The previous person who wrote this (a girl named Misa) clearly didn't
understand the reason why you couldn't compare line[line.length()-1]
directly to a string literal. It's because the former is a char, and the
latter is a pointer to a char. Both are ints, so it compiles fine, but
it doesn't do what you want it to.
Why not just make the latter a char instead of a string literal? Well,
because you can, but also I clearly didn't think this through earlier,
so that's why I didn't do it in the first place.
But this is fixed now.
This avoids an unnecessary copy of the input std::vector, since we don't
need to modify it for anything. This cuts down on unnecessary memory
operations.
Apart from the std::string, this function no longer uses the STL.
ss_toi() is a simple function - it converts the input into an int,
taking as many digits as possible until it reaches a non-digit
character, at which point it stops. It's trivial to implement this
without the STL.
I could've used Int() here, but that would've required copying the
string to a temporary buffer to insert a null-terminator (we can't just
use a pointer-and-length data type either, the string functions don't
operate like that - one disadvantage of C strings!). Instead, I decided
to implement my own conversion to int here, because I don't think the
way we humans write our Arabic numerals is going to change anytime soon.
Also, the std::string input is now passed by const reference, instead of
making a copy - cutting down on unnecessary memory operations.
I personally like putting the asterisk with the type, because despite
the language parsing the asterisk as a part of the name, the pointer
part is clearly a part of the return type of the function. Also,
put constness here, to indicate that the input won't be modified inside
the function.
This comment indicates that the function is used by
UtilityClass::GCString(). Which is unnecessary, because the reader can
trivially search for usages of GCChar in the file itself (the 'static'
preceding the function should be a good enough hint) - and if there
aren't any, then the reader will know the function is unused, whereas if
they read the comment, they would have been under the assumption that it
wasn't used. (There might also a compiler warning about it being unused,
which would be more confusing if the comment was still there.)
Point is, comments can get outdated, so removing the comment here makes
the code more self-documenting.
This is a re-do of 942217f871 (#509), but
with a more conservative fix that only resets the player's newxp and
newyp when they respawn from a checkpoint or spawn in to the map.
Unlike the previous patch, if the player were to suddenly collide with a
conveyor or horizontally-moving platform during gameplay, their
y-position would revert back to the intended next y-position of the
previous frame. But this is the same behavior as before, I haven't ever
seen such a contrived situation come up, and this behavior is probably
more preferable for gameplay than actually going to the conveyor, so
it's fine.
I also decided to reset newxp here, and not just newyp, because while
resetting newyp seems to be enough, it's safer to also reset newxp (and
so future readers won't question why only newyp is reset but not newxp).
I tested this and it once again fixes the death loop issue from earlier,
while also still allowing for that Trench Warfare trick to be possible
(I tested it with the libTAS movie I mentioned in #606; it syncs fine).
There are no other known regressions resulting from this fix
(hopefully).
This reverts commit 942217f871.
This fix (of a regression of a fix) has a regression where immediately
flipping off of horizontally-moving platforms or conveyors will no
longer provide you with a "boost" given certain vertical pixel
alignments.
The regression that this fix fixed will be fixed another way.
Fixes#606.
This works on macOS, Wayland, and a few more esoteric platforms. X11
doesn't have a concept of DPI-awareness. Note that with this flag
SDL_GetWindowSize() isn't guaranteed to return the actual window size.
Retextured checkpoints have always been in the game, but clicking on
them in the editor would lead to them losing their retextured-ness. So,
checkpoints should be left alone if their p1 isn't either 0 or 1. Also,
they don't show up properly in the editor, so that's fixed, too.
Retextured and flipped terminals were added in 2.3, and show up properly
in-game, but don't properly show up in the editor, either. So now they
show up in the editor. Additionally, clicking on them will flip the
terminal as well, but only if its p1 is 0 or 1, just like checkpoints
now do.
This call to Makebfont() always existed, but ever since 2.3's per-level
custom assets were added, graphics.reloadresources() also calls
graphics.Makebfont(), meaning this call is unnecessary. Calling it twice
results in graphics.bfont and graphics.flipbfont having twice the number
of elements, until custom assets get mounted (or unmounted, technically).
This does the same thing as the last commit, but for No Death Mode
instead of Time Trials. Whenever you die in No Death Mode, or complete
it, all the relevant variables get copied to variables prefixed with
'ndmresult' that never get reset by script.hardreset(), and these
variables are what titlerender() use, instead of the "live" ones.
This makes it so when a Time Trial gets completed, all the relevant
variables get copied onto variables prefixed with 'timetrialresult',
which never get reset by script.hardreset(). Then titlerender() will use
those variables accordingly.
There are multiple different exit paths to the main menu. In 2.2, they
all had a bunch of copy-pasted code. In 2.3 currently, most of them use
game.quittomenu(), but there are some stragglers that still use
hand-copied code.
This is a bit of a problem, because all exit paths should consistently
have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level
custom assets. Furthermore, most (but not all) of the paths call
script.hardreset() too, and some of the stragglers don't. So there could
be something persisting through to the title screen (like a really long
flash/shake timer) that could only persist if exiting to the title
screen through those paths.
But, actually, it seems like there's a good reason for some of those to
not call script.hardreset() - namely, dying or completing No Death Mode
and completing a Time Trial presents some information onscreen that
would get reset by script.hardreset(), so I'll fix that in a later
commit.
So what I've done for this commit is found every exit path that didn't
already use game.quittomenu(), and made them use game.quittomenu(). As
well, some of them had special handling that existed on top of them
already having a corresponding entry in game.quittomenu() (but the path
would take the special handling because it never did game.quittomenu()),
so I removed that special handling as well (e.g. exiting from a custom
level used returntomenu(Menu::levellist) when quittomenu() already had
that same returntomenu()).
The menu that exiting from the level editor returns to is now handled in
game.quittomenu() as well, where the map.custommode branch now also
checks for map.custommodeforreal. Unfortunately, it seems like entering
the level editor doesn't properly initialize map.custommode, so entering
the level editor now initializes map.custommode, too.
I've also taken the music.play(6) out of game.quittomenu(), because not
all exit paths immediately play Presenting VVVVVV, so all exit paths
that DO immediately play Presenting VVVVVV now have music.play(6)
special-cased for them, which is fine enough for me.
Here is the list of all exit paths to the menu:
- Exiting through the pause menu (without glitchrunner mode)
- Exiting through the pause menu (with glitchrunner mode)
- Completing a custom level
- Completing a Time Trial
- Dying in No Death Mode
- Completing No Death Mode
- Completing an Intermission replay
- Exiting from the level editor
- Completing the main game
Comments in general don't get verified by the compiler, but
commented-out code is even worse. Especially since this looks to be
outdated code.
As always, if we need some of this code, then we can just look back in
the Git history.
This fixes a segfault, because we would then pass compressed image data
to SDL_ConvertSurfaceFormat() in LoadImage(). I didn't test my previous
PR. Whoops.
Implicit conversion warnings happen all over the codebase, but there's
no reason to warn on all of them, and adding casts everywhere is
annoying to read and patently unnecessary.
MSVC is the only compiler that has this warning (GCC even on -Wall
-Wextra doesn't warn about implicit conversions), so disable it for
MSVC.
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.
The only thing we need LodePNG for is to decode a PNG that we've already
loaded into memory. We handle the filesystem part ourselves, so we don't
need LodePNG's filesystem functions; we don't encode images, and we
don't use the zlib functions. So disable all of those.
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)
This patch de-duplicates the tool drawing code a bit in the menu that
gets brought up when you press Space in the level editor, as well as
fixes several bugs related to the fact that the original author(s) of
the code decided to copy-paste everything. (It was most likely Terry,
judging by the distinct lack of whitespace between tokens in the code.)
There are two "pages" of tools that get shown when you open the tool
menu, according to your currently-selected tool.
1. On the first page, your currently-selected tool gets a brighter
outline. However, on the second page, the code to draw the outline over
your currently-selected tool is missing. So I've fixed that.
2. On the first page, the glyph indicator next to the tool icon also
gets brighter when you have that tool selected. However, on the
second page, the code that drew the brighter-colored indicator got
ran before the code that drew the normal-colored indicator, so this
was never shown. This is also fixed.
3. The glyph indicator of the gravity line tool didn't get brighter when
you had it selected, due to its special-cased copy-pasted code
drawing its brighter color before drawing its normal color. This has
also been fixed.
4. Lastly, the tool menu no longer draws the brighter-colored glyphs on
top of the normal-colored glyphs. Instead, the menu will simply draw
the brighter-colored glyphs and will not draw the normal-colored
glyphs in the first place. This is because double-drawing text like
this will look bad if the user has a custom font.png that has
translucent pixels, like I do.
All of these bugs have been fixed by paying off the technical debt of
copy-pasting code.
This variable seems to have been intended to make sure
game.savestatsandsettings() was called at the end of the frame, or make
sure that it didn't get called more than once per frame. I don't see any
frame ordering-related reason why it needs to be called specifically at
the end of the frame (the function doesn't modify any state), so it's
more plausible that it was added to make sure it didn't get called more
than one per frame.
However, upon further analysis, none of the code paths where
game.savemystats is used ever calls or sets game.savemystats more than
once, and a majority of the code directly calls
game.savestatsandsettings() anyway, so there's no reason for this
variable to exist. If we ever need to make sure it doesn't get called
more than once, and there's no way to change the code paths around to
prevent it otherwise, we can use the defer callbacks system that I added
to #535, when it gets merged.
These variables basically serve no purpose. map.customx and map.customy
are clearly never used. map.finalx and map.finaly, on the other hand,
are basically always game.roomx and game.roomy respectively if
map.finalmode is on, and if it's off, then they don't matter.
Also, there are some weird and redundant variable assignments going on
with these; most notably in map.gotoroom(), where rx/ry (local
variables) get assigned to finalx/finaly, then finalx/finaly get
assigned to game.roomx/game.roomy, then finalx/finaly get assigned to
rx/ry. If finalx/finaly made a difference, then there'd be no need to
assign finalx/finaly back to rx/ry. So it makes the code clearer to
remove these weird bits of code.
2.3's per-level assets feature also added a hotkey to reload the custom
assets of the level you're currently editing in the editor, so you
wouldn't have to re-load the level yourself. This hotkey is F9, but
however, it hasn't been documented in the hotkey list brought up by
pressing Shift, until now.
This patch cleans up unnecessary exports from header files (there were
only a few), as well as adds the static keyword to all symbols that
aren't exported and are specific to a file. This helps the linker out in
not doing any unnecessary work, speeding it up and avoiding silent
symbol conflicts (otherwise two symbols with the same name (and
type/signature in C++) would quietly resolve as okay by the linker).
Line clipping and second-frame edge-flipping have been broken since #539
was merged (d910c5118d). The cause of this
is moving the onground/onroof code around.
A proper loop order fix is going to come once #535 gets finalized and
merged, so this is a stopgap measure just to make sure people don't
report that line clipping or second-frame edge-flipping are broken in
current builds of 2.3.
There is a certain ordering of which corners you click on to place enemy
and platform boundaries, and script boxes. You must first click on the
top-left corner, then click on the bottom-right corner. The visual box
that is drawn after you've first clicked on the top-left corner clearly
shows this intended way of doing things.
However, it seems like despite the visuals, the game didn't properly
prevent you from clicking on the corners in the wrong way. If you placed
it from top-right to bottom-left, or bottom-left to top-right, then the
game would place the boxes accordingly, and they would have a weird
shape where two of its opposite sides would just be missing. But,
placing them from bottom-right to top-left is prevented accordingly.
The bug comes down to a simple use of "or", instead of the correct
"and". This isn't the first time the wrong conjunction was used in a
conditional... (8260bb2696, #136)
Since the code block that the if-statement guards is the code that will
execute if the corners placed were correct, the if-statement thus should
be written in the positive case and use a more restrictive "and",
instead of the negative case, which would use a more looser "or". There
are less cases that are correct than cases which are incorrect - in this
case, there is only 1 correct way of doing things (top-left to
bottom-right), compared to 3 incorrect ways of doing things (top-right
to bottom-left, bottom-left to top-right, bottom-right to top-left) - so
when thinking of positive cases, you should be using "and".
Or, you can always just test it. This bug has been in the game since
2.0, so it seems like no one just tested that incorrect input actually
didn't work.
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.
So... it looks like being able to switch through tilesets backwards has
been in 2.3 for a while, guess no one just uses 2.3 or the level editor
that much. It seems like it's always been broken, too.
If you were on the Space Station tileset (tileset 0), pressing Shift+F1
would keep you on the Space Station tileset instead of switching to the
Ship (tileset 4).
It looks like the problem here was mixing size_t and int together - so
the modulus operation promoted the left-hand side to size_t, which is
unsigned, so the -1 turned into SIZE_MAX, which is 18446744073709551615
on my system. You'll note that that ends in a 5, so the number is
divisible by 5, meaning taking it modulo 5 leads to 0. So the tileset
would be kept at 0.
At least unsigned integer underflow/overflow is properly defined, so
there's no UB here. Just careless type mixing going on.
The solution is to make the modulus an int instead of a size_t. This
introduces an implicit conversion, but I don't care because my compiler
doesn't warn about it, and implicit conversion warnings ought to be
disabled on MSVC anyway.
This fixes a bug where if you entered a tower before watching the
credits sequence, the credits sequence would have mismatched text and
background colors.
This bug happened because entering a tower modified the r/g/b attributes
of mapclass, and updated graphics.towerbg, without updating
graphics.titlebg too. Then gamecompleterender() uses the r/g/b
attributes of mapclass.
The solution is to put the r/g/b attributes on TowerBG instead. That
way, entering a tower will only modify the r/g/b attributes used to
render towers, and won't affect the r/g/b attributes used to render the
credits sequence.
Additionally, I also de-duplicated the case-switch that updated the
r/g/b attributes based off of the current colstate, because it got
copy-pasted twice, leading to three instances of one piece of code.
This fixes a bug where if you completed a custom level during
command-line playtesting, when returning to the title screen, the
background would be red and the text would be white.
This is because playtesting skips over the code path of pressing ACTION
to start the game and advance to the title screen, and the code path of
that ACTION press specifically initializes the title screen colors to
cyan.
This is also caused by the fact that completing a custom level doesn't
call map.nexttowercolour(), but my guess is that the intent there was
that the player would select a custom level, complete it, and return to
the title screen on the same screen with the same colors, so I decided
not to add a map.nexttowercolour() there.
Instead, I've moved the cyan color initialization to main(), so that it
is always executed no matter what, and doesn't require you to take a
specific code path to do it.
With commit 48313169b6 (PR #453),
AllyTally added a single-case patch for a regression, instead of fixing
it at its root cause.
In fact, that commit only fixes the music if Presenting VVVVVV is
playing while exiting to the menu, not if you enter a level that plays
Presenting VVVVVV - so it only fixes it going one way, and not going the
other way around; neither fixing also all the other cases this could
happen.
It doesn't, say, fix the case where you are exited to the menu
automatically after collecting the last crewmate in the level (or if the
level calls gamestate 1013 itself), which is what happens in my MIRA-VIU
TAS video at the end, and which I noted in the description of that video
( https://www.youtube.com/watch?v=OYQO4ePbYW4&t=111 ).
So, the problem here is that when musicclass::play() is called, it sees
that currentsong is the same as its input, and decides that since the
music is already playing, it shouldn't play the music again. Thus, the
music fades out, and we get silence instead of the music playing again.
But I said this was a regression. Why didn't this happen in 2.2? Well,
it's because of the fact that 2.2 sets currentsong to -1 (no music
playing at all) immediately when starting a fadeout, and not when the
fadeout completes (commit facb079b35,
PR #316). As you can imagine, this discrepancy could lead to bugs, given
that the game would think that music wasn't playing when in actuality it
was, but fixing this bug could also break code that expected this wrong
behavior. And in this case, it has.
So to properly fix the root cause of this, instead of naïvely
single-case patching out every case that comes up randomly, in
musicclass::play(), the function will now ignore if the input given is
the same as currentsong if the music is currently fading out.
This reverts commit 48313169b6, "Don't
fade music out when returning to the menu if it's Presenting VVVVVV".
This commit is being reverted because it is only a single-case patch -
that is, it fixes only a single symptom of the bug, and not its
underlying cause.
This is also another conditional where the rest of the function is
nested. Furthermore, in order to not repeat ourselves, I've also decided
to unconditionally assign currentsong to t, because if t is -1
currentsong gets assigned to -1 anyway - so it's the same thing, but
it's much easier to see and think about.
This removes an indentation level, and makes it easier to reason about
the function since you essentially now view it as the function returning
right there.
This prevents issues when calling std::abs with a float on some older
compilers. While it would normally be promoted to an int, std::abs is
special due to being overloaded despite being a C function. This can
cause errors due to the compiler being unable to find a float overload.
SDL_abs doesn't have this problem, since it's a normal C function.
When gamemode(teleporter) gets run in a script, it brings up a read-only
version of the teleporter screen, intended only for displaying rooms on
the minimap.
However, ever since 2.3 allowed bringing up the map screen during
cutscenes (in order to prevent softlocks), bringing up the map screen
during this mode would (1) do an unnecessary animation of suddenly
switching back to the game and bringing up the menu screen again (even
though the menu screen has already been brought up), and (2) would let
you close the menu entirely and go back to GAMEMODE, thus
unintentionally closing the teleporter screen and kind of ruining the
cutscene.
To fix this, when you bring up the map screen, it will instead instantly
transition to the map screen. And when you bring it down, it will also
instantly transition back to the teleporter screen.
But that's not all. The previous behavior was actually kind of a nice
failsafe, in that if you somehow got stuck in a state where a script ran
gamemode(teleporter), but stopped running before it could take you out
of that mode by running gamemode(game), then you could return to
GAMEMODE yourself by bringing up the map screen and then bringing it
back down. So I've made sure to keep that failsafe behavior, only as
long as there isn't a script running.
When bringing up the map screen, the game does a small menu animation
where the menu comes in from the bottom. The code to calculate the menu
offset is copy-pasted everywhere, so I thought I'd de-duplicate it to
make my life easier when working with it. I also included the
game.gamestate assignment in the de-duplicated function, so it would be
easier for a future bugfix.
At the same time, I'm also removing all the BlitSurfaceStandard()s that
copied menubuffer to backBuffer. The red flag is that this blit happened
for every single entry point to MAPMODE and TELEPORTERMODE, except for
the script command gamemode(teleporter). Pressing Enter to bring up the
map screen, pressing Enter to quit the Super Gravitron, pressing Esc to
bring up the pause screen, and pressing Enter to bring up the teleporter
screen all do this blit, so if this blit was there to fix a bug, then
there's a bug with using the script command gamemode(teleporter)... but,
as far as I can tell, there isn't.
That's because the blit basically does nothing. All the blit does is
copy menubuffer onto backBuffer. Then the next thing that happens is
that either maprender() or teleporterrender() will be called, and the
first thing that those functions will always do is fill backBuffer with
solid black, completely overriding the previous blit. So that's why
removing this blit won't have any effect, and it can be safely removed
for code clarity.
When I did #569, I forgot that taking out the code path that set the
player's invis to false meant that the player would still be invisible
upon loading back in to the game if they exited the game while
invisible. Taking out that code path also meant that if game.lifeseq was
nonzero, it wouldn't be reset properly, either. So this fixes those
things.
When I did #567, I didn't test it. And I should have tested it, because
it made the player invisible. This is because map.resetplayer() also
sets the invis attribute of the player to true as well, and I only undid
it setting game.lifeseq to 10.
So instead, I'll just add a flag to map.resetplayer() that by default
doesn't set game.lifeseq or the player's invis attribute. And I tested
it this time, and it works fine. I tested both respawning after death
and exiting to the menu and loading in the game again.
When exiting a level, music.init() gets called again, and every time it
gets called after the first time it gets called, it will free all music
tracks.
To do so, it calls Mix_FreeMusic(). Unfortunately, if there is music
fading, Mix_FreeMusic() will call SDL_Delay(), which will result in
annoying no-draw frames. Meaning, the screen freezes and doesn't draw
anything, and has to wait a bit before continuing.
Here's the relevant piece of code from SDL2_mixer's music.c:
if (music == music_playing) {
/* Wait for any fade out to finish */
while (music->fading == MIX_FADING_OUT) {
Mix_UnlockAudio();
SDL_Delay(100);
Mix_LockAudio();
}
if (music == music_playing) {
music_internal_halt();
}
}
This is especially annoying if you're a TASer, because no-draw frames in
a libTAS movie aren't guaranteed to last for a consistent number of
frames when you change your inputs around.
After this patch, as long as your computer can unmount and re-mount
assets fast enough (it doesn't seem like mine can, unfortunately), then
you won't get any freezes when exiting a level that has custom assets.
(This freeze didn't happen when loading a level because the title screen
music fadeout upon pressing ACTION had enough time to fully complete
before the level got loaded.)
There's a small inconsistency where the first time you load in to the
game, game.lifeseq is at 0, but when you exit to the menu and load in
again, game.lifeseq becomes 10. This is visible as Viridian blinking
when loading in only after the first time you load in, and this also
means that after the first time you load in, you also have to wait 5
frames before being able to move Viridian.
The reason for this inconsistency is because on the first time you load
in to the game, there are no entities loaded in obj.entities yet, so the
game creates a player entity, and doesn't mess with game.lifeseq. When
you exit and then load in for the second time, obj.entities contains at
least one entity (all the entities from the room you just exited out of
- map.gotoroom() hasn't even been called yet, so it doesn't even check
for only the player entity), so the game calls map.resetplayer()
instead, and map.resetplayer() sets game.lifeseq to 10.
There's even an inconsistency to this inconsistency - when you die in No
Death Mode, all entities will be removed from obj.entities, so the next
time you load in to the game, game.lifeseq will be 0.
This inconsistency is pretty minor in the grand scheme of things, but
it still bothers me, so I'm going to fix it.
CI builds were added to this repository on the first day it was
released, and haven't really been touched since then. And since then,
2.3 has added NO_CUSTOM_LEVELS, NO_EDITOR, and OFFICIAL_BUILD builds to
the CMake file.
On top of the MAKEANDPLAY define already existing, this means CI
coverage is a bit sparse - covering compile failures for changes made to
most of the codebase, except for Steam and GOG, and not covering compile
failures if certain parts of the code get stripped out. And people do
forget to check for those configurations as well.
These mess of configurations is kind of a wake-up call to refactor and
generalize the code a bit, because we would probably be able to get rid
of at least two of these (Make & Play, and no-custom-levels) by making
it so custom levels behave indistinguishably from the main game. But,
that's something to do in 2.4. At the very least, we should cover these
in CI right now.
On a small note, I had to add a MAKEANDPLAY configure option to the
CMake file to be able to easily configure a Make & Play build from the
CI runner. This option shouldn't really be used otherwise, so I added a
note to it telling people to consider modifying MakeAndPlay.h instead.
Since INTERIM_COMMIT is a char array whose size we know for sure at
compile time, and which we also know is an array (instead of being a
pointer), we can take the SDL_arraysize() of it. However,
SDL_arraysize() doesn't account for the null terminator unlike
SDL_strlen(), so we'll have to do it ourselves. But at least we are
guaranteed to get a constant value at compile time, unlike if we use
SDL_strlen(), which would be repeatedly evaluating a constant value at
runtime.
To my knowledge, there's no equivalent SDL_arraysize() for constant
strings, and a quick `rg` (ripgrep) for "sizeof" in the SDL include/
folder doesn't show anything like that. So we'll just have to use the
SDL_arraysize() - 1 and deal with it.
The commit hash is now properly updated every time it gets changed, and
not just when CMake gets re-ran.
For this to work, we need to use a few CMake tricks. We add a custom
target with ADD_CUSTOM_TARGET(), which is apparently always considered
out-of-date (but I had to add a BYPRODUCTS line to get it to actually
work), and we use the target to run a .cmake file every time we build.
Also, VVVVVV needs to depend on this custom target, to ensure that the
game gets built AFTER the version gets generated - otherwise there'll be
an error. So we do an ADD_DEPENDENCIES() after the ADD_EXECUTABLE() for
VVVVVV.
This file, version.cmake, is just the Version.h.out generation that I
added previously, but the important thing about all of this is that if
the contents of Version.h.out doesn't change, and thus if the commit
hash hasn't changed, then CMake will never recompile and relink anything
at all. (At least with the Ninja generator.)
On a small note, since the Version.h.out generation is now a separate
script that is guaranteed to get ran on every single build, while the
Git FIND_PACKAGE() gets ran only at configure time, it is possible for
the cached path of the Git executable to get out of date. Fixing this
requires a simple re-configure (ideally), but in case it wasn't fixed,
the INTERIM_COMMIT and COMMIT_DATE variables would get set to empty
strings instead of containing a value. To prevent this from happening,
I've removed ERROR_QUIET from the EXECUTE_PROCESS() calls in
version.cmake, because it's better to explicitly error if the Git
executable wasn't found than implicitly carry on like nothing happened.
The previous implementation of showing the commit hash on the title
screen used a preprocessor definition added at CMake time to pass the
hash and date. This was passed for every file compiled, so if the date
or hash changed, then every file would be recompiled. This is especially
annoying if you're working on the game and switching branches all the
time - the game has at least 50 source files to recompile!
To fix this, we'll switch to using a generated file, named
Version.h.out, that only gets included by the necessary files (which
there is only one of - Render.cpp). It will be autogenerated by CMake
(by using CONFIGURE_FILE(), which takes a templated file and does a
find-and-replace on it, not unlike C macros), and since there's only one
file that includes it, only one file will need to be recompiled when it
changes.
And also to prevent Version.h.out being a required file, it will only be
included if necessary (i.e. OFFICIAL_BUILD is off). Since the C
preprocessor can't ignore non-existing include files and will always
error on them, I wrapped the #include in an #ifdef VERSION_H_EXISTS, and
CMake will add the VERSION_H_OUT_EXISTS define when generating
Version.h.out. The wrapper is named Version.h, so any file
that #includes the commit hash and date should #include Version.h
instead of Version.h.out.
As an added bonus, I've also made it so CMake will print "This is
interim commit [HASH] (committed [DATE])" at configure time if the game
is going to be compiled with an interim commit hash.
Now, there is also the issue that the commit hash change will only be
noticed in the first place if CMake needs to be re-ran for anything, but
that's a less severe issue than requiring recompilation of 50(!) or so
files.
While working on #535, I noticed this bug.
When going to Graphic Options or Game Options from the pause menu,
kludge_ingametemp was intended to save the current menu stack frame
BEFORE either of those menus got created. However, it was actually
assigned afterwards, meaning kludge_ingametemp would always be either
Menu::graphicoptions or Menu::options.
This meant that the returntomenu() in returntopausemenu() would always
attempt to return to the current in-game menu, and seeing as it's the
same menu, would re-create the menu, instead of returning to the
previous menu before it.
This patch also fixes a potential source of a trivial memory leak, if
someone were to keep entering and exiting Graphic Options or Game
Options from the pause menu. It would keep piling up duplicate Graphic
Options or Game Options stack frames, which would never get removed.
However, they do get removed when you exit to the menu properly, by
returntomenu() again, so this doesn't seem like that serious of an
issue, but it's still good to fix.
While I was working on #535, I noticed that all the call sites of
script.run() have the exact same code, namely:
if (script.running)
{
script.run();
}
I figured, why not move the script.running check into the function
itself? That way, we won't have to duplicate the check every single
time, and we don't risk forgetting to add the check and causing a bug
because of that.
The check was already duplicated once since 2.0 (it's used in both
GAMEMODE and TELEPORTERMODE), and with the fix of the two-frame delay in
2.3, it's now duplicated twice, leading to THREE instances of this check
in the code, when there should be only one.
To fix this bug, all we have to do is just pass the existing
ScreenSettings* that we have in loadstats() to savestats(), and in
loadsettings() to savesettings().
Fixes#556. Depends on #558.
Another step to fix the bug #556 is to allow Game::savestats() to accept
a pointer to an existing ScreenSettings struct. This entails refactoring
Game::savesettings() and Game::serializesettings() to accept the
function as well, along with adding Screen::GetSettings() so the
settings of the current Screen can be easily grabbed.
In order to be able to fix the bug #556, I'm planning on adding
ScreenSettings* to the settings.vvv write function. However, that
entails adding another argument to Game::savesettings(), which is going
to be really messy given the default argument of Game::savestats().
That, combined with the fact that the code comment at the site of the
implementation of Game::savestats() being wrong (!!!), leads me to
believe that using default function arguments here isn't worth it.
Instead, what I've done is made it so callers are explicit about whether
or not they're calling savestats(), savesettings(), or both at the same
time. If they are calling both at the same time, then they will be using
a new function named savestatsandsettings().
In short, these are the interface changes:
* bool Game::savestats(bool) has been removed
* bool Game::savestatsandsettings() has been added
* void Game::savestats_menu() has been renamed to
void Game::savestatsandsettings_menu()
* All previous callers of bool Game::savestats() are now using bool
Game::savestatsandsettings()
* The one caller of bool Game::savestats(bool) is now using bool
Game::savestats()
While there already exists an option to skip the fake loading screen
entirely (without requiring an ACTION press), there are several reasons
for including this option as well:
* So people upgrading from 2.2 won't have to sit through the fake
loading screen the first time they open 2.3.
* So if people are too lazy to use the existing option, they can use
this one instead.
* So tool-assisted speedruns (TASes) of this game can skip the fake
loading screen without requiring an existing settings.vvv beforehand.
This last one is the biggest reason for me, since I'm not sure what
TASVideos.org rules are regarding existing save files, but with this
change nobody has to worry about their rules and can safely just
press ACTION to skip the fake loading screen automatically.
`success = success && savesettings();` is now changed to
`success &= savesettings();`. It's bitwise, and I think C++ should have
had a &&= for completeness, but it shouldn't matter here.
Changing settings would most of the time attempt to save unlock.vvv and
now also settings.vvv, but there would be no feedback whether the files
have been saved successfully or not. Now, if saving fails when changing
settings in the menu, a warning message will be shown. The setting will
still be applied of course, but the user will be informed it couldn't
be saved. This message can be silenced until the game is restarted,
because I can imagine this could get very annoying when someone already
knows their settings aren't writeable.
Also, some options didn't even save settings in the first place. These
are turning off invincibility, and by coincidence precisely all the
options in the advanced options menu. I made sure these options now do
so.
As part of fixing #464, I'll need to move these pieces of code around
easily. In #220 I just kind of shoved them awkwardly in whatever
fixed function would be last called in the gamestate loop, which I
shouldn't have done as I've now had to make formal fixed-render
functions anyway. Because these fixed functions need to be called
directly before a render function, and I'm fixing the order to put
render functions in their proper place, so I need to be able to move
these around easily, and making them function calls instead of inlined
makes them easier to manipulate.
Today, I saw a video posted by Chelito on the VVVVVV speedrunning
Discord where he died inside a gravitron square over and over after the
Gravitron in Intermission 2 ended.
https://cdn.discordapp.com/attachments/234787368522088448/779074864660480020/What.mp4
This is caused by the fact that after the Gravitron ends, the game no
longer considers you to be inside swnmode, so it won't move the enemies
offscreen when you die.
To fix this, after the Gravitron ends, the game will switch to swngame
8, where it will keep you inside swnmode until all gravitron squares are
offscreen. This means that gravitron squares that are onscreen after the
Gravitron ends will be moved offscreen if you die, preventing the above
death loop from happening.
PR #468 made it so you can use the menus while in a cutscene, in order
to counteract softlocks. However, this has resulted in more
unintentional behavior:
- `gamemode(teleporter)` breaks when opening the ENTER menu (Misa
mentioned this)
- The player can now interrupt shakes and walks, and have their timers
run out before resuming the cutscene
- After completing the game, the player can warp to the ship while a
dialogue is active, and prevent themselves from advancing text (plus
it's always rude to just teleport away while someone's talking)
- The player can peek at the map before hidecoordinates is run, and can
also peek at what the game does with missing/rescued crewmates during
cutscenes
This commit fixes the latter two issues. While a script is running,
only the SAVE tab is now available. Therefore the player can still get
themselves out of softlocks as intended, but they do things like
looking at the map or teleporting away during a cutscene.
It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.
So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
game.gameframerate seems to exist for converting the value of
game.slowdown into an actual timestep value, when really the timestep
value should just use game.slowdown directly with a fast lookup table.
Otherwise, there's a bunch of duplicated game.slowdown case-switches
everywhere, which adds up to a large, annoying pile should the values be
changed in the future. But now the duplicate variable has been removed,
and with it, all the copy-pasted case-switches.
Also, the game speed text rendering in Menu::accessibility and
Menu::setslowdown has been factored out to a function and de-duplicated
as well.
There were some duplicate Screen configuration variables that were on
Game, when there didn't need to be.
- game.fullScreenEffect_badSignal is a duplicate of
graphics.screenbuffer->badSignalEffect
- game.fullscreen is a duplicate of !graphics.screenbuffer->isWindowed
- game.stretchMode is a duplicate of graphics.screenbuffer->stretchMode
- game.useLinearFilter is a duplicate of
graphics.screenbuffer->isFiltered
These duplicate variables have been removed now.
I put indentation when handling the ScreenSettings struct in main() so
the local doesn't live for the entirety of main() (which is the entirety
of the program).
Apparently, the amount of digits in a commit hash that git will output
varies depending on how many objects are in the repository that the hash
gets pulled from. The more objects, the more digits needed to avoid a
hash collision.
Sources:
https://stackoverflow.com/q/18134627/#comment26560283_18134919https://stackoverflow.com/a/21015031/
So that means we'll have to dynamically account for the length of the
commit hash in order to get it properly right-aligned with the rest of
the text.
There are probably going to be situations where we'll want to compile in
release mode, but still want the hash and don't want Steam/GOG enabled.
So Ethan can use OFFICIAL_BUILD when tagging major versions of the game.
For some reason, music.usingmmmmmm automatically gets set to true in
musicclass::init(). I assume this was because it would get re-assigned
by game.usingmmmmmm in the game startup code anyway, but now that
musicclass::init() can be called more than once, this variable will just
get set to true when it shouldn't be, causing a confusing desync just
like the one I described in my previous commit, where you would have
PPPPPP or MMMMMM on the title screen, but closing the game and
re-launching it would play the other soundtrack instead.
Again, these duplicate variables should be removed, but that's going to
be a separate patch. In the meantime, I'm removing this variable
assignment.
musicclass::init() re-initializes every attribute of musicclass
unnecessarily, when initialization should be put in a constructor
instead. This is bad, because music.init() gets called whenever we enter
and exit a custom level that has assets.
Otherwise, this would result in a bug where music.usingmmmmmm would be
reset, causing you to revert to PPPPPP on the title screen whenever you
enter a level with MMMMMM selected and exit it.
This also causes a confusing desync between game.usingmmmmmm and
music.usingmmmmmm since the values of the two variables are now
different (these duplicate variables should probably be removed, too,
and a lot of other duplicate variables like these exist, too, which are
a real headache). Which means despite MMMMMM playing on the title
screen, exiting the game and re-launching it will play PPPPPP instead.
What's even more is that going to game options and switching to PPPPPP
will play PPPPPP, but afterwards launching and re-entering will play
MMMMMM. Again, having duplicate variables is very bad, and should
probably be fixed, but that's a separate patch.
...you die and the platform's x-coordinate is to the left of x=152.
Which means if you die and the platform isn't completely clear of the
space of its adjacent disappearing platform.
The block needs to be updated accordingly with calls to
obj.nocollisionat() and obj.moveblockto(), else the block will simply be
left behind and the platform will no longer have any collision. This is
in contrast to 2.2 behavior, where the platform would simply
unconditionally create a new block, which would actually end up with a
duplicate block since the previous block didn't get cleaned up, but this
didn't cause any problems because the room was carefully designed so you
would never be able to touch that previous block after you died and
respawned at the checkpoint. But it's still there.
I also added comments to document what this kludge code did, because
otherwise it would be mysterious to readers who are unfamiliar with it.
Fixes#543.
What's the difference between a slash sign and a percent sign? Well, a
percent sign is just a slash sign with two extra oranges in between, but
those two oranges make a huuuuge difference...
I can't really make the filter update only every timestep, because it's
per-pixel and operates on deltaframes too, so it TECHNICALLY runs faster
in over-30-FPS mode than not. That said, it's not really noticeable, the
filter doesn't look bad for updating more often or anything. However, I
can at least interpolate the scrolling, so it's smooth in over-30-FPS
mode.
Originally this function was made because it needed to be exported to
gameinput(), but this piece of code is actually also used in
gamecompletelogic(). So it's good to de-duplicate it here, too.
Assigning these variables is now wholly unnecessary ever since #522 got
merged, and in fact setting graphics.backgrounddrawn to false actually
causes the warp background to "skip" when the map screen gets closed. So
this fixes that bug, too.
This kludge variable was used to re-set the warp background after coming
back from the in-game settings menus. But since #522 got merged, this
has no longer been necessary.
This check is clearly meant for destroying the factory clouds in the
room "Level Complete!" in the main game, but it covers all rooms on row
8, instead of only (13,8). Adding an x-room check restricts this
behavior to only (13,8).
Trinket9 reported that this weird behavior of destroying specifically
above y-position 60 was undesirable, since they were creating an enemy
with this `behave` in a room on row 8 and it kept disappearing
instantly.
First, the variable has been inverted, because it's bad practice to have
booleans with negative names. Secondly, instead of magically setting a
signaling variable when calling fadeout(), fadeout() now has a parameter
to set the quick_fade attribute, which is much cleaner than doing the
magical assignment that could potentially look unrelated.
fadeoutqueuesong basically does the same thing as nicechange - they both
queue a song to be played when the current track is done fading out.
Except, for some reason, I decided to add fadeoutqueuesong instead of
using the existing nicechange/nicefade system.
This has consequences where fadeoutqueuesong would step on the toes of
nicechange. In the case of #390, nicechange would say "let's play
Potential for Anything" when entering the Super Gravitron, but
fadeoutqueuesong had previously said "let's play Pipe Dream" because of
the player having just exited the Super Gravitron. fadeoutqueuesong took
priority because it came first in musicclass::processfade(), and when it
called play(), the Mix_PlayingMusic() in the nicechange check afterwards
would say music would already be playing at that point, so the
nicechange wouldn't take effect.
In the end, the solution is to just merge the new system into the
already-existing system.
Fixes#390.
Just looked over this and had to do a double-take. It should be
num_mmmmmm_tracks, not num_pppppp_tracks, because MMMMMM comes first in
the vector of music tracks.
Here's what causes #401: After the fade to menu delay ticks down to 0,
the game calls game.quittomenu(), but the rest of mapinput() still
executes. This means that the block that detects your ACTION press gets
executed, because there's a check that fadetomenudelay is less than or
equal to 0, and, well, it is.
So if you've pressed ACTION on the exact frame that it counts down to 0,
then the game detects your ACTION press, then processes it accordingly,
and then sets the fadetomenudelay, which means it'll get reactivated the
next time you open the map screen. But at this point, you get sent to
TITLEMODE, because game.quittomenu() set game.gamestate accordingly.
(This is why resetting game.fadetomenu or game.fadetomenudelay in
game.quittomenu() or script.hardreset() won't fix this bug.)
The solution here is to add a game.fadetomenu check to the ACTION press
processing.
Same-frame state transition logic is hard... actually, any sort of thing
where two things happen on the same frame is really annoying.
This also applies to fadetolab and fadetolabdelay, too.
Fixes#401.
The game previously did this dumb thing where it lumped in all its
settings with its file that tracked your records and unlocks,
`unlock.vvv`. It wasn't really an issue, until 2.3 came along and added
a few settings, suddenly making a problem where 2.3 settings would be
reset by chance if you decided to touch 2.2.
The solution to this is to move all settings to a new file,
`settings.vvv`. However, for compatibility with 2.2, settings will still
be written to `unlock.vvv`.
The game will prioritize reading from `settings.vvv` instead of
`unlock.vvv`, so if there's a setting that's missing from `unlock.vvv`,
no worries there. But if `settings.vvv` is missing, then it'll read
settings from `unlock.vvv`. As well, if `unlock.vvv` is missing, then
`settings.vvv` will be read from instead (I explicitly tested for this,
and found that I had to write special code to handle this case,
otherwise the game would overwrite the existing `settings.vvv` before
reading from it; kids, make sure to always test your code!).
Closes#373 fully.
This fixes a deltaframe glitch where the "- Press ENTER to Teleport -"
prompt would show up for a split second if you exited the game while the
prompt was fully faded in, and then re-entered it.
cppcheck said: "Logical disjunction always evaluates to true".
Yes. Yes it does. Whoops. I learned how to specify ranges like this in
high school math and still screw it up...
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...
Whenever you delete all your save data, your settings aren't changed at
all, and you could resave them if you fiddled with a setting somewhere.
But the full game doesn't count Flip Mode as a setting, instead it
counts it as an unlock. This means deleting your save data would unset
Flip Mode in M&P, which would seem weird because in M&P it's just a
simple setting.
For consistency, Flip Mode shouldn't be unset when deleting save data in
M&P.
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.
"Humanoid" is just a word for "crewmate or player" but without having to
say "crewmate or player". This is just to make it so humanoids get drawn
after all other entities get drawn, meaning humanoids will be drawn on
top.
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.
My previous custom level forwards compatibility would only work if you
saved to the same filename as you read from. But what if you saved to a
new filename? Well, your extra XML is lost.
Not to worry, I've introduced a variable that remembers the filepath of
the currently-loaded level (the existing `filename` attribute is kind of
weird and not really suited for this purpose, so). I tried to make it a
simple `const char*`, but it turns out that's bad when you take the
`c_str()` of an `std::string` that then gets destroyed, so it's best to
use `std::string` in an `std::string` world.
So now when you save a level, it'll attempt to open the original file,
and if that doesn't exist then your extra XML gets lost anyway, but I
shouldn't be expected to keep your XML if you delete the original file.
Custom level files now have forwards compatibility - except that some
XML objects will simply discard contents and attributes they don't see
fit. For instance, edentities and level properties will not preserve
newer attributes or contents.
This is because preserving them would require having to track the XML
object as part of the edentity internally, because the edentity might
change places or even be deleted throughout the course of editing
someone's level.
I opted to not add support for preserving objects like these, because
frankly, the put-everything-in-one-file level format was and still is a
terrible idea, and we should probably switch to a new format in the
future that isn't single-file. So when that happens, there won't be a
need to preserve XML attributes on edentities.
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.
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.
These XML functions will be useful for de-duplicating copy-pasted XML
handling code, while also making it so elements will get updated in
place instead of being thrown out and starting from scratch every time a
file is saved.
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.
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.
Yet another set of temporary variables is on a global class when they
shouldn't be. These two are only used in tower background functions and
are never used anywhere else, so they're clearly temporaries.
For some reason, this `tl` is a `point`? But the only other time the
name `tl` is used elsewhere in the code is a float on a `textboxclass`.
Regardless, this is unused.
This function was only used in assigments to mapclass::towercol. But
that variable is unused, and has been removed, so after removing that
variable, this one is unused, too.
On the deltaframes of the tower background, there would be "pixel bleed"
if the tower background would be scrolling from the top. This is because
there wouldn't be any more pixels from above the screen to grab, because
the background rendering functions didn't draw any pixels above the
screen. But they couldn't draw any pixels above the screen, because that
was simply the end of the buffer. But now that the buffer is expanded,
we can now draw above the screen, and fix this glitchy interpolation
rendering.