This restores it to 2.2 behavior, where the cutscene bars timer also
ticked in TELEPORTERMODE. It was a 2.3 regression that the cutscene bars
timer didn't tick there.
This makes it so if you manage to get stuck in TELEPORTERMODE when a
cutscene ends, the cutscene won't be stuck on untilbars() waiting for
the cutscene bars to go away, since the cutscene bars timer now ticks.
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.
Enemy/platform bounds are intended to not be drawn if they cover the
whole screen, since that's what their default bounds are.
However, the code inadvertently made it so if ANY of the bounds touched
a screen edge, the bounds wouldn't be drawn. This is because the
conditionals used "and"s instead of "or"s. The proper way to write the
positive conditional is "x1 is 0 and y1 is 0 and x2 is 320 and y2 is
240", and when you invert that conditional, you need to also invert all
"and"s to be "or"s. This is not the first time that the game developers
failed to properly negate conjunctional statements...
This is to make it so RNG is deterministic when played back with the
same inputs in a libTAS movie even if screen effects or backgrounds are
disabled.
That way, Gravitron RNG is on its own system (seeded in hardreset()),
separate from the constant fRandom() calls that go to visual systems and
don't do anything of actual consequence.
The seed is based off of SDL_GetTicks(), so RTA runners don't get the
same Gravitron RNG every time. This also paves the way for a future
in-built input-based recording system, which now only has to save the
seed for a given recording in order for it to play back
deterministically.
Otherwise, levels could leave stale arguments in the array, and then the
behavior of another level loaded right after might end up being
different because of that.
This is done for consistency with Terry's patrons, which are sorted by
first name and not last.
Also some people go with their usernames and so don't have a last name
to speak of, which ended up being pretty weird.
Kai is my last name. Elizabeth is my middle name. I went with my middle
name as last name for a while before figuring out what I wanted my last
name to be.
Third time's the charm.
The fundamental problem with the previous attempts was that they ended
up saying arguments existed due to stale `words` anyway. So to actually
know if an argument exists or not, we need to assign to `argexists` _as_
we parse the line.
And make sure to take care of that last argument too.
Also I thoroughly tested this this time around. I'm done pulling my hair
out over this.
Ever since tilesheets got expanded, custom levels could use as many
tiles as they wanted, as long as it fit under the 32-bit signed integer
limit.
Until 6c85fae339 happened and they were
reduced to 32,767 tiles.
So I'm being generous again and changing the type of the contents array
(in mapclass and editorclass) back to int. This won't affect the
existing tilemaps of the main game, they'll still stay short arrays. But
it means level makers can use 2 billion tiles once again.
This lets users place down tiles above 1199 in Direct Mode, if their
tilesheet has more than 1200 tiles.
I don't like the copy-pasted code here but it'll have to make do.
If you use Lab tilecol 6, you get the rainbow background. However, this
is unintended, because the associated autotiling is... not very good.
To combat that, Ved disallows using the Lab rainbow background outside
of Direct Mode. We will follow Ved here and only allow switching to the
rainbow background if you're in Direct Mode. Also make sure if someone
is disabling Direct Mode with the rainbow background that it gets reset
properly.
The main game used a set of copy-pasted code to set the music of each
area. There WAS some redundancy built-in, but only three rooms in each
direction from the entrance of a zone.
Given this, it's completely possible for players to mismatch the music
of the area and level. In fact, it's easy to do it even on accident,
especially since 2.3 now lets you quicksave and quit during cutscenes.
Just play a cutscene that has Pause music, then quicksave, quit, and
reload. Also some other accidental ways that I've forgotten about.
To fix this, I've done what mapclass has and made an areamap. Except for
music. This map is the map of the track number of every single room,
except for three special cases: -1 for do nothing and don't change music
(usually because multiple different tracks can be played in this room),
-2 for Tower music (needs to be track 2 or 9 depending on Flip Mode),
and -3 for the start of Space Station 2 (track 1 in time trials, track 4
otherwise).
I've thoroughly tested this areamap by playing through the game and
entering every single room. Additionally I've also thoroughly tested all
special cases (entering the Ship through the teleporter or main
entrance, using the Ship's jukebox, the Tower in Flip Mode and regular
mode, and the start of Space Station 2 in time trial and in regular
mode).
Closes#449.
2.3 has a regression where if you move back and forth between a zone,
you can get the wrong music playing in a zone. An example is the
Overworld and Lab. Just walk in to the Lab and immediately walk back
out, and you'll get Potential for Anything playing in the Overworld.
This regression was caused by facb079b35.
That commit removed assigning -1 to currentsong when a fadeout was
called.
Basically, the previous behavior was: currentsong is 4, we enter Lab and
nicechange gets queued to 3 but currentsong gets set to -1, then going
back nicechange gets queued to 4 again.
However, if we don't assign -1, then going back will keep nicechange at
3. Why? Because niceplay() checks for currentsong before assigning
nicechange. If currentsong is still the same then it doesn't assign
nicechange.
To fix this, just always unconditionally assign nicechange.
If spawned as a custom enemy (createentity entry 56), or spawned outside
of the rooms they spawn in in the main game, they will repeatedly clone
themselves every frame, which profusely leaks memory. In fact it quickly
causes a crash in 2.2 and previous, but 2.3 fixes that crash, so it just
keeps spawning enemies endlessly, which eventually lags the game, and
eventually can out-of-memory your system (bad!).
The problem is those movement types rely on entclass::setenemyroom() to
change their `behave` to be 11 or 13. Else, the new entity created will
still have `behave` 10 or 12, which will create ANOTHER entity in the
same way, and so on, and so forth.
So to fix this, just make it so if an enemy is still `behave` 10 or 12
by the end, then, just set it to -1. That way it'll stay still and won't
cause any harm.
I considered setting the `behave` to 11 or 13 respectively, but, that's
probably going farther than just fixing a memory leak, and anyways, it's
not that much useful for me as a custom level maker, and the entities
spawned aren't really controllable.
In order to let callers provide their OWN callback functions through the
callback function WE provide to PhysFS, we casted the function pointer
to a void pointer.
Unfortunately, this is apparently undefined behavior... if your compiler
doesn't have an extension for it. And most compilers on most
architectures do. (In fact compilers on POSIX systems most certainly
have it due to dlsym() returning a void* which could actually be a
pointer to a function sometimes.)
But imo, it's better to be safe than sorry in this regard. Especially
when given GCC's approach to optimizing int + 100 > int (spoilers: they
remove it entirely! It's faster, but also broken!).
I've decided to wrap it in a struct. And as a nice side effect, if we
ever need more data to be passed through... well we already have this
struct.
Technically, it's also standards-compliant to cast a _pointer to_ a
function pointer to a void pointer. But that extra layer of pointer
indirection would get real confusing to conceptualize real fast (or at
least is more confusing than just putting it in a struct).
Since you've been able to resume music stopped by stopmusic() with
resumemusic(), if a track was stopped by stopmusic(), the unfocus pause
itself would end up resuming the track when regaining focus.
The solution is to simply check for if music.currentsong is -1 or not.
So, platv is a room property that controls the speed of custom entity
platforms in the room (unless, of course, they're created with
createentity). Problem is, this is how 2.2-and-previous coding standards
were:
ed.level[game.roomx-100+((game.roomy-100)*ed.maxwidth)]
Overly long, verbose, not entirely clear unless you already know what it
means? Copy-pasted over and over due to all of the above? Surely a
recipe for not making any coding errors!
Ironically enough, copy-pasting is basically the best approach here
(short of refactoring the whole thing, like I did in
945d5f244a), since if you don't ACTUALLY
copy-paste and just re-type it on your own, you'll end up making more
mistakes. Like what happened here:
ed.level[game.roomx-100+((game.roomy-100)*ed.mapwidth)].platv
Do you see the mistake...? Yeah, mapwidth (with a P) instead of maxwidth
(with an X). You'd have to look closely to find it.
So what does this mean for platv? Well, it means that it multiples the
y-coordinate of the room by the map width instead of the max width (20),
like every other room property. So that means if your map width is less
than 20, like say, map width 10, the platv value for (2,2) will be
stored in (2,1)'s room properties instead of (2,2)'s. Because if you go
off of map width, the room index for (2,2) is 2 + 2 * 10 = 22, but if
you go off of max width, the room index for (2,1) is 2 + 1 * 20 = 22.
Now this wouldn't be bad, except for another 2.2-and-previous
standard... kind of just not exposing things directly to the end user.
Whether that's simply not documenting something (as in the case of
ifwarp and warpdir, which by all measures were completely intended to be
used in custom levels but just simply were never known properly until I
discovered how to use them in 2019), or in this case, not giving any way
for the user to fiddle with platv from the in-game editor. Because if
there was a way to do that, and someone decided to test to see if platv
worked okay, they would discover something was up.
So... since I refactored room properties in
945d5f244a, I kind of broke platv by
fixing it. Now levels that relied on platv being the broken way don't
work.
How do I fix it, and thus break it again? Well, I'll do what I did for
scripts - handle the scrambling when reading and writing the level, and
keep things sane at least internally.
Thus: editorclass::load() will unscramble platv data in the right way,
and editorclass::save() will re-scramble platv in the right way too.
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.
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).
This error case can happen, but if it does, non-console users get an
ERROR page with no further information. So use setLevelDirError if this
failure mode happens. And Menu::errorloadinglevel needs to be changed to
accomodate that.
Not sure why the original implementation decided to do things this way
instead of snprintf'ing a path to the .zip itself. Otherwise, if the
level is from data.zip, PHYSFS_getRealDir() will return the path of
data.zip, which then fails to mount for separate reasons.