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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 15:38:30 +02:00
Commit Graph

141 Commits

Author SHA1 Message Date
Misa
694e8f42ab Add VSync graphics option, off by default
This is if you want delta-timesteps to go as quickly as possible. Also
it seems like on Windows this only has an effect in exclusive fullscreen
mode.
2020-06-19 09:05:48 -04:00
Misa
7f526f3ef2 Add being able to toggle over/fixed-30-FPS, off by default
There is now an option in "graphic options" named "toggle fps", which
toggles whether the game visually runs at 1000/34 FPS or over 1000/34
FPS. It is off by default.

I've had to put the entire game loop in yet another set of braces, I'll
indent it next commit.
2020-06-19 09:05:48 -04:00
Misa
90280b0f92 Interpolate end picture reveal scroll
This is so it looks smooth at framerates above 30.
2020-06-19 09:05:48 -04:00
Misa
e1fdfb7cdb Interpolate credits position
So that it's as smooth as possible, especially when holding down ACTION
to make it go really fast.
2020-06-19 09:05:48 -04:00
Misa
b3f7c174ea Fix special text box images sometimes flashing
These special images are the crewmates, Level Complete, and Game
Complete images. They flashed depending on if you were lucky and
happened to got your delta-timesteps just right when text boxes were
fading in and out.

Honestly, I'm surprised text box fading in/out hasn't ran into this
issue before. It's insane luck that this issue hasn't occurred before or
anything.

Well, anyways, to fix this, there's now an attribute `allowspecial` on
text boxes, and an optional parameter of the same name for
Graphics::createtextbox(). This attribute is the only thing that will
let these special text box images render. And any createtextbox()es that
utilize these special images have been updated accordingly.
2020-06-19 09:05:48 -04:00
Misa
1d669dffeb Interpolate "- Press ENTER to Teleport -" prompt
This is only really noticeable in slowmode, but if you're playing in
slowmode it'll be pretty smooth.
2020-06-19 09:05:48 -04:00
Misa
f53ed222d3 Interpolate activity zone prompt fading in and out
To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).

Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
2020-06-19 09:05:48 -04:00
Misa
2510d3a6ba Interpolate cutscene bars position
Cutscene bars will now smoothly fade in and out at above 30 FPS instead
of at 30 FPS only.
2020-06-19 09:05:48 -04:00
Misa
62441edbc9 Account for hours when calculating time trial result time
This prevents being able to "roll over" the amount of minutes to 0 (by
simply waiting for the timer to tick past one hour) and being able to
get a result of 00:13 when your result is really 01:00:13.

By looking only at the minutes, the game would read 01:00:13 as 00:13
instead. So simply add the amount of hours to the time trial result.
2020-06-18 08:42:15 -04:00
Misa
fc265e3c75 Fix unmounting assets exiting to menu resulting in silence
If you exited to the menu normally (i.e. got on a code path that went
through Game::quittomenu()), the menu music wouldn't play. This is
because FILESYSTEM_unmountassets() was put after music.play(6). So the
game would play the custom level's track 6, and then unmount it, which
meant it could no longer play track 6, but there's nothing telling the
game to play track 6 again. So I just changed the frame ordering around.

I also added a comment to make sure anyone reading the code is aware of
the frame order dependency.
2020-06-17 06:02:26 -04:00
Misa
33fd589616 Fix time trial result displaying 00:60 instead of 01:00
If your time was exactly 60 seconds, it would display 00:60 instead of
01:00.
2020-06-14 21:51:41 -04:00
Misa
b53d2ae53f Remove i/j/k attributes from classes that don't need them
The only class that actually needs its i/j/k kept is scriptclass,
because some custom levels rely on it for creating custom activity
zones. So I haven't touched that.

Other than that, there's no chance that anything important relies on
i/j/k in any other class. For that to be the case, it would have to use
i/j/k without initializing it beforehand, and that can simply be
detected by removing the attribute from the header file and seeing where
the compiler complains. And the compiler complains only about cases
where it's initialized first. (Note that due to this check, I *haven't*
removed Graphics's `m` as it precisely does exactly this, using it
without initializing it first.)

Interestingly enough, otherlevelclass and towerclass have unused i/k
variables for whatever reason.
2020-06-14 14:37:29 -04:00
Misa
1f360620cf Add inspecial() checks to savetele() and savequick()
This prevents the game from being saved if you manage to trigger a
savetele() during a "special" gamemode (like if you use the Gravitron
out-of-bounds glitch when replaying Intermission 2, then go to Game
Complete that way).
2020-06-14 07:24:28 -04:00
Misa
fdce412680 Guard all cases obj.getcompanion() is used unchecked
And this the function with the least amount of cases where its sentinel
value is used unchecked. Thankfully. obj.getplayer() was a bit of a slug
to get through.
2020-06-12 23:55:48 -04:00
Misa
beab344267 Guard all cases obj.getplayer() is used unchecked
obj.getplayer() can return -1, which can cause out-of-bounds indexing of
obj.entities, which is really bad. This was by far the most changes, as
obj.getplayer() is the most used entity-getting function that returns
-1, as well as the most-used function whose sentinel value goes
unchecked.

To deal with the usage of obj.getplayer() in mapclass::warpto(), I just
added general bounds checks inside that function instead of changing all
the callers.
2020-06-12 23:55:48 -04:00
Misa
08e47e839f Guard all cases obj.getteleporter() is used unchecked
obj.getteleporter() is able to return -1. If there's no check on it, it
will end up indexing out-of-bounds, which is Undefined Behavior.
2020-06-12 23:55:48 -04:00
AllyTally
d740205138 Don't initialize game.gametimer in the header file
That's a C++ thing apparently.
2020-06-12 19:11:48 -04:00
AllyTally
eb52657c23 Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.

[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-12 19:11:48 -04:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
c397c898fc Convert Game::loadcustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
683dc1f97d Convert Game::savecustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
142241fd74 Convert Game::Game() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
45e864315e Convert Game::loadsummary() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
677dd424ec Convert Game::customsavequick() to TinyXML2
At this point I stopped actually doing a quick test, and just went off
of "if it compiles, it works".
2020-06-12 15:08:29 -04:00
Misa
c03fdc6c01 Convert Game::customloadquick() to TinyXML2
Ok, who's even reading these commit messages at this point?
2020-06-12 15:08:29 -04:00
Misa
c62bfad19d Convert Game::savequick() to TinyXML2
Same steps as converting all other XML-saving functions.
2020-06-12 15:08:29 -04:00
Misa
3419f9fa15 Convert Game::loadquick() to TinyXML2
Same changes as all other XML-loading functions.
2020-06-12 15:08:29 -04:00
Misa
6706197741 Convert Game::savetele() to TinyXML2
I just had to find-and-replace all `new TiXmlDocument` to
`doc.NewDocument` and `new TiXmlText` to `doc.NewText`, along some other
stuff.
2020-06-12 15:08:29 -04:00
Misa
9348bf5b24 Convert Game::loadtele() to TinyXML2
Again, the only thing that needs to be changed is just the code at the
top of the function.
2020-06-12 15:08:29 -04:00
Misa
6274707777 Convert Game::savestats() to TinyXML2
Ok, so it was a bit of a struggle at first figuring out the new API, but
honestly it wasn't so bad in the end.

I made a copy of my old unlock.vvv before testing this, and checking
with `diff` the only difference is the new `encoding="UTF-8"` in the XML
declaration, which isn't a bad thing.
2020-06-12 15:08:29 -04:00
Misa
f2709731e2 Convert Game::loadstats() to TinyXML2
Surprisingly, I only had to change some names and stuff around at the
top of the function. The rest of the function could be left untouched
and it worked fine.
2020-06-12 15:08:29 -04:00
Misa
c561cd9740 Fix custom assets being unmounted in scriptclass::hardreset()
This resulted in two bugs:
 1. Custom assets would not be unmounted when quitting to the menu.
 2. Custom assets would be unmounted when playtesting a level.

The solution is to unmount assets in Game::quittomenu() instead.
2020-06-03 21:44:56 -04:00
Fussmatte
58df371c3e Changed my name from Stelpjo to my current name, Fußmatte
I also left a note for the in-game credits list to change the "ss" to an eszett when the Unicode font is implemented.
2020-05-31 20:38:06 -04:00
Matt Penny
50798d5add Fix build with CUSTOM_LEVEL_SUPPORT=disabled 2020-05-30 16:33:17 -04:00
Misa
6913abb171 Refactor superpatrons/patrons/githubfriends to not push_back(string)
It's a bit bad for the compiler if you have lots of function calls with
hardcoded strings in them, because every time the compiler encounters
one, it has to go out of its way to find a dedicated storage location
for the string, which is really inefficient. And it does this
inefficient thing every single time.

There's not much of an impact compiling these lists, but I at least want
to encourage this sort of code style, instead of the push_back(string)
style, in case we ever need a hardcoded array of things later.
2020-05-21 09:12:34 -04:00
Misa
4034c22833 Add bounds checks to roomdeaths and roomdeathsfinal
This fixes being able to trigger Undefined Behavior by pressing R when
not in-bounds in the Outside Dimension VVVVVV map, usually when you're
falling upwards towards Game Complete.

I also put bounds checks on normal roomdeaths for good measure. You'll
never know when you need it.
2020-05-19 20:43:02 -04:00
Misa
14af88695f Select "continue" if returning from new game when having had a save
If you started a new game while having had a save (meaning you selectedd
"new game" while it wasn't in the same position as "continue"), then
saved and quit, your cursor will now end up at "continue" instead of
"new game". (If you didn't save, then your cursor would be out-of-bounds
and end up at position 0 anyway.)
2020-05-18 21:01:07 -04:00
Misa
a33c460d40 Re-create menu if returntomenu() is given current menu
This fixes a bug where if you had the play menu in a state where the
first option was "new game", then kept playing up until a quicksave or
telesave was created, then quit to the menu, the menu wouldn't update.
Thanks to KSSBrawl for reporting this bug to me:
https://cdn.discordapp.com/attachments/708567577978470410/712060797924147240/untitled.webm
2020-05-18 21:01:07 -04:00
Misa
72ddd9bdb4 Fix <hardestroom> having atoi() called on it when loading quicksave
For some reason (probably a copy-paste error), this XML tag gets atoi()
called on it before being assigned to Game::hardestroom. And only when
loading a quicksave, at that.

This would result in Game::hardestroom being set to an empty string,
which if you kept until Game Complete, would end up rendering as a
single null byte (if you even have a font face for said null byte).

I'm not sure how this error compiles in the first place, but whatever.
2020-05-18 17:43:04 -04:00
Misa
2d07090a6b Move returning to editor to end of frame
This fixes horizontal and vertical warp backgrounds not resetting, and
also a bunch of other 1-frame glitches, most noticeably cutscene bars
and fadeouts.

This adds a new variable shouldreturntoeditor to Game to signal whether
or not it should return to editor at the end of the frame.
2020-05-09 16:40:01 -04:00
Misa
51971fa84c Abstract returning-to-editor code to Game::returntoeditor()
This way I can easily move it around without moving around a bunch of
lines of code.
2020-05-09 16:40:01 -04:00
Misa
f585d53955 Fix flag 67 turning on too early
Flag 67 seems to be a general-purpose Game Complete flag. It's used to
replace the CREW option with the SHIP option on the pause screen.

Unfortunately, it gets turned on too early during Game Complete. Right
when Viridian starts to teleport, you can bring up the pause screen and
select the SHIP option.

It will teleport you to the ship coordinates, but still keep you in
finalmode, and since the ship coordinates are at 102,111 (finalmode is
only around 46,54), you'll still be stuck in Outside Dimension VVVVVV,
and you've interrupted the Game Complete gamestate by switching to the
teleporting gamestate. Oh, and your checkpoint is set, too, so you can't
even press R. Oh and since there's no teleporter, and checkpoint setting
doesn't check the sentinel value, this results in Undefined Behavior,
too.

So this results in an in-game softlock. The only option you can do is
quit the game at this point.

To fix this issue, just move turning on flag 67 before the savetele() in
gamecompletelogic2().
2020-05-09 14:55:24 -04:00
Misa
b83cab8577 Directly do returntolab code instead of relying on a script
Having to rely on a script means the fade out wouldn't be self-contained
in MAPMODE, which could cause a small issue where you could die during
the return to the lab. But that issue is now fixed. There's no need to
use the script, and anyway the endcutscene() and untilbars() in said
script don't do anything because there are no cutscene bars in the first
place, so no need to worry about those.
2020-05-08 08:34:46 -04:00
Misa
fc2f269548 Move returning to lab to separate variables
Again, what I've done here is removed the over-reliance on Terry's State
Machine to return to the lab, and just moved it into separate variables
instead. This means that returning to the lab is ALMOST entirely
self-contained in MAPMODE, except there's a quick jaunt over to GAMEMODE
to run a script because you can only run scripts in GAMEMODE.
2020-05-08 08:34:46 -04:00
Misa
17e7c6983b Move fading to menu to separate variables
Alright, so what I've done here is made exiting to the menu entirely
separate from Terry's State Machine, and thus it can now take place
entirely within MAPMODE instead of having to go back to GAMEMODE. Also,
it's faster by 15 frames since we don't need to wait for the map screen
to go back down.
2020-05-08 08:34:46 -04:00
Misa
69aeac2410 Move return to lab code to Game::returntolab()
Again, I'll keep gamestate 96 and 97 for compatibility reasons, but
ultimately we shouldn't be using gamestates to return to the lab.
2020-05-08 08:34:46 -04:00
Misa
b59e5a8346 Move script.hardreset() to after quit to menu
This cleans up a whole lot of kludge variables, because this aggressive
hardreset() right as ACTION is pressed doesn't do anyone any favors.

This aggressive hardreset() was probably here because of the whole fact
that exiting to the menu uses Terry's State Machine, to minimize the
chances of interruption, but it actually causes more issues and allows
towers to interrupt the fadeout. And we should fix the root cause (the
usage of the state machine) instead of patching together some kludge.
2020-05-08 08:34:46 -04:00
Misa
6ac41e112c Move quit to menu to Game::quittomenu()
I don't want the quit code to only be in the state machine, but I'll
keep the gamestate around for compatibility reasons (there are custom
levels that directly use gamestate 80 to quit to the menu).
2020-05-08 08:34:46 -04:00
Misa
0787475e63 Remove unused variable 'pause' from Game
Looks like this variable is never used anywhere.
2020-05-08 08:34:46 -04:00
Misa
29ff773cc4 Rename "start" option to "new game"
By popular request. Aizu said that "start" looks ugly since it's too
short compared to the rest of the menu options.
2020-05-06 20:52:47 -04:00