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Author SHA1 Message Date
Misa
52dc914a31 Don't allow setting best game deaths in custom levels
Custom levels shouldn't touch main game save data, and best game deaths
is no exception.

I also added a MAKEANDPLAY ifdef just to be safe.
2021-05-03 22:33:21 -04:00
Misa
4e0484553d Move Secret Lab nocompetitive check to Super Gravitron
It turns out, despite the game attempting to prevent you from using
invincibility or slowdown in the Super Gravitron by simply preventing
you from entering the Secret Lab from the menu, it's still possible to
enter the Super Gravitron with it anyways. Just have invincibility or
slowdown (or both!) enabled, enter the game normally, and talk to
Victoria when you have 20 trinkets, to start the epilogue cutscene.

Yeah, that's a pretty big gaping hole right there...

It's also possible to do a trick that speedrunners use called
telejumping to the Secret Lab to bypass the invincibility/slowdown
check, too.

So rather than single-case patch both of these, I'm going to fix it as
generally as possible, by moving the invincibility/slowdown check to the
gamestate that starts the Super Gravitron, gamestate 9. If you have
invincibility/slowdown enabled, you immediately get sent back to the
Secret Lab. However, this check is ignored in custom levels, because
custom levels may want to use the Super Gravitron and let players have
invincibility/slowdown while doing so (and there are in fact custom
levels out in the wild that use the Super Gravitron; it was like one of
the first things done when people discovered internal scripting).

No message pops up when the game sends you back to the Secret Lab, but
no message popped up when the Secret Lab menu option was disabled
previously in the first place, so I haven't made anything WORSE, per se.

A nice effect of this is that you can have invincibility/slowdown
enabled and still be able to go to the Secret Lab from the menu. This is
useful if you just want to check your trophies and leave, without having
to go out of your way to disable invincibility/slowdown just to go
inside.
2021-05-03 22:32:06 -04:00
Misa
b3c2f56c79 Factor out slowdown/invincibility conds to function
This factors out the slowdown and invincibility conditionals to a
function. This means less copy-pasted code, and it also conveys intent
(that we don't want to allow competitive options if we have either of
these cheats enabled).

This function isn't implemented in the header because then we would have
to include Map.h for map.invincibility, and transitive includes are
evil. Although, map.invincibility ought to be on Game instead (it was
only mapclass due to 2.2-and-previous argument passing), but that's a
bunch of variable reshuffling that can be done later.
2021-05-03 22:32:06 -04:00
Misa
96488d27c8 Factor out Secret Lab/Time Trial/NDM conds to function
They are now factored out to an inline function named incompetitive().
This is so their usage can be changed without having to change each
individual one in every place. This also clarifies the intent of using
these conditionals (they are for when we're in a "competitive" mode).
2021-05-03 22:32:06 -04:00
Misa
516e71c7da Remove customlevelstatsloaded from Game
This boolean is assigned, and it is checked... but it's never assigned
to true, thus making it useless. I also checked 2.2 source and the same
thing happens there; to prevent any confusion, I'm removing this.
2021-04-17 09:53:17 -04:00
Misa
c76c67b125 Axe mouse cursor config option
The config option has been removed. I'm going to implement something
that automatically shows and hides the mouse cursor whenever
appropriate, which is better than a config option.
2021-04-16 22:00:33 -07:00
Misa
e3145c09f2 Reset cliplaytest when exiting to menu and check it when loading
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.
2021-04-14 07:14:34 -04:00
Misa
235046f7ad Don't ditch frames when loading saves
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.
2021-04-13 17:51:24 -04:00
Misa
01ba834086 Don't tick timer if in time trial countdown
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.
2021-04-13 17:51:24 -04:00
Misa
2517900010 De-duplicate zeroing the game clock
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.
2021-04-13 17:51:24 -04:00
Misa
e8316c7e9a Implement music and sound volume sliders
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.
2021-04-11 20:56:16 -04:00
Misa
27874e1dc6 Add music and sound volume config options
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.
2021-04-11 20:56:16 -04:00
Misa
2a3f17f1f7 Add audio category to options menu
The audio category contains the MMMMMM soundtrack option, as well as
stubs for the soon-to-be-implemented volume slider options.
2021-04-11 20:56:16 -04:00
Misa
bc0b9e1fa0 Fix softlocks from turning off advancetext at wrong time
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.
2021-04-10 21:47:23 -04:00
Misa
dd4100f752 Fix softlocks from mistimed trinket text skip
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.
2021-04-10 21:47:23 -04:00
Misa
f96f5703ff Fix level list segfault when upgrading old levelstats.vvv
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().
2021-04-09 22:22:05 -04:00
Misa
8e4b904f57 Fix whitespace from eee98b0e07
eee98b0e07 introduced mixed indentation
and one trailing whitespace, which I've cleaned up.
2021-04-09 17:42:58 -04:00
TerryCavanagh
8b1efb4335 Default to 60 FPS mode (fixes #702) 2021-04-09 20:40:22 +10:30
TerryCavanagh
eee98b0e07 Clean up of options menus for v2.3 (fixes #696) 2021-04-09 20:39:12 +10:30
Misa
a8a09a207f Properly camel-case FILESYSTEM_[un]mountassets()
They are now camel-cased to be consistent with the rest of the
filesystem functions.
2021-04-05 16:39:37 -04:00
Misa
f6ea05f521 Factor timestep calculation out to Game function
This is so we can grab the game's timestep anywhere else in the codebase
without copy-pasting it.
2021-04-02 16:13:54 -04:00
Misa
f8f6f3b96e Add option to re-enable 1-frame input delay
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.
2021-04-02 11:18:32 -04:00
Misa
be10487c5c Set fademode to temp 0 when going to in-game options
While I've decoupled fademode from gamemode starting, being faded out on
the title screen results in a black screen and you being unable to make
any input. So we'll need to store the current fademode in a temporary
variable when going to in-game options, then put it back when we return
to the pause menu. Yes, you can turn on glitchrunner mode during the
in-game options, and then immediately return to the pause menu to
instantly go back to the title screen; this is intended.

Due to frame ordering, putting the fademode back needs to be deferred to
the end of the frame to prevent a 1-frame flicker.

It's actually sufficient enough to do this temporary fademode storage to
fix the whole thing, but I also decided to decouple fademode and
gamemode starting just to be sure.
2021-03-25 23:32:39 -04:00
Misa
69b0f0b650 Add missing pText NULL checks
If an XML tag doesn't contain anything inside, pText will be NULL. If
that happens without being checked, then NULL will be passed to
SDL_strcmp(). SDL_strcmp() will either call libc strcmp() or use its own
implementation; both implementations will still dereference the NULL
without checking it.

This is undefined behavior, so I'm fixing it. The solution is to do what
is done with all other XML parsing functions, and to make sure pText
gets set to a safe empty string (which is just a pointer to a null
terminator) if it happens to be NULL.
2021-03-24 15:26:09 -04:00
Misa
d45e6f6254 Remove game.gametimer in favor of game.frames
PR #279 added game.gametimer solely for the editor ghosts feature. It
seems that whoever originally wrote it (Leo for the now-dead VVVVVV:
Community Edition, I believe) forgot that the game already had its own
timer, that they could use.

The game timer does increment on unfocus pause (whereas this doesn't),
but that's a separate issue, and it ought to not do that.
2021-03-21 20:53:11 -04:00
Misa
951679b1f8 Fix 1-frame background glitch when returning from in-game options
The background would change for 1 frame before sending you back to the
pause menu or editor settings. The map.nexttowercolour() call needs to
be deferred until the end of the frame.
2021-03-21 02:55:42 -04:00
Misa
5088ff40e9 Fix 1-frame text glitch when returning to editor settings from options
The returnmenu() needs to be deferred until the end of the frame.
2021-03-21 02:55:42 -04:00
Misa
8a3e292041 Fix 1-frame text glitch returning to pause menu from in-game options
The new loop order introduces a glitch where the menu would display
whichever menu was saved to kludge_ingametemp for 1 frame right as the
user returned to the pause menu. This happened because the
game.returntomenu() happens in titleinput(), which comes before
titlerender(). To fix this, we just need to defer it to the end of the
frame.
2021-03-21 02:55:42 -04:00
Misa
3da0e31215 Remove game.shouldreturntoeditor in favor of using defer callback
game.shouldreturntoeditor was added to fix a frame ordering issue that
was causing a bug where if you started playtesting in a room with a
horizontal/vertical warp background, and exited playtesting in a
different room that also had a horizontal/vertical warp background and
which was different, then the background of the room you exited in would
slowly scroll offscreen, when you re-entered the editor, instead of the
background consisting entirely of the actual background of the room.

Namely, the issue was that the game would render one more frame of
GAMEMODE after graphics.backgrounddrawn got set to false, and re-set it
to true, thus negating the background redraw, so the editor background
would be incorrect.

With defer callbacks, we can now just use a couple lines of code,
instead of having to add an extra kludge variable and putting handling
for it all over the code.
2021-03-21 02:55:42 -04:00
Misa
6939563e6d Switch all flippable text boxes to use createtextboxflipme
This ensures that if the player decides to toggle Flip Mode while one of
these text boxes is up, they won't be oriented improperly. Additionally,
it also de-duplicates a bunch of Flip Mode check code, which is also a
win.
2021-03-21 02:53:25 -04:00
Misa
30719b87db De-duplicate "Game Saved" telesave textbox
The "Game Saved" text box, along with its associated telesave() call,
exists in both Game.cpp and Script.cpp, so one of them is the copy-paste
of the other. Unfortunately this copy-paste resulted in an inconsistency
where both of them don't check for the same things when deciding whether
or not the telesave should actually happen (this is why you don't
copy-paste, kids... it's scary!).

Either way, de-duplicating this now is less work for me later.
2021-03-21 02:53:25 -04:00
Misa
5de884f584 De-duplicate Level Complete sequence textboxes
Every Level Complete sequence is the same copy-pasted thing, but with
minor changes. To make my work easier, I'm de-duplicating them so I have
less text boxes to change later, and less grind to grind.
2021-03-21 02:53:25 -04:00
Misa
d5ed49d8dc Remove commented-out code from Game.cpp and Script.cpp
These commented-out code blocks just get in the way of clarity when I'm
refactoring flipped textboxes created in the gamestate system. So I'm
getting rid of them. If we need them back, we always have Git history.
2021-03-21 02:53:25 -04:00
Misa
f22756dd99 Ensure oldcutscenebars is updated when cutscenebarspos is
To do this, I've added Graphics::setbars(), to make sure
oldcutscenebarspos always gets assigned when cutscenebarspos is. This
fixes potential deltaframe rendering issues if these two mismatch.
2021-03-21 01:06:29 -04:00
Misa
9e2716b253 Fix a few missing implicit void arg declarations
While working on #535, I noticed that editormenuactionpress() still
didn't do the explicit void declaration. Then I ran `rg 'void.*\(\)'`
and found three other functions that I somehow missed in #628. Whoops.
Well, now they no longer are missed.
2021-03-19 10:27:54 -04:00
Misa
2c8d338e47 Add graphic options and game options to editor settings
This is a small quality-of-life tweak that makes it so if you're in the
middle of editing a level, you don't have to save the level, exit to the
menu, change whatever setting you wanted, re-enter the editor, and type
in the level name, just to change one setting. This is the same as
adding Graphic Options and Game Options to the in-game pause menu,
except for the editor, too.

To do this, I'm reusing Game::returntopausemenu() (because all of its
callers are the same callers for returning to editor settings) and
renamed it to returntoingame(), then added a variable named
ingame_editormode to Game. When we're in the options menus but still in
the editor, BOTH ingame_titlemode and ingame_editormode will be true.
2021-03-18 23:01:00 -04:00
Misa
22d71affba De-duplicate number of menu text bytes
I've moved this to a define that gets declared in Game.h. I could've
made it a const int, but that's only legal in C++ mode.
2021-03-06 22:14:24 -05:00
Misa
40c6a01917 Make saveFilePath not an std::string
Since it only ever gets assigned from FILESYSTEM_getUserSaveDirectory(),
and that function returns a C string, and the variable is only ever read
from again, this doesn't need to be an std::string.
2021-03-06 22:13:39 -05:00
Misa
22ced8b59b Don't use std::strings when comparing key names
There's no need to create an std::string for every single element just
to see if it's a key name.

At least in libstdc++, there's an optimization where std::strings that
are 16 characters or less don't allocate on the heap, and instead use
the internal 16-char buffer directly in the control structure of the
std::string. However, it's not guaranteed that all the element names
we'll get will always be 16 chars or less, and in case the std::string
does end up allocating on the heap, we have no reason for it to allocate
on the heap; so we should just convert these string comparisons to C
strings instead.
2021-03-06 13:40:31 -05:00
Misa
37947814aa Remove unnecessary currentmenuoption reassignments
Now that recreating the same menu keeps currentmenuoption, we can remove
all these superfluous assignments. This means repeating ourselves less;
in case the option numbers change in the future, we won't have to
remember to update these reassignments, too.
2021-03-05 10:03:35 -05:00
Misa
ac04281a9f Keep currentmenuoption if it's the same menu
When recreating the same menu, there's basically no reason to reset the
currently-selected menu option. (Also, no need to worry about indexing
out of bounds or anything - the number gets checked while iterating over
all menu options; it's never used to actually index anything. At worst
there might be a 1-frame flicker as the bounds code in gameinput() kicks
in, but that shouldn't happen anyways.)
2021-03-05 10:03:35 -05:00
Misa
502a34bf64 Add previous song option to editor music screen
This is just a small quality-of-life feature - it's annoying to have to
press ACTION 15 times in order to cycle back through to the previous
song.
2021-03-05 00:57:11 -08:00
Misa
6a3a1fe147
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.

This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.

I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 17:23:59 -05:00
Misa
3927bb9713 Fix entity and block indices after destroying them
This patch restores some 2.2 behavior, fixing a regression caused by the
refactor of properly using std::vectors.

In 2.2, the game allocated 200 items in obj.entities, but used a system
where each entity had an `active` attribute to signify if the entity
actually existed or not. When dealing with entities, you would have to
check this `active` flag, or else you'd be dealing with an entity that
didn't actually exist. (By the way, what I'm saying applies to blocks
and obj.blocks as well, except for some small differing details like the
game allocating 500 block slots versus obj.entities's 200.)

As a consequence, the game had to use a separate tracking variable,
obj.nentity, because obj.entities.size() would just report 200, instead
of the actual amount of entities. Needless to say, having to check for
`active` and use `obj.nentity` is a bit error-prone, and it's messier
than simply using the std::vector the way it was intended. Also, this
resulted in a hard limit of 200 entities, which custom level makers ran
into surprisingly quite often.

2.3 comes along, and removes the whole system. Now, std::vectors are
properly being used, and obj.entities.size() reports the actual number
of entities in the vector; you no longer have to check for `active` when
dealing with entities of any sort.

But there was one previous behavior of 2.2 that this system kind of
forgets about - namely, the ability to have holes in between entities.
You see, when an entity got disabled in 2.2 (which just meant turning
its `active` off), the indices of all other entities stayed the same;
the indice of the entity that got disabled stays there as a hole in the
array. But when an entity gets removed in 2.3 (previous to this patch),
the indices of every entity afterwards in the array get shifted down by
one. std::vector isn't really meant to be able to contain holes.

Do the indices of entities and blocks matter? Yes; they determine the
order in which entities and blocks get evaluated (the highest indice
gets evaluated first), and I had to fix some block evaluation order
stuff in previous PRs.

And in the case of entities, they matter hugely when using the
recently-discovered Arbitrary Entity Manipulation glitch (where crewmate
script commands are used on arbitrary entities by setting the `i`
attribute of `scriptclass` and passing invalid crewmate identifiers to
the commands). If you use Arbitrary Entity Manipulation after destroying
some entities, there is a chance that your script won't work between 2.2
and 2.3.

The indices also still determine the rendering order of entities
(highest indice gets drawn first, which means lowest indice gets drawn
in front of other entities). As an example: let's say we have the player
at 0, a gravity line at 1, and a checkpoint at 2; then we destroy the
gravity line and create a crewmate (let's do Violet).

If we're able to have holes, then after removing the gravity line, none
of the other indices shift. Then Violet will be created at indice 1, and
will be drawn in front of the checkpoint.

But if we can't have holes, then removing the gravity line results in
the indice of the checkpoint shifting down to indice 1. Then Violet is
created at indice 2, and gets drawn behind the checkpoint! This is a
clear illustration of changing the behavior that existed in 2.2.

However, I also don't want to go back to the `active` system of having
to check an attribute before operating on an entity. So... what do we
do to restore the holes?

Well, we don't need to have an `active` attribute, or modify any
existing code that operates on entities. Instead, we can just set the
attributes of the entities so that they naturally get ignored by
everything that comes into contact with it. For entities, we set their
invis to true, and their size, type, and rule to -1 (the game never uses
a size, type, or rule of -1 anywhere); for blocks, we set their type to
-1, and their width and height to 0.

obj.entities.size() will no longer necessarily equal the amount of
entities in the room; rather, it will be the amount of entity SLOTS that
have been allocated. But nothing that uses obj.entities.size() needs to
actually know the amount of entities; it's mostly used for iterating
over every entity in the vector.

Excess entity slots get cleaned up upon every call of
mapclass::gotoroom(), which will now deallocate entity slots starting
from the end until it hits a player, at which point it will switch to
disabling entity slots instead of removing them entirely.

The entclass::clear() and blockclass::clear() functions have been
restored because we need to call their initialization functions when
reusing a block/entity slot; it's possible to create an entity with an
invalid type number (it creates a glitchy Viridian), and without calling
the initialization function again, it would simply not create anything.

After this patch is applied, entity and block indices will be restored
to how they behaved in 2.2.
2021-02-16 19:31:23 -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
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
968bb5f960 De-duplicate <customlevelscore> loading to use LOAD_ARRAY_RENAME()
This now means every XML array loading is done with common,
re-duplicated code. The only exceptions to this are special cases other
than the the majority of cases; the majority being a simple matter of
reading an array of integers and putting it into another array.

Seems like the only reason I hadn't caught the <customlevelscore> tag
until now was because I was focused on de-duplicating all the array
loads in Game::loadstats() and below, forgetting about
Game::loadcustomlevelstats().
2021-02-15 23:24:31 -05:00
Misa
6dc423e78e Move LOAD_ARRAY[_RENAME] macros to before loadcustomlevelstats()
In order to be able to use the LOAD_ARRAY() and LOAD_ARRAY_RENAME()
macros in Game::loadcustomlevelstats(), they have to be moved to earlier
in the file.
2021-02-15 23:24:31 -05:00
Misa
fe8d163041 Fix reading uninitialized memory when creating Menu::levellist
Valgrind reported this.

The error here is that the buffer here is only guaranteed to be
initialized up until (and including) the null-terminator, by
SDL_snprintf(). Iterating over the entire allocated buffer is bad and I
should feel bad as the girl who wrote this code; doing that reads
uninitialized memory and passes it to SDL_tolower().

As a bonus, the iterator increment is now a preincrement instead of a
postincrement.
2021-02-15 23:07:35 -05:00
Misa
39e316828e Add NULL guards to Game::savestats() and savesettings()
This is so those functions can safely be called when
graphics.screenbuffer is NULL.
2021-02-15 23:07:35 -05:00
Misa
ef4418a7cb Remove commented-out code in Game::gameclock()
This code involves stringstreams, which causes a false-positive any time
I ripgrep for stringstream in the codebase.
2021-02-07 18:30:13 -05:00
Misa
626aac59fb Fix No Death Mode results being reset before being shown
This does the same thing as the last commit, but for No Death Mode
instead of Time Trials. Whenever you die in No Death Mode, or complete
it, all the relevant variables get copied to variables prefixed with
'ndmresult' that never get reset by script.hardreset(), and these
variables are what titlerender() use, instead of the "live" ones.
2021-01-18 13:06:15 -05:00
Misa
4d7baa9e9e Fix Time Trial results being reset before being shown
This makes it so when a Time Trial gets completed, all the relevant
variables get copied onto variables prefixed with 'timetrialresult',
which never get reset by script.hardreset(). Then titlerender() will use
those variables accordingly.
2021-01-18 13:06:15 -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
07cc5f68ac Remove commented-out code from gamestates 3101 and 3500
Comments in general don't get verified by the compiler, but
commented-out code is even worse. Especially since this looks to be
outdated code.

As always, if we need some of this code, then we can just look back in
the Git history.
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
b1558f574c Remove game.savemystats
This variable seems to have been intended to make sure
game.savestatsandsettings() was called at the end of the frame, or make
sure that it didn't get called more than once per frame. I don't see any
frame ordering-related reason why it needs to be called specifically at
the end of the frame (the function doesn't modify any state), so it's
more plausible that it was added to make sure it didn't get called more
than one per frame.

However, upon further analysis, none of the code paths where
game.savemystats is used ever calls or sets game.savemystats more than
once, and a majority of the code directly calls
game.savestatsandsettings() anyway, so there's no reason for this
variable to exist. If we ever need to make sure it doesn't get called
more than once, and there's no way to change the code paths around to
prevent it otherwise, we can use the defer callbacks system that I added
to #535, when it gets merged.
2021-01-11 00:26:14 -05:00
Misa
17d06f06be Remove map.finalx/y and map.customx/y
These variables basically serve no purpose. map.customx and map.customy
are clearly never used. map.finalx and map.finaly, on the other hand,
are basically always game.roomx and game.roomy respectively if
map.finalmode is on, and if it's off, then they don't matter.

Also, there are some weird and redundant variable assignments going on
with these; most notably in map.gotoroom(), where rx/ry (local
variables) get assigned to finalx/finaly, then finalx/finaly get
assigned to game.roomx/game.roomy, then finalx/finaly get assigned to
rx/ry. If finalx/finaly made a difference, then there'd be no need to
assign finalx/finaly back to rx/ry. So it makes the code clearer to
remove these weird bits of code.
2021-01-11 00:24:59 -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
775ac4c40c Fix bringing up map menu during gamemode(teleporter)
When gamemode(teleporter) gets run in a script, it brings up a read-only
version of the teleporter screen, intended only for displaying rooms on
the minimap.

However, ever since 2.3 allowed bringing up the map screen during
cutscenes (in order to prevent softlocks), bringing up the map screen
during this mode would (1) do an unnecessary animation of suddenly
switching back to the game and bringing up the menu screen again (even
though the menu screen has already been brought up), and (2) would let
you close the menu entirely and go back to GAMEMODE, thus
unintentionally closing the teleporter screen and kind of ruining the
cutscene.

To fix this, when you bring up the map screen, it will instead instantly
transition to the map screen. And when you bring it down, it will also
instantly transition back to the teleporter screen.

But that's not all. The previous behavior was actually kind of a nice
failsafe, in that if you somehow got stuck in a state where a script ran
gamemode(teleporter), but stopped running before it could take you out
of that mode by running gamemode(game), then you could return to
GAMEMODE yourself by bringing up the map screen and then bringing it
back down. So I've made sure to keep that failsafe behavior, only as
long as there isn't a script running.
2020-12-28 21:12:51 -05:00
Misa
0eddd2d015 De-duplicate menu animation code when bringing up map screen
When bringing up the map screen, the game does a small menu animation
where the menu comes in from the bottom. The code to calculate the menu
offset is copy-pasted everywhere, so I thought I'd de-duplicate it to
make my life easier when working with it. I also included the
game.gamestate assignment in the de-duplicated function, so it would be
easier for a future bugfix.

At the same time, I'm also removing all the BlitSurfaceStandard()s that
copied menubuffer to backBuffer. The red flag is that this blit happened
for every single entry point to MAPMODE and TELEPORTERMODE, except for
the script command gamemode(teleporter). Pressing Enter to bring up the
map screen, pressing Enter to quit the Super Gravitron, pressing Esc to
bring up the pause screen, and pressing Enter to bring up the teleporter
screen all do this blit, so if this blit was there to fix a bug, then
there's a bug with using the script command gamemode(teleporter)... but,
as far as I can tell, there isn't.

That's because the blit basically does nothing. All the blit does is
copy menubuffer onto backBuffer. Then the next thing that happens is
that either maprender() or teleporterrender() will be called, and the
first thing that those functions will always do is fill backBuffer with
solid black, completely overriding the previous blit. So that's why
removing this blit won't have any effect, and it can be safely removed
for code clarity.
2020-12-28 19:55:23 -05:00
Misa
cbf3da312f Fix segfault when settings.vvv or unlock.vvv is missing
To fix this bug, all we have to do is just pass the existing
ScreenSettings* that we have in loadstats() to savestats(), and in
loadsettings() to savesettings().

Fixes #556. Depends on #558.
2020-12-21 20:16:45 -05:00
Misa
55163e90d5 Allow Game::savestats() to accept a pointer to ScreenSettings
Another step to fix the bug #556 is to allow Game::savestats() to accept
a pointer to an existing ScreenSettings struct. This entails refactoring
Game::savesettings() and Game::serializesettings() to accept the
function as well, along with adding Screen::GetSettings() so the
settings of the current Screen can be easily grabbed.
2020-12-21 20:15:30 -05:00
Misa
b62908f0f4 Refactor Game::savestats() to not use a default argument
In order to be able to fix the bug #556, I'm planning on adding
ScreenSettings* to the settings.vvv write function. However, that
entails adding another argument to Game::savesettings(), which is going
to be really messy given the default argument of Game::savestats().
That, combined with the fact that the code comment at the site of the
implementation of Game::savestats() being wrong (!!!), leads me to
believe that using default function arguments here isn't worth it.

Instead, what I've done is made it so callers are explicit about whether
or not they're calling savestats(), savesettings(), or both at the same
time. If they are calling both at the same time, then they will be using
a new function named savestatsandsettings().

In short, these are the interface changes:
 * bool Game::savestats(bool) has been removed
 * bool Game::savestatsandsettings() has been added
 * void Game::savestats_menu() has been renamed to
   void Game::savestatsandsettings_menu()
 * All previous callers of bool Game::savestats() are now using bool
   Game::savestatsandsettings()
 * The one caller of bool Game::savestats(bool) is now using bool
   Game::savestats()
2020-12-21 19:37:34 -05:00
Dav999-v
04da8085a3 Simplify lua-esque assignment
`success = success && savesettings();` is now changed to
`success &= savesettings();`. It's bitwise, and I think C++ should have
had a &&= for completeness, but it shouldn't matter here.
2020-12-18 14:16:53 -05:00
Dav999-v
444074a931 Add error messages for failed writes to disk of settings
Changing settings would most of the time attempt to save unlock.vvv and
now also settings.vvv, but there would be no feedback whether the files
have been saved successfully or not. Now, if saving fails when changing
settings in the menu, a warning message will be shown. The setting will
still be applied of course, but the user will be informed it couldn't
be saved. This message can be silenced until the game is restarted,
because I can imagine this could get very annoying when someone already
knows their settings aren't writeable.

Also, some options didn't even save settings in the first place. These
are turning off invincibility, and by coincidence precisely all the
options in the advanced options menu. I made sure these options now do
so.
2020-12-18 14:16:53 -05:00
Misa
fb19787489 Remove duplicate game.controllerSensitivity proxy
It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.

So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
2020-12-18 10:02:18 -05:00
Misa
bc9dff8c2a Remove game.gameframerate as duplicate of game.slowdown
game.gameframerate seems to exist for converting the value of
game.slowdown into an actual timestep value, when really the timestep
value should just use game.slowdown directly with a fast lookup table.
Otherwise, there's a bunch of duplicated game.slowdown case-switches
everywhere, which adds up to a large, annoying pile should the values be
changed in the future. But now the duplicate variable has been removed,
and with it, all the copy-pasted case-switches.

Also, the game speed text rendering in Menu::accessibility and
Menu::setslowdown has been factored out to a function and de-duplicated
as well.
2020-12-18 10:02:18 -05:00
Misa
ee44f81d4c Remove duplicate using-MMMMMM variable from Game
game.usingmmmmmm was a duplicate of music.usingmmmmmm, and has been
removed.
2020-12-18 10:02:18 -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
6f4e89e336 Remove unneeded tdrawback/backgrounddrawn assigns in returntopausemenu
Assigning these variables is now wholly unnecessary ever since #522 got
merged, and in fact setting graphics.backgrounddrawn to false actually
causes the warp background to "skip" when the map screen gets closed. So
this fixes that bug, too.
2020-11-07 16:25:04 -05:00
Misa
5759408ded Remove Game::shouldreturntopausemenu
This kludge variable was used to re-set the warp background after coming
back from the in-game settings menus. But since #522 got merged, this
has no longer been necessary.
2020-11-07 16:25:04 -05:00
Misa
c1ca57e096 Change nicefade to bool instead of int
If it's treated like a bool, why shouldn't it be one?
2020-11-06 06:09:31 -05:00
Misa
5aa8b99113 Move all settings to settings.vvv
The game previously did this dumb thing where it lumped in all its
settings with its file that tracked your records and unlocks,
`unlock.vvv`. It wasn't really an issue, until 2.3 came along and added
a few settings, suddenly making a problem where 2.3 settings would be
reset by chance if you decided to touch 2.2.

The solution to this is to move all settings to a new file,
`settings.vvv`. However, for compatibility with 2.2, settings will still
be written to `unlock.vvv`.

The game will prioritize reading from `settings.vvv` instead of
`unlock.vvv`, so if there's a setting that's missing from `unlock.vvv`,
no worries there. But if `settings.vvv` is missing, then it'll read
settings from `unlock.vvv`. As well, if `unlock.vvv` is missing, then
`settings.vvv` will be read from instead (I explicitly tested for this,
and found that I had to write special code to handle this case,
otherwise the game would overwrite the existing `settings.vvv` before
reading from it; kids, make sure to always test your code!).

Closes #373 fully.
2020-11-04 12:06:57 -05:00
Misa
9e1ba97f63 Fix style of showmousecursor boolean check
Same-line brace (but not previous-line brace) AND an unnecessary boolean
comparison to constant boolean? Two-for-one whammy.
2020-11-04 12:06:57 -05:00
Misa
6de14d95ee Don't unset Flip Mode when deleting all data in M&P
Whenever you delete all your save data, your settings aren't changed at
all, and you could resave them if you fiddled with a setting somewhere.
But the full game doesn't count Flip Mode as a setting, instead it
counts it as an unlock. This means deleting your save data would unset
Flip Mode in M&P, which would seem weird because in M&P it's just a
simple setting.

For consistency, Flip Mode shouldn't be unset when deleting save data in
M&P.
2020-11-04 01:00:49 -05:00
Dav999-v
4ebf89e844 Add error message if quicksave fails 2020-11-03 22:05:26 -05:00
Dav999-v
5dbb90c7fd Add error message if telesave fails
At least, whenever it would say "Game Saved", it now instead gives an
error message if saving is not successful.
2020-11-03 22:05:26 -05:00
Misa
ab446790e8 Axe BoolToString() in favor of int casts
When I encountered this function, I asked myself, why make a dedicated
function instead of casting to int?

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

That is, until my recent changes came along and made it so that you can
just provide an int and it'll automatically be converted to a string, no
questions asked. Now, it's more optimal to do a straight cast to int
instead of having to go through a middleman function. So this function
is getting axed in favor of casting to int instead.
2020-11-03 13:30:53 -05:00
Misa
58795a1381 Add XML forwards compatibility to custom level quicksaves
Now these files might have things added to them in the future? I'm not
so sure. But at least they're XML forwards-compatible now.
2020-11-03 13:30:53 -05:00
Misa
0eb39644c1 Add XML forwards compatibility to tsave.vvv and qsave.vvv
These files are probably not of much consequence. The main game isn't
going to have things to be added to it anytime soon.
2020-11-03 13:30:53 -05:00
Misa
17b8d0308e Add XML forwards compatibility to unlock.vvv
This file is probably the biggest one, as there will be more settings
added in the future and we don't want people's settings to be erased. Of
course, this file will be migrated to a settings.vvv sometime later in
2.3 in order to prevent 2.2 from erasing 2.3 settings.
2020-11-03 13:30:53 -05:00
Misa
43e57f5483 Add XML forwards compatibility to levelstats.vvv
Not that hard to do for the smallest XML file in the game.
2020-11-03 13:30:53 -05:00
Misa
a1957fa518 Remove kludge_to_bg() and bg_to_kludge()
Now that tower, title, and horizontal/veritcal warp backgrounds all use
separate buffers, there's no longer any need to temporarily store
variables as a workaround for the buffers stepping on each other.
2020-11-03 13:25:03 -05:00
Misa
70f3d457dd Move title usages of towerbg to titlebg
With the previous commit in place, we can now simply move some usages of
the previous towerbg to use a separate object instead. That way, we
don't have to mess with a monolithic state, or some better way to phrase
what I just said, and we instead have two separate objects that can
coexist side-by-side.
2020-11-03 13:25:03 -05:00
Misa
72c048d71e Refactor tower background to use a separate object instead
Previously, the tower background was controlled by a disparate set of
attributes on Graphics and mapclass, and wasn't really encapsulated. (If
that's what that word means, I don't particularly care about
object-oriented lingo.) But now, all relevant things that a tower
background has has been put into a TowerBG struct, so it will be easy to
make multiple copies without having to duplicate the code that handles
it.
2020-11-03 13:25:03 -05:00
Misa
b8a4b4dfe7 Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp
I was investigating a desync in my Nova TAS, and it turns out that
the gravity line collision functions check for the `oldxp` and `oldyp`
of the player, i.e. their position on the previous frame, along with
their position on the current frame. So, if the player either collided
with the gravity line last frame or this frame, then the player collided
with the gravity line this frame.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

To fix both of these exploits, I moved the turning on of flag 73 to
starting a new game, loading a quicksave, and loading a telesave (cases
0, 1, and 2 respectively in scriptclass::startgamemode()). I also added
a Flip Mode check to the routine that runs whenever you exit an options
menu back to the pause menu, so you can't circumvent the detection that
way, either.
2020-07-10 21:35:47 -04:00
Misa
b419601b41 De-duplicate gamestates 300..336
Gamestates 300..336 are used to start scripts in custom levels. However,
it looks like instead of having the cases have common code, each
individual case was copy-pasted numerous times, which is pretty
wasteful.
2020-07-09 21:55:35 -04:00
Misa
3932c75acc Remove unnecessary stub destructors
It's a bit misleading to have these stub destructors when they don't do
anything special.
2020-07-08 19:14:21 -04:00
Misa
307cdefb8e Remove duplicate advancetext/fullScreenEffect_badSignal initializations
They're already initialized in the constructor above, I have no idea why
they're here.
2020-07-08 19:14:21 -04:00
Misa
6b0b86d434 Remove unused attribute advanced_mode from Game
This attribute does absolutely nothing. In fact, it does so much nothing
I can safely remove reading and writing it!
2020-07-08 19:14:21 -04:00
Misa
7128e9c3ac Remove unnecessary string initializations from constructors
std::string is one of those special types that has a constructor that
just initializes itself to a blank state automatically. This means all
`std::string`s are by default already `""`, so there's no need to set
them. And in fact, cppcheck throws out warnings about performance due to
initializing `std::string`s this way.
2020-07-08 19:14:21 -04:00
Ethan Lee
2716296a10 Haiku: Keep the option visible, but note the bug 2020-07-08 14:43:04 -04:00
Ethan Lee
d3f9a36941 Refactor startup to load config before calling Screen::init 2020-07-08 14:30:57 -04:00
Ethan Lee
f8bb8cde32 HACK: Disable VSync option for Haiku 2020-07-08 14:06:45 -04:00
Misa
8366e08fbe Remove usage of std::string from MenuOption
Instead, the string in MenuOption is just a buffer of 161 chars, which
is 40 chars (160 bytes if each were the largest possible UTF-8 character
size) plus a null terminator. This is because the maximum length of a
menu option that can be fit on the screen without going past is 40
chars.
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
fc03fca838 Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.

So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-06 11:19:24 -04:00
Misa
cb3afa295a Turn map.explored, map.roomdeaths(final) into plain arrays
They're always fixed-size anyways, there's no need for them to be
vectors.

Also used the new INBOUNDS_ARR() macro for the map.explored bounds
checks in Script.cpp, and made map.explored a proper bool array instead
of an int array.
2020-07-06 11:19:24 -04:00
Misa
0664eac7fc Turn obj.collect and obj.customcollect into plain arrays
Since they're always fixed-size, there's no need for them to be vectors.

Also added an INBOUNDS_ARR() macro to do bounds checks with plain
arrays.
2020-07-06 11:19:24 -04:00
Misa
62203efb2c Turn obj.flags into an array instead of a vector
Since it's always fixed-size, there's no reason for it to be a vector.
2020-07-06 11:19:24 -04:00
Misa
1258eb7bf4 Turn crew rescued/mood vectors into arrays
Since they're always fixed-size, they don't need to be dynamically-sized
vectors.

entityclass::customcrewmoods is now a proper bool instead of an int now,
and I replaced the hardcoded constant 6 with a static const int Game
attribute to make it easier to change.
2020-07-06 11:19:24 -04:00
Misa
cd3869f974 Turn time trial stat vectors into plain arrays
These are the besttimes, besttrinkets, bestlives, and bestrank
attributes of Game. bestframes was already a plain array.

As these are always fixed-sized, there's no reason for them to be
vectors. Also, I put their size in a static const int so it's easy to
change how many of them there are.
2020-07-06 11:19:24 -04:00
Misa
56f06bd853 De-duplicate and use a macro for loading things into plain arrays
Since it's basically the same code each time, I might as well just have
a macro instead.
2020-07-06 11:19:24 -04:00
Misa
3f448ce439 Turn unlock/unlocknotify into plain arrays
They're always fixed-size, so there's no need to them to be a dynamic
vector.

I changed their type to `bool` too because they don't need to be `int`s.

Also, I replaced the hardcoded 25 constant with at least a name, in case
people want to change it in the future.
2020-07-06 11:19:24 -04:00
Misa
f28fcd78e8 Fix softlock from interrupted completestop
In summary, if you got to gamestate 1002 or 1012 without an advancetext,
and you had completestop on, you were basically softlocked. So just add
those gamestates there and advance the gamestate if advancetext is off.
2020-07-05 10:14:26 -04:00
Misa
7f61147973 Fix still being able to unlock things in custommode
This was caused by the fact that not all unlocks were done through the
Game::unlocknum() function. Some just set the unlock number directly.
But it's fixed now.
2020-07-02 23:59:42 -04:00
Ethan Lee
0f450f3e39 Move the VSync work to Screen.
The problem we're running into is entirely contained in the Screen - we need to
either decouple graphics context init from Screen::init or we need to take out
the screenbuffer interaction from loadstats (which I'm more in favor of since we
can just pull the config values and pass them to Screen::init later).
2020-07-02 00:19:40 -04:00
Ethan Lee
8e4be6112d Fix a couple spots where sizeof referred to array size 2020-07-01 00:46:55 -04:00
Ethan Lee
ffe425a202 Copypaste error for s_besttimes 2020-07-01 00:31:41 -04:00
Ethan Lee
3d8f53cfd2 Fix memset writing past bestframes 2020-06-30 23:02:18 -04:00
Misa
ee20067fc2 Read and write best time trial frames
This is basically just bolting on the "frames" part of a time trial
score. There's not enough space to properly show it on the time trial
select screen, maybe we can figure something out later. But I at least
want to implement the functionality now.
2020-06-30 22:42:29 -04:00
Dav999-v
7adf71a21b Change "toggle letterbox" to "scaling mode"
This change was half-backported from the localization branch, except I
just came up with "scaling mode" as a better term than the more generic
"graphics mode". It doesn't make sense to still have the option be
called "toggle letterbox" because a third option (integer mode) was
added at some point.
2020-06-30 16:53:33 -04:00
Dav999-v
e20c01deed Move "resize to nearest" grouped with other resolution-related options
The options for fullscreen and scaling mode were at the top, then there
were various other graphical options, and then the option to resize to
the nearest window size that is of an integer multiple was all the way
below that. Now that last option is moved to be right below the other
options related to window sizing.
2020-06-30 16:53:33 -04:00
Dav999-v
a2d8e57af0 Move some options to a new menu, "advanced options"
VVVVVV's menus are kind of packed to the brim, so I thought it was time
to recategorize the menus a little bit. There's now a new "advanced
options" menu which holds the following options which were moved out of
graphic options, game options and especially accessibility options:

- toggle mouse
- unfocus pause
- fake load screen
- room name background
- glitchrunner mode

I also made the positioning of the titles and descriptions more
consistent, and made some options which were moved to the new menu not
so abbreviated ("load screen" and "room name bg")
2020-06-30 16:53:33 -04:00
Misa
db06b336b6 Don't set showtrinkets when loading custom quicksave
Otherwise trinkets could randomly show up on the minimap when levels
don't want them to.
2020-06-30 16:30:09 -04:00
Misa
2c18d28880 Add Flip Mode to game options if in M&P or in-game menu and unlocked
Flip Mode will now be in the game options menu if either:
 (1) You're playing the M&P version.
 (2) You have it unlocked and you came here from the in-game pause
     screen.

This is because if you're playing M&P, you'd have to close the game,
edit unlock.vvv, and re-launch the game to toggle Flip Mode, since
there's no other way to do so. And if you're playing the full version,
you'd have to save and exit your session in order to toggle Flip Mode.
2020-06-30 09:21:25 -04:00
Misa
7ce4f1173d Add "resize to nearest" graphics option
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).

I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
2020-06-30 09:21:00 -04:00
Misa
35c540449e Add being able to disable unfocus pause
It's sometimes unwanted by people, and it's unwanted enough that there
exist instructions to hexedit the binary to remove it (
https://distractionware.com/forum/index.php?topic=3247.0 ).

Fun fact, the unfocus pause didn't exist in 2.0.
2020-06-29 22:59:16 -04:00
Misa
3f077ee56a Don't gray out invincibility/slowdown in intermission
When I re-enabled them for intermissions earlier, I forgot to un-gray
them out.
2020-06-29 22:59:16 -04:00
Ethan Lee
e85d5a8714
Merge pull request #326 from InfoTeddy/general-refactors
Refactor how custom level stats are stored, read, and written
2020-06-29 22:31:03 -04:00
Misa
b9bf2cc1c5 Unindent loadcustomlevelstats from previous commit
Done in a separate commit to reduce diff noise.
2020-06-29 18:47:45 -07:00
Misa
be9c405ddd Use returns and don't have rest of loadcustomlevelstats in an 'else'
This will cut down on unnecessary indentation levels.
2020-06-29 18:44:54 -07:00
Misa
9a008dc77c Refactor how custom level stats are stored, read, and written
There were a few problems with the old way of doing things:

(1) Level stats were an ad-hoc object. Basically, it's an object whose
attributes are stored in separate arrays, instead of being an actual
object with its attributes stored in one array.
(2) Level filenames with pipes in them could cause trouble. This is
because the filename attribute array was stored in the XML by being
separated by pipes.
(3) There was an arbitrary limit of only having 200 level stats, for
whatever reason.

To remedy this issue, I've made a new struct named CustomLevelStat that
is a proper object. The separate attribute arrays have been replaced
with a proper vector, which also doesn't have a size limit.

For compatibility with versions 2.2 and below, I've kept being able to
read the old format. This only happens if the new format doesn't exist.
However, I also WRITE the old format as well, in case you want to go
back to version 2.2 or below for whatever reason. It's slightly
wasteful to have both, but that way there's no risk of breaking
compatibility.
2020-06-29 18:39:22 -07:00
Ethan Lee
38a42b484d
Merge pull request #322 from Dav999-v/auto-center-menu
Make menus automatically centered and narrowed
2020-06-29 19:10:39 -04:00
Misa
f64e9237c4 Display centiseconds on time trial result and Game Complete
Centiseconds won't be saved to any save file or anything. This is just
to make speedrunning a bit more competitive, being able to know the
precise time of a time trial or full game run.

The time trial par time on the result screen always has ".99" after it.
This is basically due to the game comparing the number of seconds to the
par number of seconds using less-than-or-equal-to instead of simply
less-than.
2020-06-29 19:09:11 -04:00
Dav999-v
cc538a0965 Merge remote-tracking branch 'upstream/master' into auto-center-menu
Fix one conflict.
2020-06-29 23:40:10 +02:00
Dav999-v
803d0f45de Document menu width limit better
The reason for the menu width to be limited to 272 pixels was rather
undocumented in the code, now the comment explains more about it.
2020-06-29 23:18:33 +02:00
Misa
ebd381c228 Fix the two-frame-delay when entering a room with an "init" script
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.

Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.

That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.

So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.

And with all that work, the two-frame (now three-frame) delay is fixed.
2020-06-29 15:42:51 -04:00
Misa
387ee4dc79 Un-hardreset certain variables for glitchrunner mode
Ironically enough, resetting more variables in script.hardreset() makes
the glitchy fadeout system even more glitchy. Resetting map.towermode,
for example, makes it so that if you're in towers when you quit to the
menu, script.hardreset() makes it so that the game thinks you're no
longer inbounds (because it no longer thinks you're in a tower and thus
considers coordinates in the space of 40x30 tiles to be inbounds instead
of 40x700 or 40x100 tiles to be inbounds), calls map.gotoroom(), which
resets the gamestate to 0. So if we're using the old system, it's better
to reset only as much as needed.

And furthermore, we shouldn't be relying on script.hardreset() to
initialize variables for us. That should be done at the class
constructor level. So I've gone ahead and initialized the variables in
class constructors, too.
2020-06-29 15:12:35 -04:00
Misa
779083b417 Add glitchrunner mode, in game options
Glitchrunner mode is intended to re-enable glitches that existed in
older versions of VVVVVV. These glitches were removed because they could
legitimately affect a casual player's experience. Glitches like various
R-pressing screwery, Space Station 1 skip, telejumping, Gravitron
out-of-bounds, etc. will not be patched.
2020-06-29 15:12:35 -04:00
Dav999-v
46d5fc6576 Correct minimum horizontal spacing check
It should've checked the final spacing and not the intermediate maximum
value. I had changed some things around, and now the minimum spacing
was 5 instead of 0 by mistake.
2020-06-29 02:58:38 +02:00
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
9363cf4c40 Fix Game::anything_unlocked() always evaluating to true
Whoops.
2020-06-28 08:41:00 -04:00
Misa
a87ebd2945 Remove unnecessary middleman game.infocus
It does the same thing as key.isActive, so no need to make it a separate
variable.
2020-06-27 17:23:07 -04:00
Misa
65f84b15f4 Fix deltaframe tower BG flicker when exiting menu in H/V warp room
To fix this annoying flicker (which, btw, took me WAY too long to do), I
had to introduce yet another kludge variable to signal that the
horizontal/vertical warp background should be re-initialized on the
pause screen.

I think I could technically keep the 'graphics.backgrounddrawn = false;'
in maplogic() and remove the 'graphics.backgrounddrawn = false;' in
Game::returntopausemenu(), but I'm keeping that other one around because
it doesn't hurt and just as a general precaution and safety measure.
2020-06-23 15:23:57 -04:00
Misa
16ebb807db Set backgrounddrawn to false when returning to pause menu
This makes it so the tower background doesn't persist and scroll upwards
if you exit the menu in a warp zone horizontal or vertical room.

Ugh, and while we're on the subject of separating the in-game tower
background and the menu tower background, could we PLEASE separate the
horizontal / vertical warp backgrounds from the tower backgrounds, too?!
2020-06-23 15:23:57 -04:00
Misa
441e7babd7 Fix Flip Mode persisting in in-game options menu
Now graphics.flipmode is turned off when going into the menu, and turned
back on if necessary when exiting.
2020-06-23 15:23:57 -04:00
Misa
c5a5589ce5 Allow pressing Esc to close Esc menu
Another thing that's annoyed me a lot is being unable to simply press
Esc to close the pause menu. You'd have to hover over the "return to
game" or "keep playing" option. This would be even more annoying with
more options on the menu, so allowing to press Esc is a nice
quality-of-life thing.
2020-06-23 15:23:57 -04:00
Misa
ccd6cfab7f Round map.colstate to nearest 5 when entering options menus
Also set map.tdrawback to true when leaving the menu.

This is to fix the interpolated color of the tower background
persisting, as well as making sure the menu background doesn't persist
when exiting.
2020-06-23 15:23:57 -04:00
Misa
caa4f0f5c9 Prevent turning on invincibility/slowdown in in-game options menu
Would've been the easiest exploit ever! But I gotta patch it.
2020-06-23 15:23:57 -04:00
Misa
aa40eb6327 Move returning to pause menu code to separate function
This code is getting a bit more complicated now, we should maybe stop
copy-pasting it everywhere.
2020-06-23 15:23:57 -04:00
Misa
6582801dc9 Save current menu to temp variable when entering options from in-game
This is to pre-emptively prevent piling up stack frames for what I'll be
adding next, which is pressing Esc in the options menu in-game
automatically moving you back to MAPMODE.
2020-06-23 15:23:57 -04:00
Misa
6d7bff61b2 Make returning from game/graphic options return to MAPMODE
This is so return doesn't just lead back to more TITLEMODE.
2020-06-23 15:23:57 -04:00
Misa
694e8f42ab Add VSync graphics option, off by default
This is if you want delta-timesteps to go as quickly as possible. Also
it seems like on Windows this only has an effect in exclusive fullscreen
mode.
2020-06-19 09:05:48 -04:00
Misa
7f526f3ef2 Add being able to toggle over/fixed-30-FPS, off by default
There is now an option in "graphic options" named "toggle fps", which
toggles whether the game visually runs at 1000/34 FPS or over 1000/34
FPS. It is off by default.

I've had to put the entire game loop in yet another set of braces, I'll
indent it next commit.
2020-06-19 09:05:48 -04:00
Misa
90280b0f92 Interpolate end picture reveal scroll
This is so it looks smooth at framerates above 30.
2020-06-19 09:05:48 -04:00
Misa
e1fdfb7cdb Interpolate credits position
So that it's as smooth as possible, especially when holding down ACTION
to make it go really fast.
2020-06-19 09:05:48 -04:00
Misa
b3f7c174ea Fix special text box images sometimes flashing
These special images are the crewmates, Level Complete, and Game
Complete images. They flashed depending on if you were lucky and
happened to got your delta-timesteps just right when text boxes were
fading in and out.

Honestly, I'm surprised text box fading in/out hasn't ran into this
issue before. It's insane luck that this issue hasn't occurred before or
anything.

Well, anyways, to fix this, there's now an attribute `allowspecial` on
text boxes, and an optional parameter of the same name for
Graphics::createtextbox(). This attribute is the only thing that will
let these special text box images render. And any createtextbox()es that
utilize these special images have been updated accordingly.
2020-06-19 09:05:48 -04:00
Misa
1d669dffeb Interpolate "- Press ENTER to Teleport -" prompt
This is only really noticeable in slowmode, but if you're playing in
slowmode it'll be pretty smooth.
2020-06-19 09:05:48 -04:00
Misa
f53ed222d3 Interpolate activity zone prompt fading in and out
To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).

Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
2020-06-19 09:05:48 -04:00
Misa
2510d3a6ba Interpolate cutscene bars position
Cutscene bars will now smoothly fade in and out at above 30 FPS instead
of at 30 FPS only.
2020-06-19 09:05:48 -04:00
Misa
62441edbc9 Account for hours when calculating time trial result time
This prevents being able to "roll over" the amount of minutes to 0 (by
simply waiting for the timer to tick past one hour) and being able to
get a result of 00:13 when your result is really 01:00:13.

By looking only at the minutes, the game would read 01:00:13 as 00:13
instead. So simply add the amount of hours to the time trial result.
2020-06-18 08:42:15 -04:00
Misa
fc265e3c75 Fix unmounting assets exiting to menu resulting in silence
If you exited to the menu normally (i.e. got on a code path that went
through Game::quittomenu()), the menu music wouldn't play. This is
because FILESYSTEM_unmountassets() was put after music.play(6). So the
game would play the custom level's track 6, and then unmount it, which
meant it could no longer play track 6, but there's nothing telling the
game to play track 6 again. So I just changed the frame ordering around.

I also added a comment to make sure anyone reading the code is aware of
the frame order dependency.
2020-06-17 06:02:26 -04:00
Misa
33fd589616 Fix time trial result displaying 00:60 instead of 01:00
If your time was exactly 60 seconds, it would display 00:60 instead of
01:00.
2020-06-14 21:51:41 -04:00
Misa
b53d2ae53f Remove i/j/k attributes from classes that don't need them
The only class that actually needs its i/j/k kept is scriptclass,
because some custom levels rely on it for creating custom activity
zones. So I haven't touched that.

Other than that, there's no chance that anything important relies on
i/j/k in any other class. For that to be the case, it would have to use
i/j/k without initializing it beforehand, and that can simply be
detected by removing the attribute from the header file and seeing where
the compiler complains. And the compiler complains only about cases
where it's initialized first. (Note that due to this check, I *haven't*
removed Graphics's `m` as it precisely does exactly this, using it
without initializing it first.)

Interestingly enough, otherlevelclass and towerclass have unused i/k
variables for whatever reason.
2020-06-14 14:37:29 -04:00
Misa
1f360620cf Add inspecial() checks to savetele() and savequick()
This prevents the game from being saved if you manage to trigger a
savetele() during a "special" gamemode (like if you use the Gravitron
out-of-bounds glitch when replaying Intermission 2, then go to Game
Complete that way).
2020-06-14 07:24:28 -04:00
Misa
fdce412680 Guard all cases obj.getcompanion() is used unchecked
And this the function with the least amount of cases where its sentinel
value is used unchecked. Thankfully. obj.getplayer() was a bit of a slug
to get through.
2020-06-12 23:55:48 -04:00
Misa
beab344267 Guard all cases obj.getplayer() is used unchecked
obj.getplayer() can return -1, which can cause out-of-bounds indexing of
obj.entities, which is really bad. This was by far the most changes, as
obj.getplayer() is the most used entity-getting function that returns
-1, as well as the most-used function whose sentinel value goes
unchecked.

To deal with the usage of obj.getplayer() in mapclass::warpto(), I just
added general bounds checks inside that function instead of changing all
the callers.
2020-06-12 23:55:48 -04:00
Misa
08e47e839f Guard all cases obj.getteleporter() is used unchecked
obj.getteleporter() is able to return -1. If there's no check on it, it
will end up indexing out-of-bounds, which is Undefined Behavior.
2020-06-12 23:55:48 -04:00
AllyTally
d740205138 Don't initialize game.gametimer in the header file
That's a C++ thing apparently.
2020-06-12 19:11:48 -04:00
AllyTally
eb52657c23 Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.

[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-12 19:11:48 -04:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
c397c898fc Convert Game::loadcustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00
Misa
683dc1f97d Convert Game::savecustomlevelstats() to TinyXML2 2020-06-12 15:08:29 -04:00