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Author SHA1 Message Date
Misa
0e313d0d75 Remove unneeded <algorithm> includes
One of these days, I need to get around to running Include What You Use
on this codebase. Until then, while I was working on #624, I noticed
these; I'm removing them now.
2021-02-20 00:12:11 -05:00
Misa
83976016c7 Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.

Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:

1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().

2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
   chars on the heap. For each filename, it will:

   a. Allocate an array of chars for the filename.

   b. Reallocate the array of pointers to add the pointer to the above
      char array.

      (In this step, it also inserts the filename in alphabetically -
      without any further allocations, as far as I know - but this is a
      COMPLETELY unnecessary step, because we are going to sort the list
      of levels by ourselves via the metadata title in the end anyways.)

3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
   allocates an std::vector on the heap to shove the list into. Then,
   for each filename, it will:

   a. Allocate an std::string, initialized to "levels/".

   b. Append the filename to the std::string above. This will most
      likely require a re-allocation.

   c. Duplicate the std::string - which requires allocating more memory
      again - to put it into the std::vector.

      (Compared to the PhysFS list above, the std::vector does less
      reallocations; it however will still end up reallocating a certain
      amount of times in the end.)

4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.

5. Then to get the std::vector<std::string> back to the caller, we end
   up having to reallocate the std::vector again - reallocating every
   single std::string inside it, too - to give it back to the caller.

And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.

So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.

So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.

PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.

So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().

The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).

Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.

And with that, level list loading now uses less STL templated stuff and
much less heap allocations.

Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).

Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 07:12:13 -05:00
Misa
532dbee4fd Contextualize PHYSFS_mountHandle() failure output
If PHYSFS_mountHandle() failed to mount a zip file, we would print
PhysFS's error message straight, without any surrounding context. This
seems a little weird, and doesn't maximize understanding for readers;
I've made it so now the error message is "Could not mount <zip file>:
<PhysFS error>".
2021-02-19 07:12:13 -05:00
Misa
bf97e23fb6 Add static keywords to replace_all and tag finder funcs
These functions will never be used outside editor.cpp; they should
therefore be marked with the `static` keyword.
2021-02-19 07:12:13 -05:00
Misa
99276d7cdd Fix using ii instead of i in script serialization
Otherwise this results in an infinite loop. Whoops.
2021-02-16 00:13:39 -05:00
Misa
89bddf98b6 Refactor is_positive_num() to use C-strings
This makes the future move to C easier, as well as just shows that it's
plain unnecessary to use an std::string here.
2021-02-15 23:50:08 -05:00
Misa
84ac4a40c1 Refactor loading arrays from XML to not use the STL
The current way "arrays" from XML files are loaded (before this commit
is applied) goes something like this:

1. Read the buffer of the contents of the tag using TinyXML-2.

2. Allocate a buffer on the heap of the same size, and copy the
   existing buffer to it. (This is what the statement `std::string
   TextString = pText;` does.)

3. For each delimiter in the heap-allocated buffer...

   a. Allocate another buffer on the heap, and copy the characters from
      the previous delimiter to the delimiter you just hit.

   b. Then allocate the buffer AGAIN, to copy it into an std::vector.

4. Then re-allocate every single buffer YET AGAIN, because you need to
   make a copy of the std::vector in split() to return it to the caller.

As you can see, the existing way uses a lot of memory allocations and
data marshalling, just to split some text.

The problem here is mostly making a temporary std::vector of split text,
before doing any actual useful work (most likely, putting it into an
array or ANOTHER std::vector - if the latter, then that's yet another
memory allocation on top of the memory allocation you already did; this
memory allocation is unavoidable, unlike the ones mentioned earlier,
which should be removed).

So I noticed that since we're iterating over the entire string once
(just to shove its contents into a temporary std::vector), and then
basically iterating over it again - why can't the whole thing just be
more immediate, and just be iterated over once?

So that's what I've done here. I've axed the split() function (both of
them, actually), and made next_split() and next_split_s().

next_split() will take an existing string and a starting index, and it
will find the next occurrence of the given delimiter in the string. Once
it does so, it will return the length from the previous starting index,
and modify your starting index as well. The price for immediateness is
that you're supposed to handle keeping the index of the previous
starting index around in order to be able to use the function; updating
it after each iteration is also your responsibility.

(By the way, next_split() doesn't use SDL_strchr(), because we can't get
the length of the substring for the last substring. We could handle this
special case specifically, but it'd be uglier; it also introduces
iterating over the last substring twice, when we only need to do it
once.)

next_split_s() does the same thing as next_split(), except it will copy
the resulting substring into a buffer that you provide (along with its
size). Useful if you don't particularly care about the length of the
substring.

All callers have been updated accordingly. This new system does not make
ANY heap allocations at all; at worst, it allocates a temporary buffer
on the stack, but that's only if you use next_split_s(); plus, it'd be a
fixed-size buffer, and stack allocations are negligible anyway.

This improves performance when loading any sort of XML file, especially
loading custom levels - which, on my system at least, I can noticeably
tell (there's less of a freeze when I load in to a custom level with
lots of scripts). It also decreases memory usage, because the heap isn't
being used just to iterate over some delimiters when XML files are
loaded.
2021-02-15 23:24:31 -05:00
Misa
a113662050 Clean up resetting editor contents and scripts
Contents and scripts should be reset in editorclass::reset(); there's no
reason to reset them again right before you load them from an XML file
in editorclass::load().

Additionally, the resets now consistently use SDL_zeroa() (for contents)
and scriptclass::clearcustom() (for scripts).
2021-02-15 23:24:31 -05:00
Misa
fe77ada160 Clean up comments in script XML parsing code
I'm partial to slash-asterisk-style comments, so I'll use those here.
Also, having a space after the start of comments is good. I've also
removed the "Add the script if we have a preceding header" comments
since it can be inferred by reading the surrounding code.
2021-02-15 23:24:31 -05:00
Misa
4f224e1657 Clean up whitespace in script XML parsing code
There is now a space between all 'if's and their opening parentheses.
I've also cleaned up the blank line spacing so the code looks better.
2021-02-15 23:24:31 -05:00
Misa
ca973a6547 Unindent from collapsing empty pText check
As always, the diff algorithms do terribly with unindentation, so I'm
doing the actual unindenting in this commit.
2021-02-15 23:24:31 -05:00
Misa
8d5829dd26 Remove indentation level from checking for empty pText
Instead of checking the length() of an std::string, just check if
pText[0] is equal to '\0'.

This will have to be done anyway, because I'm going to get rid of the
std::string allocation here, and I noticed this inefficiency in the
indentation, so I'm going to remove it.

The actual unindent will be done in the next commit.
2021-02-15 23:24:31 -05:00
Misa
3fcdc084d0 Refactor editor gotoroom shortcut to not use split()
Even if split() didn't use the STL, using this function here is a bit
unnecessary, because a simple SDL_strchr() suffices. Refactoring split()
to not use the STL will break this caller anyway, so I might as well
just refactor this to not use split() in the first place.

This refactor also properly checks if the inputs are valid integers. And
since split() is no longer used, it also rejects inputs ending with a
trailing comma as being invalid, too; this didn't happen previously.
It's intentional that I used is_number() here instead of
is_positive_num(), thus accepting negative numbers; in the future it
might be possible to have negative room coordinates.
2021-02-15 23:24:31 -05:00
Misa
3226d4f312 Free loaded file in editorclass::getLevelMetadata()
This fixes memory leaking every single time a file gets loaded(!) when
the list of custom levels gets loaded(!!!), which Valgrind reports. This
memory leak is completely my bad; 2.2 properly frees the loaded file,
and VCE uses an std::unique_ptr - which I decided to ignore and not
think about why it would be there.

It's safe to do this free after uMem gets copied into std::string;
although, in the future, I *am* thinking about refactoring this function
(and the tag finder function) to not use std::strings, and I'll have to
be careful to make sure that the memory management with the file is
correct when I do so.
2021-02-15 23:07:35 -05:00
Misa
39abcfa8d9 Fix unreachable code warnings
MSVC complains about these, doesn't seem like GCC does. These can be
safely removed because they're unreachable, and they always follow a
case-switch or similar that has a default case which this code is a
duplicate of anyway. (Unless it isn't, in which case all the better to
remove it, becausee otherwise it looks misleading or confusing to casual
glances at the code.)
2021-02-14 16:48:27 -05:00
Misa
a2ba37a1a4 Fix out-of-bounds indexing with malformed XML entities in find_tag()
find_tag() would commit out-of-bounds indexing if someone made a level
file with malformed XML entity encodings in the metadata tags.

This would happen if the end of the string followed immediately after an
ampersand and hash, or if there wasn't a semicolon ending an XML entity.

Valgrind complains about these, so I've fixed it.
2021-02-11 19:45:33 -05:00
Misa
adbae16666 Clean up script header check in editorclass::load()
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.
2021-02-07 18:30:13 -05:00
Misa
4728f64e3a Remove commented-out "version 1" code from editorclass::load()
Search results for terms in this code, such as the split() function,
become annoying false-positives. So it's better to just remove it
entirely.
2021-02-07 18:30:13 -05:00
Misa
a32fc4a307 Improve support for retextured checkpoints and terminals in the editor
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.
2021-01-18 13:07:32 -05:00
Misa
ee0ba8a723 Clean up all exit paths to the menu to use common code
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
2021-01-18 13:06:15 -05:00
Misa
769f99f590 Reduce dependency on libc functions
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)
2021-01-12 14:02:31 -05:00
Misa
b944d2d847 Fix editor tool menu inconsistencies
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.
2021-01-12 13:42:16 -05:00
Misa
b571fa0919 Add F9 "reload resources" hotkey to list of hotkeys in Shift menu
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.
2021-01-11 00:21:50 -05:00
Misa
e9c62ea9a3 Clean up unnecessary exports and add static keywords
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).
2021-01-10 12:23:59 -05:00
Misa
979c5e3aa4 Fix attempts to place enemy/plat bounds & scripts with bad corner order
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.
2021-01-09 11:00:53 -05:00
Misa
952a130595 Fix Shift+F1 from Space Station tileset not switching to Ship
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.
2021-01-08 18:13:45 -05:00
Misa
3dd1dcc131 Move mapclass r/g/b variables off onto TowerBG
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.
2021-01-07 21:15:34 -05:00
Misa
ff3e390352 Remove unused function editorclass::warpzonematch()
This function was marked as unused by cppcheck.
2021-01-02 09:06:42 -05:00
Misa
a5e5c19913 Remove unused function editorclass::warpzoneedgetile()
This function was marked as unused by cppcheck.
2021-01-02 09:06:42 -05:00
Misa
945961c1fb Remove unused function editorclass::placetile()
This function was marked as unused by cppcheck.
2021-01-02 09:06:42 -05:00
Misa
a656f4c4d8 Remove unused function edentclear()
This function was marked as unused by cppcheck.
2021-01-02 09:06:42 -05:00
Misa
d910c5118d Move all fixed-timestep render updates to new file RenderFixed.cpp
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.
2020-12-18 12:01:02 -05:00
Misa
40b7ddda05 Remove duplicate screen configuration variables
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).
2020-12-18 10:02:18 -05:00
Misa
434a672ac4 Fix edentities not rendering at all in the editor
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...
2020-11-07 20:14:18 -05:00
Misa
3434ad8777 Fix variables shadowing other variables
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...
2020-11-04 08:38:19 -05:00
Misa
5eab074e4d Remember loaded custom level and read from it when saving
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.
2020-11-03 13:30:53 -05:00
Misa
3f954a169a Add XML forwards compatibility to custom level files
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.
2020-11-03 13:30:53 -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
Dav999-v
70e82dfe12 Fix "name lookup of ‘i’ changed" warning in editor.cpp
I got this warning during compilation because there were two nested for
loops both defining i. Better to have different names to make sure some
compilers won't overwrite the outer variable with the inner one.
2020-10-13 22:39:12 -04:00
Misa
7b7c7b2dc7 Fix inconsistencies with y-positions of spawns
It seems like the start point of a custom level and all checkpoints in
the game end up putting your spawn point one pixel away from the surface
it touches, which seems like an oversight. I'm going to enforce some
consistency here and make it so that all spawn points, whenever you
start from a start point or a checkpoint, will always be correctly
positioned flush with the surface they're standing on, and not one pixel
more or less than that.
2020-10-06 02:24:51 -04:00
Misa
dfdad165f5 Fix spawning from an exotic checkpoint setting invalid gravitycontrol
An exotic checkpoint is a checkpoint with a sprite that is neither the
flipped checkpoint nor unflipped checkpoint. More specifically, it's a
checkpoint whose edentity p1 attribute is something other than 0 or 1.

Normally, whenever you touch an exotic checkpoint in-game, your
savepoint's y-position and gravitycontrol don't get touched. However, in
the editor, spawning from an exotic checkpoint means that your
gravitycontrol gets set to a value that is neither 0 nor 1. In this
invalid gravitycontrol state, Viridian is treated like they're flipped,
but they cannot unflip.

This is an inconsistency between the editor and in-game, so I'm fixing
it. Now, spawning from an exotic checkpoint in the editor will just set
your gravitycontrol to 0, i.e. unflipped.
2020-10-06 02:24:51 -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
695e720c1c Prevent typing pipes in the script editor
This prevents users from being confused whenever they type a pipe in the
script editor, then save the level and load it again and see their
script lines unexpectedly splitting in two. Now if you attempt to type a
pipe, it simply won't happen at all.

Fixes #379.
2020-09-27 18:45:02 -04:00
Misa
3ffe1b2e3b Add bounds-check to entcolours in editor rendering
I have no idea why neither conveyors and moving and disappearing
platforms rendered in the editor or in-game use
Graphics::drawentcolours(), but this needs to be bounds-checked just as
I did for the in-game rendering function.
2020-09-25 13:51:47 -04:00
Misa
19a8352775 Don't hardcode 400 in editorclass::save()
That way, if the size of `level` changes, this code won't end up being
wrong.
2020-09-25 13:51:47 -04:00
Misa
f02dcbfdad Don't manually write out INBOUNDS_ARR() checks
When this is done, there is potential for a mistake to occur when
writing out the bounds check, which is eliminated when using the macro
instead. Luckily, this doesn't seem to have happened, but what's even
worse is I hardcoded 400 instead of using SDL_arraysize(ed.level), so if
the size of ed.level the bounds checks would all be wrong, which
wouldn't be good. But that's fixed now, too.
2020-09-25 13:51:47 -04:00
Misa
7ed495c373 Rename INBOUNDS() macro to INBOUNDS_VEC()
Since there's an INBOUNDS_ARR() macro, it's much better to specify the
macro for the vector is a macro for the vector, to avoid confusion.

All usages of this macro have been renamed accordingly.
2020-09-25 13:51:47 -04:00
Ally
46049705f4
Fix entities in the Warp Zone's gray tileset not being gray in the editor (#480)
In-level, they were made to be gray in #323. The editor does not reflect this however; they're still shown as
green. For the same reasons in #323, this adds special cases to draw the entities as gray.
Closes #372.
Also, I changed my name in contributors.txt to be my username as I didn't feel comfortable with it being my name.

Co-authored-by: Misa <ness.of.onett.earthbound@gmail.com>
2020-09-25 13:35:03 -04:00
MAO3J1m0Op
03abe10f67
Add space after lines terminated by a colon in scripts (#479) 2020-09-14 20:34:12 -04:00
Misa
d677ba3837 Remove checks to prevent having both warp lines/BGs in editor
It's perfectly acceptable to have both warp lines and a warping
background in the same room. Many levels do this exact thing, I would
say at least 30 or so levels, many of them popular and played by many,
and this has never caused any issues at all.

All that having both warp lines and warp BG does is make it so the
warping of the warping background gets overriden by the warp lines, but
make it so the background is still a warp background. So in effect, you
can have a warp background without any warping. This is perfectly
defined behavior. Except, for whatever reason, it's unintentional, and
the editor tries to prevent you from doing it.

Key word being "tries". The code to prevent having both warp types is
bugged (at least when you change the warp BG. The check when you place
warp lines seems to be solid). It compares the p1 and p2 attributes of
warp lines to the x-coordinate and y-coordinate of the room, despite p1
and p2 having nothing to do with room coordinates. p1 is the type of the
warp line and should be treated as an enum, and p2 is the offset of the
warp line from the top/left of the screen. This results in this check
sometimes working if you're unlucky, but never actually working properly
most of the time. This means people can first place warp lines, and then
change the warp background later, to have both warp lines and a warp
background.

Having these checks just further complicates the code, makes it more
error-prone, and just inconveniences people when they want to do
something that's perfectly fine to do. So it's best if we just remove
these checks.
2020-09-05 20:02:27 -07:00
Misa
cf53de9ed5 Move text entry start to script open instead of script list open
This fixes a bug where opening a script, then closing the script but not
exiting the script list, then opening a script again (it can be the same
script as before) would result in you being unable to type in the
script. You would have to close the script, then close the script list,
then re-open the script list in order to be able to type properly.

This was caused by the fact that key.enabletextentry() was being called
when the script list was opened, but key.disabletextentry() was being
called when closing a script. So the fix for this is to simply move the
key.enabletextentry() to its proper place, which is when the script is
being opened, and not when the script list is.
2020-08-17 19:30:09 -04:00
Misa
d7040b23d0 Axe manual state trackers and use SDL_IsTextInputActive()
After looking at pull request #446, I got a bit annoyed that we have TWO
variables, key.textentrymode and ed.textentry, that we rolled ourselves
to track the state of something SDL already provides us a function to
easily query: SDL_IsTextInputActive(). We don't need to have either of
these two variables, and we shouldn't.

So that's what I do in this patch. Both variables have been axed in
favor of using this function, and I just made a wrapper out of it, named
key.textentry().

For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and
NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering
the script list and disabled when exiting it. This makes the code there
easier to read, too.

Furthermore, apparently key.textentrymode was initialized to *true*
instead of false... for whatever reason. But that's gone now, too.

Now, you'd think there wouldn't be any downside to using
SDL_IsTextInputActive(). After all, it's a function that SDL itself
provides, right?

Wrong. For whatever reason, it seems like text input is active *from the
start of the program*, meaning that what would happen is I would go into
the editor, and find that I can't move around nor place tiles nor
anything else. Then I would press Esc, and then suddenly become able to
do those things I wanted to do before.

I have no idea why the above happens, but all I can do is to just insert
an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of
course, I have to surround it with an SDL_IsTextInputActive() check to
make sure I don't do anything extraneous by stopping input when it's
already stopped.
2020-08-13 17:51:38 -04:00
Nichole Mattera
ab323a7550 Simplified the fixes. 2020-08-12 23:07:13 -04:00
Nichole Mattera
2ddd7a96fb Fix issues with hotkey during text inputs. 2020-08-12 23:07:13 -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
Dav999-v
563b10b666 Fix Direct Mode selection square not moving with tile selection drawer
Closes TerryCavanagh#386.
2020-08-01 17:36:32 -04:00
AllyTally
c8b4c0f1e7 Fix #199
This makes the modifiers for removing tiles only work if you're using tools 0 or 1 (wall or background). In the future it might be worth it to add some extra subtools for spikes, but for now this should be fine.
Also, there was a small inconsistency with the tool drawn and the tool used. If you started holding down V, then started holding down Z, you would place tiles like you're holding V (9x9) but your cursor would look like you're holding Z (3x3). The `if` chain for drawing the resized cursors has been flipped around for this.
2020-08-01 16:09:24 -04:00
tzann
a4c1ffee12 Fix checkpoint starts in editor 2020-07-29 14:45:28 -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
58308f9826 Remove unused time stuff from editor.cpp
It was never used and didn't do anything. It looks like it was intended
to be used but I guess time ran out or something, but it's too late now
and level files don't have timestamps or anything, so might as well just
remove it.

Good thing too, because asctime() is apparently deprecated.
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
Misa
6c85fae339 Change all tilemaps to be short[1200] instead of int[1200]
This removes around megabyte from the binary, so a stripped -Og binary
went from 4.0 megabytes to 2.9 megabytes, and an unstripped -O0 binary
went from 8.1 megabytes to 7.1 megabytes, which means I can now finally
upload an unstripped -O0 binary to Discord without having to give money
to Discord for their dumb Nitro thing or whatever.
2020-07-19 16:25:53 -04:00
Misa
af89c52813 Wrap around enemy type when switching enemy types
Whoops. Forgot to do this earlier when adding the Shift+F3 hotkey.
Otherwise the enemy type would become invalid and just turn into the
default square.
2020-07-17 16:32:07 -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
Misa
fbfeeaccd1 Use SDL_tolower() instead of libc tolower() in compare_nocase()
This is to avoid having to depend on libc as much as possible.
2020-07-06 11:19:24 -04:00
Misa
5fb0b4396a Remove use of std::transform(), use SDL_toupper/lower
There's no need to use a template here. Just manually call SDL_tolower()
or SDL_toupper() as needed.

Oh yeah, and use SDL_tolower() and SDL_toupper() instead of libc
tolower() and toupper().
2020-07-06 11:19:24 -04:00
Misa
a80502bdc9 Turn ed.contents/vmult into arrays
They're always the same size, so there's no need for them to be vectors.

Also made the number of elements in ed.level/kludgewarpdir controllable
by maxwidth/maxheight.

I removed editorclass::saveconvertor() because I didn't want to convert
it to treat ed.contents like an array, because it's unused so I'd have
no way of testing it, plus it's also unused so it doesn't matter. Might
as well get rid of it.
2020-07-06 11:19:24 -04:00
Misa
9dcda17978 Turn map.contents into a plain array
map.contents always has 1200 tiles in it, there's no reason it should be
a vector.

This is a big commit because it requires changing all the level classes
to return a pointer to an array instead of returning a vector. Which
took a while for me to figure out, but eventually I did it. I tested to
make sure and there's no problems.
2020-07-06 11:19:24 -04:00
Misa
6b23244366 Move temp variable off of editorclass
Again, basically no reason for it to exist on the class itself.

The usage of the variable was replaced with temp2 instead of temp
because there was already a temp variable in the function it was used
in.
2020-07-06 11:19:24 -04:00
Misa
450663594f Add G keybind to go to room
Ved has this useful feature where instead of having to manually travel
to a room whose coordinates you know, you can just press G and type in
coordinates to go there.

VCE added this, but I changed the text to be "x,y" instead of "(x,y)"
because otherwise it could confuse someone into thinking they need to
type parentheses when in reality they don't need to and typing them will
just make it not work.

Also I made sure to add an error message if the user types in an invalid
format. Failing silently would just confuse people, and maybe they'll
start thinking the feature doesn't work or something like that. VCE
doesn't have this helpful error message.

Lastly, VCE has a bug where if you use the shortcut to go from one
horizontally/vertically warping room to another, the background of the
previous room will still be there and scroll off with the background of
the room you went to, instead of just having the new background only.
This is because they forgot a 'graphics.backgrounddrawn = false;'. But
don't worry, *I* didn't forget about it.
2020-07-02 01:06:50 -04:00
Misa
76d8dc5bf2 Refactor/de-duplicate entity text input
This is basically FIQ's patch from VCE, except he never upstreamed it
because he said something along the lines of it seeming to not fit the
purpose of upstream.

But anyway, it basically just de-duplicates all the text input and text
finishing handling code and cuts down on the large amount of copy-paste
in the editor functions. It makes things way more maintainable.

Interesting note, it seems like FIQ had the intent to refactor the text
input in editor settings (i.e. the level metadata details), but never
got around to it in VCE. Maybe we'll finish that job for him later.
2020-07-02 01:06:50 -04:00
Misa
d854c61960 Add Shift+F1/F2/F3 hotkeys
Allowing users to reverse cycle tilesets/tilecols/enemies prevents them
from having to press the hotkey a zillion times in order to get to the
one they want if the one they want just happens to be behind the current
one they're on.
2020-07-01 23:49:23 -04:00
Misa
5132ccf1e6 Allow using Space Station tilecol -1
This tilecol conveniently lets players use one of the unpatterned Space
Station tilesets you see on the left side of tiles.png but never get to
use without Direct Mode.

It does have a few weird quirks, but it should be safe to use.
2020-07-01 23:49:23 -04:00
Misa
e8cf521ed7 Abstract tileset/tilecol/enemy switching to functions
This results in me having to copy-paste less code around, because
editorinput() is big enough as it is.
2020-07-01 23:49:23 -04:00
Misa
a0f8b83563 Re-organize editor shortcuts logic
Previously, it was:

    if (ed.settingsmod)
    {
        (Settings menu controls)
        ...
    }
    else
    {
        (Literally everything else
        Also a bunch of copy-pasted ed.keydelay checks)
        ...
    }

Now it is:

    if (ed.settingsmod)
    {
        (Settings menu controls)
        ...
    }
    else if (ed.keydelay > 0)
    {
        ed.keydelay--;
    }
    else if (key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
    {
        // Ctrl modifiers
        ...
    }
    else if (key.keymap[SDLK_LSHIFT] || key.keymap[SDLK_RSHIFT])
    {
        // Shift modifiers
        ...
    }
    else
    {
        // No modifiers
        ed.shiftkey = false;
        ...
    }

It might not counteract how completely huge this code is, but it's at
least organized better.

Also, I had to change the map resize logic around slightly, else it'll
get triggered any time you do a shift modifier keypress.
2020-07-01 23:49:23 -04:00
Misa
56c9a1554a Add names for previously disallowed songs
That way, they don't show up as "?: something else" and their proper
names are shown.

I didn't update the song numbers to include the newly-allowed songs
because otherwise it'd no longer correlate with what song numbers you
use for the music() simplified command.
2020-06-30 22:43:17 -04:00
Misa
7620e4664b Allow using any editor song
It was possible to do this already by editing the XML (or by using Ved),
for some reason the in-game editor just didn't let you do so.
2020-06-30 22:43:17 -04:00
Misa
6c19a38e9f De-duplicate editor music name printing
No need to copy-paste the graphics.Print() for every single case.
2020-06-30 22:43:17 -04:00
Misa
42e6185b12 Fix pressing Enter moving you leftwards in the editor
Whoops.
2020-06-30 22:41:38 -04:00
Misa
ad540d57f4 Allow D-Pad to act as arrow keys in the editor
This doesn't make the editor completely accessible on controller, but
it's a good start at least. VCE already let you move between rooms with
the D-Pad, though.
2020-06-30 20:47:40 -04:00
Misa
5201f67909 Add being able to override the one-way recolor
Disabling the one-way recolor if assets are mounted is needed to make
existing levels not look bad, but what about levels that want to use the
recolor anyway?

The best solution here is to just introduce another bool into the XML,
and make the re-color opt-in and only present if assets are mounted if
that tag is present.
2020-06-30 18:06:14 -04:00
Misa
e84194db55 Re-color one-way tiles to match their tileset
One-ways have always had this problem where they're always yellow. That
means unless you specifically use yellow, it'll never match the tileset.

The best way to fix this without requiring new graphics or changing
existing ones is to simply re-tint the one-way with the given color of
the room. That way, the black part of the tile is still black, but the
yellow is now some other color.
2020-06-30 18:06:14 -04:00
Misa
b5783007b3 Adhere to "locked" gravity/warp lines
Ved has this useful feature where you can "lock" a gravity line or warp
line in place, meaning it'll no longer extend its length until it
touches a tile. A line is locked if the p4 of the edentity is 1.

VVVVVV doesn't support this, but now it does. The horrifying thing is
that it stretches the lines out *while rendering the line*, so it looks
like logic and rendering aren't that separate after all (although, I
already learned that when I did my over-30-FPS patch).
2020-06-30 17:52:15 -04:00
Dav999-v
0023c821db Make menus automatically centered and narrowed
All menus had a hardcoded X position (offset to an arbitrary starting
point of 110) and a hardcoded horizontal spacing for the "staircasing"
(mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or
something else). Not all menus were centered, and seem to have been
manually made narrower (with lower horizontal spacing) whenever text
ran offscreen during development.

This system may already be hard to work with in an English-only menu
system, since you may need to adjust horizontal spacing or positioning
when adding an option. The main reason I made this change is that it's
even less optimal when menu options have to be translated, since
maximum string lengths are hard to determine, and it's easy to have
menu options running offscreen, especially when not all menus are
checked for all languages and when options could be added in the middle
of a menu after translations of that menu are already checked.

Now, menus are automatically centered based on their options, and they
are automatically made narrower if they won't fit with the default
horizontal spacing of 30 pixels (with some padding). The game.menuxoff
variable for the menu X position is now also offset to 0 instead of 110

The _default_ horizontal spacing can be changed on a per-menu basis,
and most menus (not all) which already had a narrower spacing set,
retain that as a maximum spacing, simply because they looked odd with
30 pixels of spacing (especially the main menu). They will be made even
narrower automatically if needed. In the most extreme case, the spacing
can go down to 0 and options will be displayed right below each other.
This isn't in the usual style of the game, but at least we did the best
we could to prevent options running offscreen.

The only exception to automatic menu centering and narrowing is the
list of player levels, because it's a special case and existing
behavior would be better than automatic centering there.
2020-06-29 02:09:52 +02:00
Misa
93b13cadac Add -playassets command-line option
This is used if you're loading a level file from STDIN. The game needs
to know the actual level assets directory you're referring to, since
when it gets the level from STDIN, it doesn't know the actual filename
of the level.

Fixes #309.
2020-06-21 20:25:22 -04:00
Misa
d45ff4c269 Abstract assets mounting to FileSystemUtils.cpp
The assets mounting code was put directly in editorclass::load(), but
now it's in a neat little function so it can be called from multiple
places without having to call editorclass::load().
2020-06-21 20:25:22 -04:00
Misa
34e89bfcd3 Move endsWith() to UtilityClass.cpp and put it in header file
This ensures that endsWith() can be used outside of editor.cpp.

When leo60228 originally wrote endsWith(), it was static, but I asked
him on Discord just now and he more-or-less confirmed that it's fine if
it's not static. If it was static, it would be confined to
UtilityClass.cpp now instead!
2020-06-21 20:25:22 -04:00
Misa
ed527bc872 Remove unnecessary music.init() from asset mounting code
graphics.reloadresources() already does music.init().
2020-06-21 20:25:22 -04:00
Misa
c6e800db6f Add '#if !defined(NO_EDITOR)' guards around editorinput/render/logic
These functions aren't needed in a NO_EDITOR build, so it's useful to
reduce the binary size this way.
2020-06-19 18:35:03 -04:00
Misa
f151cff34d Fix editor ghost colors updating too fast
Like actual entities, editor ghost colors were updating every render
frame instead of logic frame. So just like actual entities, I added a
realcol attribute to them that editorrender() uses instead, and added
code to update said realcol attribute in editorlogic(). That way the
colors don't go by too quickly (especially the death color).
2020-06-19 09:05:48 -04:00
Misa
d1b1ed830b Fix ed.currentghosts updating way too fast
Just like all the other fixes, the variable that controls the amount of
ghosts to show was being updated every render frame instead of every
logic frame.
2020-06-19 09:05:48 -04:00
Misa
2f447fd794 Fix H/V warp BG not resetting when returning to editor (again)
This is because due to the game loop changes in this over-30-FPS patch,
editorrender() can be called and undo graphics.backgrounddrawn being set
to false once again. Solution here is to make it so it keeps being set
to false until game.shouldreturntoeditor is turned off, which has also
been moved to editorlogic().
2020-06-19 09:05:48 -04:00
Misa
49fbe18d34 Make sure sprite colors in the editor don't update more than 30 FPS
This adds Graphics::crewcolourreal(), which is like the
entityclass::crewcolour() that the editor already uses, except for the
real color instead of the color ID. Also, editorclass now has an
attribute `entcolreal` so enemy colors don't update more than 30 frames
a second.
2020-06-19 09:05:48 -04:00
Misa
9256b4da56 Smoothly interpolate "[Press ENTER to return to editor]" fadeout
Now it'll be real smooth at 60 FPS. Or above. Or whichever one you want
above 30.
2020-06-19 09:05:48 -04:00
Misa
ca9f44c3b8 Smoothly interpolate editor notedelay
This makes editor notes fade out smoothly. And even though the notedelay
only gets decremented by one every editor-frame (the editor runs at
1000/24 FPS fixed-timestep here), it actually gets multiplied by 4, so a
floating-point interpolated value would make a difference here.
2020-06-19 09:05:48 -04:00
Misa
66ac035576 Move all-sides warp background update code to logic functions
Otherwise it'll go by really fast and rapidly pulsate. To the point
where it seems like it would be an epilepsy trigger, although I
wouldn't know anything about epilepsy other than that it's bad.
2020-06-19 09:05:48 -04:00
Misa
118401f17e Move tower background update code to logic functions
Otherwise it'll go really really quickly, which is not good.
2020-06-19 09:05:48 -04:00
Misa
921960d23a Move vertical warp background updating to Graphics::updatebackground()
Otherwise it will zoom by pretty quickly.
2020-06-19 09:05:48 -04:00