1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-11-05 02:39:41 +01:00
Commit graph

88 commits

Author SHA1 Message Date
Misa
8edf2f0ac6 Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.

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

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

To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-11 22:13:52 -04:00
Fussmatte
aaa25c7b47 Fixed some custom asset bugs, added .zip level loading
Main game would retain custom level assets, now fixed. Also, custom fonts load properly. Finally, levels can be stored as a zip and placed in the levels folder, with the .vvvvvv file at the root of the zip and custom asset folders (graphics, sounds etc) also at the root.
2020-06-03 15:35:39 -04:00
Dav999-v
3bb4eefaff Fix editor unexpectedly quitting after failed save-and-quit
Also simplified away the success variable.
2020-06-02 09:46:42 -04:00
Dav999-v
ae45391ec0 Add editor saving/loading error messages
Previously, the editor would always say it saved or loaded a level,
even if it was not successful. For example, because a file to load does
not exist, a file to save has illegal characters in its name or the
name is too long to be stored. Now failure is reported. Also, when
quitting the editor and saving before quitting is unsuccessful, the
editor will abort quitting.
2020-06-02 09:46:42 -04:00
Ethan Lee
f422d02dcd Minor visual cleanup of endsWith 2020-05-31 19:43:21 -04:00
Matt Aaldenberg
b217fec3aa
Per-level custom asset loading functionality (#262) 2020-05-31 19:31:02 -04:00
Misa
9205421090 Clean up editorclass externs into one location
Again, like the previous commit, it should just be put in the header
file of its respective class instead of being a mess everywhere.
2020-05-22 09:46:12 -04:00
Misa
3a5dd5a616 Clean up all scriptclass externs into one location
I have the feeling that none of the devs understood what extern did, and
they kind of just sprinkled it everywhere until things started working.
But like all other classes, it should just be one line in the class's
respective header file, and shouldn't be so messy.
2020-05-22 09:46:12 -04:00
Misa
4301a70f2d Remove unnecessary middleman ed.swapmap
When the game loads a room in a custom level, previously it would load
the tilemap of that room into ed.swapmap, and then mapclass::loadlevel()
would manually go through each element in ed.swapmap to set each tile in
`contents`. Why do that, when you can just return the vector from
editorclass::loadlevel() and set it directly? ed.swapmap is really
unnecessary.
2020-05-21 23:28:15 -04:00
Misa
4d0e1549a5 Allow crewmate to be cyan when initially placing it down
For some reason, the only way to get a cyan crewmate is by cycling
through an already-existing crewmate by keeping left-clicking on it.
This is because when you cycle through crewmate colors, the allowed
colors are 0-5, but when you place down a crewmate, it picks a random
color from 1-5, which seems to be a bit consistent.

So placing and cycling a crewmate now use the same color ranges.
2020-05-19 21:38:28 -04:00
Misa
38a25b985e Fix a copy-paste error in getLevelMetaData()
Whoops.
2020-05-08 08:14:55 -04:00
Misa
28db7038fc Merge drawtowerbackgroundsolo() into drawtowerbackground()
It's less code being copied and pasted, especially since for my
over-30-FPS patch I would have to make a separate function for each if
both of them were still there, but if they're unified into one then I
will only have to make one more function.

And since map.scrolldir is now used outside of GAMEMODE, we'll need to
reset it in hardreset() and when exiting playtesting.
2020-04-29 18:08:13 -04:00
Misa
f33cbfbe62 Fix editor menu being drawn on top of editor with BGs disabled
Previously, if you had backgrounds disabled in accessibility options,
and went to the editor and opened up the editor menu, it would be drawn
straight on top of what was already there in the editor instead of being
drawn on top of black. So now it's drawn on top of black.
2020-04-29 14:25:39 -04:00
Misa
585ff51ec6 Call hardreset() when returning to menu from editor
During testing, I made a cursed level that set the flash timer to
precisely 1,000,000 frames. It turns out that if I activated the timer
in playtesting, exited playtesting, and exited the editor without ever
re-entering playtesting, the timer still kept going. So to prevent being
able to do that, we should hardreset() when exiting the editor.
2020-04-27 15:07:58 -04:00
Misa
94edfcf87e Only render screen effects on the title screen and in-game
In-game because that's where screen effects are used the most. But on
the title screen, screen effects are used when you press ACTION to start
the game, and when you enable screen effects, too.

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

As a bonus, I made it so the timer decrements even if screen effects are
disabled. This is to prevent any theoretical situation where the timer
can "pile up" due to disabled screen effects not letting it tick down.
2020-04-27 15:07:58 -04:00
Misa
dc2adea8ee Improve ed_settings Esc press handling
This fixes being able to rack up a large amount of stack frames by
pressing Esc repeatedly in the editor, which would be a problem if you
were to then return to the main menu afterwards.

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

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

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

Also, I made it so that if you didn't have a main game telesave or
quicksave, you just get brought back to the main menu. Because you
shouldn't be able to go to the play menu without a quicksave or
telesave.
2020-04-26 08:15:30 -04:00
Misa
9c4c76f609 Optimize editorclass::getLevelMetaData()
Now whenever it looks at a level file, it NOT parse the entire XML
document, which is a huge slowdown. Loading levels should be really
quick now.
2020-04-17 19:14:44 -04:00
Misa
9aeb9ad739 Add tag finder functions
To find each individual tag quickly, to optimize levels list loading.

I opted to not read the tags <Created>, <Modified>, and <Modifiers> as
they're actually pretty useless.

Also I've added a tag finder for <MetaData> but it's not meant to be
used directly, it's only used to check that the tag exists.
2020-04-17 19:14:44 -04:00
Misa
b4f56d39d7 Add find_tag()
This simply finds a given tag in a buffer and returns what's inside that
tag, making sure to parse XML entities and such.
2020-04-17 19:14:44 -04:00
Misa
a28f68968c Add replace_all()
This is just a function that will be used in the optimized tag-finding
function.
2020-04-17 19:14:44 -04:00
Misa
e909515f3d Don't go to main menu when exiting to menu
This also replaces some createmenu()s with returnmenu()s as needed even
when said createmenu()s already didn't go to the main menu.

Now when you exit the level editor, you'll be selecting the "level
editor" option in "play levels", and if you exit from a level you'll
still be selecting that level in the levels list.

Furthermore, regardless of what you're exiting, your cursor position
will be remembered.
2020-04-17 15:41:48 -04:00
Misa
4d9c834a13 Change gamestate ints to their enum names
This is to make it easier to read, so I don't have to reference Enums.h
if I want to know what they are referring to.
2020-04-17 15:41:48 -04:00
Misa
9e99246e02 Turn game.currentmenuname "else-if"s into case-switches
Much more stylistic, you don't need to repeat "game.currentmenuname" for
each case, and you don't need to deal with the dangling first "if" that
doesn't have an "else".
2020-04-17 15:41:48 -04:00
Misa
e8a07f9c3d Convert menu names to be an enum instead of being stringly-typed
Stringly-typed things are bad, because if you make a typo when typing
out a string, it's not caught at compile-time. And in the case of this
menu system, you'd have to do an excessive amount of testing to uncover
any bugs caused by a typo. Why do that when you can just use an enum and
catch compile-time errors instead?

Also, you can't use switch-case statements on stringly-typed variables.

So every menu name is now in the enum Menu::MenuName, but you can simply
refer to a menu name by just prefixing it with Menu::.

Unfortunately, I've had to change the "continue" menu name to be
"continuemenu", because "continue" is a keyword in C and C++. Also, it
looks like "timetrialcomplete4" is an unused menu name, even though it
was referenced in Render.cpp.
2020-04-17 15:41:48 -04:00
Misa
83ca75a831 Change "else if"-chain in editormenuactionpress to case-switch
It makes it better so you don't have to deal with that dangling first
"if" that doesn't have an 'else'.
2020-04-17 15:41:48 -04:00
Misa
78169cdc1c Move editor menu option rendering to separate function
Just like before, it makes editorrender() easier to read and reduces the
indentation level of the option rendering by one level.
2020-04-17 15:41:48 -04:00
Misa
0b5d7b1fef Move editor menu ACTION press handling to separate function
This removes a whopping four indentation levels from the ACTION
handling, and makes editorinput() easier to read.
2020-04-17 15:41:48 -04:00
Misa
511de0c5c1 Refactor menu creation code
Firstly, menu options are no longer ad-hoc objects, and are added by
using Game::option() (this is the biggest change). This removes the
vector Game::menuoptionsactive, and Game::menuoptions is now a vector of
MenuOption instead of std::string.

Secondly, the manual tracker variable of the amount of menu options,
Game::nummenuoptions, has been removed, in favor of using vectors
properly and using Game::menuoptions::size().

As a result, a lot of copy-pasted code has been removed from
Game::createmenu(), mostly due to having to have different versions of
menus depending on whether or not we have certain defines, or having an
mmmmmm.vvv file inside the VVVVVV directory. In the old days, you
couldn't just add or remove a menu option conveniently, you had to
shuffle around the position of every other menu option too, which
resulted in lots of copy-pasted code. But now this copy-pasted code has
been de-duplicated, at least in Game::createmenu().
2020-04-17 15:41:48 -04:00
Misa
fb9791a4c7 Remove now-useless function editorclass::countstuff()
Previously, it existed solely to count the number of trinkets and
crewmates when loading a level, because we were keeping track of the
amount of them manually, incrementing and decrementing every time a
trinket or crewmate was added or removed, but loading a new level
represented a case that could potentially not be an increment or
decrement.

However, since the amount tracking is now handled automatically, this
function now does nothing, and can be safely removed.
2020-04-09 19:20:31 -04:00
Misa
89b6b67a77 Don't use separate variable for number of crewmates in level
Same as previous commit, this time for crewmates.
2020-04-09 19:20:31 -04:00
Misa
0047dc8d81 Don't use separate variable for number of trinkets in level
Same principle as removing the separate variable to track number of
collected trinkets. This means it's less error-prone as we're no longer
tracking number of trinkets separately.

In the function that counts the number of trinkets, I would've liked to
have used std::count_if(). However, the most optimal way would require
using a lambda, and lambdas are too new for the C++ standard we're
using. So I just bit the bullet and counted them manually.
2020-04-09 19:20:31 -04:00
Misa
c278f05397 Remove duplicate function musicclass::stopmusic()
It is an exact duplicate of musicclass::haltdasmusik(), so use that
function instead and update callers. Looks like
musicclass::haltdasmusik() came first, anyway (musicclass::stopmusic()
was only used in editor.cpp).
2020-04-03 19:19:45 -04:00
Misa
7b1388f85c Fix undefined behavior when backspacing in script list with 0 scripts
The problem is that it would index out-of-bounds if you did this, but
this UB hasn't caused an exception until my change to refactor
script-related vectors by removing their separate length-trackers.
2020-04-03 16:57:52 -04:00
Misa
04d14000ec Remove global 'temp' variable from titlerender.cpp
Just a miscellaneous code cleanup.

There's no glitches that take advantage of the previous situation,
namely that 'temp' was a global variable in Logic.cpp and editor.cpp.
Even if there were, it seems like it would easily lead to some undefined
behavior. So it's good to clean this up.
2020-04-03 10:40:50 -04:00
Misa
92544cbdbb Remove outdated comments from editor.cpp
A lot of these seem to be based on an earlier version of the C++ port,
but they left some Flash stuff (like the buffer lock/unlocking) in, too.
2020-04-03 10:40:50 -04:00
Misa
ff449a2c3a Remove game.test and game.teststring
It looks like this may have been used earlier in development, judging
from the name, obviously, but right now it seems like it's used as an
error message if a main game level is asked for an invalid room (well,
only two of them - the Lab and Warp Zone). It should probably be
formalized into an error system, if we want to keep teststring, and also
people would never see it anyway because I don't think there's a
reliable and consistent way to trigger loading a non-existent room.

I have seen someone manage to load a non-existent Warp Zone room only
one time, but even then this teststring didn't pop up. So this
teststring doesn't even trigger in the right circumstances.

Also, when it does pop up, as far as I can tell it will stay onscreen,
which is kinda annoying. So I'm just removing this ancient relic from
the code.
2020-04-03 10:40:50 -04:00
Misa
1310896191 Remove semi-useless function editorclass::weirdloadthing()
Looks like this function was created because editorclass::load() takes
in a string by reference, not by value, and thus mutates it afterwards,
so if you passed a string in when you didn't want it to be mutated, bad
things would happen.

However, a better workaround for the above issue would simply to
duplicate the string and pass that string instead, thus the original
string wouldn't be affected.
2020-04-03 10:40:50 -04:00
Misa
6c6b6c68ff Change all UtilityClass::something to help.something
This changes something like UtilityClass::String to help.String,
basically. It takes less typing this way, and is a neat effect of having
global args actually be global variables.
2020-04-03 10:40:50 -04:00
Misa
16c3966ace Remove unused argument from musicclass::playef()
Apparently the 'offset' argument did something in the 1.x Flash
versions, but now it does nothing.
2020-04-03 10:40:50 -04:00
Misa
6a28c5de30 Remove unused arguments from Graphics::drawtile2()
The 'r', 'g', and 'b' arguments do absolutely nothing. Except unlike
Graphics::drawtile(), there's only one version of Graphics::drawtile2(),
so just remove those args and update callers.
2020-04-03 10:40:50 -04:00
Misa
5c60b8df5f Remove unused arguments from Graphics::drawtile()
The 'r', 'g', and 'b' arguments do absolutely nothing, even though
they're used in the version of Graphics::drawtile() that's more used. So
delete the other version without those extra arguments, and then remove
the extra arguments from the remaining version. And then update callers.
2020-04-03 10:40:50 -04:00
Misa
9bc45c586e Remove global args from editorclass
This removes global arg passing from all functions on editorclass.
Callers have been updated correspondingly. Additionally, all 'dwgfx' has
been replaced with 'graphics' in editor.cpp.
2020-04-03 10:40:50 -04:00
Misa
ea3c778b84 Remove global args from scriptclass
This commit removes all global args from the parameters of each function
on the scriptclass object, and updates all places they are called
accordingly. It also changes all instances of 'dwgfx' to 'graphics' in
Script.cpp.

Interestingly enough, it looks like editor.h depended on Script.h's
class define of the musicclass. I've temporarily placed the class define
in editor.h, but by the end of this patchset it'll be gone.
2020-04-03 10:40:50 -04:00
Misa
2826bd828c Remove global args from Graphics
This removes global args from all functions on the Graphics class.
Callers of those functions in other files have been updated accordingly.

Of course, since Graphics.cpp is already in the Graphics namespace,
I do not need to change all 'dwgfx' to 'graphics' in Graphics.cpp.
2020-04-03 10:40:50 -04:00
Misa
1be398319c Make commands, sb, and hooklist not use separate length-trackers
This is a refactor that turns the script-related arrays `ed.sb`, and
`ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was
just misused). The code handling these vectors now looks more like idiomatic
C++ than sloppily-pasted pseudo-ActionScript. This removes the variables
`script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too.

This reduces the amount of code needed to e.g. simply remove something from
any of these vectors. Previously the code had to manually shift the rest of
the elements down one-by-one, and doing it manually is definitely error-prone
and tedious.

But now we can just use fancy functions like `std::vector::erase()` and
`std::remove()` to do it all in one line!

Don't worry, I checked and `std::remove()` is in the C++ standard since at least
1998.

This patch makes it so the `commands` vector gets cleared when
`scriptclass::load()` is ran. Previously, the `commands` vector never actually
properly got cleared, so there could potentially be glitches that rely on the
game indexing past the bounds set by `scriptlength` but still in-bounds in the
eyes of C++, and people could potentially rely on such an exploit...

However, I checked, and I'm pretty sure that no such glitch previously existed
at all, because the only times the vector gets indexed are when `scriptlength`
is either being incremented after starting from 0 (`add()`) or when it's
underneath a `position < scriptlength` conditional.

Furthermore, I'm unaware of anyone who has actually found or used such an
exploit, and I've been in the custom level community for 6 years.

So I think it's fine.
2020-03-24 20:20:53 -04:00
Misa
5a25cad74b Don't draw text outline for roomtext in the editor
Text outline is not drawn on roomtext when you're actually playing the
game, so don't draw the outline in the editor, either.

FIQ mistakenly added text outline to roomtext in
ca9f577fc4.
2020-03-04 15:50:52 -05:00