It seems like CMake 3.1.3 introduced the C/C++ standard properties,
while the minimum version of this CMake file is 2.8.12. So we do what
FAudio does, which is print a warning if the CMake version is too old
and otherwise use it if we have the feature.
They're the same thing, but using option() better conveys intent.
However this can't be done for anything that isn't a bool, which the
CUSTOM_LEVEL_SUPPORT option is not (it's a tri-state string).
These were introduced in 098fb77611 - did
Leo not know that they were already there at the top of the file? This
does the same thing, except it only sets it for VVVVVV instead of
everything (so this wouldn't set it for the third-party dependencies).
If a track was restarted after it faded out, then it wouldn't play. This
is because currentsong wasn't set to -1 after fading out, and that is
because the fade out calls pause() instead of haltdasmusik() when it
finishes.
Unlike f196fcd896, this fixes the time
trial music while keeping it to the same behavior as 2.2, and fixes
every single possible case that this music bug could have happened.
This reverts only a part of f196fcd896 -
as the original commit author did not do their changes atomically, they
also squashed in a de-duplication within the same commit. So I'm only
reverting the part of the commit that wasn't the de-duplication, which
is simply the changes to the music.fadeout() calls.
This is being (partially) reverted for several reasons:
1. It's not the correct behavior. What this does instead is persist the
track through after you restart the time trial, instead of fading it
out, then restarting it again. This is in contrast to behavior in
2.2, and I see no reason to not keep the same behavior.
2. It's a single-case patch. The time trials are not the only time in
the game a music track could fade out and then be restarted with the
same track - custom levels could do the same thing too. Instead of
fixing only one case, we should strive to fix EVERY case.
The original commit author (trelbutate) also didn't write anything in
the commit description of f196fcd896. What
you should write in the commit description is things like rationale,
analysis, and other good information that would be useful to anyone
looking at your commit to understand why you did what you did. Having no
commit description leaves readers in the dark as to why you did what you
did.
Thus, I don't know why trelbutate went with this solution, or if they
knew that it was only a single-case patching, or if they knew that it
wasn't 2.2 behavior.
By not writing the commit description, they miss a chance for
reflection; speaking from personal experience, I myself have gone back
and improved my commits countless times because I wrote commit
descriptions for every single one of them, and sometimes whenever I
write them, I think to myself "hang on a minute, that doesn't sound
quite right" and end up finding improvements.
If trelbutate wrote a commit description, they might have realized that
it wasn't 2.2 behavior, and gone back and fixed up their commit to be
correct. As it stands, though, they didn't have to think about it in the
first place because they never bothered to write a commit description.
edteleportent is a global variable that gets assigned whenever the
player collides with a warp token, and gets read from later down the
line in gamelogic(). While I don't know of any way to cause anything bad
with this (and I did try), storing a temporary indexing variable like
this is only bound to be a liability in the future - so we might as well
prevent badness now by adding a bounds check here.
This fixes a bug where quitting to the menu from command-line
playtesting with -playassets specified would always use those assets
when loading back in to any custom level. This also fixes loading in to
a custom level quicksave always using the command-line playtesting
arguments instead of using the actual quicksave.
In a vertically-warping room, the 'height' of the room becomes 232
pixels, regardless of if you have a room name or not. So the remaining 8
rows of pixels at the bottom of the screen corresponds with the first 8
rows of pixels at the top of the screen, and entities in the bottom 8
rows of pixels get teleported to the top of the screen.
The screen wrapping drawing code doesn't draw entities in the top 8 rows
of pixels at the bottom, leading to a discontinuous effect where it
looks like vertically-warping entities don't neatly change from the
bottom to the top or vice versa - this is especially noticeable with
enemies. To fix this, just increase the threshold for drawing top
entities at the bottom of the screen by 8 pixels.
When an entity vertically warps, it teleports upwards or downwards by
232 pixels. However, the graphics code draws them with an offset of 230
pixels. This is off by 2 pixels, but it's enough to make a
downwards-moving enemy look like it suddenly collides with the bottom of
the screen (in a room without a room name) before it warps, especially
if you go frame-by-frame.
It seems like for whatever reason that the frames portion of save files
is never read from, and always zeroed. Well, technically they get parsed
but the result is immediately discarded afterwards.
I see no reason to do this, so I'm removing these zeroes.
This fixes being able to make music fully fade in (or out) by unfocusing
the game, or making the fade bars fully fade in (or out) by unfocusing
the game, or racking up the timer while the game is unfocused.
In 2.2 and previous, the game would call resetgameclock() every frame
for the last 30 frames of the time trial countdown in order to make sure
it gets reset. This was in a render function, and didn't get brought out
in 2.3, so 2.3 resets the game clock *while rendering*, which is kinda
bad and is an oversight on my part for not noticing.
Instead of doing that, just add a conditional to the timer so that it
won't tick during the time trial countdown. This fixes#699 even further
by making it so the time trial par can't even be lost during the
countdown, because the timer won't tick up - so you can never get a sad
squeak to play by pausing the game or unfocus-pausing it during the
countdown.
For some reason, resetgameclock() is only ever used in gamerender(), and
everywhere else just zeroes the clock manually. This is weird to me, so
I've made it so everywhere that zeroes the clock uses the
resetgameclock() function to do so.
Otherwise, if the timer ticked up past the par (via using the unfocus
pause or pause menu), it would result in the sad squeak being played
every frame because the game would constantly be setting
timetrialparlost, then moving to the code block below, assuming that
since timetrialparlost that we haven't lost the par already, and playing
the squeak.
timetrialparlost gets reset in hardreset() and startgamemode() anyways,
so there's no need to be constantly resetting this variable.
Fixes#699.
It turns out this entire chunk of code is simply unneeded (and is
actively harmful) since when we're done with the time trial,
quittomenu() gets called, and that removes the previous stack frame
anyway.
I'm guessing that I added this code, then added quittomenu(), then
didn't consider how this code and quittomenu() would mix. But anyways,
this bug is fixed.
Fixes#714.
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
While fixing all the other music bugs, I discovered that starting
playtesting in the editor wouldn't play the level music.
The problem is that the editor playtesting start code calls
music.fadeout() before calling music.play(). This queues up the track
from the music.play() call. After that, what should happen is that
processmusic() processes the fade, the fade is then finished, and then
after that it sees that the music is halted so it can play the queued
track.
Instead what happens is that the function first attempts to play the
music before the fade is processed and finished, so play() will re-queue
the music again, but the queue gets cleared right after that (this is a
subtle bit of behavior - it means if the game fails to play a queued
track due to it fading, it's not going to re-queue it again and end up
in some sort of infinite loop).
This is a frame ordering issue - the function is tripping over itself
when it shouldn't be. To fix it, just put the queue processing code
after the fade processing code.
This fixes the 2.2-and-below music blocking workaround not working in
2.3.
The issue was that when the music got halted by the script, the fade
volume would still be processing, silently being decremented in the
background. So the script playing the track afterwards would make the
game queue it (as it was called during the fade), but then the music is
halted so the game would attempt to play it, but the fade is STILL
happening so it wouldn't actually play it and would attempt to queue the
track again.
However, that queue gets discarded immediately afterwards because the
music.play() call happened inside the code responsible for playing the
queued music, and that code unconditionally clears the queue variables
immediately after calling play(). So that's good to know - if the game
queues a song, but fails to play it because of a fade, it's not going to
immediately re-queue it and potentially get stuck in a loop of
infinitely queueing the same song over and over again each frame.
Anyways, the source of the problem is not resetting the fade booleans
when halting music, so I've reset them.
Fixes#701.
The problem here is that even though we start playing the music when the
volume is set to zero, mixer's state doesn't have volume zero, so
whatever it plays next will be the very first quanta of the track but at
the previous volume (in this case, the maximum volume). To fix this,
just update mixer when we update the volume here - it's okay to not
account for user volume because it ends up being zero anyway.
Fixes#710.
This fixes a bug where fading music in but not going through the
music.play() path wouldn't start the fade volume from zero. If this
happened, then the previous volume would persist, and if the previous
volume was the max volume, then that essentially canceled out the
fade-in and prevented it from happening at all. But now all paths to
fadeMusicVolumeIn() set the volume to zero first, instead of only the
caller of music.play().
When you pick up a trinket in the wild, the music gets silenced, so it
silently plays in the background until you advance the trinket text.
However, foundtrinket (used when Victoria or Vitellary give you a
trinket) is inconsistent with this, and halts the music instead of
silencing it.
This was probably due to the musicfadein script command not being
implemented, so Terry or Simon had to simply make do and halt the music
instead. But musicfadein is implemented and is being used in the trinket
cutscenes, so this is another inconsistency that I will fix.
When you pick up a trinket in the wild, the music will fade back in
afterwards. However, the special trinket cutscenes (where Victoria or
Vitellary will directly give you a trinket) are inconsistent with this,
and restart the music instead of fading it back in.
Looking at the scripts themselves, it immediately becomes obvious the
reason for this inconsistency - 2.2 and previous didn't implement the
musicfadein command, so it couldn't be used, and Terry or Simon simply
had to make do with simply restarting the music. However, 2.3 implements
musicfadein, so we can simply swap it out and remove the
trinketscriptmusic command.
This is 2.2 behavior, which I forgot to keep. Otherwise, if music has
halted and you try to play the same track, it simply won't work, because
the current song is the same as the song you're trying to play. This is
what happened with the trinket scripts - the game halted music, then
tried to play the same track.
Fixes#712.
It's not really used because CreateDirectory doesn't support setting
chmod values, but it does clarify intent of the argument.
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
In #52 I fixed VVVVVV not being able to handle filepaths with non-ASCII
characters on Windows. 2f0a0bce4c and
aa5c2d9dc2 reintroduce this problem,
however, by reverting the definition of mkdir to how it was before the
fix and using the non-Unicode version of CreateDirectory. And I can
confirm that VVVVVV indeed doesn't make its folder anymore with a
Windows username of "тест". This commit fixes that issue.
This adds music and volume sliders to the audio options. To use the
sliders, you navigate to the given option, then press ACTION, and your
selection will be transferred to the slider. Pressing left or right will
move the slider accordingly. Then you can press ACTION to confirm the
volume is what you want and deselect it, or you can press Esc to cancel
the volume change, and it will revert to the previous volume; both
actions will write your settings to disk.
Most of this commit is just adding infrastructure to support having
sliders in menus (without copy-pasting code), which is a totally
completely new user interface that has never been used before in this
game. If we're going to be adding something new, I want to make sure
that it at least is done the RIGHT way.
Closes#706.
This adds <musicvolume> and <soundvolume> tags to unlock.vvv and
settings.vvv, so users' volume preferences will be persistent across
game sessions. This does not add the user interface to change them from
in-game; the next commit will do that.
This function is simple - it takes a given buffer and its size, fills it
with a certain character, and null-terminates it. It's meant to be used
with freshly-created buffers, so we don't copy-paste code.
Pressing return in gameplay options would send you back to the pause
menu instead of the general options menu, and pressing return in graphic
options would send you back to the pause menu instead of the general
options menu, too. Additionally, pressing Esc in graphic options would
also send you back to the pause menu instead of the general options
menu.
Like I said before, the menu system is still a bit hardcoded in some
places, and these happened because Terry forgot to update them when he
changed the menus around.
Fixes#711.
The in-game menu code is better than it was in 2.2 but still pretty
hardcoded, so to fix this just change each individual case around. This
bug happened because the "options" button was in the place where "quit
to menu" was previously, but Terry forgot to update it when changing all
the options around.
PhysFS requires a write dir to create a directory, so the first PHYSFS_mkdir
never could have worked. Because of that we need to go back to the old mkdir,
and since we're bringing that back we can reuse it for saves/levels, because we
know it works and we don't have to worry about middlewares ruining anything.
When a text box in the script system (not the gamestate system) is
displayed onscreen and "- Press ACTION to advance text -" is up, the
game sets pausescript to true, so the script system won't blare past the
text box and keep executing. Then it also sets advancetext to true.
Crucially, these two variables are different, so if you have pausescript
true but advancetext false, then what happens?
Well, you get softlocked. There's no way to continue the script.
How is this possible? Well, you can teleport to the (0,0) teleporter
(the teleporter in the very top-left of the map) and regain control
during the teleporter animation. To do that, in 2.2 and below, you have
to press R at the same time you press Enter on the teleporter, or in 2.3
you can simply press R during the cutscene. Then once you teleport to
the room, it's really precise and a bit difficult (especially if
Viridian is invisible), but you can quickly walk over to the terminal in
that room and press Enter on it.
Then what will happen is the terminal script will run, but the
teleporter gamestate sequence will finish and turn advancetext off in
the middle of it. And then you're softlocked.
To fix this, just add a check so if we're in gamestate 0 and there's a
script running, but we have pausescript on and advancetext off, just
turn pausescript off so the game automatically advances the script.
This softlock was reported by Tzann on the VVVVVV speedrunning Discord.
If you manage to get softlocked by being stuck in completestop, the next
thing you'll notice is that quitting to the menu or loading back in will
not reset this.
So you can actually softlock yourself in 2.3 by doing the trinket
cutscene, then quitting to the menu (because 2.3 lets you open the pause
menu during completestop). This is a bug, and should be fixed.
You can skip the "You have found a shiny trinket!" cutscene. The
conditions are that this can only be done in the main game, in the main
dimension (no Polar Dimension), the checkpoint that you last touched
must not be in the same room as the trinket, and you have to have
skipped the Comms Relay cutscene. To do the skip, you press R on the
exact frame (or previous frame, if input delay is enabled) that Viridian
touches the trinket. Then, the gamestate will be immediately set to 0
(because of the gotoroom) and the cutscene will be skipped.
Speedrunners of the main game, well, run the main game already, the
only trinket in the Polar Dimension is not one you want to do a death
warp at, and they have a habit of automatically skipping over the Comms
Relay cutscene because they press R at the beginning of the run when
Viridian teleports to Welcome Aboard, to warp back to the Ship and so
they can leave rescuing Violet for later.
So someone reported softlocking themselves by doing the trinket text
skip in 2.3. The softlock is because they're stuck in a state where
completestop is true but can't advance to a state that turns it off. How
does this happen? It's because they pressed R too late and interrupted
the gamestate sequence. In 2.2 and previous, if you're in the gamestate
sequence then you can't press R at all, but 2.3 removes this restriction
(on account of aiming to prevent softlocks). So only on the very first
frame can you death warp and interrupt the gamestate sequence before it
happens at all.
Anyways to fix this, just turn completestop off automatically if we're
in gamestate 0 and there's no script running.
This softlock was reported by Euni on the VVVVVV speedrunning Discord.
So some people reported the levels list crashing when they loaded it.
But this wasn't reproducible every time. They didn't provide any
debugging information, so I had to use my backup plan: doing a full
audit of the code path taken for loading the levels list.
And then I found this. It turns out this was because I used a
LOAD_ARRAY_RENAME() macro on an std::vector. You can't do that because
you need to use push_back() to resize a vector, so the macro will end up
indexing into nothing, causing a segfault. However, this code path would
only be taken if you have an old levelstats.vvv, from 2.2 and previous -
which explains why it wasn't 100% reproducible. But now that I know you
need an old levelstats.vvv, this bug happens 100% of the time.
Anyways, to fix this, just ditch the macro and expand it manually, while
replacing the indexing with a proper usage of push_back().
While the game does support playing levels with filenames that don't
have the .vvvvvv extension, it doesn't do it well.
Namely, those files can't be loaded or saved into the editor (because a
.vvvvvv always gets tacked on to your input when saving or loading). In
2.3, this gets worse because you can't load a level without a .vvvvvv
extension from command-line playtesting (because a .vvvvvv automatically
gets added) and you can't load per-level custom assets.
The only place where extensionless level files are supported is when
loading level metadata. But this makes it so they no longer work. This
is technically an API break, but it's easily fixed (just add the
.vvvvvv), plus there's nothing to be gained from not having an
extension, plus basically no one ever actually did this in the first
place (as far as I know, I am the only person to have ever done this,
and no one else ever has).
This fixes an issue where you would be able to mount things other than
custom assets in per-level custom asset directories and zips.
To be fair, the effects of this issue were fairly limited - about the
only thing I could do with it was to override a user-made quicksave of a
custom level with one of my own. However, since the quicksave check
happens before assets are mounted, if the user didn't have an existing
quicksave then they wouldn't be able load my quicksave. Furthermore,
mounting things like settings.vvv simply doesn't work because assets
only get mounted when the level gets loaded, but the game only reads
from settings.vvv on startup.
Still, this is an issue, and just because it only has one effect doesn't
mean we should single-case patch that one effect only. So what can we
do?
I was thinking that we should (1) mount custom assets in a dedicated
directory, and then from there (2) mount each specific asset directly -
namely, mount the graphics/ and sounds/ folders, and mount the
vvvvvvmusic.vvv and mmmmmm.vvv files. For (1), assets are now mounted at
a (non-existent) location named .vvv-mnt/assets/. However, (2) doesn't
fully work due to how PhysFS works.
What DOES work is being able to mount the graphics/ and sounds/ folders,
but only if the custom assets directory is a directory. And, you
actually have to use the real directory where those graphics/ and
sounds/ folders are located, and not the mounted directory, because
PHYSFS_mount() only accepts real directories. (In which case why bother
mounting the directory in the first place if we have to use real
directories anyway?) So already this seems like having different
directory and zip mounting paths, which I don't want...
I tried to unify the directory and zip paths and get around the real
directory limitation. So for mounting each individual asset (i.e.
graphics/, sounds/, but especially vvvvvvmusic.vvv and mmmmmm.vvv), I
tried doing PHYSFS_openRead() followed by PHYSFS_mountHandle() with that
PHYSFS_File, but this simply doesn't work, because PHYSFS_mountHandle()
will always create a PHYSFS_Io object, and pass it to a PhysFS internal
helper function named openDirectory() which will only attempt to treat
it as a directory if the PHYSFS_Io* passed is NULL. Since
PHYSFS_mountHandle() always passes a non-NULL PHYSFS_Io*,
openDirectory() will always treat it like a zip file and never as a
directory - in contrast, PHYSFS_mount() will always pass a NULL
PHYSFS_Io* to openDirectory(), so PHYSFS_mount() is the only function
that works for mounting directories.
(And even if this did work, having to keep the file open (because of the
PHYSFS_openRead()) results in the user being unable to touch the file on
Windows until it gets closed, which I also don't want.)
As for zip files, PHYSFS_mount() works just fine on them, but then we
run into the issue of accessing the individual assets inside it. As
covered above, PHYSFS_mount() only accepts real directories, so we can't
use it to access the assets inside, but then if we do the
PHYSFS_openRead() and PHYSFS_mountHandle() approach,
PHYSFS_mountHandle() will treat the assets inside as zip files instead
of just mounting them normally!
So in short, PhysFS only seems to be able to mount directories and zip
files, and not any loose individual files (like vvvvvvmusic.vvv and
mmmmmm.vvv). Furthermore, directories inside directories works, but
directories inside zip files doesn't (only zip files inside zip files
work).
It seems like our asset paths don't really work well with PhysFS's
design. Currently, graphics/, sounds/, vvvvvvmusic.vvv, and mmmmmm.vvv
all live at the root directory of the VVVVVV folder. But what would work
better is if all of those items were organized into a subfolder, for
example, a folder named assets/. So the previous assets mounting system
before this patch would just have mounted assets/ and be done with it,
and there would be no risk of mounting extraneous files that could do
bad things. However, due to our unorganized asset paths, the previous
system has to mount assets at the root of the VVVVVV folder, which
invites the possibility of those extraneous bad files being mounted.
Well, we can't change the asset paths now, that would be a pretty big
API break (maybe it should be a 2.4 thing). So what can we do?
What I've done is, after mounting the assets at .vvv-mnt/assets/, when
the game loads an asset, it checks if there's an override available
inside .vvv-mnt/assets/, and if so, the game will load that asset
instead of the regular one. This is basically reimplementing what PhysFS
SHOULD be able to do for us, but can't. This fixes the issue of being
able to mount a quicksave for a custom level inside its asset directory.
I should also note, the unorganized asset paths issue also means that
for .zip files (which contain the level file), the level file itself is
also technically mounted at .vvv-mnt/assets/. This is harmless (because
when we load a level file, we never load it as an asset) but it's still
a bit ugly. Changing the asset paths now seems more and more like a good
thing to do...
This will clarify which directory, exactly, failed to mount. I know it
gets printed earlier in the mounting process, but it can't hurt to print
it twice, just to be sure. Also this is for consistency.
Default function arguments are the devil, and it's better to be more
explicit about what you're passing into the function. Also because we
might become C-only in the future and to help faciliate that, we should
get rid of C++-isms like default function arguments now.
PHYSFS_getDirSeparator() already gets called and stored in pathSep at
the top of FILESYSTEM_init(). So clearly, two people worked on this
function and forgot that both pieces of code existed at the same time
(or it was one person independently forgetting both).
PhysFS uses platform-independent notation, so we really don't need to
care about getting the correct dir separator here. Especially since we
don't ever do so anywhere else (e.g. load/saveTiXml2Document()), either.
This is to make it clear that this is not a general-purpose mounting
function; it is a helper function for FILESYSTEM_mountAssets()
specifically for treating a directory or file as an assets directory,
and mounting assets from there.
There's no reason to handle mounting .zip files differently than
mounting a directory... we already mount .data.zip files using
FILESYSTEM_mount(), so why go through the trouble of opening a .zip
manually (which means on Windows the .zip can't be touched for the
duration of playing the custom level), making up a place to mount it at,
and then mount that made-up name, instead of just using
FILESYSTEM_mount()?
Whoever cobbled this asset mounting thing together really didn't fully
understand what they were doing.
This way, we avoid the unnecessary graphics.reloadresources() call - if
we can't mount assets, why bother reloading resources?
The return type of FILESYSTEM_mount() has been changed from void to bool
to indicate success, accomodating its callers accordingly.
I haven't been able to reproduce this old thing on any setup I have. The patch
from 2013 was originally for X11, and Wayland's fullscreen doesn't allow for
this sort of thing, so let's start scoping this down for eventual removal when
X11 is finally out of our minds forever.
So it looks like facb079b35 (PR #316) had
a few issues.
The SDL performance counter doesn't really work that well. Testing
reveals that unfocusing and focusing the game again results in
the resumemusic() script command resuming the track at the wrong time.
Even when not unfocusing the game at all, stopping a track and resuming
it resumes it at the wrong time. (Only disabling the unfocus pause fixes
this.)
Furthermore, there's also the fact that the SDL performance counter
keeps incrementing when the game is paused under GDB. So... yeah.
Instead of dealing with the SDL performance counter, I'm just going to
pause and resume the music directly (so the stopmusic() script command
just pauses the music instead). As a result, we no longer can keep
constantly calling Mix_PauseMusic() or Mix_ResumeMusic() when focused or
unfocused, so I've moved those calls to happen directly when the
relevant SDL events are received (the constant calls were originally in
VCE, and whoever added them (I'm pretty sure it was Leo) was not the
sharpest tool in the shed...).
And we are going to switch over to using our own fade system instead of
the SDL mixer fade system. In fact, we were already using our own fade
system for fadeins after collecting a trinket or a custom level
crewmate, but we were still using the mixer system for the rest. This is
an inconsistency that I am glad to correct, so we're also doing our own
fadeouts now.
There is, however, an issue with the fade system where the length it
goes for is inaccurate, because it's based on a volume-per-frame second
calculation that gets truncated. But that's an issue to fix later - at
least what I'm doing right now makes resumemusic() and musicfadein()
work better than before.
musicclass already had a resume() function for music.
These are just wrappers around the appropriate SDL_mixer functions, to
avoid direct function calls to the mixer API. So if we ever need to do
something with all callers of pausing and resuming in the future, or we
switch to a different audio backend, the work is already done for us.
Also it just looks cleaner to be calling our musicclass function instead
of doing a direct API call to the mixer.
This makes it so to reuse this code, we don't have to copy-paste it.
Additionally, I added a check for the milliseconds being 0, to avoid a
division by zero. Logically and mathematically, if the fade amount is 0
milliseconds, then that means the fade should happen instantly -
however, dividing by zero is undefined (both in math and in C/C++), so
this check needs to be added.
This is an option for speedrunners whose muscle memory is precisely
trained and used to the 1-frame input delay that existed in 2.2 and
below. It is located in Game Options -> Advanced Options, and is off by
default.
To re-add the 1-frame input delay, we simply move the key.Poll() to the
start of the frame, instead of before an input function gets ran -
undoing what #535 did.
There is a frame ordering-sensitive issue here, where toggling
game.inputdelay at the wrong time could cause double-polling. However,
we only toggle it in an input function, which regardless is always
guaranteed to be ran after key.Poll() (it either happened at the start
of the frame or just before the input function got ran), so this is not
an issue. But, in case we ever need to toggle this variable in the
future, we can just use the defer callbacks system to defer the toggle
to the end of the frame - also added by #535.
Added at the request of Habeechee on the VVVVVV speedrunning Discord
server.
This fixes being unable to use teleporters while the "- Press ACTION to
advance text -" prompt is up, which is used to perform credits warp.
In 2.2 and 2.0, this advancetext check was only in gamerender() for
rendering the "- Press ENTER to Teleport -" prompt and didn't affect any
logic. In 2.3, I moved the check (and the rest of the conditional it was
in) to gamelogic() - same as the activity zone prompt conditionals - so
if you gained control while being in a prompt zone, the prompt wouldn't
suddenly appear[1].
As a side effect, this ended up aligning rendering and logic together,
so if you couldn't see the teleporter prompt, you weren't able to
teleport - whereas in 2.2 and 2.0, you could still use the teleporter
even though the prompt wasn't up.
So by removing the advancetext check, you are now able to use the
teleporter again, AND the "- Press ENTER to Teleport -" prompt will also
show up as well.
Habeechee reported this regression on the VVVVVV speedrunning Discord
server.
[1]: f07a8d2143, PR #421
One of the solutions to the quit signal unfocus pause regression is to
add a no-op delta func to the unfocused func table. However, this
results in the game being stuck in unfocus pause forever, because when
it reaches the end of a list on a delta func, it won't reassign the
active functions - only when the end of a list is a fixed func will it
do so. A workaround is to then add a no-op fixed func afterwards, but
that's inelegant.
The solution in the end to the quit signal regression is to not bother
with adding a delta func, so the game as of right now actually never has
a delta func at the end of a list, and probably never will - but this is
one piece of technical debt I don't want to leave laying around. In case
we're ever going to put a delta function at the end of a list, I've made
it so that delta functions will now reassign the list of active funcs if
they happen to be at the end of the func list.
This fixes a regression introduced by #535 where a quit signal (e.g.
Ctrl-C) sent to the window while the game was in unfocus pause wouldn't
close the game.
One problem was that key.quitProgram would only be checked when control
flow switched back to the outer loop in main(), which would only happen
when the loop order state machine switched to a delta function. As the
unfocused func table didn't have any delta functions, this means
key.quitProgram would never be checked.
So a naïve solution to this would just be to add a no-op delta func
entry to the unfocused func table. However, we then run into a separate
issue where a delta function at the end of a func list never reassigns
the active funcs, causing the game to be stuck in the unfocus pause
forever. Active func reassignment only happens after fixed funcs. So
then a naïve solution after that would be to simply add a no-op fixed
func entry after that. And indeed, that would fix the whole issue.
However, I want to do things the right way. And this does not seem like
the right way. Even putting aside the separate last-func-being-delta
issue, it mandates that every func list needs a delta function. Which
seems quite unnecessary to me.
Another solution I considered was copy-pasting the key.quitProgram check
to the inner loops, or adding some sort of signal propagation to
the inner loops - implemented by copy-pasting checks after each loop -
so we didn't need to copy-paste key.quitProgram... but that seems really
messy, too.
So, I realized that we could throw away key.quitProgram, and simply call
VVV_exit() directly when we receive an SDL_QUIT event. This fixes the
issue, this removes an unnecessary middleman variable, and it's pretty
cleanly and simply the right thing to do.
This includes all text from the Gravitron and Super Gravitron.
This is to make the text more readable if they are placed in weird
situations - for example, in custom levels, where the background these
texts get placed on could be anything (custom level makers are crazy!).
It's just like bigprint() except it duplicates some of the calculations
because I didn't want to make a bigprintoff() function which would
duplicate even more code. I'm beginning to think these text printing
functions are completely horrible to work with...
In case they get drawn against a non-contrasting background, it's still
useful to keep them readable by outlining them. This could happen if
someone were to use the Game Complete gamestate sequence in a custom
level (or presses R during Game Complete).
Flip Mode flips all the unfocus pause screen text upside-down, to make
it read in reverse order. This looks kind of strange to me, and I don't
think it was intended. So I'm flipping the text again so it's the right
way up in Flip Mode.
During the final stretch, after Viridian turns off the Dimensional
Stability Generator, the map goes all psychedelic and changes colors
every 40 frames. Entities change their colors too, including conveyors,
moving platforms, and disappearing platforms.
But play around with the disappearing platforms for a bit and you'll
notice they seem a bit glitchy. If you run on them at the right time,
the tile they use while disappearing seems to abruptly change whenever
the color of the room changes. If there's a color change while they're
reappearing (when you die and respawn in the same room as them), they'll
have the wrong tile and look like a conveyor. And even if you've never
interacted with them at all, dying and respawning in the same room as
them will change their tile to something wrong and also look like a
conveyor.
So, what's the problem? Well, first off, the tile of every untouched
disappearing platform changing into a conveyor after you die and respawn
in the same room is caused by a block of code in gamelogic() that gets
run on each entity whenever you die. This block of code is the exact
same block of code that gets ran on a disappearing platform if it's in
the middle of disappearing.
As a quick primer, every entity in the game has a state, which is just a
number. You can view each entity's state in
entityclass::updateentities().
State 0 of disappearing platforms is doing nothing, and they start with
an onentity of 1, which means they turn to state 1 when they get
touched. State 1 moves to state 2. State 2 does some decrementing, then
moves to state 3 and sets the onentity to 4. State 3 also does nothing.
After being touched, state 4 makes the platform reappear and move to
state 5, but state 5 does the actual reappearing; state 5 then sets the
state back to 0 and onentity back to 1.
So, back to the copy-pasted block of code. The block of code was
originally intended to fast-forward disappearing platforms if they were
in the middle of disappearing, so the player respawn code would properly
respawn the disappearing platform, instead of leaving it disappeared.
What it does is keep updating the entity, while the state of the entity
is 2, until it is no longer in state 2, then sets it to state 4.
Crucially, the original block of code only ran if the disappearing
platform was in state 2. But the other block of code, which was
copy-pasted with slight modifications, runs on ALL disappearing
platforms in final stretch, regardless of if they are in state 2 or not.
Thus, all untouched platforms will be set to state 4, and state 4 will
do the animation of the platform reappearing, which is invalid given
that the platform never disappeared in the first place. So that's why
dying and respawning in the same room as some disappearing platforms
during final stretch will change their tiles to be conveyors.
It seems to me that doing anything with death is wrong, here. The root
cause is that map.changefinalcol() "resets" the tile of every
disappearing platform, which is a function that gets called on every
color change. The color change has nothing to do with dying, so why
fiddle with the death code?
Thus, I've deleted that entire block of code.
What I've done to fix the issue is to make it so the tile of
disappearing platforms aren't manually controlled. You see, unlike other
entities in the game, the tile of disappearing platforms gets manually
modified whenever it disappears or reappears. Other entities use the
tile as a base and store their tile offset in the separate walkingframe
attribute, which will be added to the tile attribute to produce the
drawframe, which is the final thing that gets rendered - but for
disappearing platforms, their tile gets directly incremented or
decremented whenever they disappear or reappear, so when
map.changefinalcol() gets ran to update the tile of every platform and
conveyor, it basically discards the tile offset that was manually added
in.
Instead, what I've done is make it so disappearing platforms now use
walkingframe, and thus their final drawframe will be their tile plus
their walkingframe. Whenever map.changefinalcol() gets called, it is now
free to modify the tile of disappearing platforms accordingly - after
all, the tile offset is now stored in walkingframe, so no weird
glitchiness can happen there.
Ethan, you forgot this other one.
I do have to rejiggle the control flow of the function a bit, so it
doesn't leak memory upon failure. (Although the SDL message box leaks
memory anyway because of X11 so... whatever.) Also, there's a NULL check
for if SDL_GetBasePath() fails now.
According to SDL documentation[1], the returned pointer needs to be
freed. A glance at the source code confirms that the function allocates,
and also Valgrind complains about it.
Also if it couldn't allocate, the game no longer segfaults (std::strings
do not check if the pointer is non-NULL for operator+=).
[1]: https://wiki.libsdl.org/SDL_GetClipboardText
Since mainmenu is only ever used in Input.cpp, I might as well make it
clearer by moving it into a static global variable in Input.cpp. (The
same applies to fadetolab/fadetomenu, but I didn't think much about
those at the time... that'll be a refactor for later.)