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2168 commits

Author SHA1 Message Date
Misa
3758d61fe9 Axe scriptclass::resetgametomenu
This creates the game over screen for dying in No Death Mode. It's three
lines long and it's only called once. There's no reason it has to be a
separate function. From the name it sounds like it was meant to be a
generic function but it's anything but that. So just inline it in to
where it's called.
2022-12-29 15:51:16 -08:00
Misa
593641ce82 Always destroy and create new player in startgamemode
This fixes a bug where players could flip in mid-air at the start of
custom levels whose start points were in mid-air, because
onground/onroof were not being reset. This could also be done when
loading in to a save with a checkpoint in mid-air. All that's required
is to exit the game while standing on a surface (or otherwise having a
nonzero onground/onroof).

This reminded me that there were other variables on the player entity
persisting through that made loading in to a level not have a totally
clean slate, such as walkingframe (which could affect sequencing
individual TASes together into one TAS), so it's better to just destroy
the player entity and recreate it.

Except some attributes still have to be persisted for 2.2 and 2.0
glitchrunner mode. But it's better that this is done via a whitelist
rather than a blacklist.

The player duplicate removal code in hardreset is mostly redundant now
(except for some very unlikely corner cases), but there's nothing wrong
with having redundant code as long as it's not harmful. I had a
paragraph here justifying why it could be removed but decided it was
simpler to just keep it.
2022-12-29 15:51:16 -08:00
Misa
97deda2675 Add debug print to unlockAchievement
This print is useful to know if an achievement (one that's not already
unlocked) would actually be unlocked in an end user environment, while
running the game in a dev environment.

Also fixed up the style of the function because it was definitely
inconsistent with the surrounding code.
2022-12-29 15:51:14 -08:00
Misa
69e9a32e1b Refactor scriptclass::startgamemode
This overhauls scriptclass::gamemode massively.

The first change is that it now uses an enum, and enforces using that
enum via using its type instead of an int. This is because whenever
you're reading any calls to startgamemode, you have no idea what magic
number actually corresponds to what unless you read startgamemode
itself. And when you do read it, not every case is commented adequately,
so you'd have to do more work to figure out what each case is. With the
enum, it's obvious and self-evident, and that also removes the need for
all the comments in the function too. Some math is still done on mode
variables (to simplify time trial code), but it's okay, we can just cast
between int and the enum as needed.

The second is that common code is now de-duplicated. There was a lot of
code that every case does, such as calling hardreset, setting Flip Mode,
resetting the player, calling gotoroom and so on.

Now some code may be duplicated between cases, so I've tried to group up
similar cases where possible (most notable example is grouping up the
main game and No Death Mode cases together). But some code still might
be duplicated in the end. Which is okay - I could've tried to
de-duplicate it further but that just results in logic relevant to a
specific case that's located far from the actual case itself. It's much
better to leave things like setting fademode or loading scripts in the
case itself.

This also fixes a bug since 2.3 where playing No Death Mode (and never
opening and closing the options menu) and beating it would also give you
the Flip Mode trophy, since turning on the flag to invalidate Flip Mode
in startgamemode only happened for the main game cases and in previous
versions the game relied upon this flag being set when using a
teleporter for some reason (which I removed in 2.3). Now instead of
specifying it per case, I just do a !map.custommode check instead so it
covers every single case at once.
2022-12-29 14:01:36 -08:00
Misa
6768a33f2d Reset savex, savey, and savegc in hardreset
While refactoring scriptclass::startgamemode, I noticed that these
variables weren't being reset. Fortunately, this doesn't seem to have
affected anything because they get overwritten one way or another in
startgamemode. But it's good just to be defensive and reset them anyway.

They are not reset in 2.2 or 2.0 glitchrunner mode because dying during
exiting to the menu is needed for credits warp, and that means the
checkpoint position needs to be maintained through.
2022-12-29 12:21:18 -08:00
Misa
7a48d0a53e Add Unreachable.h
This is to indicate when a code path is absolutely, for certain, 100%
unreachable. Useful as the default case inside a case-switch that is for
sure 100% exhaustive because it's inside the case of another case-switch
(and the default case is there to suppress compiler warnings about the
case-switch not being exhaustive), which is a situation coming up in my
scriptclass::startgamemode refactor.

It does this by deliberately invoking undefined behavior, either using a
compiler builtin that does the same thing or being a noreturn function
that returns. (And undefined behavior is not undefined behavior if it is
not executed in a code path, otherwise all NULL checks would be useless
because it'd dereference something that could be NULL in another code
path.)
2022-12-29 12:10:25 -08:00
Misa
c177f456f4 Unexport getgridpoint
It's a method of entityclass even though it doesn't use anything on the
class and it's not used outside of Entity.cpp.
2022-12-11 12:40:45 -08:00
Misa
7347975cc5 Unexport yline
It's a method of entityclass, even though it doesn't use anything on the
class and it's not used outside of Entity.cpp.
2022-12-11 12:37:55 -08:00
Misa
52e29b68bc Unexport gridmatch
It's a method of entityclass, but it has no reason to be because it
doesn't use anything on entityclass and it's not used outside of
Entity.cpp.
2022-12-11 12:37:43 -08:00
Misa
ec520838df Retype testwallsy's tx and ty to be ints, not floats
I have no idea why they were floats in the first place. They are
coordinates, and coordinates are integer positions in this game. They
get converted to float only to be explicitly `static_cast`ed back to
ints in `testwallsy`.
2022-12-11 11:00:20 -08:00
Misa
12820473db Retype dr to be int instead of float
This variable passes along the rule of the entity, which is an int. No
idea why it was converted to a float. Thankfully this is only used for
an unused block type, so it doesn't really matter.
2022-12-11 10:55:25 -08:00
Misa
babcadc99f Remove unnecessary consts from Entity.h
`const`s don't mean anything in a prototype declaration unless it's a
pointer or a reference. Remove them to make the header a bit more
readable.
2022-12-11 10:52:12 -08:00
Ally
3e0954b9b8 Update desktop_version/src/Game.cpp
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-12-07 17:40:15 -08:00
Ally
85b54dac17 Fix accidental replacement 2022-12-07 17:40:15 -08:00
AllyTally
f659eca818 remove two-argument setstate 2022-12-07 17:40:15 -08:00
AllyTally
af3e5be09b Convert more statedelay assignments to function call 2022-12-07 17:40:15 -08:00
AllyTally
d6c38f8d5c Small fixes 2022-12-07 17:40:15 -08:00
Ally
e4d02feffa Apply suggestions from code review
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-12-07 17:40:15 -08:00
AllyTally
86604c5748 Also lock statedelay 2022-12-07 17:40:15 -08:00
AllyTally
4b66920865 state locking 2022-12-07 17:40:15 -08:00
Terry Cavanagh
01d2cdd42a Merge branch 'master' of https://github.com/TerryCavanagh/VVVVVV 2022-12-02 18:20:21 +01:00
Terry Cavanagh
72d018ea04 Update mobile version to mobile v2.2.1
The android version just got a much needed update to fix some resolution issues on devices with cutouts.

It turns out the mobile source was actually pretty out of date, like 3 versions out of date! This commit brings it up to date.

All the changes have just been about keeping the game running on modern devices, though. The biggest change was adding the Starling library to the project, which made the game GPU powered and sped the whole thing up.
2022-12-02 18:19:58 +01:00
Misa
43bebecf3b Make room names own their own memory
This makes it so room names are no longer pointers to someone else's
memory, and instead to set them you use `mapclass::setroomname`. If the
string is short enough to fit in a static, no-alloc buffer, then it gets
copied there. Otherwise, a new heap allocation is made that duplicates
the string, and the new pointer is used instead.

This makes it possible for room names to contain arbitrary data whose
origin is temporary (e.g. from a script command that could be added in
the future).
2022-11-30 22:53:36 -08:00
Misa
a926ce9851 Replace all free calls with VVV_free[func]
This replaces all calls to SDL_free with a new macro, VVV_free, that
nulls the pointer afterwards. This mitigates any use-after-frees and
also completely eliminates double-frees. The same is done for any
function to free specific objects such as SDL_FreeSurface, with the
VVV_freefunc macro.

No exceptions for any of these calls, even if the pointer is discarded
or zeroed afterwards anyway. Better safe than sorry.

This is a macro rather than a function that takes in a
pointer-to-pointer because such a function would have type issues that
require casting and that's just not safe.

Even though SDL_free and other SDL functions already check for NULL, the
macro has a NULL check for other functions that don't. For example,
FAudioVoice_DestroyVoice does not check for NULL.

FILESYSTEM_freeMemory has been axed in favor of VVV_free because it
functionally does the same thing except for `unsigned char*` only.
2022-11-30 22:50:08 -08:00
Misa
6e583d949b Don't set legends if out of bounds
Trinket and teleporter legends would be drawn even if they were out of
bounds. Trinket legends in particular were easy to do because you can
just place a trinket in a custom level and resize the map to not include
the room of the trinket.

Now, there are checks added so they won't be added if they are out of
bounds. This is in line with the fact that, since 2.3, if a trinket
exists outside of the map in custom levels, it won't count towards the
number of trinkets.
2022-11-30 13:42:10 -08:00
Misa
de38b6b55c Unify all queries to map size to map.getwidth and map.getheight
It's becoming pretty clear that the size of the map is important enough
to be queried a lot, but each time it's something like `map.custommode ?
map.customwidth : 20` and `map.custommode ? map.customheight : 20` which
is not ideal because of copy-pasting.

Furthermore, even `map.customwidth` and `map.customheight` are just
duplicates of `cl.mapwidth` and `cl.mapheight`, which are only set in
`customlevelclass::generatecustomminimap`. This is a bit annoying if you
want to, say, add checks that depend on the width and height of the
custom map in `mapclass::initcustommapdata`, but `map.customwidth` and
`map.customheight` are out of date because `generatecustomminimap`
hasn't been called yet. And doing the ternary there requires a `#ifndef
NO_CUSTOM_LEVELS` to reference `cl.mapwidth` and `cl.mapheight` which is
just awful.

So I'm axing `map.customwidth` and `map.customheight`, and I'm axing all
the ternaries that are duplicating the source of truth in
`MapRenderData`. Instead, there will just be one function to call for
the width and height, `mapclass::getwidth` and `mapclass::getheight`,
and everyone can simply call those without needing to do ternaries or
duplication.
2022-11-30 13:35:14 -08:00
Misa
d183ea6367 Clean up the code style of generatecustomminimap
The existing code was allergic to putting spaces between tokens, and had
some minor code duplication that I took the time to clean up as well.
The logic should be easier to follow now that the for-loops are no
longer duplicated for each of the map zoom levels.

I tested this by temporarily disabling map fog entirely and going
through a couple different custom levels to compare their minimap with
the existing code. These were A New Dimension and 333333 for 1x, Golden
Spiral and VVVV 4k for 2x, and VVVVVV is NP-Hard for 4x. There was no
difference in the output, not even a single pixel.
2022-11-30 13:25:28 -08:00
AllyTally
88142ea839 Fix legend positions 2022-11-30 12:33:56 -08:00
Ally
cbfef2eb53 Apply suggestions from code review
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-11-30 12:33:56 -08:00
AllyTally
c16fe04519 Deduplicate map render data calcuations 2022-11-30 12:33:56 -08:00
AllyTally
7cdfe6e9a3 Move generatecustomminimap to case 21 2022-11-30 12:33:56 -08:00
Ally
0bf1e1494b Apply suggestions from code review
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-11-30 12:33:56 -08:00
AllyTally
f7bbf4670c Fix copy-paste error 2022-11-30 12:33:56 -08:00
AllyTally
1837fe8abf Remove accidental comment change 2022-11-30 12:33:56 -08:00
AllyTally
1cf8f1503a Generate the minimap when entering editor playtesting 2022-11-30 12:33:56 -08:00
AllyTally
ca506a7bb5 Fix a missing mapzoom multiplication 2022-11-30 12:33:56 -08:00
AllyTally
f2e2ae591a dedupe another piece of code 2022-11-30 12:33:56 -08:00
AllyTally
a5939a888a deduplicate a lot of map code 2022-11-30 12:33:56 -08:00
Misa
145355e603 Add fraZ0R to the list of contributors
fraZ0R's PR #915 was merged.
2022-11-30 11:22:50 -08:00
fraZ0R
63b8c71264 Actually fix #913 oops 2022-11-30 11:21:37 -08:00
AllyTally
ef6a2886e9 Fix #892 2022-11-25 13:10:16 -08:00
Misa
86d90a1296 Add color support to Windows console output, properly
This adds color support to the output of the console on Windows. Now if
you're using Windows 10 build 1511 or later (I think it's build 1511
anyway; they added more VT sequence support in later versions), you will
see colors by default. This isn't due to Windows helping in any way;
this commit has to specifically enable it with SetConsoleMode() because
by default, Windows won't enable color support unless we enable it. (Or
if it's enabled in the registry, but having to go through the registry
to enable basic shit like that is completely fucking stupid.)

I tested this in my Windows 10 virtual machine and it's completely
working.
2022-11-14 21:57:01 -08:00
Misa
40dd2571c2 Add error checks to freopen calls on Windows
I don't know if they could fail but it's still good to attempt to print
_something_ if they do end up failing.
2022-11-14 21:56:02 -08:00
Misa
0a181d8c3d Separate color being supported from being enabled
Previously, we were using `color_enabled` to mean both that the color
was supported and that it was enabled by the user (which it is enabled
by default). But this logic doesn't work well if the color check
function is called again and ends up enabling color after the user
disabled it. To fix this, just separate the two so the user controls one
`color_supported` variable and the `color_enabled` variable is separate.
Check both of them in order to print color, of course.
2022-11-14 21:51:53 -08:00
Misa
3fc23f2b2c Add -console option on Windows
This adds the `-console` command-line option (for Win32 only) so the
game can spawn an attached console window which will contain all console
output.

This is to make it easier for people to debug on Windows systems.
Otherwise, the only way to get console output would be to either compile
the application as a console app (i.e. switch the subsystem to console)
- which is undesirable for regular users as this makes it so a console
is always spawned even when unwanted - or launch the game with shell
arguments that make it so output is redirected to a file.

As a result, color checking support is factored out of vlog_init() into
its own function, even though we don't support colors on Windows.
2022-11-14 19:40:23 -08:00
Misa
5bb3768782 Fix indentation style of #defines in Vlogging.c
This makes it so the hash is always in the first column while the rest
of the line follows normal indentation rules.
2022-11-14 19:40:23 -08:00
Misa
9def8fd704 Seed with frame counter instead of SDL_GetTicks
Using SDL_GetTicks() to seed the Gravitron RNG caused many
reproducibility issues while syncing https://tasvideos.org/7575S . To
fix this, add a frame counter, which is a number that is incremented
every frame and never resets, and use it instead.

If someone needs to switch back to SDL_GetTicks() for old TASes, then
provide the -seed-use-sdl-getticks command-line option for them.
2022-11-14 14:10:24 -08:00
Misa
e6a3df6ca6 Move xoshiro_seed debug print to top
In its previous location, it would only print the value of `s` after it
had been mutated by `splitmix32` four times, and it doesn't get used
after that, so the print isn't very useful.

Mixing code and declarations here is fine because starting from a few
months ago, we compile with C99 and if we ever need to compile with C90
then it's trivial to add braces surrounding the declarations.
2022-11-14 13:14:25 -08:00
Misa
876362365b Ignore comments of tracks with a negative loop comment
If a music track has a loop comment with a negative value, ignore all
comments of the track. This is just to prevent any weirdness from
happening as it's safer to just let the track loop improperly. Also log
to the console to let users know.

This is the same thing that SDL_mixer does now:
libsdl-org/SDL_mixer@e819489459

This commit happened as a result of discussion on the VVVVVV Discord
server about SDL_mixer 2.0.4 behavior with weird loop comment values
(e.g. octal input with leading zeroes). This is simply updating the code
to be in line with what newer versions of SDL_mixer do.
2022-11-13 19:51:56 -08:00
Misa
fb13e652fa Check for SDL_strdup failure in parseComments
Just in case it happens. Comments aren't really important to the game
(at worst a track will just loop in the wrong place) so it's fine to
carry on here and ignore all comments if this happens.
2022-11-13 19:41:32 -08:00