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Commit Graph

452 Commits

Author SHA1 Message Date
Dav999-v
e90cc86a3c Game.cpp: make remaining strings translatable except gethardestroom
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
e96a0344e7 Game.cpp: Make Game::updatestate translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
713fc00034 Game.cpp: make menu options (in Game::createmenu) translatable
This mainly adds loc::gettext calls for menu option labels.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
ec611ffa9d Add localization "foundation" (many code changes)
This commit adds most of the code changes necessary for making the game
translatable, but does not yet "unhardcode" nearly all of the strings
(except in a few cases where it was hard to separate added
loc::gettexts from foundational code changes, or all the localization-
related menus which were also added by this commit.)

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
98742ed852 Add Localization.cpp/h (not compiled yet)
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -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
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
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
c3750e3b34 Fix special/stdin.vvvvvv being saved to levelstats.vvv
While fixing #885, I noticed that I had a bunch of
`special/stdin.vvvvvv` entries saved in my `levelstats.vvv`. At once I
knew that the dumb `special/stdin` hack that actually checks if the
filename passed is `special/stdin` was to blame.

STDIN playtesting was first merged, I knew in the back of my mind that
it was a bit of a dumb hack, but I didn't know it would cause
consequences like showing up in `levelstats.vvv`. For now, I'll just
have to patch it, but hopefully in the future I'll remove the dumb hack
entirely. Commenting both instances of the dumb hack with instructions
to grep for it should help maintainers out.
2022-08-03 17:30:23 -07:00
Misa
550dfe676a Clear level stats vector before loading them into the vector
Otherwise this results in what is basically a memory leak that can be
triggered repeatedly by selecting "play a level" over and over again.

Fixes #885.
2022-08-03 17:21:35 -07:00
Misa
98cb415675 Enumify all fade modes
This removes the magic numbers previously used for controlling the fade
mode, which are really not readable at all unless you already know what
they mean.

0: FADE_NONE
1: FADE_FULLY_BLACK
2: FADE_START_FADEOUT
3: FADE_FADING_OUT
4: FADE_START_FADEIN
5: FADE_FADING_IN

There is also the macro FADEMODE_IS_FADING, which indicates when the
intention is to only check if the game is fading right now, which wasn't
clearly conveyed previously.

I also took the opportunity to clean up the style of any lines I
touched. This included rewriting if-else chains into case-switches,
turning one-liner if-then statements into proper blocks, fixing up
comments, and even commenting the `fademode == FADE_NONE` on the tower
spike checks (which, it was previously undocumented why that check was
there, but I think I know why it's there).

As for type safety, we already get some by transforming the variable
types into the enum. Assignment is prohibited without a cast. But,
apparently, comparison is perfectly legal and won't even give so much as
a warning. To work around this and make absolutely sure I made all
existing comparisons now use the enum, I temporarily changed it to be an
`enum class`, which is a C++11 feature that makes it so all comparisons
are illegal. Unfortunately, it scopes them in a namespace with the same
name as a class, so I had to temporarily define macros to make sure my
existing code worked. I also had to temporarily up the standard in
CMakeLists.txt to get it to compile. But after all that was done, I
found the rest of the places where a comparison to an integer was used,
and fixed them.
2022-04-25 00:57:47 -07:00
Misa
5bd7dce075 Prevent writing stats/settings if they're not loaded
This prevents writing to unlock.vvv or settings.vvv if the game hasn't
made an attempt to load them yet. Otherwise, if the game aborted via
VVV_exit() because of, say, failure to parse a graphics file, it would
overwrite perfectly existing valid save data since it hasn't loaded it
yet.

Fixes #870.
2022-03-13 22:40:59 -07:00
Misa
f5166c437e Add forced fullscreen mode
This is mainly to make sure the game is definitely set to fullscreen in
Big Picture and on the Steam Deck, and to also remove windowed options
that wouldn't make sense if you're not on a desktop (toggling
fullscreen, resize to nearest). Those options would also be removed on
console and mobile too.

There's a bit of an annoying bug where if you launch the game in forced
fullscreen mode, but then exit and relaunch in normal mode, your game
will have fullscreen window sizes but it won't be fullscreen. This is
because forced fullscreen mode tries to preserve your non-forced
fullscreen setting, but due to the way window sizes are stored and
queried, it can't preserve the non-forced window size. This is a bit
difficult to work around, so I'm just putting in a FIXME here because we
can fix it later and I'd rather have a slightly buggy forced fullscreen
mode than not have one at all.

Closes #849.
2021-12-25 23:01:45 -08:00
Dav999-v
3e36bfd56f Simplify time formatting functions
Here's my notes on all the existing functions and what kind of time
formats they output:

- Game::giventimestring(int hrs, int min, int sec)
	H:MM:SS
	MM:SS

- Game::timestring()
// uses game.hours/minutes/seconds
	H:MM:SS
	MM:SS

- Game::partimestring()
// uses game.timetrialpar (seconds)
	MM:SS

- Game::resulttimestring()
// uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s)
	MM:SS.CC

- Game::timetstring(int t)
// t = seconds
	MM:SS

- Game::timestringcenti(char* buffer, const size_t buffer_size)
// uses game.hours/minutes/seconds/frames
	H:MM:SS.CC
	MM:SS.CC

- UtilityClass::timestring(int t)
// t = frames, 30 frames = 1 second
	S:CC
	M:SS:CC

This is kind of a mess, and there's a lot of functions that do the same
thing except using different variables. For localization, I also want
translators to be able to localize all these time formats - many
languages use the decimal comma instead of the decimal point (12:34,56)
maybe some languages really prefer something like 1時02分11秒44瞬...
Which I don't know to be correct, but it's good to be prepared for it
and not restrict translators arbitrarily to only changing ":" and "."
when we can start making the system better in the first place.

I added a new function, UtilityClass::format_time. This is the place
where all time formats come together, given the number of seconds and
optionally frames. I have simplified the above-mentioned functions
somewhat, but I haven't given them a complete refactor or renaming -
I mainly made sure that they all use the same backend so I can make the
formats consistent and properly localizable.

(And before we start shoving more temporary char buffers everywhere
just to get rid of the std::string's, maybe we need to think of a
globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a
register of sorts, for when any line of text needs to be made or
processed, then printed, and then goes unused. Maybe help.textrow,
or something like that.)

As for this commit, the available time formats are now more consistent
and changed a little in some places. Leading zeroes for the first unit
are now no longer included, time trial results and the Super Gravitron
can now display hours when they went to 60 minutes before, and we now
always use .CC instead of :CC. These are the formats:
- H:MM:SS
- H:MM:SS.CC
- M:SS
- M:SS.CC
- S.CC  (only used when always_minutes=false, for the Gravitrons)

Here's what changes to the current functions:
- Game::partimestring() is removed - it was used in two places, and
  could be replaced by game.timetstring(game.timetrialpar)
- Game::giventimestring(h,m,s) and Game::timestring() are now wrappers
  for the other functions
- The four remaining functions (Game::resulttimestring(),
  Game::timetstring(t), Game::timestringcenti(buffer, buffer_size)
  and UtilityClass::timestring(t)) are now wrappers for the "central
  function", UtilityClass::format_time.
- UtilityClass::twodigits(int t) is now unused so it's also removed.
- I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 11:38:12 -08:00
Misa
a6b076e234 Explicitly zero declared struct ScreenSettingss
Performance cost is negligible and well worth being safe in case there
are more members added in the future but we forget to initialize them.
2021-12-25 00:30:10 -08:00
Misa
1e157f3cc9 De-C++-ify struct ScreenSettings
This includes:
- Removing the constructor in favor of actually being able to see that
  there's an actual function called being made initializing the struct
- Removing the use of a reference in Screen::init() in favor of using a
  pointer
- Adding the struct qualifier everywhere (it's not much typing),
  although technically you could typedef it in C, but I'd rather much
  not typedef just to remove a tag qualifier
2021-12-25 00:30:10 -08:00
Misa
d0ffafe117 Extern gameScreen, remove screenbuffer
I know earlier I removed the gameScreen extern in favor of using
screenbuffer, but that was only to be consistent. After further
consideration, I have found that it's actually really stupid.

There's no reason to be accessing it through screenbuffer, and it's
probably an artifact of 2.0-2.2 passing stack-allocated otherwise-global
classes everywhere through function arguments. Also, it leads to stupid
bugs where screenbuffer could potentially be NULL, which has already
resulted in various annoying crashes in the past. Although those could
be fixed by simply initializing screenbuffer at the very top of main(),
but, why not just scrap the whole thing anyway?

So that's what I'm doing.

As a nice side effect, I've removed the transitive include of Screen.h
from Graphics.h. This could've been done already since it only includes
it for the pointer anyway, but it's still good to do it now.
2021-12-25 00:29:28 -08:00
Misa
f7b4ac8322 Rename stretch mode to scaling mode internally
It's been long overdue that this variable be named properly. 2.2 added
integer scaling mode (thanks Ethan), 2.3 renamed it to scaling mode. Now
2.4 will properly call it what it is so people won't be confused by it.

The ScreenSettings struct member is renamed from stretch to scalingMode
along with the Screen class member being renamed, as well as the
toggleStretchMode function being renamed to toggleScalingMode as well.
Unfortunately, due to compatibility, we can't change the <stretch> XML
tag.
2021-12-22 19:54:59 -08:00
Misa
aa7b63fa5f Remove VVV_min/max in favor of SDL_min/max
VVV_min/max are functions that only operate on ints, and SDL_min/max are
macros that operate on any type but double-evaluate everything.

I know I more-or-less said earlier that SDL_min/max were dumb but I've
changed my mind and think it's better to use them, taking care to make
sure you don't double-evaluate, rather than trying to generate your own
litany of functions with either your own hand-rolled generation macros,
C++ templates, C11 generics, or GCC extensions (that last one you'd
technically use in a macro but it doesn't really matter), all of which
have more downsides than just not double-evaluating.

And the upside of not double-evaluating is that you're disencouraged
from having really complicated single-line min/max expressions and
encouraged to precompute the values beforehand anyway so the final
min/max is more readable. And furthermore you'll notice when you
yourself end up doing double-evaluations anyway. I removed a couple
instances of Graphics::len() being double-evaluated in this commit (as
well as cleaned up some other min/max-using code). Although the only
downside to those double-evaluations was unnecessary computation,
rather than checking the wrong result or having multiple side effects,
thankfully, it's still good to minimize double-evaluations where
possible.
2021-12-22 16:43:31 -08:00
Misa
f7454baffa Hide level path by default
You will now need to go through another confirm menu in order to print
your level path. The confirm menu warns you may leak sensitive
information if you are streaming.

Screenshots:
https://i.imgur.com/0Dc9jsZ.png
https://i.imgur.com/UhDgXqj.png
https://i.imgur.com/Z0ftQnH.png

Fixes #853.
2021-12-22 00:58:27 -08:00
Misa
1d6a808cbd Add centiseconds to timer overlays
This adds centiseconds to the in-game timer, as well as the time trial
timer.

This is to aid speedrun moderators in determining when exactly a run was
completed, which they can't easily do if the timer only has a precision
up to a second.
2021-12-20 19:26:01 -08:00
Misa
119e25d0bb Change all game-gamestates to use an enum type
Currently, all game-gamestate variables are just ints. This is not
particularly type-safe, in case the number of enums changes. To verify
that all current uses of the game-gamestate variables actually use the
enums, change them to be typed with the enum instead.

(As an aside, we should probably rename this so that it can't be
confused with Terry's state machine that has several different ways to
exploit to warp you to the credits, but that's something to do later.)
2021-12-17 23:57:55 -08:00
Misa
7f9247b0c7 Add asserts if ingame_titlemode in unexpected places
The game will now assert if the main menu is created while
ingame_titlemode is true, or if we attempt to load into a mode while
it's true. And if assertions are disabled then it just stops doing it
anyway.

I don't think there's any way to get a glitched ingame_titlemode again,
ever since I removed save data deletion taking you back to the main
menu. But I've had enough bugs with the fact that we more-or-less use
the same state for main menu options and in-game options, and that
glitched ingame_titlemode bug DID just happen, so I'm taking
precautions.
2021-12-17 23:36:13 -08:00
Misa
cc9c71a94a deletestats: Properly reset bestgamedeaths
While I was testing deleting data while you were in-game, I noticed that
deleting data gave you all the "Win with less than X deaths" trophies,
even if you never got any of them before deleting data. Well, it turns
out that if you have the best game death count of 0, then you win every
trophy, and if you have the best game death count of -1 then that means
you haven't completed the game yet.

This reset was added in e3bfc79d4a, so at
least it's not in 2.3, but I only have myself to blame for making this
mistake. Whoops.
2021-12-17 23:34:44 -08:00
Ally
f3786a8e3f
Add setactivityposition(x,y), add new textbox color transparent (#847)
* Add `setactivityposition(x,y)`, add new textbox color `transparent`

This commit adds a new internal command as a part of the visual activity zone changes I've been making.
This one allows the user to reposition the activity zone to anywhere on the screen.
In addition, this commit adds the textbox color `transparent`, which just sets r, g and b to 0.
rgb(0, 0, 0) normally creates the color black, however in VVVVVV textboxes, it makes the background
of them invisible, and makes the text the off-white color which the game uses elsewhere.

* add new variables to hardreset

* Fix unwanted text centering; offset position by 16, 4

It makes sense for `setactivityposition(0, 0)` to place the activity zone in the default position,
so the x has been offset by 16, and the y has been offset by 4.

Text was being automatically centered, meaning any activity zone which wasn't centered had misplaced text.
This has been fixed by calculating the center manually, and offsetting it by the passed value.
2021-10-13 15:38:51 -07:00
Misa
38b2213745 Rename number to number_words
This is to clarify that it returns the word forms of numbers, not
numbers themselves.
2021-09-25 15:08:13 -07:00
Misa
891ca527f9 Remove overcomplicated integer divisions
Believe it or not, there are still some remnants of the ActionScript
coding standards in the codebase! And one of them sometimes pops up
whenever an integer division happens.

As it so happens, it seems like division in ActionScript automatically
produces a decimal number. So to prevent that, the game sometimes
subtracts off the remainder of the number to be divided before
performing the division on it.

Thus, we get statements that look like

    (a - (a % b)) / b

And probably more parentheses surrounding it too, since it would be
copy-pasted into yet another larger expression, because of course it
would.

`(a % b)` here is subtracting the remainder of `a` divided by `b`, using
the modulo operator, before it gets divided by `b`. Thus, the number
will always be divisible by `b`, so dividing it will mathematically not
produce a decimal number.

Needless to say, this is unnecessary, and very unreadable. In fact, when
I saw these for the first time, I thought they were overcomplicated
_modulos_, _not_ integer division! In C and C++, dividing an integer by
an integer will always result in an integer, so there's no need to do
all this runaround just to divide two integers.

To find all of these, I used the command

    rg --pcre2 '(.+?).+?-.+?(?=\1).+?%.+?([\d]+?).+?\/.+?(?=\2)'

which basically matches expressions of the form 'a - a % b / b', where
'a' and 'b' are identical and there could be any characters in the
spaces.
2021-09-24 17:39:31 -07:00
Misa
8d0a90a588 Avoid function call to check empty room name
Instead, a simple comparison of the first element will do.
2021-09-12 21:54:47 -07:00
Misa
ddff461a6c Replace hardcoded temp buffer sizes with a named constant
Constants.h will house constants like the screen size and others. But
basically only the screen size for now.

Now we don't have to type that "4 bytes per 40 chars (whole screen)"
comment everywhere...
2021-09-12 21:40:20 -07:00
Misa
ffe53746bc Rename textbox to textboxes and textbox line to lines
It's really dumb that these array names aren't plural when they should
be, because they contain more than one thing.
2021-09-12 21:06:27 -07:00
Misa
a50e8ecf48 Replace roomnames/hiddennames/glitchnames with const char*
Since those are all downstream recipients of either static storage or
memory that doesn't move for the duration of the custom level, it's okay
to make these be `const char*`s without having to redo any of the RAII
memory management.

mapclass::currentarea() is included in this as well. I also cleaned up
Tower.cpp's headers to fix some transitive includes because I was
removing UtilityClass.h includes from all other level files too.

The "Untitled room" names no longer show any coordinates, because doing
so would require complicated memory management that's completely
unneeded. No one will ever see them, and if they do they already know
they have a problem anyway. The only time they might be able to see them
is if they corrupted the areamap, but this was only possible in 2.2 and
previous by dying outside the room deaths array in Outside Dimension
VVVVVV, which has since been patched out. Besides, sometimes the
"Untitled room" gets overwritten by something else anyway (especially in
Finalclass.cpp), so it really, really doesn't matter.
2021-09-12 21:06:26 -07:00
Misa
a7ae3e0fb0 Remove scmmoveme
So, I ended up breaking supercrewmate spawning with that roomchange
refactor. However, upon investigating how to fix it, I was running into
a weird interpolation issue due to scmmoveme, as well as the companion
spawning in the ground in "Very Good". And I was wondering why I or no
one else ended up running into them.

Well, as it turns out, scmmoveme ends up doing absolutely nothing. There
are only two instances where scmmoveme is used. The first is if you
respawn in "Very Good", and somehow have your scmprogress set to that
room. But that's impossible, because whenever you respawn, your
scmprogress is always set to the one after the room you respawn in. Even
if you respawned in the room previous to "Very Good" (which is "Don't
Get Ahead of Yourself!"), it still wouldn't work, since the logic always
kicks in when a gotoroom happens, and not only when a supercrewmate is
actually spawned. Since the scmprogress doesn't match, that case never
gets triggered, and we get to the second time scmmoveme is used, which
is in the catch-all case that always executes.

This second instance... also does nothing, because since we just
respawned, and our scmprogress got set to the room ahead of us, there is
no supercrewmate on screen. Then getscm() returns 0, and the player is
always indice 0, so the only thing we end up doing is setting the
player's x-position to their own x-position. Brilliant.

Anyway, this code results in interpolation issues and the supercrewmate
spawning in the ground on "Very Good" if you die, when my fix is
applied, because my fix moves this logic around to a different frame
order, and that actually ends up making scmmoveme no longer dead code.

So to recap: we have dead code, which looks like it does something, but
doesn't. But if you move it around in a certain way, it ends up having
harmful effects. One of the joys of working on this game...

It's also hilarious that it gets saved to the save file. Why? The only
time this variable is true, it is for literally less than a frame,
because it always gets set to false, because you always respawn using a
gotoroom whenever the supercrewmate dies, because you never respawn in
the same room as a supercrewmate, because Intermission 1 was
deliberately designed that way (else you'd keep continually dying since
the supercrewmate wouldn't move out of the way).
2021-09-11 22:23:47 -07:00
Misa
06a88eff39 Kludge-fix being able to play music in editor
When you're on the music changing screen in the editor, it plays the
current track. When you return, it stops playing the track. However, if
you press escape, it doesn't stop playing the track. This is because
pressing escape just returns to the previous menu without stopping
playing the track.

To fix this, I just added some kludge in the return menu function. This
is kinda super bad but it works for now and is just something to clean
up later. Maybe like each menu having exit callbacks or something, I
dunno.

This is kinda a regression, kinda sorta not. In 2.2 and previous,
pressing escape would just close the settings menu entirely, which also
bypassed the music fadeout. 2.3 made it so pressing escape doesn't
entirely close the settings menu, and just returns to the previous menu,
which fails in a different way. But the intended way is definitely to
select the return option and having the music fade out.
2021-09-10 18:56:12 -07:00
Misa
e3bfc79d4a Reset some stats that weren't being reset in deletestats
This function now properly deletes the Super Gravitron record, the Super
Gravitron rank, and the best game deaths. They were not being properly
reset previously, meaning you would have to go into your save file to
properly clean out your save data.
2021-09-10 18:02:52 -07:00
Misa
07bbc5b2de Don't check !muted when fading music after completion prompt
This was done in 2.2 and previous probably to fix the fact that there
were multiple conflicting audio controls (the player wants to mute the
audio but the game wants to fade in the audio), but is now actively
harmful since 2.3, because muting the game while finishing the
completion prompt means the music will never come back in, even after
unmuting.

I also notice that when collecting a custom crewmate, the game checks
for the level's start music instead of if there's actually a current
song playing right now. I don't know why this was done, because it
would've been better to copy-paste the trinket collection logic here.
It's entirely possible for the audio to just be muted and never come
back if the level has no start music but plays a song by using a script.
Anyways, leaving it alone because it's quite possible that a level might
be intentionally designed around this, I can't really tell the
intentions of every level creator, and it's easy to work around (either
don't use custom crewmates, which every modern level basically does
nowadays, or just set the start music).
2021-09-10 15:48:18 -07:00
Misa
3185d88776 Don't touch music when completing custom level
For some reason, when completing a custom level and fading to the menu,
the game attempts to fade the music in and also fade the music out at
the same time. This results in nothing happening at all, and in 2.2 and
previous, results in audio fading out from max volume while the game is
frozen on a black screen after the fadeout.

To avoid any potential badness, just remove these.
2021-09-10 15:42:25 -07:00
Misa
c64fd89325 Untabify every single file
YOLO.

This is a repeat of #642. As before, I just did

    rg -l '\t' | xargs -n 1 sed -i -e 's/\t/    /g'

inside the desktop_version/ folder.
2021-09-06 18:56:39 -07:00
Misa
b3f437fe55 Rename respawncolour to savecolour
Since it's a variable like saverx/savery/savex/savey, it should be
renamed to savecolour and placed with all of them.
2021-09-06 18:28:28 -07:00
Misa
8e61a04937 Add changerespawncolour() script command
This command simply changes the color that the player respawns with upon
death. The respawn color also persists through custom save files.

Closes #830.
2021-09-06 16:11:19 -07:00
Misa
33c5b8b7c0 Use const std::string& where possible in function params
If it's at all possible to use `const std::string&` when passing
`std::string`s around, then we use it. This is to limit the amount of
memory usage as a result of the frequent use of `std::string`s, so the
game no longer unnecessarily copies strings when it doesn't need to.
2021-09-06 15:43:59 -07:00
Misa
77696c0d55 Don't check map.extrarow when opening map
This is just to make sure there aren't any more inconsistencies with
regards to the value of graphics.menuoffset. Can't hurt to be sure.
2021-09-05 17:04:26 -07:00
Misa
edf949bd9c Use resumegamemode to track menu animation
This fixes a bug where the player could bring up the map on the very
first frame of a gamemode(game) animation. This is because the menu
animation checked graphics.menuoffset, but graphics.menuoffset wouldn't
have changed at that point because it only set graphics.resumegamemode.

Instead, just check for graphics.resumegamemode directly. We also need
to assign it to false whenever the map is closed so the player won't be
prevented from using the map screen again.
2021-09-05 16:59:05 -07:00
Misa
da6c524db5 Don't use map.extrarow for menu animations
This fixes all the headaches about map.extrarow having to be the correct
value and which way it should be and whatnot. The latest headache was
the detection that prevent user-initiated menu animations while an
animation was already happening being tripped because
graphics.menuoffset would be 230 (due to closing the menu while being in
a room without a room name), but then going to a room with a room name
would check for 240 instead, and 230 is less than 240. (The numbers are
the wrong way round because I got the ternaries the wrong way round, but
even if the numbers are the correct way round, the bug would still
happen, but it would just be reversed.)

So instead, I've just made it 240 for both. This doesn't change the
duration of the menu animation (because the animation moves in
increments of 25, and 230 / 25 == 240 / 25 under integer division). It
might change the animation slightly, but it was already inconsistent
anyway because map.extrarow was always set to be 1 in custom levels, and
I legitimately would not be able to tell the difference without
recording the animations and nitpicking it frame-by-frame.

Fixes #841.
2021-09-03 17:13:03 -07:00
Misa
4339bbadbb Add message when player is kicked out of Super Gravitron
The player gets kicked out of the Super Gravitron if they have
invincibility or slowdown enabled. However, this can be confusing if no
message pops up
( https://steamcommunity.com/app/70300/discussions/0/3039355280230178910/ )
. So I've made it so that a text box will pop up when they get kicked
out.
2021-09-03 12:08:31 -07:00
Misa
5b10164659 Prevent user-initiated map menu changes during menu animations
This makes it so it's not even possible to stay on the TELEPORTERMODE
screen by opening the map while it's being brought down. It also makes
it so the map animation is able to be canceled when being brought up
just by opening the map and closing it.

Fixes #833.
2021-09-02 12:21:46 -07:00
leo60228
be2b1564a8
Call FS.syncfs on Emscripten (#838)
Also, add a sync parameter to avoid calling syncfs too often.

Calling syncfs twice in a row is both inefficient and leads to errors
displaying twice. This allows us to bypass it when saving unlock.vvv as
part of savestatsandsettings.
2021-09-02 13:19:51 -04:00
Misa
3c30d9b7f0 Rename cl.level to cl.roomproperties
I mean, that's what they are. Room properties are within a level, not a
level themselves. So...
2021-09-01 15:30:02 -07:00
Misa
a23014350f Move all editor-specific attributes to a new editorclass
This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.

Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
2021-09-01 15:30:02 -07:00
Misa
3e380e23fb Rename editor.h to CustomLevels.h
This accompanies the editor.cpp -> CustomLevels.cpp change; I'll be
splitting out the editor functions in the next commit. The name of the
include guard has been changed as well, but not anything else.
2021-09-01 15:30:02 -07:00
Misa
3ef5248db9 Simplify and print XML errors from TinyXML-2
All XML functions now check the return value of
tinyxml2::XMLDocument::Error() after each document gets loaded in to
TinyXML-2. If there's an error, then all functions return. This isn't
strictly necessary, but printing the error message that TinyXML-2 is the
bare minimum we could do to be useful.

Additionally, I've standardized the error messages of missing or
corrupted XML files.

Also, the way the game went about making the XML handles was... a bit
roundabout. There were two XML handles, one for the document and one for
the root element - although only one XML handle suffices. So I've
cleaned that up too.

I could've gone further and added error checking for a whole bunch of
things (e.g. missing elements, missing attributes), but this is good
enough.

Also, if unlock.vvv or settings.vvv don't exist yet, the game is
guaranteed to no-op instead of continuing with the function. Nothing bad
seems to happen if the function continues, but the return statements
should be there anyway to clearly indicate intent.
2021-09-01 15:09:40 -07:00
Misa
cbc84edb0e Remove superfluous message if settings.vvv/unlock.vvv don't exist
If settings.vvv doesn't exist, loadsettings() calls savesettings(), but
savesettings() already prints a message if settings.vvv doesn't exist.
So then the output would look like

    No settings.vvv found. Creating new file
    No settings.vvv found

Which is clearly redundant.

The same thing happens with unlock.vvv, but in that case the following
prints instead

    No unlock.vvv found. Creating new file
    No Stats found. Assuming a new player
2021-09-01 15:09:40 -07:00
Misa
73535b4342 De-duplicate loadsummary parsing and move to different function
I will need to be able to return from this function if there's an XML
error, otherwise writing out the control flow manually gets really
nasty. And while I'm at it, it's some a nice de-duplication as well.

To do this, we create a temporary struct that bundles up all the
information we want for the summary, and pass it in to the intermediate
load function.

Furthermore, we can get rid of reading map.finalstretch - it affects
nothing. map.finalmode is still needed, however, because of the usage of
map.area().
2021-09-01 15:09:40 -07:00
Misa
bbc2f06d81 De-duplicate quick/telesummary fetching in Game::init()
The less copy-pasted code, the less work for me later.
2021-09-01 15:09:40 -07:00
Misa
96539f891c Replace all print calls with vlog calls
This is pretty straight-forward to do.
2021-09-01 14:34:55 -07:00
Misa
416fe00c9d Fix not-Flip-Mode flag turning off when returning from options menu
We need to check for graphics.setflipmode, not graphics.flipmode,
because graphics.flipmode only gets assigned at the end of the frame
(due to the deferred callback). Otherwise, returning from the options
menu would always turn flag 73 on, which would make you ineligible to
get the Flip Mode trophy, even if you're in Flip Mode.
2021-08-31 15:33:20 -07:00
Ally
64be7dbd53
Refactor colors in internal commands
Originally this started as a "deduplicate a bunch of duplicated code in script commands" PR,
but as I was working on that, I discovered there's a lot more that needs to be done than
just deduplication.
Anything which needs a crewmate entity now calls `getcrewmanfromname(name)`, and anything which
just needs the crewmate's color calls `getcolorfromname(name)`. This was done to make sure that
everything works consistently and no copy/pasting is required. Next is the fallback; instead of
giving up and doing various things when it can't find a specific color, it now attempts to treat
the color name as an ID, and if it can't then it returns -1, where each individual command handles
that return value. This means we can keep around AEM -- a bug used in custom levels -- by not
doing anything with the return value if it's -1.

Also, for some reason, there were two `crewcolour` functions, so I stripped out the one in
entityclass and left (and modified) the one in the graphics class, since the graphics class also
has the `crewcolourreal` function.
2021-08-31 15:09:51 -07:00
Misa
7a598f5811 Move roomchange off of Game
The purpose of this variable was to keep track of if gamelogic() called
map.gotoroom() at any point during its execution. So map.gotoroom()
always unconditionally set it to true, and then gamelogic() would check
it later.

Well, there's no need to put that in a global variable and do it like
that! It makes it less clear when you do that.

So what I've done instead is made a temporary macro wrapper around
map.gotoroom() that also sets roomchange to true. I've also made it so
any attempt to use map.gotoroom() directly results in failure (and since
then using map.gotoroom() in the wrapper macro would also fail, I've had
to make a gotoroom wrapper function around map.gotoroom() so the wrapper
macro itself doesn't fail).
2021-08-31 09:25:47 -07:00
mothbeanie
1ec06c6f5c Standardize punctuation and style for the new options menu 2021-08-19 17:17:36 -07:00
Misa
a13d26d866 Add option to delete all custom level save data
To match the option to nuke all main game save data, there is also now
an option to nuke all custom level save data separately (which is just
all custom level quicksaves, along with stars for level completion). It
has its own confirmation menu too. It does not delete any levels from
the levels folder.
2021-08-18 16:02:11 -07:00
Misa
3a2265ef0d Add being able to delete a custom level quicksave
Custom level quicksaves are NOT affected by the clear data menu, so the
player should be able to delete quicksaves this way. The quicksave
confirmation menu now has an extra option to delete the save (and that
option also has its own confirmation menu before deleting).
2021-08-18 16:02:11 -07:00
Misa
28e4a155d4 Don't show next/previous page options if only one page
It's possible to get one page of levels by removing all the built-ins,
either by removing them directly from data.zip or by putting files with
the same filenames as them in your level folder that don't contain
nothing.

And hey, there's already a check for if no levels exist at all, so why
not check for this too?
2021-08-12 00:15:21 -04:00
Misa
71dfbc1860 Allow getting star if more trinkets than level trinkets
Previously, you would only get the trinket completion star if you got
the exact same amount of trinkets as there are custom entity trinkets in
the level file. But if you got more (say, if the level spawned extra
"bonus trinkets"), you wouldn't be able to get the star.

This is true of the custom crewmate case as well, but I've decided to
not change that case, because there are still downsides to the resulting
behavior and it's better to just leave it alone because it's rare for it
to happen anyways.
2021-08-12 00:13:27 -04:00
Misa
448a99ca23 Save showtrinkets to custom level quicksaves
Since custom levels have gained the functionality to show trinkets on
the minimap, it's nice to just save the showtrinkets variable directly
to the save file, without having to make level makers handle it
themselves.
2021-08-12 00:13:05 -04:00
AllyTally
3500888971 Add audiopause(on/off) command
If you have unfocus pause off, and unfocus audio pause off, then this command will go into effect.
When it's set to on, the audio will pause when you unfocus the game. When it's set to off, the
audio will not. This is different from the setting, and gets saved to the save file.
2021-08-11 21:52:11 -04:00
Misa
7699f5aaf1 Display improper zip structure message to non-console users
If a zip file is improperly structured, a message will be displayed when
the player loads the level list.

This will only display the last-displayed improper zip, because there
only needs to be one displayed at a time. Also because doing anything
more would most likely require heap allocation, and I don't want to do
that.
2021-08-10 16:33:52 -04:00
Misa
8dc5d69ef3 Do not close game if custom level has assets issues
It's quite rude to close the game entirely if there is trouble with
assets. Instead, just unload the assets and gracefully return to the
title screen.
2021-08-10 16:33:52 -04:00
Misa
3095871683 Add unfocus audio pause option
Some people prefer the 2.2 behavior where unfocusing pauses the game,
but the music still plays. One such person is Trinket9 on the VVVVVV
Discord server, who wanted it that way.

The reason audio pausing was added in the first place was to prevent
desyncing music in levels with cutscenes that synced to music. Rather
than reverting it, let's add this option instead.
2021-08-10 15:26:44 -04:00
lsaa
6c66f7248d
Add in-game timer option (#790) 2021-08-05 17:31:20 -04:00
Misa
243f9b92f8 Split glitchrunner mode into multiple versions
Previously, turning glitchrunner mode on essentially locked you to
emulating 2.0, and turning it off just meant normal 2.3 behavior. But
what if you wanted 2.2 behavior instead? Well, that's what I had to ask
when a TAS of mine would desync in 2.3 because of the two-frame delay
fix (glitchrunner off), but would also desync because of 2.0 warp lines
(glitchrunner on).

What I've done is made it so there are three states to glitchrunner mode
now: 2.0 (previously just the "on" state), 2.2 (previously a state you
couldn't use), and "off". Furthermore, I made it an enum, so in case
future versions of the game patch out more glitches, we can add them to
the enum (and the only other thing we have to update is a lookup table
in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want
to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner
version.
2021-08-05 13:35:21 -04:00
Misa
d292b64c6d Use hiddenname for hardestroom if roomname is empty
In earlier 2.3, if the roomname was empty, Dimension VVVVVV was used
instead. However, instead of doing that, it's better to just use the
hiddenname instead. Both because it's less hardcoded, and some rooms
have hidden names that aren't Dimension VVVVVV.
2021-06-11 23:58:18 -07:00
Ethan Lee
73c1c9a798 Revert "Change final stretch song to Piercing the Sky"
Upon further discussion it was decided to keep the soundtrack as originally
shipped, instead of changing it after the fact.

This reverts commit cf51379097.
2021-05-20 23:01:43 -04:00
Misa
448e34e878 Save showtargets to main game save files
This fixes an oversight that could lead to confusion by the player.

showtargets is the variable that shows all unexplored teleporters on the
map as a question mark, so players know where to head to to make
progress. However, it previously was not directly saved to the main game
file. Instead, it would be set to true if flag 12 was turned on in the
save file.

How well does flag 12 correlate with showtargets?

Well, the script that turns on showtargets (bigopenworld and
bigopenworldskip) doesn't turn it on. Neither does completing Space
Station 1.

This flag is only turned on when the player activates Violet's activity
zone for the first time.

Therefore, it's entirely possible that a new player could complete Space
Station 1, then save their game, and come back to resume playing later.
When they do come back, the question marks that Violet told them about
won't show up on the minimap, and they'll be confused. They may not know
where to go.

And it is completely unintuitive for them to know that in order to get
the question marks to show up again, they have to not only talk to
Violet, but then save the game again, and reload the save. Especially
since the question marks only show up after you reload the save, and not
when you talk to Violet (because flag 12 is only a proxy for
showtargets, not the actual variable itself).

So what's the solution? Just save showtargets to the save file directly.
2021-05-20 19:56:25 -04:00
Misa
4fa435f784 Separate pressing Enter to open map from pressing Enter to interact
This is a lot of copy-pasted code, but a little bit of copy-pasting
never hurt anyone...

The keybind to interact with activity zones and teleporters is now
separate from the keybind to open the map, or return to the editor from
in-editor playtesting, or restart a time trial. The keybind is now E,
and the default controller bind is X. No controller button prompts, but
the game didn't have controller button prompts anyways, so whatever.

Doing this now because if people's muscle memory are going to be broken
by not being able to spam the map keybind anymore, at least we can help
a bit by changing the keybind so they can keep spamming it - their
muscle memory is going to be broken anyways.

This option has to be enabled by going to the speedrunner menu options
and selecting "interact button". It is disabled by default.

All prompt text needs to be string-interpolated every time they are
drawn, because it is possible for people to change which interact button
they use in the middle of gameplay, via the in-game options.

Closes #736.
2021-05-19 00:04:00 -07:00
Misa
cf51379097 Change final stretch song to Piercing the Sky
After the dimension destabilizes, the song that plays is Positive Force.
Which has already been played twice in the game at that point (first in
Tower, then in the Gravitron). Since Piercing the Sky is unused, why not
play a song that the player hasn't heard before? It would also be
musically fitting for the scenario.

The song gets played in two places - one for if you have cutscenes
enabled, and one for if you don't - so we just need to change both of
them.

I asked Terry in Discord DMs if he wanted this change and he approved of
it.
2021-05-17 02:02:44 -04:00
Misa
21dc90dd0e Fix 1-frame glitch returning from in-game options with Flip Mode on
If you had Flip Mode enabled when exiting from in-game options, the game
would flash the in-game options menu as flipped for 1 frame before
returning to the pause menu.

To fix this, just defer the Flip Mode variable assignment to be done at
the end of the frame.
2021-05-11 23:09:23 -04:00
Misa
52dc914a31 Don't allow setting best game deaths in custom levels
Custom levels shouldn't touch main game save data, and best game deaths
is no exception.

I also added a MAKEANDPLAY ifdef just to be safe.
2021-05-03 22:33:21 -04:00
Misa
4e0484553d Move Secret Lab nocompetitive check to Super Gravitron
It turns out, despite the game attempting to prevent you from using
invincibility or slowdown in the Super Gravitron by simply preventing
you from entering the Secret Lab from the menu, it's still possible to
enter the Super Gravitron with it anyways. Just have invincibility or
slowdown (or both!) enabled, enter the game normally, and talk to
Victoria when you have 20 trinkets, to start the epilogue cutscene.

Yeah, that's a pretty big gaping hole right there...

It's also possible to do a trick that speedrunners use called
telejumping to the Secret Lab to bypass the invincibility/slowdown
check, too.

So rather than single-case patch both of these, I'm going to fix it as
generally as possible, by moving the invincibility/slowdown check to the
gamestate that starts the Super Gravitron, gamestate 9. If you have
invincibility/slowdown enabled, you immediately get sent back to the
Secret Lab. However, this check is ignored in custom levels, because
custom levels may want to use the Super Gravitron and let players have
invincibility/slowdown while doing so (and there are in fact custom
levels out in the wild that use the Super Gravitron; it was like one of
the first things done when people discovered internal scripting).

No message pops up when the game sends you back to the Secret Lab, but
no message popped up when the Secret Lab menu option was disabled
previously in the first place, so I haven't made anything WORSE, per se.

A nice effect of this is that you can have invincibility/slowdown
enabled and still be able to go to the Secret Lab from the menu. This is
useful if you just want to check your trophies and leave, without having
to go out of your way to disable invincibility/slowdown just to go
inside.
2021-05-03 22:32:06 -04:00
Misa
b3c2f56c79 Factor out slowdown/invincibility conds to function
This factors out the slowdown and invincibility conditionals to a
function. This means less copy-pasted code, and it also conveys intent
(that we don't want to allow competitive options if we have either of
these cheats enabled).

This function isn't implemented in the header because then we would have
to include Map.h for map.invincibility, and transitive includes are
evil. Although, map.invincibility ought to be on Game instead (it was
only mapclass due to 2.2-and-previous argument passing), but that's a
bunch of variable reshuffling that can be done later.
2021-05-03 22:32:06 -04:00
Misa
96488d27c8 Factor out Secret Lab/Time Trial/NDM conds to function
They are now factored out to an inline function named incompetitive().
This is so their usage can be changed without having to change each
individual one in every place. This also clarifies the intent of using
these conditionals (they are for when we're in a "competitive" mode).
2021-05-03 22:32:06 -04:00
Misa
516e71c7da Remove customlevelstatsloaded from Game
This boolean is assigned, and it is checked... but it's never assigned
to true, thus making it useless. I also checked 2.2 source and the same
thing happens there; to prevent any confusion, I'm removing this.
2021-04-17 09:53:17 -04:00
Misa
c76c67b125 Axe mouse cursor config option
The config option has been removed. I'm going to implement something
that automatically shows and hides the mouse cursor whenever
appropriate, which is better than a config option.
2021-04-16 22:00:33 -07:00
Misa
e3145c09f2 Reset cliplaytest when exiting to menu and check it when loading
This fixes a bug where quitting to the menu from command-line
playtesting with -playassets specified would always use those assets
when loading back in to any custom level. This also fixes loading in to
a custom level quicksave always using the command-line playtesting
arguments instead of using the actual quicksave.
2021-04-14 07:14:34 -04:00
Misa
235046f7ad Don't ditch frames when loading saves
It seems like for whatever reason that the frames portion of save files
is never read from, and always zeroed. Well, technically they get parsed
but the result is immediately discarded afterwards.

I see no reason to do this, so I'm removing these zeroes.
2021-04-13 17:51:24 -04:00
Misa
01ba834086 Don't tick timer if in time trial countdown
In 2.2 and previous, the game would call resetgameclock() every frame
for the last 30 frames of the time trial countdown in order to make sure
it gets reset. This was in a render function, and didn't get brought out
in 2.3, so 2.3 resets the game clock *while rendering*, which is kinda
bad and is an oversight on my part for not noticing.

Instead of doing that, just add a conditional to the timer so that it
won't tick during the time trial countdown. This fixes #699 even further
by making it so the time trial par can't even be lost during the
countdown, because the timer won't tick up - so you can never get a sad
squeak to play by pausing the game or unfocus-pausing it during the
countdown.
2021-04-13 17:51:24 -04:00
Misa
2517900010 De-duplicate zeroing the game clock
For some reason, resetgameclock() is only ever used in gamerender(), and
everywhere else just zeroes the clock manually. This is weird to me, so
I've made it so everywhere that zeroes the clock uses the
resetgameclock() function to do so.
2021-04-13 17:51:24 -04:00
Misa
e8316c7e9a Implement music and sound volume sliders
This adds music and volume sliders to the audio options. To use the
sliders, you navigate to the given option, then press ACTION, and your
selection will be transferred to the slider. Pressing left or right will
move the slider accordingly. Then you can press ACTION to confirm the
volume is what you want and deselect it, or you can press Esc to cancel
the volume change, and it will revert to the previous volume; both
actions will write your settings to disk.

Most of this commit is just adding infrastructure to support having
sliders in menus (without copy-pasting code), which is a totally
completely new user interface that has never been used before in this
game. If we're going to be adding something new, I want to make sure
that it at least is done the RIGHT way.

Closes #706.
2021-04-11 20:56:16 -04:00
Misa
27874e1dc6 Add music and sound volume config options
This adds <musicvolume> and <soundvolume> tags to unlock.vvv and
settings.vvv, so users' volume preferences will be persistent across
game sessions. This does not add the user interface to change them from
in-game; the next commit will do that.
2021-04-11 20:56:16 -04:00
Misa
2a3f17f1f7 Add audio category to options menu
The audio category contains the MMMMMM soundtrack option, as well as
stubs for the soon-to-be-implemented volume slider options.
2021-04-11 20:56:16 -04:00
Misa
bc0b9e1fa0 Fix softlocks from turning off advancetext at wrong time
When a text box in the script system (not the gamestate system) is
displayed onscreen and "- Press ACTION to advance text -" is up, the
game sets pausescript to true, so the script system won't blare past the
text box and keep executing. Then it also sets advancetext to true.
Crucially, these two variables are different, so if you have pausescript
true but advancetext false, then what happens?

Well, you get softlocked. There's no way to continue the script.

How is this possible? Well, you can teleport to the (0,0) teleporter
(the teleporter in the very top-left of the map) and regain control
during the teleporter animation. To do that, in 2.2 and below, you have
to press R at the same time you press Enter on the teleporter, or in 2.3
you can simply press R during the cutscene. Then once you teleport to
the room, it's really precise and a bit difficult (especially if
Viridian is invisible), but you can quickly walk over to the terminal in
that room and press Enter on it.

Then what will happen is the terminal script will run, but the
teleporter gamestate sequence will finish and turn advancetext off in
the middle of it. And then you're softlocked.

To fix this, just add a check so if we're in gamestate 0 and there's a
script running, but we have pausescript on and advancetext off, just
turn pausescript off so the game automatically advances the script.

This softlock was reported by Tzann on the VVVVVV speedrunning Discord.
2021-04-10 21:47:23 -04:00
Misa
dd4100f752 Fix softlocks from mistimed trinket text skip
You can skip the "You have found a shiny trinket!" cutscene. The
conditions are that this can only be done in the main game, in the main
dimension (no Polar Dimension), the checkpoint that you last touched
must not be in the same room as the trinket, and you have to have
skipped the Comms Relay cutscene. To do the skip, you press R on the
exact frame (or previous frame, if input delay is enabled) that Viridian
touches the trinket. Then, the gamestate will be immediately set to 0
(because of the gotoroom) and the cutscene will be skipped.

Speedrunners of the main game, well, run the main game already, the
only trinket in the Polar Dimension is not one you want to do a death
warp at, and they have a habit of automatically skipping over the Comms
Relay cutscene because they press R at the beginning of the run when
Viridian teleports to Welcome Aboard, to warp back to the Ship and so
they can leave rescuing Violet for later.

So someone reported softlocking themselves by doing the trinket text
skip in 2.3. The softlock is because they're stuck in a state where
completestop is true but can't advance to a state that turns it off. How
does this happen? It's because they pressed R too late and interrupted
the gamestate sequence. In 2.2 and previous, if you're in the gamestate
sequence then you can't press R at all, but 2.3 removes this restriction
(on account of aiming to prevent softlocks). So only on the very first
frame can you death warp and interrupt the gamestate sequence before it
happens at all.

Anyways to fix this, just turn completestop off automatically if we're
in gamestate 0 and there's no script running.

This softlock was reported by Euni on the VVVVVV speedrunning Discord.
2021-04-10 21:47:23 -04:00
Misa
f96f5703ff Fix level list segfault when upgrading old levelstats.vvv
So some people reported the levels list crashing when they loaded it.
But this wasn't reproducible every time. They didn't provide any
debugging information, so I had to use my backup plan: doing a full
audit of the code path taken for loading the levels list.

And then I found this. It turns out this was because I used a
LOAD_ARRAY_RENAME() macro on an std::vector. You can't do that because
you need to use push_back() to resize a vector, so the macro will end up
indexing into nothing, causing a segfault. However, this code path would
only be taken if you have an old levelstats.vvv, from 2.2 and previous -
which explains why it wasn't 100% reproducible. But now that I know you
need an old levelstats.vvv, this bug happens 100% of the time.

Anyways, to fix this, just ditch the macro and expand it manually, while
replacing the indexing with a proper usage of push_back().
2021-04-09 22:22:05 -04:00
Misa
8e4b904f57 Fix whitespace from eee98b0e07
eee98b0e07 introduced mixed indentation
and one trailing whitespace, which I've cleaned up.
2021-04-09 17:42:58 -04:00
TerryCavanagh
8b1efb4335 Default to 60 FPS mode (fixes #702) 2021-04-09 20:40:22 +10:30