing green one gray, and then I did
the same for platforms.
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.
Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.
That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.
So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.
And with all that work, the two-frame (now three-frame) delay is fixed.
It's annoying for casuals to have to close the game if they manage to
get themselves to turn into VVVVVV-Man, but it's amusing enough to
glitchrunners that they mess about with VVVVVV-Man in the main game,
clipping through walls everywhere (well, they call it Big Viridian, but
still).
Ironically enough, resetting more variables in script.hardreset() makes
the glitchy fadeout system even more glitchy. Resetting map.towermode,
for example, makes it so that if you're in towers when you quit to the
menu, script.hardreset() makes it so that the game thinks you're no
longer inbounds (because it no longer thinks you're in a tower and thus
considers coordinates in the space of 40x30 tiles to be inbounds instead
of 40x700 or 40x100 tiles to be inbounds), calls map.gotoroom(), which
resets the gamestate to 0. So if we're using the old system, it's better
to reset only as much as needed.
And furthermore, we shouldn't be relying on script.hardreset() to
initialize variables for us. That should be done at the class
constructor level. So I've gone ahead and initialized the variables in
class constructors, too.
This was fixed in 2.3 because one of the side effects of this janky
system was being able to accidentally immediately quit to the title if
the screen was black during a cutscene, which is something very likely
to happen to casual players.
Anyway, credits warp uses this gamestate-based system because it
utilizes quitting to the title screen doing gamestate 80. From there,
you increment the gamestate to gamestate 94 to use the Space Station 2
expo script.
This is the second part of what is necessary for credits warp to work.
The speedrunners call this "text storage". You need to get the
advancetext prompt up without a text box in order to be able to
increment the gamestate without bound. In 2.0, script.hardreset() reset
the text boxes, but not the prompt.
This is the first part of what is necessary for credits warp to work.
If the "- Press ACTION to advance text -" prompt is up, and you manage
to keep it up, then you can indefinitely increment the gamestate by
pressing ACTION.
This is first used in credits warp to teleport to the start of Space
Station 2 (by utilizing the Eurogame expo script, triggered by a
gamestate), and then again later by using a teleporter that has a high
gamestate number to increment to the [C[C[C[C[Captain!] cutscene.
Glitchrunner mode is intended to re-enable glitches that existed in
older versions of VVVVVV. These glitches were removed because they could
legitimately affect a casual player's experience. Glitches like various
R-pressing screwery, Space Station 1 skip, telejumping, Gravitron
out-of-bounds, etc. will not be patched.
It should've checked the final spacing and not the intermediate maximum
value. I had changed some things around, and now the minimum spacing
was 5 instead of 0 by mistake.
All menus had a hardcoded X position (offset to an arbitrary starting
point of 110) and a hardcoded horizontal spacing for the "staircasing"
(mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or
something else). Not all menus were centered, and seem to have been
manually made narrower (with lower horizontal spacing) whenever text
ran offscreen during development.
This system may already be hard to work with in an English-only menu
system, since you may need to adjust horizontal spacing or positioning
when adding an option. The main reason I made this change is that it's
even less optimal when menu options have to be translated, since
maximum string lengths are hard to determine, and it's easy to have
menu options running offscreen, especially when not all menus are
checked for all languages and when options could be added in the middle
of a menu after translations of that menu are already checked.
Now, menus are automatically centered based on their options, and they
are automatically made narrower if they won't fit with the default
horizontal spacing of 30 pixels (with some padding). The game.menuxoff
variable for the menu X position is now also offset to 0 instead of 110
The _default_ horizontal spacing can be changed on a per-menu basis,
and most menus (not all) which already had a narrower spacing set,
retain that as a maximum spacing, simply because they looked odd with
30 pixels of spacing (especially the main menu). They will be made even
narrower automatically if needed. In the most extreme case, the spacing
can go down to 0 and options will be displayed right below each other.
This isn't in the usual style of the game, but at least we did the best
we could to prevent options running offscreen.
The only exception to automatic menu centering and narrowing is the
list of player levels, because it's a special case and existing
behavior would be better than automatic centering there.
The tilesheets in question are font.png, tiles.png, tiles2.png,
tiles3.png, entcolours.png, teleporter.png, sprites.png, and
flipsprites.png.
This patch removes the hardcoded dimensions when scanning the
tilesheets, because it's simpler that way. It also de-duplicates it so
it isn't a bunch of copy-paste, by using macros. (I had to use macros
because it was the easiest way to optionally pass in some extra code in
the innermost for-loop.)
Also, if the dimensions of a scanned tilesheet aren't exactly multiples
of the dimensions of the tile unit for that given tilesheet (e.g. if the
dimensions of a scanned tiles.png are not exact multiples of 8), then an
SDL_SimpleMessageBox will show up with the error message, a puts() of
the error message will be called, and the program will exit.
It seems like they were unfinished. This commit makes them properly
work.
When a track is stopped with stopmusic() or musicfadeout(),
resumemusic() will resume from where the track stopped. musicfadein()
does the same but does it with a gradual fade instead of suddenly
playing it at full volume.
I changed several interfaces around for this. First, setting currentsong
to -1 when music is stopped is handled in the hook callback that gets
called by SDL_mixer whenever the music stops. Otherwise, it'd be
problematic if currentsong was set to -1 when the song starts fading out
instead of when the song actually ends.
Also, music.play() has a few optional arguments now, to reduce the
copying-and-pasting of music code.
Lastly, we have to roll our own tracker of music length by using
SDL_GetPerformanceCounter(), because there's no way to get the music
position if a song fades out. (We could implicitly keep the music
position if we abruptly stopped the song using Mix_PauseMusic(), and
resume it using Mix_ResumeMusic(), but ignoring the fact that those two
functions are also used on the unfocus-pause (which, as it turns out, is
basically a non-issue because the unfocus-pause can use some other
functions), there's no equivalent for fading out, i.e. there's no
"fade out and pause when it fully fades out" function in SDL_mixer.) And
then we have to account for the unfocus-pause in our manual tracker.
Other than that, these commands are now fully functional.
This fixes a corner case where using gamestate 82 from the editor would
put you in a softlock because it would return to the editor settings
menu, which only functions in EDITORMODE and results in a softlock in
TITLEMODE.
This is already done for invincibility. It's kind of unnecessary, but
it's just to make sure if for some reason in the future variables like
insecretlab/intimetrial/nodeathmode don't get reset when exiting to the
menu.
To fix this annoying flicker (which, btw, took me WAY too long to do), I
had to introduce yet another kludge variable to signal that the
horizontal/vertical warp background should be re-initialized on the
pause screen.
I think I could technically keep the 'graphics.backgrounddrawn = false;'
in maplogic() and remove the 'graphics.backgrounddrawn = false;' in
Game::returntopausemenu(), but I'm keeping that other one around because
it doesn't hurt and just as a general precaution and safety measure.
This makes it so the tower background doesn't persist and scroll upwards
if you exit the menu in a warp zone horizontal or vertical room.
Ugh, and while we're on the subject of separating the in-game tower
background and the menu tower background, could we PLEASE separate the
horizontal / vertical warp backgrounds from the tower backgrounds, too?!
Another thing that's annoyed me a lot is being unable to simply press
Esc to close the pause menu. You'd have to hover over the "return to
game" or "keep playing" option. This would be even more annoying with
more options on the menu, so allowing to press Esc is a nice
quality-of-life thing.
Otherwise you could keep re-pressing ACTION on the "yes" option and keep
stalling it until it finally faded out, or quickly go back past menu
options or something.
Otherwise the menu background would have this rendering glitch where the
bypos of the in-game tower wouldn't divide easily and have a bunch of
jitters in an otherwise smooth but overall still somewhat smooth
background.
Also set map.tdrawback to true when leaving the menu.
This is to fix the interpolated color of the tower background
persisting, as well as making sure the menu background doesn't persist
when exiting.
This would be fine, under the assumption that you could never reach the
menu from outside the menu. Well, now you can, so now this has to play
the correct song instead of track 6.
This is to pre-emptively prevent piling up stack frames for what I'll be
adding next, which is pressing Esc in the options menu in-game
automatically moving you back to MAPMODE.
Since the exact same tower background is also used on the menu, we need
to save the current state of the background when entering the menu
(before overwriting it), and then put it back when we're done. Maybe we
ought to separate the in-game and menu tower backgrounds...
This also fixes a semi-hilarious bug where you could make Panic Room go
in the other direction by simply going to the options menu in-game.
This is accomplished by adding convenience functions
mapclass::bg_to_kludge() and mapclass::kludge_to_bg().
Well this is a bit annoying. I can call graphics.updatetowerbackground()
just fine, but I have to get at the title color update routine inside
titlelogic(), which is hard-baked in. So I have to pull that code
outside of the function, export it in the header, and then call it when
I transition to TITLEMODE.
So now the options do what they do. However, I still need to fix the
1-frame glitch when switching to TITLEMODE, as well as make returning
from the menu return back to MAPMODE, as well as making this better menu
integrate seamlessly with the existing menus.
This prevents from having to repeat 'if (game.menupage == ...)'
everywhere, which makes for more concise code.
I know you're technically supposed to indent the cases surrounded by
if-guards, but I don't think indenting them here would help anything.
I'd only indent it if the 'if' had an 'else', for example. But if it
surrounds the whole case, then there's no need for indentation.
Similar to Graphics::map_tab(), this ensures that I don't have to
copy-paste printing the map options for every single game.menupage case
I want, and in this case that's a good thing because there'll be 4
game.menupage cases I'll be using.
This basically adds an extra '|| game.inintermission' because it seems
like the original code forgot about that conditional. You can't save in
level replays, so there's no need to say "You will lose any unsaved
progress." in intermission replays.
In my previous PR, I wrongly assumed that I could just replace the `i`
handling code of those options with an `i++;` at the beginning, and thus
I could put all blocks' `i++;` into ARG_INNER(). Well I was wrong,
because the code was written the original way for a reason, namely that
we still need `i` to point to the -playx/y/rx/ry/gc/music argv so we can
re-compare which argument led us into this code block.
Any decent compiler will optimize this so that it's still only two
function calls (or it gets inlined). However, it's still not very
readable, so I've assigned the result to a variable and used that
instead.
Instead of copy-pasting everything and changing a few parts, just have
something that handles that tiny part. This reduces the amount of code
size the custom level CREW page takes up by half.
This will be used to keep some text positions the same when in Flip
Mode, instead of having to copy and paste code.
This function being at the very top of the file kind of violates
locality, but it has to be done because it can't be a macro.
Previously, the code to print all tab names was copied to every single
tab, resulting in 12 more superfluous print statements than needed. This
commit uses graphics.map_tab to de-duplicate all the code.
This function is useful to de-duplicate all the map page names at the
bottom, which are MAP, CREW/SHIP/GRAV, STATS, and SAVE. If selected, it
will surround the text in square brackets and automatically handle the
positioning.
Shamelessly copy-pasted from Dav999's localization branch.
Just to be helpful if someone has a failing FILESYSTEM_init(), but
doesn't know that's their issue and keeps wondering why VVVVVV just
exits with code 1.
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
This is used if you're loading a level file from STDIN. The game needs
to know the actual level assets directory you're referring to, since
when it gets the level from STDIN, it doesn't know the actual filename
of the level.
Fixes#309.
The assets mounting code was put directly in editorclass::load(), but
now it's in a neat little function so it can be called from multiple
places without having to call editorclass::load().
This ensures that endsWith() can be used outside of editor.cpp.
When leo60228 originally wrote endsWith(), it was static, but I asked
him on Discord just now and he more-or-less confirmed that it's fine if
it's not static. If it was static, it would be confined to
UtilityClass.cpp now instead!
Ugh, this is terrible and stupid and I hate myself for it.
Anyway, since the SDL2 VSync hint only applies when the renderer is
created, we have to re-create the renderer whenever VSync is toggled.
However, this also means we need to re-create m_screenTexture as well,
AND call ResizeScreen() after that or else the letterbox/integer modes
won't be applied.
Unfortunately, this means that in main(), gameScreen.init() will create
a renderer only to be destroyed later by graphics.processVsync().
There's not much we can do about this. Fixing this would require putting
graphics.processVsync() before gameScreen.init(). However, in order to
know whether the user has VSync set, we would have to call
game.loadstats() first, but wait, we can't, because game.loadstats()
mutates gameScreen! Gahhhhhh!!!!
@leo60228 suggested to fix that problem (
https://github.com/TerryCavanagh/VVVVVV/pull/220#issuecomment-624217939
) by adding NULL checks to game.loadstats() and then calling it twice,
but then you're trading wastefully creating a renderer only to be
destroyed, for wastefully opening and parsing unlock.vvv twice instead
of once. In either case, you're doing something twice and wasting work.
Otherwise a NO_CUSTOM_LEVELS build would fail. Also I got rid of the
'graphics.flipmode = false;' in the fixed loop because I don't think it
does anything.
This is needed for the next step. I want to put all the loop stuff in
their own functions so the code isn't one huge blob, but to do that I'll
need to make 'time' a global variable, but I can't do that because
actually 'time' is already a function, apparently, and you're only
allowed to shadow variables when already inside a function.
Like actual entities, editor ghost colors were updating every render
frame instead of logic frame. So just like actual entities, I added a
realcol attribute to them that editorrender() uses instead, and added
code to update said realcol attribute in editorlogic(). That way the
colors don't go by too quickly (especially the death color).
Just like all the other fixes, the variable that controls the amount of
ghosts to show was being updated every render frame instead of every
logic frame.
This is because due to the game loop changes in this over-30-FPS patch,
editorrender() can be called and undo graphics.backgrounddrawn being set
to false once again. Solution here is to make it so it keeps being set
to false until game.shouldreturntoeditor is turned off, which has also
been moved to editorlogic().
This is to make sure no lerping occurs in 30-FPS mode, otherwise things
might look weird. A good case that this fixes is how entities look in a
double-gotoroom (they should be completely frozen in 30-FPS mode).
There is now an option in "graphic options" named "toggle fps", which
toggles whether the game visually runs at 1000/34 FPS or over 1000/34
FPS. It is off by default.
I've had to put the entire game loop in yet another set of braces, I'll
indent it next commit.
What happens here is that the entity gets created and then gets
immediately updated on the next frame, but there's no time for their
walkingframe of 0 to be rendered, so it'll look like they have just
started with walkingframe 1. However in the delta-timestep rendering
it'll render with walkingframe 0. So we need to fix their drawframe and
increment it when creating them.
Looks like mapclass::changefinalcol() is called whenever you enter a
room in Outside Dimension VVVVVV.
mapclass::changefinalcol() changes the tile, but it doesn't update their
drawframe. So after that function is called, update their drawframe.
If you update their drawframe while inside that function, then when the
platform actually cycles color it'll cycle backwards quickly sometimes,
which is not ideal.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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().
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().
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.
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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).
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.
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.
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.