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Commit Graph

243 Commits

Author SHA1 Message Date
Dav999-v
4ebf89e844 Add error message if quicksave fails 2020-11-03 22:05:26 -05:00
Dav999-v
5dbb90c7fd Add error message if telesave fails
At least, whenever it would say "Game Saved", it now instead gives an
error message if saving is not successful.
2020-11-03 22:05:26 -05:00
Misa
ab446790e8 Axe BoolToString() in favor of int casts
When I encountered this function, I asked myself, why make a dedicated
function instead of casting to int?

Well, as it turns out, you can't just cast to int, because you have to
convert it to a string by doing help.String(number).c_str(), like all
the other ints. So it's actually more wasteful to do it the normal way
instead of using BoolToString().

That is, until my recent changes came along and made it so that you can
just provide an int and it'll automatically be converted to a string, no
questions asked. Now, it's more optimal to do a straight cast to int
instead of having to go through a middleman function. So this function
is getting axed in favor of casting to int instead.
2020-11-03 13:30:53 -05:00
Misa
58795a1381 Add XML forwards compatibility to custom level quicksaves
Now these files might have things added to them in the future? I'm not
so sure. But at least they're XML forwards-compatible now.
2020-11-03 13:30:53 -05:00
Misa
0eb39644c1 Add XML forwards compatibility to tsave.vvv and qsave.vvv
These files are probably not of much consequence. The main game isn't
going to have things to be added to it anytime soon.
2020-11-03 13:30:53 -05:00
Misa
17b8d0308e Add XML forwards compatibility to unlock.vvv
This file is probably the biggest one, as there will be more settings
added in the future and we don't want people's settings to be erased. Of
course, this file will be migrated to a settings.vvv sometime later in
2.3 in order to prevent 2.2 from erasing 2.3 settings.
2020-11-03 13:30:53 -05:00
Misa
43e57f5483 Add XML forwards compatibility to levelstats.vvv
Not that hard to do for the smallest XML file in the game.
2020-11-03 13:30:53 -05:00
Misa
a1957fa518 Remove kludge_to_bg() and bg_to_kludge()
Now that tower, title, and horizontal/veritcal warp backgrounds all use
separate buffers, there's no longer any need to temporarily store
variables as a workaround for the buffers stepping on each other.
2020-11-03 13:25:03 -05:00
Misa
70f3d457dd Move title usages of towerbg to titlebg
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.
2020-11-03 13:25:03 -05:00
Misa
72c048d71e Refactor tower background to use a separate object instead
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.
2020-11-03 13:25:03 -05:00
Misa
b8a4b4dfe7 Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp
I was investigating a desync in my Nova TAS, and it turns out that
the gravity line collision functions check for the `oldxp` and `oldyp`
of the player, i.e. their position on the previous frame, along with
their position on the current frame. So, if the player either collided
with the gravity line last frame or this frame, then the player collided
with the gravity line this frame.

Except, that's not actually true. It turns out that `oldxp` and `oldyp`
don't necessarily always correspond to the `xp` and `yp` of the player
on the previous frame. It turns out that your `oldyp` will be updated if
you stand on a vertically moving platform, before the gravity line
collision function gets ran. So, if you were colliding with a gravity
line on the previous frame, but you got moved out of there by a
vertically moving platform, then you just don't collide with the gravity
line at all.

However, this behavior changed in 2.3 after my over-30-FPS patch got
merged (#220). That patch took advantage of the existing `oldxp` and
`oldyp` entity attributes, and uses them to interpolate their positions
during rendering to make everything look real smooth.

Previously, `oldxp` and `oldyp` would both be updated in
`entityclass::updateentitylogic()`. However, I moved it in that patch to
update right before `gameinput()` in `main.cpp`.

As a result, `oldyp` no longer gets updated whenever the player stands
on a vertically moving platform. This ends up desyncing my TAS.

As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the
function responsible for moving the player whenever they stand on a
vertically moving platform) makes it so that my TAS syncs, but the
visuals are glitchy when standing on a vertically moving platform. And
as much as I'd like to get rid of gravity lines checking for whether
you've collided with them on the previous frame, doing that desyncs my
TAS, too.

In the end, it seems like I should just leave `oldxp` and `oldyp` alone,
and switch to using dedicated variables that are never used in the
physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and
replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS
patch added, with `lerpoldxp` and `lerpoldyp` instead.

After doing this, and applying #503 as well, my Nova TAS syncs after
some minor but acceptable fixes with Viridian's walkingframe.
2020-10-11 16:19:26 -04:00
Misa
cbceeccf78 Clean up and prevent unnecessary qualifiers to self
By "unnecessary qualifiers to self", I mean something like using the
'game.' qualifier for a variable on the Game class when you're inside a
function on the Game class itself. This patch is to enforce consistency
as most of the code doesn't have these unnecessary qualifiers.

To prevent further unnecessary qualifiers to self, I made it so the
extern in each header file can be omitted by using a define. That way,
if someone writes something referring to 'game.' on a Game function,
there will be a compile error.

However, if you really need to have a reference to the global name, and
you're within the same .cpp file as the implementation of that object,
you can just do the extern at the function-level. A good example of this
is editorinput()/editorrender()/editorlogic() in editor.cpp. In my
opinion, they should probably be split off into their own separate file
because editor.cpp is getting way too big, but this will do for now.
2020-09-28 01:34:40 -04:00
Misa
96be0fc7a9 Fix unwinnable save from rescuing Violet out of order
You're intended to rescue Violet first, and not second, third, or
fourth, and especially not last.

If you rescue her second, third, or fourth, your crewmate progress will
be reset, but you won't be able to re-rescue them again. This is because
Vitellary, Verdigris, Victoria, and Vermilion will be temporarily marked
as rescued during the `bigopenworld` cutscene, so duplicate versions of
them don't spawn during the cutscene, and then will be marked as missing
later to undo it.

This first issue can be trivially fixed by simply toggling flags to
prevent duplicates of them from spawning during the cutscene instead of
fiddling with their rescue statuses.

However, there is still another issue. If you rescue Violet last, then
you won't be warped to the Final Level, meaning you can't properly
complete the game. This can be fixed by adding a `crewrescued() == 6`
check to the Space Station 1 Level Complete cutscene. There is
additionally a temporary unrescuing of Violet so she doesn't get
duplicated during the `bigopenworld` cutscene, and I've had to move that
to the start of the `bigopenworld` and `bigopenworldskip` scripts,
otherwise the `crewrescued() == 6` check won't work properly.

I haven't added hooks for Intermission 1 or 2 because you're not really
meant to play the intermissions with Violet (but you probably could
anyway, there'd just be no dialogue).

Oh, and the pre-Final Level cutscene expects the player to already be
hidden before it starts playing, but if you rescue Violet last the
player is still visible, so I've fixed that. But there still ends up
being two Violets, so I'll probably replace it with a special cutscene
later that's not so nonsensical.
2020-09-25 14:02:09 -04:00
Misa
b34be3f1ac Use explicit INBOUNDS_VEC() instead of checking sentinel -1
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.

'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.

Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.

It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
2020-09-25 13:51:47 -04:00
Misa
a098448e89 Remove unused variable from gamestate 115
For some reason it called obj.getplayer() and did nothing with the
result. Weird. But it does say "Test script for space station" above.

Removing this fixes an 'unused variable' warning.
2020-09-25 13:51:47 -04:00
Misa
fad0071966 Reduce scope of temporary variables in Game::updatestate()
With the scope of these variables reduced, it makes analyzing this
function easier, as you can now clearly see all temporary variables are
actually initialized before they're used.
2020-09-25 13:51:47 -04:00
Misa
7fcc1c8cdc De-duplicate reading/writing main game telesave/quicksave
The game has four different functions for the same XML schema:
Game::loadtele(), Game::savetele(), Game::loadquick(), and
Game::savequick(). This essentially means one XML schema has been
copy-pasted three different times.

I can at least trim that number down to being copy-pasted only one time
by de-duplicating the reading and writing part. So both Game::loadtele()
and Game::loadquick() now use Game::readmaingamesave(), and
Game::savetele() and Game::savequick() now use
Game::writemaingamesave().

This will make it take less work to add XML forwards compatibility
(#373).
2020-09-25 13:32:41 -04:00
Misa
dcf1a81e80 Fix duplicate levels in levelstats if you don't have a higher score
This is a regression from 25779606b4
(PR #74).

On the one hand, I should've thought this through carefully when
implementing the fix for the lower-score overwrite bug. On the other
hand, flibit didn't seem to notice either. And on the third hand, no one
else seems to have noticed, when they have had over 8 months to do so.
Not even the person who originally reported the lower-score overwrite
bug and also reported other bugs I hadn't noticed (e.g. the "You have
rescued a crewmate!" in Flip Mode) noticed this bug, which I believe was
weee50. But to be fair, he does seem to be less active nowadays.

On the fourth hand, I only realized the cause of the duplicate bug after
stepping through it in GDB, instead of just looking at it and going "hey
wait a minute" earlier. I'm surprised it didn't take me longer to
realize the problem.

I'm not sure what all these hands mean anymore, or where I'm getting
extra hands from. Whatever. This regression is fixed now.
2020-09-13 01:33:13 -04:00
Nichole Mattera
b4da818e8c Missed adding the option to the createmenu method. 2020-08-08 19:10:31 -04:00
Nichole Mattera
1376e65b5d Added ability to bind restart to a controller. 2020-08-08 19:02:14 -04:00
Misa
78e87effe7 Replace all usages of atoi() with help.Int()
This will prevent any undefined behavior that might occur as a result of
having invalid input passed into atoi().
2020-08-07 01:00:49 -04:00
Misa
43cf3c4f19 Remove allowspecial, replace with opaqueness check
When I added the over-30-FPS mode, I kept running into this problem
where the special images of text boxes would render during the
deltaframes of fade-in/fade-out animations, even though they shouldn't
be. So I simply added a flag to the text box that enables drawing these
special images.

However, this doesn't solve the problem fully, and there's still a small
chance that a special-image text box could draw another special image
during its deltaframes. It's really rare and you have to have your
deltaframe luck juuuuuust right (or you could use libTAS, probably), but
it helps to be in 40% slowmode and have a high refresh rate (which, if
it isn't a multiple of 30, you should disable VSync, too, in order to
not have a low framerate).

So instead, special images will only be drawn if the text box has fully
faded in completely. That solves the issue completely.
2020-08-06 22:12:15 -04:00
Misa
2710ebeff9 Fix silent music saves playing MMMMMM track 15 if...
This commit fixes a bug that's existed since MMMMMM was added (so, 2.2),
where if you quicksaved in a custom level while no music was playing,
then quit and loaded that quicksave, and you were using PPPPPP while
having MMMMMM available, it would play MMMMMM track 15, even though the
game intends for the music to simply be silent.

This is due to the same bug that lets you play MMMMMM tracks if you're
on PPPPPP - musicclass::play() does a modulo, but C++ modulo is not
guaranteed to be positive given negative inputs, so the 16-track offset
is added to a negative number, resulting in targeting the MMMMMM
soundtrack instead of PPPPPP.

That exploit doesn't harm anyone and shouldn't be fixed, EXCEPT it
causes a problem in this specific case. But this bug can be fixed
without removing that exploit.

Note that I made the check do not-equal to -1 instead of greater-than
-1, so levels that intend on using track -2, -3, -4, etc. upon loading a
quicksave will still work as their creator intended. It's just that
specifically -1 is patched out, just to fix this issue.
2020-08-06 22:11:11 -04:00
Misa
690929d29a Fix dupe stack frame when creating unlock notif menu
The samemenu argument to createmenu() just has to be set to true so
another stack frame doesn't get added.

Fixes #415.
2020-08-03 01:06:54 -04:00
Misa
3aa407e981 Add catch-all softlock protection
What this simply does is make it so that in the event that
game.hascontrol is somehow set to false when there isn't a cutscene
running (i.e. when game.state is 0 and script.running is false), it gets
set back to true again.

There's many ways to interrupt a gamestate and/or a running script, most
notably telejumping and doing a screen transition in the middle of the
animation, interrupting it.

This implements the first part of my idea in this comment:
https://github.com/TerryCavanagh/VVVVVV/issues/391#issuecomment-659757071
2020-08-02 20:21:02 -04:00
AllyTally
d813956879 add newline at the end of game.cpp 2020-08-01 16:09:24 -04:00
AllyTally
0cc765ce7d replace stray tab with spaces
whoops, recently reinstalled windows so my editor settings still arent perfect yet
2020-08-01 16:09:24 -04:00
AllyTally
06e5eb38d9 Fix #380
Achievements could be unlocked in custom levels/make and play, so this adds the wrapper function `game.unlockAchievement` which calls `NETWORK_unlockAchievement` if `map.custommode` is false.
Also, this function and `Game::unlocknum` have both been `ifdef`ed to be empty if MAKEANDPLAY is defined.
2020-08-01 16:09:24 -04:00
AllyTally
720cd7642a fix #382 and fix #370 2020-08-01 16:09:24 -04:00
Misa
fdb01adc68 Set oldxp/oldyp when being teleported around during teleport
This fixes the bug where Viridian would appear to "zip" when they would
be teleported to the position of the teleporter before being flung out
of it.

As discussed in #393, I've also set the oldxp/oldyp when Viridian is
temporarily positioned in the center of the room, even though at this
point they should already be invisible. This is just to be safe.

Fixes #393.
2020-07-21 18:06:41 -04:00
Misa
52f7a587fe Separate includes into sections and alphabetize them
Okay, so basically here's the include layout that this game now
consistently uses:

[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]

And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
2020-07-19 21:37:40 -04:00
Misa
b5ff65c84e Remove unnecessary includes from header files
Including a header file inside another header file means a bunch of
files are going to be unnecessarily recompiled whenever that inner
header file is changed. So I minimized the amount of header files
included in a header file, and only included the ones that were
necessary (system includes don't count, I'm only talking about includes
from within this project). Then the includes are only in the .cpp files
themselves.

This also minimizes problems such as a NO_CUSTOM_LEVELS build failing
because some file depended on an include that got included in editor.h,
which is another benefit of removing unnecessary includes from header
files.
2020-07-19 21:37:40 -04:00
Misa
d455e38715 Use angle brackets for including tinyxml2.h
Since TinyXML2 is a third-party dependency, we should use angle brackets
and treat it like one.
2020-07-19 21:37:40 -04:00
Ethan Lee
264279d17a Warning fix for uninitialized prefix 2020-07-15 12:11:23 -04:00
Misa
f8190439a9 Reset ed.roomnamehide to 0 when exiting playtesting
Now if your cursor was at the bottom of the screen when you entered
playtesting but then was moved to the top during playtesting, when you
exit, the roomname won't instantly disappear and then sheepishly rise
back up again.

And if your cursor was at the bottom of the screen when you entered
playtesting, and exited still being that way, the roomname will rise
back down again and won't instantly disappear.

Both of these behaviors make the roomname movement much more continuous
than it was previously, and it feels smoother and less janky.
2020-07-15 11:45:29 -04:00
Misa
def540d184 Reset ed.notedelay when exiting playtesting
It's not very useful to show a message that was relevant only when you
started playtesting.
2020-07-15 11:45:29 -04:00
Misa
22d556f4be Disable "Game Saved" text box in custommode
Also, use inspecial() instead of writing out each part of the
conditional separately. This just basically adds the insecretlab
conditional to the if-statement, which shouldn't be a big deal.
2020-07-15 11:45:29 -04:00
Misa
846c6f61d4 Use .clear() when removing text boxes in reset functions
graphics.textbox.clear() should be used instead of
graphics.textboxremove() or graphics.textboxremovefast(), because even
with graphics.textboxremovefast(), you'll still have to process at least
one frame of GAMEMODE logic before the text boxes are actually properly
removed, and this caused a 1-frame glitch when exiting playtesting with
text boxes on-screen and then re-entering playtesting.

Technically I could've only fixed it in Game::returntoeditor(), but I
wanted to be safe, so I also fixed it in scriptclass::hardreset(), too.
2020-07-15 11:45:28 -04:00
Misa
7fada0548b Set ed.settingskey to true when returning to editor
This fixes a bug where the settings menu would immediately be brought up
if you used Esc to exit playtesting, unless you were an incredible ninja
and only pressed it for exactly one frame.
2020-07-15 11:45:28 -04:00
Misa
6c52b79ddf Set ed.keydelay to 6 when returning to editor
This fixes an annoying bug where if you use Up or Down to press ACTION
on the "All crewmates rescued!" dialogue whenever you rescue the last
crewmate during playtesting, it'll move you to the room above or below
you. This is because ed.keydelay isn't set to 6 (which is the standard
value that it gets set to whenever you press most keys in the editor),
but now it is.
2020-07-15 11:45:28 -04:00
Misa
1caabe374b Fix return to editor via crewmate rescue not using shouldreturntoeditor
The shouldreturntoeditor variable is supposed to be used because it
fixes the warp background not being reset if you exit into a
horizontally/vertically warping room with a different background. It
also properly resets other variables, which is good, too.
2020-07-15 11:45:28 -04:00
Ethan Lee
11312976fc Fall back to default settings when screenbuffer is not present 2020-07-13 16:09:48 -04:00
Misa
47eba09edb Fix missing newline on printf for customsavequick() failure
A missing newline in a printf() is annoying, it means the next line of
output is concatenated to the previous one.
2020-07-11 17:52:26 -04:00
Misa
199a8f45d6 Fix -playmusic command line option not working
There's a bug where playtesting from Ved doesn't properly play the music
of the level, due to no fault with Ved.

This was because the music was being faded out by
scriptclass::startgamemode() case 23 after main() called music.play().
To fix this, just call music.play() when all the other variables are
being set in Game::customloadquick().
2020-07-11 15:03:37 -04:00
Misa
15319b9ed0 Fix being able to circumvent not-in-Flip-Mode detection
So you get a trophy and achievement for completing the game in Flip
Mode. Which begs the question, how does the game know that you've played
through the game in Flip Mode the entire way, and haven't switched it
off at any point? It looks like if you play normally all the way up
until the checkpoint in V, and then turn on Flip Mode, the game won't
give you the trophy. What gives?

Well, actually, what happens is that every time you press Enter on a
teleporter, the game will set flag 73 to true if you're NOT in Flip
Mode. Then when Game Complete runs, the game will check if flag 73 is
off, and then give you the achievement and trophy accordingly.

However, what this means is that you could just save your game before
pressing Enter on a teleporter, then quit and go into options, turn on
Flip Mode, use the teleporter, then save your game (it's automatically
saved since you just used a teleporter), quit and go into options, and
turn it off. Then you'd get the Flip Mode trophy even though you haven't
actually played the entire game in Flip Mode.

Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode,
so you don't even have to quit to circumvent this detection.

To fix both of these exploits, I moved the turning on of flag 73 to
starting a new game, loading a quicksave, and loading a telesave (cases
0, 1, and 2 respectively in scriptclass::startgamemode()). I also added
a Flip Mode check to the routine that runs whenever you exit an options
menu back to the pause menu, so you can't circumvent the detection that
way, either.
2020-07-10 21:35:47 -04:00
Misa
b419601b41 De-duplicate gamestates 300..336
Gamestates 300..336 are used to start scripts in custom levels. However,
it looks like instead of having the cases have common code, each
individual case was copy-pasted numerous times, which is pretty
wasteful.
2020-07-09 21:55:35 -04:00
Misa
3932c75acc Remove unnecessary stub destructors
It's a bit misleading to have these stub destructors when they don't do
anything special.
2020-07-08 19:14:21 -04:00
Misa
307cdefb8e Remove duplicate advancetext/fullScreenEffect_badSignal initializations
They're already initialized in the constructor above, I have no idea why
they're here.
2020-07-08 19:14:21 -04:00
Misa
6b0b86d434 Remove unused attribute advanced_mode from Game
This attribute does absolutely nothing. In fact, it does so much nothing
I can safely remove reading and writing it!
2020-07-08 19:14:21 -04:00
Misa
7128e9c3ac Remove unnecessary string initializations from constructors
std::string is one of those special types that has a constructor that
just initializes itself to a blank state automatically. This means all
`std::string`s are by default already `""`, so there's no need to set
them. And in fact, cppcheck throws out warnings about performance due to
initializing `std::string`s this way.
2020-07-08 19:14:21 -04:00