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1474 commits

Author SHA1 Message Date
Misa
846c6f61d4 Use .clear() when removing text boxes in reset functions
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.
2020-07-15 11:45:28 -04:00
Misa
7fada0548b Set ed.settingskey to true when returning to editor
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.
2020-07-15 11:45:28 -04:00
Misa
6c52b79ddf Set ed.keydelay to 6 when returning to editor
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.
2020-07-15 11:45:28 -04:00
Misa
1caabe374b Fix return to editor via crewmate rescue not using shouldreturntoeditor
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.
2020-07-15 11:45:28 -04:00
Misa
2506127a17 Directly execute scripts if script boxes have a non-empty script field
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.
2020-07-15 11:24:25 -04:00
Misa
ca9e4c8f6e Only set game.customscript if index is inbounds
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.
2020-07-15 11:24:25 -04:00
Misa
8c42f82317 Set script attribute of custom level script boxes
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.
2020-07-15 11:24:25 -04:00
Misa
5e94239967 Optimize 30-mode FPS loop to use SDL_Delay()
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.
2020-07-14 00:44:42 -04:00
Ethan Lee
11312976fc Fall back to default settings when screenbuffer is not present 2020-07-13 16:09:48 -04:00
Misa
47eba09edb Fix missing newline on printf for customsavequick() failure
A missing newline in a printf() is annoying, it means the next line of
output is concatenated to the previous one.
2020-07-11 17:52:26 -04:00
Misa
582aaa587e Don't remove non-player entities in scriptclass::hardreset()
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().
2020-07-11 15:29:33 -04:00
Misa
199a8f45d6 Fix -playmusic command line option not working
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().
2020-07-11 15:03:37 -04:00
Misa
15319b9ed0 Fix being able to circumvent not-in-Flip-Mode detection
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.
2020-07-10 21:35:47 -04:00
Misa
90929d80ea Fix wrong Tower music when toggling Flip Mode from in-game options
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.
2020-07-10 21:33:52 -04:00
Misa
b419601b41 De-duplicate gamestates 300..336
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.
2020-07-09 21:55:35 -04:00
Ethan Lee
82666a1875 Set both filter and vsync hints with override priority 2020-07-08 21:43:05 -04:00
Misa
3932c75acc Remove unnecessary stub destructors
It's a bit misleading to have these stub destructors when they don't do
anything special.
2020-07-08 19:14:21 -04:00
Misa
307cdefb8e Remove duplicate advancetext/fullScreenEffect_badSignal initializations
They're already initialized in the constructor above, I have no idea why
they're here.
2020-07-08 19:14:21 -04:00
Misa
6b0b86d434 Remove unused attribute advanced_mode from Game
This attribute does absolutely nothing. In fact, it does so much nothing
I can safely remove reading and writing it!
2020-07-08 19:14:21 -04:00
Misa
7128e9c3ac Remove unnecessary string initializations from constructors
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.
2020-07-08 19:14:21 -04:00
Misa
7703b2c1c2 Ensure that all member attributes are initialized
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.
2020-07-08 19:14:21 -04:00
Misa
3b6867243b Remove useless attribute rcol from finalclass
The rcol of finalclass is always 6, so there's no reason to have an
attribute there as if you could change it or anything.
2020-07-08 19:14:21 -04:00
Misa
876c120ed8 Remove unused coin attributes from finalclass and warpclass
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.
2020-07-08 19:14:21 -04:00
Misa
63f6784cfe Remove unused <vector> include from Otherlevel.h
I forgot to do this earlier in my previous pull request de-vectoring
everything.
2020-07-08 19:14:21 -04:00
Misa
420bc38dff Move Roomtext struct to Map.h
This is a more appropriate place for it, because it's never used in
Otherlevel.cpp.
2020-07-08 19:14:21 -04:00
Misa
5e8ca20d02 Remove block type enum from Otherlevel.h
I have no idea why this is here. It should already be included from
Entity.h, anyway. There's no reason to copy-paste it.
2020-07-08 19:14:21 -04:00
Misa
ec960b0f95 Remove roomtext from otherlevelclass
Since it's unused, it's better to just delete it because there's no way
to test it to see if it's buggy or not.
2020-07-08 19:14:21 -04:00
Misa
a698d3a6f8 Remove unused vars relating to esc/keybuffer from KeyPoll
These attributes were escapeWasPressedPreviously, keyentered, and
keybufferlen.

Don't know why they were here or what they were intended to be for.
2020-07-08 19:14:21 -04:00
Misa
5eab43a655 Initialize saveDir and levelDir in FileSystemUtils.cpp
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.
2020-07-08 19:14:21 -04:00
Ethan Lee
2716296a10 Haiku: Keep the option visible, but note the bug 2020-07-08 14:43:04 -04:00
Ethan Lee
86fde7bf99 More VSync Haiku hackery 2020-07-08 14:38:55 -04:00
Ethan Lee
d3f9a36941 Refactor startup to load config before calling Screen::init 2020-07-08 14:30:57 -04:00
Ethan Lee
f8bb8cde32 HACK: Disable VSync option for Haiku 2020-07-08 14:06:45 -04:00
Misa
09e15db878 Fix Vitellary looking left for one frame in "Now Stay Close To Me..."
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.
2020-07-08 07:18:04 -04:00
Matt Penny
5ce2c04ea4 Fix 'Prize for the Reckless' spikes when switching game modes
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).
2020-07-06 22:04:04 -04:00
Misa
e6f3dab2e1 Make std::string-using script funcs pass around const references
This makes it so that whenever a string is passed into these functions,
it's no longer needlessly copied.
2020-07-06 11:19:24 -04:00
Misa
d480c1011c Make scriptclass::load(other) rely less on std::string
Instead of comparing against an std::string (which is heavily
templated), just use good ol' SDL_strcmp().
2020-07-06 11:19:24 -04:00
Misa
9398e9f1f0 Remove duplicate talkgreen_2 script and alarmon/alarmoff commands
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.
2020-07-06 11:19:24 -04:00
Misa
fd0dafc16c De-duplicate Graphics::drawmenu() and Graphics::drawlevelmenu()
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.
2020-07-06 11:19:24 -04:00
Misa
fbfeeaccd1 Use SDL_tolower() instead of libc tolower() in compare_nocase()
This is to avoid having to depend on libc as much as possible.
2020-07-06 11:19:24 -04:00
Misa
8366e08fbe Remove usage of std::string from MenuOption
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.
2020-07-06 11:19:24 -04:00
Misa
5fb0b4396a Remove use of std::transform(), use SDL_toupper/lower
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().
2020-07-06 11:19:24 -04:00
Misa
36e38027d8 Simplify m_headers init, hardcode 128 less
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.
2020-07-06 11:19:24 -04:00
Misa
fc03fca838 Turn (super)patrons/githubfriends into arrays & move them to new file
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.
2020-07-06 11:19:24 -04:00
Misa
a80502bdc9 Turn ed.contents/vmult into arrays
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.
2020-07-06 11:19:24 -04:00
Misa
067fbc75f0 Turn fadebars into an array
There's always 15 of them, it doesn't need to be a vector.
2020-07-06 11:19:24 -04:00
Misa
78181bc676 Statically allocate strings in UtilityClass::number()
It slightly bothered me that these weren't statically allocated, so they
are now.
2020-07-06 11:19:24 -04:00
Misa
5f91bdd073 Turn splitseconds into an array
It's always 30, there's no need for it to be a vector.
2020-07-06 11:19:24 -04:00
Misa
00cb033594 Turn map.specialnames into an array instead of a vector
Easiest de-vectoring I've had to do yet.
2020-07-06 11:19:24 -04:00
Misa
450cf1a31e Turn star and backbox vectors into arrays
There's always 50 stars and always 18 backboxes, there's no reason to
have them be vectors.
2020-07-06 11:19:24 -04:00