So #434 didn't end up solving the deltaframe flashing fully, only
reduced the chances that it could happen.
I've had the Level Complete image flash a few times when the Game Saved
text box pops up. This seems to be because the Level Complete image is
based off of the text box being at y-position 12, and the Game Saved
text box is also at y-position 12. Level Complete only gets drawn if the
text box additionally has a red channel value of 165, and the Game Saved
text box has a red channel value of 174. However, there is a check that
the text box be fully opaque first before drawing special images. So
what went wrong?
Well, after thinking about it for a while, I realized that even though
there is indeed an opaqueness check, the alpha of the text box updates
BEFORE it gets drawn. And during the deltaframes immediately after it
gets updated, the text box is considered fully opaque. It's completely
possible for the linear interpolation to end up with a red channel value
of 165 during these deltaframes, while the text box is opaque as well.
As always, it helps if you have a high refresh rate, and run the game
under 40% slowdown.
Anyways, so what's the final fix for this issue? Well, use the text box
'target' RGB values instead - its tr/tg/tb attributes instead of its
r/g/b attributes. They are not subject to interpolation and so are
completely reliable. The opaqueness check should still be kept, though,
because the target values don't account for opaqueness. And this way, we
get no more deltaframe flashes during text box fades.
An even better fix would be to not use magic RGB values to draw special
images... but that'd be something to do later.
In 2.2, at render time, the game rendered screenshakes and flashes if
their timers were above 0, and then decremented them afterwards. The
game would also update the analogue filter right before rendering it,
too.
In 2.3, this was changed so the flash and screenshake timers were
unified, and also done at the end of the frame - right before rendering
happened. This resulted in 1-frame flashes and screenshakes not
rendering at all. The other changes in this patchset don't fix this
either. The analogue filter was also in the wrong order, but that is
less of an issue than flashes and screenshakes.
So, what I've done is made the flash and screenshake timers update right
before the loop switches over to rendering, and only decrements them
when we switch back to fixed functions (after rendering). The analogue
filter is also updated right before rendering as well. This restores
1-frame flashes and screenshakes, as well as restores the correct order
of analogue filter updates.
Y-position 180 would be the position of the Level Complete and Game
Complete special text boxes in Flip Mode. However, since the y-position
of flipme text boxes actually no longer change (because we have to
accomodate changing Flip Mode on-the-fly), these text boxes will never
actually be y-position 180 - so we should remove these checks for
clarity.
createtextboxreal() is the same as createtextbox(), but with a flipme
parameter added to create text boxes that have their flipme attribute
set to true. createtextbox() just calls createtextboxreal() with flipme
set to false, and createtextboxflipme() just calls createtextboxreal()
with flipme set to true; this is because I do not want to use C++
function overloading.
Instead of calculating the y-position of the text box when it's created,
we will store a flag that says whether or not the text box should be
flipped in Flip Mode (and thus stay right-side-up), and when it comes
time to draw the text box, we will check Flip Mode and calculate the
position then.
Instead of duplicating the same variables over and over again,
Graphics::drawgui() can just make its own SDL_Rect. It's not that hard.
As far as I can tell, textrect was always being properly kept up to date
by the time Graphics::drawgui() got around to rendering
(textboxclass::resize() keeps being called a LOT), so this shouldn't be
a noticeable change from the user perspective.
These default arguments are never used anywhere. And if they were used
anywhere, it'd be better to explicitly say 255,255,255 than make readers
have to look at the header file to see what these default to. Also, this
creates four different overloads of createtextbox(), instead of only
two - but we ought to not be using function overloading anyway.
The only difference between Flip Mode and normal mode is the y-position
and sprite used to draw the crewmates. Everything else is the same, so
I've removed the copy-pasted portion.
The diff might look a bit ugly due to the unindentation.
Since the only difference in Flip Mode is the positiveness/negativeness
of the iterator variable, plus the starting y-offset, I've removed the
copy-pasted code and did this instead.
The diff might look a bit ugly due to the unindentation.
Like cutscene bars, I've added Graphics::setfade(), to ensure that no
deltaframe rendering glitches happen due to oldfadeamount not being
updated properly.
And indeed, this fixes a deltaframe rendering glitch that happens if you
return to the editor from playtesting on a faded-out screen, then fade
out again (by either re-entering playtesting and then cause a fadeout to
happen again, or by quitting from the editor afterwards). The same
glitch also happens outside of in-editor playtesting if you exit to the
menu while the screen is faded out.
To do this, I've added Graphics::setbars(), to make sure
oldcutscenebarspos always gets assigned when cutscenebarspos is. This
fixes potential deltaframe rendering issues if these two mismatch.
While working on #535, I noticed that editormenuactionpress() still
didn't do the explicit void declaration. Then I ran `rg 'void.*\(\)'`
and found three other functions that I somehow missed in #628. Whoops.
Well, now they no longer are missed.
So, 2.3 added recoloring one-way tiles to no longer make them be always
yellow. However, custom levels that retexture the one-way tiles might
not want them to be recolored. So, if there are ANY custom assets
mounted, then the one-ways will not be recolored. However, if the XML
has a <onewaycol_override>1</onewaycol_override> tag, then the one-way
will be recolored again anyways.
When I added one-way recoloring, I didn't intend for any custom asset to
disable the recoloring; I only did it because I couldn't find a way to
check if a specific file was customized by the custom level or not.
However, I have figured out how to do so, and so now tiles.png one-way
recolors will only be disabled if there's a custom tiles.png, and
tiles2.png one-way recolors will only be disabled if there's a custom
tiles2.png.
In order to make sure we're not calling PhysFS functions on every single
deltaframe, I've added caching variables, tiles1_mounted and
tiles2_mounted, to Graphics; these get assigned every time
reloadresources() is called.
Now you only have to call one function (and pass it a tile number) to
figure out if you should recolor a one-way tile or not, and you don't
have to copy-paste.
In normal mode, the room name is at the bottom of the screen. When you
bring up the map screen, it appears as if the room name is moving up
from the bottom of the screen, and the map screen is "pushing" it up.
The effect is pretty seamless, and when I first played the game (back in
2014), I thought it was pretty cool.
However, in Flip Mode, the room name is at the top of the screen. So one
would expect the menu animation to come from above the screen. Well, no,
it still goes from the bottom of screen; ruining the effect because it
seems like there are two room names on the screen, when there ought to
be only one.
To be fair, I only noticed this while fixing another bug now, but it's
one of those things you can't unsee (I have cursed you with knowledge!);
not to mention that I probably only didn't notice this because I don't
play in Flip Mode that often (and I'd wager almost no one does; Flip
Mode previous to 2.3 seems to have been really untested, like I said
in #165). It feels like a bit of an oversight that the direction of the
animation is the same direction as in unflipped mode. So I'm fixing
this.
ClearSurface() is less verbose than doing it the old way, and also
conveys intent clearer. Plus, some of these FillRect()s had hardcoded
width and height values, whereas ClearSurface() doesn't - meaning this
change also has better future-proofing, in case the widths and heights
of the surfaces involved change in the future.
This is pretty old commented-out code from earlier versions of the game;
they are no longer useful, and are just distracting. If we need them, we
can always refer back to this commit (but I sincerely doubt that we'll
need them).
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
Wow, there are a lot of these. All of these exit paths now use
VVV_exit() instead, which attempts to save unlock.vvv and settings.vvv,
and also frees all resources so Valgrind is happy. This is a good thing,
because previously unlock.vvv/settings.vvv wouldn't be written to if we
decided to bail for a given reason.
This isn't a memory leak (not even Valgrind complains), because it gets
properly cleaned up in GraphicsResources::destroy(). Still, it's memory
that is just laying around not being used, and in the name of
deallocating things as soon as you no longer need them, we should
deallocate the base tilesheet images after we split all of them into
tiles.
This reduces the memory cost of all tilesheet images by half, since we
were essentially keeping around duplicates for nothing; this doesn't
really have much of an impact with conventional tilesheet sizes, since
they're usually small enough, but since 2.3 allowed for tilesheet images
of any size, this is a pretty big deal for really big tilesheet images.
It's okay to do this, even though they also get freed in
GraphicsResources::destroy(), because SDL_FreeSurface() does a NULL
check on the pointer passed to it, and we set the pointer to NULL after
freeing the surfaces.
This removes the music cleanup code from musicclass::init(), and
requires that we also call destroy() in Graphics::reloadresources().
This is because we'll need to re-use the musicclass cleanup code
elsewhere, and we don't want to copy-paste the cleanup code. Or at
least, I don't (but I'm not a game dev, game devs copy-paste all the
friggin' time).
It doesn't feel quite write leaving all the buffer creation code in
main(), even though it's perfectly okay to do so and it doesn't result
in any memory mismanagement that Valgrind can report; so I'm factoring
all of it out to a separate function, Graphics::create_buffers().
As a bonus, we no longer have to keep qualifying with `graphics.` in the
buffer creation code, which is nice.
These destroy all the buffers that are created on the Graphics class.
Since these buffers can't be created at the same time as the rest of
Graphics is (due to the fact that they require knowing the pixel format
of the game screen), they can't be destroyed at the same as the rest of
Graphics is, either.
This is a very complicated way of zeroing out grphx (instead of using
SDL_zero()), which itself is completely unnecessary because grphx.init()
gets called immediately afterwards anyway.
It should be next-line brace, not same-line brace. Even in a codebase
that uses same-line braces everywhere, I still prefer having next-line
braces inside functions (because they're at the top level, and you can't
next them). But regardless, this should still be next-line brace like
(most of) the rest of the codebase.
While compiling in release mode, GCC warns about these two potentially
being used uninitialized further down. The only way this could happen is
if the case-switches below didn't match up with a case, which would
require the game to be in an invalid state (and have invalid values for
rcol and spcol), but it's better to be safe than sorry.
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.
Well, this patch replaces all the rest of them in one fell swoop.
SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().
Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().
SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.
Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.
Without further ado, here is the full list of functions that the
codebase now uses:
- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
Ever since 2.0, the colors of some of the Time Trial trophies in the
Secret Lab don't correspond to the crewmate of the given level. The
trophy for the Tower uses Victoria's color, and the Lab trophy uses
Vermilion's color. The Space Station 2 trophy uses Viridian's color, and
the Final Level trophy uses Vitellary's color.
This doesn't appear to be intentional, and it would be odd if it was,
since this game matches the colors everywhere else (each zone on the map
is colored with their respective crewmate in mind, for instance). Also,
the Lab trophy has the sad expression, which is Victoria's trait - it
would be weird if this was intended for Vermilion instead.
But the biggest piece of evidence that this was unintentional is the
corresponding comment for each color in Graphics::setcol(). It mislabels
yellow as cyan, cyan as yellow, blue as red, and red as blue.
To fix this, I simply have to set the correct color for each trophy in
case 25 of entityclass::createentity(). I could fix it in
Graphics::setcol() itself, but custom levels might depend on those
certain colors being the way they are, so it's a safer bet to just fix
it in the trophy creation case itself.
The diff of this might look weird. Even though all I'm doing is changing
some value assignments around, it looks like the "patience" algorithm
thinks I'm moving a whole case of the trophy switch-case around.
In C++, when you have two variables in different scopes with the same
name, the inner scope wins. Except you have to be really careful because
sometimes they're not (#507). So it's better to just always have unique
variable names and make sure to never clash a name with a variable in an
outer scope - after all, the C++ compiler and standard might be fine
with it, but that doesn't mean humans can't make mistakes reading or
writing it.
Usually I just renamed the inner variables, but for tx/ty in editor.cpp,
I just got rid of the ridiculous overcomplicated modulo calculations and
replaced them with actual simple modulo calculations, because the
existing ones were just ridiculous. Actually, somebody ought to find
every instance of the overcomplicated modulos and replace them with the
actual good ones, because it's really stupid, quite frankly...
This commit fixes a bug that also sometimes occurred in 2.2, where the
teleporter sprite would randomly turn into a solid color and just be a
solid circle with no detail.
Why did this happen? The short answer is an incorrect lower bound when
clamping the teleporter sprite index in `Graphics::drawtele()`. The long
answer is bad RNG with the teleporter animation code. This commit fixes
the short answer, because I do not want to mess with the long answer.
So, here is what would happen: the teleporter's `tile` would be 6. The
teleporter code decrements its `framedelay` each frame. Then when it
reached a `framedelay` of 0, it would call `fRandom()` and essentially
ask for a random number between 0 and 6. If the RNG ended up being
greater than or equal to 4, then it would set its `walkingframe` to -5.
At the end of the routine, the teleporter's `drawframe` ends up being
its `tile` plus its `walkingframe`. So having a `walkingframe` of -5
here is fine, because its `tile` is 6.
Until it isn't. When its `tile` becomes 2, it still keeps its
`walkingframe` around. The code that runs when its `tile` is 2 does have
the possibility of completely resetting its `walkingframe` to be in
bounds (in bounds after its `tile` is added), but that only runs when
its `framedelay` is 0, and in the meantime it'll just use the previous
`walkingframe`.
So you could have a `walkingframe` of -5, plus a `tile` of 2, which
produces a `drawframe` of -3. Then `Graphics::drawtele()` will clamp
that to 0, which just means it'll draw the teleporter backing, and the
teleporter backing is a simple solid color, so the teleporter will end
up being completely and fully solid.
To fix this, I just made `Graphics::drawtele()` clamp to 1 on the lower
bound, instead of 0. So if it ever gets passed a negative teleporter
index, it'll just draw the normal teleporter sprite instead, which is
better.
This fixes the draw order by drawing all other entities first, before
then drawing all humanoids[1] after, including the player afterwards.
This is actually a regression fix from #191. When I was testing this, I
was thinking about where get a crewmate in front of another entity in
the main game, other than the checkpoints in Intermission 1. And then I
thought about the teleporters, because I remember the pre-Deep Space
cutscene in Dimension Open looking funny because Vita ended up being
behind the teleporter. (Actually, a lot of the cutscenes of Dimension
Open look funny because of crewmates standing behind terminals.)
So then I tried to get crewmates in front of teleporters. It actually
turns out that you can't do it for most of them... except for Verdigris.
And then that's what I realized why there was an oddity in WarpClass.cpp
when I was removing the `active` system from the game - for some reason,
the game put a hole in `obj.entities` between the teleporter and the
player when loading the room Murdering Twinmaker. In a violation of
Chesterton's Fence (the principle that you should understand something
before removing it), I shrugged it off and decided "there's no way to
support having holes with my new system, and having holes is probably
bad anyway, so I'm going to remove this and move on". The fact that
there wasn't any comments clarifying the mysterious code didn't help
(but, this *was* 2.2 code after all; have you *seen* 2.2 code?!).
And it turns out that this maneuver was done so Verdigris would fill
that hole when he got created, and Verdigris being first before the
teleporter would mean he would be drawn in front of the teleporter,
instead of being behind it. So ever since
b1b1474b7b got merged, there has actually
been a regression from 2.2 where Verdigris got drawn behind the
teleporter in Murdering Twinmaker, instead of properly being in front of
it like in 2.2 and previous.
This patch fixes that regression, but it actually properly fixes it
instead of hacking around with the `active` system.
Closes#426.
[1]: I'm going to go on a rant here, so hear me out. It's not explicitly
stated that the characters in VVVVVV are human. So, given this
information, what do we call them? Well, the VVVVVV community (at least
the custom levels one, I don't think the speedrunning community does
this or is preoccupied with lore in the first place) decided to call
them "villis", because of the roomname "The Villi People" - which is
only one blunder in a series of awful headcanons based off of the
assumption that the intent of Bennett Foddy (who named the roomnames)
was to decree some sort of lore to the game. Another one being
"Verdigris can't flip" because of "Green Dudes Can't Flip". Then an OC
(original character) got named based off of "The Voon Show" too. And so
on and so forth.
I'm going to refactor drawing an entity out to a separate function, and
since I'm going to do that, I might as well make some things const to
clarify intent first and foremost and possibly improve performance or
compiler optimization.
Instead of using the same tower buffer that gets used for towers, use a
separate buffer instead so there's no risk of stepping on the tower
buffer's toes at the wrong point in time.
This commit combined with the previous one fixes#369.
With the previous commit in place, we can now simply move some usages of
the previous towerbg to use a separate object instead. That way, we
don't have to mess with a monolithic state, or some better way to phrase
what I just said, and we instead have two separate objects that can
coexist side-by-side.
Previously, the tower background was controlled by a disparate set of
attributes on Graphics and mapclass, and wasn't really encapsulated. (If
that's what that word means, I don't particularly care about
object-oriented lingo.) But now, all relevant things that a tower
background has has been put into a TowerBG struct, so it will be easy to
make multiple copies without having to duplicate the code that handles
it.