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1593 commits

Author SHA1 Message Date
Ethan Lee
9d2ebbc982
Re-sync CONTRIBUTORS and GitHub Friends lists 2021-03-30 23:08:25 -04:00
Ethan Lee
b87f6e487a Use SDL_GetBashPath instead of PHYSFS_getBaseDir, latter is made of fail on macOS 2021-03-30 12:18:09 -04:00
Ethan Lee
076a870ba2 VS2010 buildfix 2021-03-30 11:51:42 -04:00
Misa
367e77fb59 Fix targets (question marks) not showing up on minimap
Followup to #635: I had misread the original '==0' comparisons as being
truthy comparisons instead of being falsy comparisons. Whoops.
2021-03-26 00:02:26 -04:00
Misa
892e7c93fc Fix background not changing when pressing Esc on main menu
Followup to #664: Pressing "quit game" instead of using Esc changes the
background, but pressing Esc doesn't. Whoops.
2021-03-25 23:32:59 -04:00
Misa
100d986431 Remove mainmenu from Game
Since mainmenu is only ever used in Input.cpp, I might as well make it
clearer by moving it into a static global variable in Input.cpp. (The
same applies to fadetolab/fadetomenu, but I didn't think much about
those at the time... that'll be a refactor for later.)
2021-03-25 23:32:39 -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
82dfa0b86c Decouple fademode from starting gamemode
Assuming glitchrunner mode is off, if you open the pause menu while
fully faded-out and then go to Graphic Options or Game Options, then the
'mode' that you selected previously will kick in again and you'll be
suddenly warped back.

So if you previously started a new game in the main game (mode 0, also
the selected mode if you do this from command-line playtesting), and
then open the pause menu and go to in-game options, then you'll suddenly
go back to starting a new game again. If you had started a custom level,
doing this will warp you back to the start of the level again.

The problem is simple - when the title screen is fully faded out, it
calls startgamemode(). So the solution is simple as well - just decouple
the fademode from calling startgamemode(), and use a different variable
to know when to actually call startgamemode().
2021-03-25 23:32:39 -04:00
Misa
cd0c9ccb31 De-duplicate setting mainmenu and fademode
This makes my work easier later.
2021-03-25 23:32:39 -04:00
Misa
6a6c09f69d Fix 1-frame flicker entering room with warp lines and entity on edge
Custom levels can have warp lines. If you have a warp line and a warping
background in the same room, the warp line takes precedence over the
warp background.

However, whenever you enter a room with a warp line and warp background,
any entities on the warping edges will be drawn with screenwrapping for
one frame, even though they never wrapped at all.

This is due to frame ordering: when the warp line gets created,
obj.customwarpmode gets set to true. Then when the screen edges and
warping logic gets ran, the very first thing that gets checked is this
exact variable, and map.warpx/map.warpy get set appropriately - so
there's no way the entity could legitimately screenwrap.

However, that happens in gamelogic(). gamelogic() is also the one
responsible for creating entities upon room load, but that happens after
the obj.customwarpmode check - so when the game gets around to rendering
in gamerender(), it sees that map.warpx or map.warpy is on, and draws
the screenwrapping, even though map.warpx/map.warpy aren't really on at
all. Only when gamelogic() is called in the frame later do map.warpx and
map.warpy finally get set to false.

To fix this, just set map.warpx and map.warpy to false when creating
warp lines.
2021-03-25 22:29:40 -04:00
Misa
8fd7210d37 De-duplicate warp line creation in createentity()
Copy-pasted code begone. This makes it much clearer what the difference
between all the warp line entities in this function are.
2021-03-25 22:29:40 -04:00
Misa
c8f4c37c88 Add bounds check for color of createentity number 55
I just spotted this one - if vy isn't bounds-checked, this causes bogus
input from the createentity() script command to commit Undefined
Behavior. Should've spotted this one when I was adding bounds checks to
the rest of createentity() earlier, but at least it's fixed now.
2021-03-25 21:43:51 -04:00
Misa
423c79b572 Add bounds checks to room explored getter and setter
This means you can no longer cause Undefined Behavior by exploring a
room that is outside the array of explored room statuses.
2021-03-24 15:55:34 -04:00
Misa
c5e999c1d5 Refactor explored rooms to use setters and getters
This makes it easier to add bounds checks to all accesses of
map.explored. Also, all manually-written existing bounds checks have
been removed, because they're going to go into the new getters and
setters.

The getter is mapclass::isexplored() and the setter is
mapclass::setexplored().
2021-03-24 15:55:34 -04:00
Misa
b340a6ccc4 Add bounds checks to room propety getters and setters
It is no longer possible to cause Undefined Behavior via accessing
out-of-bounds room properties.

What happens instead is - if you attempt to fetch an out-of-bounds room
property, you get a "blank" room property that just has all of the
defaults, plus its tileset is 1 because all tilesets that are nonzero
use tiles2.png, and it closely emulates the previous behavior where it
was some bogus value but definitely not zero. Its Direct Mode is also 1,
because the tiles contained within it are just mishmashed repeats of
existing tiles on the map, and we shouldn't autotile that.

The roomname also gets cleared in case the user attempts to set the room
name of an out-of-bounds room property.

If you attempt to set the property of an out-of-bounds room property,
then nothing happens.
2021-03-24 15:55:34 -04:00
Misa
945d5f244a Refactor room properties to use setter and getter funcs
This replaces all raw ed.level accesses with new setter and getter
funcs, which makes it easier to add bounds checks later. And I've also
removed all the manually-written bounds checks, since they will go into
the new getter and setter.

To get the room properties of a specific room, you use
editorclass::getroomprop(), which returns a pointer to the room
properties - then you just read off of that pointer. To set a room
property, you use editorclass::setroom<PROP>(), where <PROP> is the name
of the property. These are maintained using X macros to avoid
copy-pasting. editorclass::getroompropidx() is a helper function and
shouldn't be used directly.
2021-03-24 15:55:34 -04:00
Misa
cfd5be1bc5 Add bounds checks to tile setter and getters
This removes all traces of Undefined Behavior from getting and placing
tiles.

This mimics the previous behavior (2.2 and below) as reasonably as
possible. `vmult` was previously a vector, there was a bunch of unused
space directly after the end of the usable space of the vector, which
was all filled with zeroes. The same goes for `contents`, having
previously been a vector, and so having a bunch of zeroes immediately
following the end of the in-bounds space. That's why both are 0 if you
index them out of bounds.
2021-03-24 15:55:34 -04:00
Misa
344c93e754 Refactor tiles to use setter and getter functions
This makes it easier to add bounds checks to all accesses of
ed.contents.

To do this, I've added editorclass::gettile(), editorclass::settile(),
and editorclass::getabstile() (with a helper function of
editorclass::gettileidx() that really shouldn't be used directly), and
replaced all raw accesses of ed.contents with those functions
appropriately.

This also makes the code more readable, as a side effect.
2021-03-24 15:55:34 -04:00
Misa
ccdb0c9148 Fix bounds checks in drawentity()
The existing bounds checks were correct sometimes but other times were
not.

The bounds check for 2x2 and 2x1 sprites only covered the top-left
sprite drawn; the other sprites could still be out of bounds. But if the
top-left sprite was out of bounds, then none of the other sprites
wouldn't be drawn - although it ought to be that the other sprites still
get attempted to be drawn. So I've updated the bounds checks
accordingly, and now an out of bounds top-left sprite won't prevent the
drawing of the rest of the sprites.

Similarly, if the sprite of a Gravitron square was out of bounds, that
would prevent its indicators from being drawn. But the indicators
weren't being bounds-checked either (2.3 lets you have less than 1200
tiles in a given tilesheet). So the bounds check has been moved to only
cover the drawframe and the indicator indexes accordingly, and an out of
bounds sprite won't prevent attempting to draw the indicators.
2021-03-24 15:42:28 -04:00
Misa
4e52dccdae Initialize temporary edentity when loading levels
It is possible for any of the QueryIntAttribute()s to fail, most
commonly if the attributes don't exist. If that happens, then that part
of the temporary edentity won't be initialized, and we'll end up having
a partially-uninitialized edentity - then doing much of anything with it
will result in undefined behavior.

To fix this, just initialize the temporary edentity.
2021-03-24 15:26:09 -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
0da9b5069a Capitalize "OFF" when invincibility is off
All other settings capitalize "ON" and "OFF", so this one should, too.
2021-03-21 20:53:40 -04:00
Misa
9ab61af1da Add period to text outline description
This is to be consistent with all other option descriptions, which all
end in a period as well.
2021-03-21 20:53:40 -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
17169320b4 Fix text box deltaframe flashing on deltaframes after fully opaque
So #434 didn't end up solving the deltaframe flashing fully, only
reduced the chances that it could happen.

I've had the Level Complete image flash a few times when the Game Saved
text box pops up. This seems to be because the Level Complete image is
based off of the text box being at y-position 12, and the Game Saved
text box is also at y-position 12. Level Complete only gets drawn if the
text box additionally has a red channel value of 165, and the Game Saved
text box has a red channel value of 174. However, there is a check that
the text box be fully opaque first before drawing special images. So
what went wrong?

Well, after thinking about it for a while, I realized that even though
there is indeed an opaqueness check, the alpha of the text box updates
BEFORE it gets drawn. And during the deltaframes immediately after it
gets updated, the text box is considered fully opaque. It's completely
possible for the linear interpolation to end up with a red channel value
of 165 during these deltaframes, while the text box is opaque as well.

As always, it helps if you have a high refresh rate, and run the game
under 40% slowdown.

Anyways, so what's the final fix for this issue? Well, use the text box
'target' RGB values instead - its tr/tg/tb attributes instead of its
r/g/b attributes. They are not subject to interpolation and so are
completely reliable. The opaqueness check should still be kept, though,
because the target values don't account for opaqueness. And this way, we
get no more deltaframe flashes during text box fades.

An even better fix would be to not use magic RGB values to draw special
images... but that'd be something to do later.
2021-03-21 19:01:36 -04:00
Ethan Lee
415d4790e2
Fix a crash on first unfocus 2021-03-21 17:19:08 -04:00
Ethan Lee
7abd4bb8d8
Visual Studio buildfix 2021-03-21 17:15:36 -04:00
Misa
4a79f02842 Add braces around sub-object in unfocused_func_list
Clang warns on this. This doesn't fix anything but it does ensure that
whoever's reading it won't be focused as to whether or not omitting the
second set of braces is legal or not.
2021-03-21 17:03:17 -04:00
Misa
02560ca6e5 Remove now-unneeded kludge for finalmode entity colors
Previously, with the wrong loop order, this kludge needed to exist so
entities in finalmode didn't have wrong colors for 1 frame when entering
a room. But now the loop order has been fixed, and so this kludge is no
longer needed.
2021-03-21 02:55:42 -04:00
Misa
287061c768 Fix filter/screenshake/flash update order
In 2.2, at render time, the game rendered screenshakes and flashes if
their timers were above 0, and then decremented them afterwards. The
game would also update the analogue filter right before rendering it,
too.

In 2.3, this was changed so the flash and screenshake timers were
unified, and also done at the end of the frame - right before rendering
happened. This resulted in 1-frame flashes and screenshakes not
rendering at all. The other changes in this patchset don't fix this
either. The analogue filter was also in the wrong order, but that is
less of an issue than flashes and screenshakes.

So, what I've done is made the flash and screenshake timers update right
before the loop switches over to rendering, and only decrements them
when we switch back to fixed functions (after rendering). The analogue
filter is also updated right before rendering as well. This restores
1-frame flashes and screenshakes, as well as restores the correct order
of analogue filter updates.
2021-03-21 02:55:42 -04:00
Misa
094209bd12 Move logical onground/onroof updates to start of gamelogic
This reintroduces 2-frame edge-flipping after the 1-frame input delay
got removed. This is because along with processing input and moving
Viridian, logical onground/onroof assignments need to processed in the
same between-render sequence as well - otherwise Viridian only gets 1
frame of edge-flipping due to frame ordering.
2021-03-21 02:55:42 -04:00
Misa
63a60b11cc Split onground/onroof into visual and logical variables
I will need to separate these into two different variables because I
will need to move logical onground/onroof assignments to the start of
gamelogic() - if I kept them together, however, that would change the
visuals of onground/onroof, which I want to keep consistent with 2.2.
2021-03-21 02:55:42 -04:00
Misa
d5d9d9ba96 Re-remove 1-frame input delay
To do this, GAMEMODE input needs to be processed, and Viridian needs to
be moved, in the same sequence between render frames. So just move
gameinput to after gamerender. Yes, this is not 2.2 order, but gameinput
only handles player input and nothing else - plus a 1-frame input delay
feels really awful to play with in over-30-mode.
2021-03-21 02:55:42 -04:00
Misa
f1f434accc Move key.Poll() calls to just before input funcs
In order to re-remove the 1-frame input delay, we will have to poll
input right after rendering a frame - in other words, just before an
input function gets called.

To do this, I've added a new function enum type - Func_input - that is
the same as a fixed function, but before its function gets called,
key.Poll() gets called. And all input functions have been updated to use
this enum accordingly.
2021-03-21 02:55:42 -04:00
Misa
ab26985fde Re-fix crewmate directions (without copy-pasting)
This once again fixes the facing directions of crewmates upon room load,
except now it covers more cases.

So, here is the saga so far:

- 2.0 (presumably) to 2.2: crewmate direction fix is special-cased at
  the end of mapclass::loadlevel(). Only covers crewmates created during
  the room load, does not cover crewmates created from scripts, only
  covers state 18 of crewmates.

- 2.3 currently (after #220): crewmate direction fix is moved to
  entityclass::createentity(), which covers every avenue of crewmate
  creation (including from scripts), but still only covers state 18.

- This commit: crewmate direction fix now covers every possible state of
  the crewmate, also does not copy-paste any code.

What I've done instead is to make it so createentity() will immediately
call updateentities() on the pushed-back entity. This is kludge-y, but
is completely okay to do, because unlike other entities, crewmate
entities never change their state or have any side-effects from
double-evaluation, meaning calling updateentities() on them is
idempotent and it's okay to call their updateentities() more than once.

This does have the slight danger that if the states of crewmates were to
change in the future to no longer be idempotent, this would end up
resulting in a somewhat hard-to-track-down double-evaluation bug, but
it's worth taking that risk.

This fix is not applied to entity 14 (the supercrewmate) because it is
possible that calling updateentities() on it will immediately remove the
entity, which is not idempotent (it's changing the state of something
outside the object). Supercrewmates are a bit difficult to work with
outside of the main game anyways, and if you spawn them you could
probably just use the changedir() script command to fix their direction,
so I'm not inclined to fix this for them anyway.
2021-03-21 02:55:42 -04:00
Misa
cb5d181ce8 Remove entityclass::createentity() deltaframe kludge
This copy-pasted code only existed because the previous loop order was
incorrect and rendered entities before they would get properly updated
by the fixed render function. Now, the fixed render function is
guaranteed to be called before the render function, so we can rely on
that to update the drawframe and realcol of entities instead of
duplicating the code ourselves in createentity().

The drawframe assignment is still kept to fix the case where dying while
completestop is active (i.e. during a trinket or crewmate rescue
cutscene) and respawning in a different room won't turn everything into
Viridian sprites.
2021-03-21 02:55:42 -04:00
Misa
2d9d0cffa5 Fix 1-frame glitch when going to in-game options from edsettings
The menu creation of Graphic Options or Game Options, as well as the
map.nexttowercolour() call, all need to be deferred until the end of the
frame.
2021-03-21 02:55:42 -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
32be2fcd81 Update player lerpoldxp/yp in moveplayer()
Just like gotoposition(), the player would otherwise appear to "zip"
after the command got run. This did not happen in the previous loop
order.
2021-03-21 02:55:42 -04:00
Misa
c8537beac1 Add deferred callbacks to game loop
Sometimes, there needs to be code that gets ran at the end of the game
loop, otherwise rendering issues might occur. Currently, we do this by
special-casing each deferred routine (e.g. shouldreturntoeditor), but it
would be better if we could generalize this deference instead.

Deferred callbacks can be added using the DEFER_CALLBACK macro. It takes
in one argument, which is the name of a function, and that function must
be a void function that takes in no arguments. Also, due to annoying C++
quirks, void functions taking no arguments cannot be attributes of
objects (because they have an implicit `this` parameter), so it's
recommended to create each callback separately before using the
DEFER_CALLBACK macro.
2021-03-21 02:55:42 -04:00
Misa
c8958de537 Update player lerpoldxp/yp in gotoposition()
Otherwise, the player would appear to "zip" during the deltaframes
between their previous position and their new position. This did not
happen in the previous game loop order and only happens in the new one.
2021-03-21 02:55:42 -04:00
Misa
af70076088 Remove now-unneeded deltaframe fix when going to in-game settings
Previously, before the game loop order got fixed, going to the in-game
settings would switch over to the new render function too early, causing
a deltaframe glitch that had to be fixed. But now, the render function
only gets switched when the current gamestate's function list gets
finished executing, so the game won't suddenly switch to titlerender()
in the middle of the ACTION press to the in-game settings screen.

As a consequence, titleupdatetextcol() no longer needs to be exported to
Input.cpp.
2021-03-21 02:55:42 -04:00
Misa
c26b701f5b Remove gravity line kludge from Graphics::drawgravityline()
Now that the game loop order is now fixed, there is no longer any need
for this kludge.
2021-03-21 02:55:42 -04:00
Misa
5e2fc6f0fe Move updating lerpoldxp/yp to start of gamelogic()
The previous location of this loop was placed there because it happened
just after the end of the render function. Now that the loop order is
fixed, the first thing that happens after the render function is the
start of gamelogic(), so this loop should go there now, else entity
positions won't be interpolated.

Also it now preincrements instead of postincrements because I like
preincrements.
2021-03-21 02:55:42 -04:00
Misa
585ae47d78 Remove script.dontrunnextframe kludge
Now that the game loop order is fixed, this kludge (on top of kludge) is
no longer needed, and can be safely removed.
2021-03-21 02:55:42 -04:00
Misa
c82c2afbbd Unindent unfocused_run() and focused_begin() from previous commit
As always, indentation changes are applied in a separate commit to
minimize diff noise.
2021-03-21 02:55:42 -04:00
Misa
1e9fb6aac0 Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.

This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.

The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.

But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.

Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).

This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.

Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2021-03-21 02:55:42 -04:00
Misa
5e440ac48d Remove special text box checks for y-position 180
Y-position 180 would be the position of the Level Complete and Game
Complete special text boxes in Flip Mode. However, since the y-position
of flipme text boxes actually no longer change (because we have to
accomodate changing Flip Mode on-the-fly), these text boxes will never
actually be y-position 180 - so we should remove these checks for
clarity.
2021-03-21 02:53:25 -04:00
Misa
596696dcf3 Make foundtrinket() Flip Mode-aware
A-ha! I've spotted an inconsistency! The normal trinket collection text
boxes (gamestate 1000-1003) is aware of Flip Mode, and will position
themselves accordingly to read the correct way in Flip Mode. However,
foundtrinket() doesn't do this.

Well, now it does.
2021-03-21 02:53:25 -04:00
Misa
db9ee0d8e3 Switch flipme script command to use flipme textbox attribute
This is why the text box attribute was named flipme, after all.

You may have noticed that the flipme command inverts textflipme instead
of simply setting it to true. Well, that's because it should be the same
as the previous behavior, which was essentially to invert it instead of
setting it to true - i.e. calling flipme twice would keep the original
text box position in Flip Mode, which means it would be upside-down
(this is a lot of flipping to keep track of...) - because flipme added
to texty in-place instead of simply assigning to it. (It did the
calculation incorrectly in 2.2 and previous, but I digress.)

Similarly, textflipme is not reset in hardreset(), because none of the
other script text box variables are reset either.
2021-03-21 02:53:25 -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
c7cc2f4adc Add createtextboxreal() and createtextboxflipme()
createtextboxreal() is the same as createtextbox(), but with a flipme
parameter added to create text boxes that have their flipme attribute
set to true. createtextbox() just calls createtextboxreal() with flipme
set to false, and createtextboxflipme() just calls createtextboxreal()
with flipme set to true; this is because I do not want to use C++
function overloading.
2021-03-21 02:53:25 -04:00
Misa
1a9f2d9342 Add flipme attribute to textboxclass
Instead of calculating the y-position of the text box when it's created,
we will store a flag that says whether or not the text box should be
flipped in Flip Mode (and thus stay right-side-up), and when it comes
time to draw the text box, we will check Flip Mode and calculate the
position then.
2021-03-21 02:53:25 -04:00
Misa
2ac13815e4 Remove textrect attribute from textboxclass
Instead of duplicating the same variables over and over again,
Graphics::drawgui() can just make its own SDL_Rect. It's not that hard.

As far as I can tell, textrect was always being properly kept up to date
by the time Graphics::drawgui() got around to rendering
(textboxclass::resize() keeps being called a LOT), so this shouldn't be
a noticeable change from the user perspective.
2021-03-21 02:53:25 -04:00
Misa
334302c800 Remove unused x/y textboxclass attributes
These unused variables distract from properly analyzing the code when
you read it, since the xp/yp attributes of textboxclass already exist,
too.
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
b7ca408076 Remove default arguments from createtextbox()
These default arguments are never used anywhere. And if they were used
anywhere, it'd be better to explicitly say 255,255,255 than make readers
have to look at the header file to see what these default to. Also, this
creates four different overloads of createtextbox(), instead of only
two - but we ought to not be using function overloading anyway.
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
5f2b9409b2 De-duplicate Gravitron initial message
Since the only difference is the y-positions, I've decided to remove the
copy-pasted code. A better solution would be to have a function that
draws multiline text and handles it accordingly in Flip Mode, but that
could be done later.
2021-03-21 02:06:39 -04:00
Misa
c7e807541c De-duplicate Flip Mode textbox crewmate rendering
The only difference between Flip Mode and normal mode is the y-position
and sprite used to draw the crewmates. Everything else is the same, so
I've removed the copy-pasted portion.

The diff might look a bit ugly due to the unindentation.
2021-03-21 02:06:39 -04:00
Misa
52a7d42672 De-duplicate Flip Mode text printing
Since the only difference in Flip Mode is the positiveness/negativeness
of the iterator variable, plus the starting y-offset, I've removed the
copy-pasted code and did this instead.

The diff might look a bit ugly due to the unindentation.
2021-03-21 02:06:39 -04:00
Misa
f6ecf83190 Ensure oldfadeamount is updated when fadeamount is
Like cutscene bars, I've added Graphics::setfade(), to ensure that no
deltaframe rendering glitches happen due to oldfadeamount not being
updated properly.

And indeed, this fixes a deltaframe rendering glitch that happens if you
return to the editor from playtesting on a faded-out screen, then fade
out again (by either re-entering playtesting and then cause a fadeout to
happen again, or by quitting from the editor afterwards). The same
glitch also happens outside of in-editor playtesting if you exit to the
menu while the screen is faded out.
2021-03-21 01:06:29 -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
fc8c7d034d Add being able to press Esc to return to previous menu
This is a small quality-of-life thing that makes it so you don't have to
move your menu selection all the way over to the "return" button in
order to return to the previous menu. You can just press Escape instead
to return to the previous menu. The previous behavior of pressing Escape
was to bring up the 'confirm quit' menu, or if you were in an options
menu in-game, return to the pause menu.

If you're on the main menu (and thus don't have any previous menu) and
press Escape, the game will instead bring up the 'confirm quit' menu.
For consistency, the "quit game" option on the main menu will also bring
up the 'confirm quit' menu as well, instead of immediately closing the
game.

Pressing the controller button mapped to Escape will also work as well.

The only menus that don't have return buttons are the 'countdown' menus
- so the game will not let you press Escape if there's a menu countdown
happening.

Now that pressing Escape in the 'continue' menu will just bring you back
to the 'play' menu, there's no need to specifically put
map.nexttowercolour() first when canceling the 'confirm quit' menu.
2021-03-18 20:38:23 -04:00
Misa
61e5b819e4 Fix VVVVVV-Man not being interpolated
This is because it directly uses the xp and yp of the player instead of
the interpolated xp and yp. Whoops.
2021-03-18 18:00:45 -04:00
Misa
e70586b154 Inline cutscene bars timer for gamemodes that used it in 2.2
As part of my work in #535, I've noticed that 2.3 currently with 2.2
loop order doesn't have interpolated cutscene bars. This is because
cutscene bars in 2.3 get updated at the start of the frame, which
interpolates them correctly until the render functions are put in their
proper place.

There is, however, a somewhat bigger issue, outside the scope of #535,
where cutscene bars always get updated regardless of which gamemode you
are in. Previously in 2.2 and previous, cutscene bars only got updated
in GAMEMODE and TELEPORTERMODE; sometime during 2.3, the cutscene bars
timer got pulled out of all the individual game modes and moved to the
very start of the loop. (I was probably the one who did this change;
I've been caught in a trap of my own devising.)

Thus, going to MAPMODE during the cutscene bars animation doesn't keep
their position paused like it would in 2.2. This is also categorically a
more-than-visual change, since the untilbars() script command depends
on the cutscene bars timer. I see no reason for the cutscene bars to
behave differently in this way than 2.2; #535 would also end up doing
the same fix more-or-less anyway.

Since TELEPORTERMODE currently uses the same renderfixed function as
MAPMODE, I've had to add a teleporterrenderfixed() that just calls
maprenderfixed(), but also does the cutscene bars timer.
2021-03-17 11:03:14 -04:00
Misa
4e12c162d4 Add SDL2 version number to desktop_version/ README
As a partial fix for #618, adding the SDL2 version number to the README
will clarify that you need a specific version of SDL2 in order to
compile (and run) the current version of the game (2.3 at the time of
writing); in the future, the SDL2 dependency will be upgraded with each
SDL release.

This is to avoid error messages that complain about missing symbols like
SDL_zeroa() (added in SDL 2.0.14) not being present at the time of
compilation.

Closes #626.
2021-03-17 10:58:13 -04:00
Misa
2608db9151 Directly toggle fullscreen if keybind pressed in key.Poll()
This moves the responsibility of toggling fullscreen when any of the
three toggle fullscreen keybinds are pressed (F11, Alt+Enter, Alt+F)
directly into key.Poll() itself, and not its caller (which is main() -
more specifically, fixedloop()). Furthermore, the fullscreen toggle
itself has been moved to a separate function that key.Poll() just calls,
to prevent cluttering key.Poll() with more business logic (the function
is already quite big enough as it is).

As part of my work in re-removing the 1-frame input delay in #535, I'm
moving the callsite of key.Poll() around, and I don't want to have to
lug this block of code around with it. I'd rather refactor it upfront
than touch any more lines than necessary in that PR.
2021-03-17 03:01:19 -04:00
Misa
babd86916c Move resumesong assignment to songend()
This fixes a bug where the resumemusic() script command would always
play MMMMMM track 15 (or, if you're using PPPPPP, just not work). This
is because musicclass::haltdasmusik() assigns resumesong AFTER calling
Mix_HaltMusic(), but the songend() callback fires before the resumesong
assignment, meaning resumesong gets set to -1 instead of whatever
currentsong was previously.

To fix this, just move the assignment into the callback itself (I don't
know why this wasn't done before). I could have moved it to before the
Mix_HaltMusic() call, but moving it into the callback itself fixes it
for all cases of the music stopping (such as when the music fades out).
2021-03-10 09:45:20 -05:00
Misa
d4f52fd6fe Reset room name hide timer if in an unnamed room
This avoids the room name awkwardly moving back up if the cursor is at
the bottom of the screen in a room with a room name, then the user
switches to a room without a room name, then moves the cursor away from
the bottom, then switches to a named room - even though the cursor was
already away from the bottom of the screen.

Conversely, if the user moves their cursor to the bottom of the screen
in an unnamed room, then switches into a named room, the room name will
already have been hidden and they won't need to wait for it to hide.
2021-03-10 09:44:02 -05:00
Misa
f20a703bf3 Reset drawer timer if not in Direct Mode room
This fixes the drawer suddenly popping up only to disappear, if the user
leaves a Direct Mode room into a non-Direct Mode room when the drawer
hasn't closed all the way, and then re-enters a Direct Mode room.
2021-03-10 09:44:02 -05:00
Misa
988a7720b9 Interpolate Direct Mode drawer closing
This is pretty simple to interpolate, since ed.dmtileeditor is
guaranteed to have only changed by 1, and then it's just multiplied by
4.
2021-03-09 22:05:56 -05:00
Misa
b202e02578 Move room name hiding update to editorrenderfixed
Now the room name hiding animation won't be based on FPS.
2021-03-09 22:05:56 -05:00
Misa
136c940586 Move Direct Mode drawer close to editorrenderfixed
Now the drawer closing animation won't be based on deltatime.
2021-03-09 22:05:56 -05:00
Misa
4c01d64c33 Move gravity line correction to editorrenderfixed
Gravity line correction no longer happens on every deltaframe. This
means less CPU time is wasted. Although, there's probably no need to
correct gravity lines on every single frame... hm... well, that's an
optimization for later (there's plenty of other stuff to cache, like
minimap drawing or editor foreground drawing).
2021-03-09 22:05:56 -05:00
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
36e91a9bb1 Fix MMMMMM and Flip Mode options ignoring save failure
In #553, when Dav999 added error messages to settings menus if the game
was unable to successfully save the changed settings, he seemed to have
forgotten the PPPPPP/MMMMMM toggle option.

However, I can fully blame him for only that miss. The Flip Mode options
were using game.savemystats (which was removed in #591), so if he
searched for all instances of game.savestats()
(game.savestatsandsettings() was only added in #557), he would've missed
the game.savemystats.

Later, when I did #591, I didn't realize that I should've replaced the
ones in the Flip Mode options with game.savestatsandsettings_menu(), so
part of the blame does fall on me.

Anyways, this is fixed now.
2021-03-06 22:10:22 -05:00
Misa
be379733b6 De-duplicate toggling flip mode in Input.cpp
Flip Mode toggling is now no longer copy-pasted.
2021-03-06 17:55:01 -05:00
Misa
8169a26f46 Fix glitchy behavior switching soundtracks on silence
If there was absolutely no music playing, and you went to the in-game
options to switch between MMMMMM and PPPPPP, the behavior would be a bit
glitchy.

If you started with PPPPPP, switching once to MMMMMM wouldn't play
anything, but then switching back to PPPPPP would play MMMMMM track 15.
Then switching back to MMMMMM wouldn't do anything, but then switching
back to PPPPPP again would play PPPPPP track 15 - and from there, the
behavior is stable.

If you started with MMMMMM, switching once to PPPPPP would play MMMMMM
track 15. Then switching back to MMMMMM wouldn't do anything, but then
switching back to PPPPPP would play PPPPPP track 15 - and as above, the
behavior is stable after that.

Anyways, the point is, -1 shouldn't be passed to musicclass::play()
unless you want glitchy things. And I'm not patching -1 out of
musicclass::play() itself, because passing negative numbers results in a
useful glitch (that's existed since 2.2) where you can play MMMMMM
tracks while having PPPPPP selected, effectively doubling the amount of
usable music tracks within a custom level; it also seems like the game
does -1 checks elsewhere, so I'm just being consistent with the rest of
the game (although, yes, I am technically single-case patching this).
2021-03-06 17:54:06 -05:00
Misa
0f36cdce0d Use SDL_floor() instead of libc floor()
Now there is one less dependency on libc.
2021-03-06 16:01:29 -05:00
Misa
acfe4c294d Fix transitive includes in GraphicsUtil.cpp
I ran Include What You Use on the file, and a BUNCH of transitive
includes showed up.

colourTransform is used in the file, so GraphicsUtil.h needs to be
included. libc floor() is used in the file, so math.h needs to be
included (I'm removing this next...). NULL is used, so stddef.h. And
stdlib.h is used because we use rand() directly instead of going through
fRandom(). Speaking of which, we use fRandom(), so Maths.h needs to be
included, too.
2021-03-06 16:01:29 -05:00
Misa
c1572de9e2 Make one-way recolors check for specific files
So, 2.3 added recoloring one-way tiles to no longer make them be always
yellow. However, custom levels that retexture the one-way tiles might
not want them to be recolored. So, if there are ANY custom assets
mounted, then the one-ways will not be recolored. However, if the XML
has a <onewaycol_override>1</onewaycol_override> tag, then the one-way
will be recolored again anyways.

When I added one-way recoloring, I didn't intend for any custom asset to
disable the recoloring; I only did it because I couldn't find a way to
check if a specific file was customized by the custom level or not.

However, I have figured out how to do so, and so now tiles.png one-way
recolors will only be disabled if there's a custom tiles.png, and
tiles2.png one-way recolors will only be disabled if there's a custom
tiles2.png.

In order to make sure we're not calling PhysFS functions on every single
deltaframe, I've added caching variables, tiles1_mounted and
tiles2_mounted, to Graphics; these get assigned every time
reloadresources() is called.
2021-03-06 16:00:57 -05:00
Misa
34865a8ef1 Add FILESYSTEM_isAssetMounted()
This function will check if a specific file is a mounted per-level
custom asset, instead of being a variable that's true if ANY file is a
mounted asset.
2021-03-06 16:00:57 -05:00
Misa
ca4afcc140 De-duplicate one-way recolor conditional
Now you only have to call one function (and pass it a tile number) to
figure out if you should recolor a one-way tile or not, and you don't
have to copy-paste.
2021-03-06 16:00:57 -05:00
Misa
b4dd516d7d Move assetdir off of Graphics
It's only used in FileSystemUtils and never anywhere else, especially
not Graphics. Why is this on Graphics again?

It's now a static variable inside FileSystemUtils. It has also been
renamed to assetDir for consistency with saveDir and levelDir. Also,
it's a C string now, and is no longer an STL string.
2021-03-06 16:00:57 -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
Terry Cavanagh
1163a8cca4
Merge pull request #647 from InfoTeddy/general-bug-fixes-4
Copy blend mode to recreated surfaces, fixing room name background during menu animation in Flip Mode
2021-03-06 16:56:28 +10:30
Terry Cavanagh
4f27c9366b
Merge pull request #646 from InfoTeddy/general-bug-fixes-3
Fix up/down controls being reversed in in-game menu in Flip Mode
2021-03-06 16:55:55 +10:30
Misa
255a6108c8 Fix up/down being reversed in in-game menu in Flip Mode
This bug is technically NOT a regression - the code responsible for it
has been around since the source release.

However, it hasn't been a problem until Graphic Options and Game Options
were added to the pause screen. Since then, if you opened the pause menu
in Flip Mode, pressing up would move to the menu option below, and
pressing down would move to the menu option above. Notably, left and
right still remain the same.

This is because the map screen input code assumes that the menu options
will be flipped around - however, this has never been the case. What
happens instead is that the menu options get flipped around time when in
Flip Mode - flipping what's already flipped - so it ends up the same
again.

(Incidentally enough, the up/down reversing code is present on the title
screen, and is correct - if you happen to set graphics.flipmode to true
on the title screen, the title screen doesn't negate the flipped menu
options, so pressing up SHOULD be treated like pressing down, and vice
versa. However, in 2.3, it's not really possible to set
graphics.flipmode to true on the title screen without using GDB or
modifying the game. In 2.2 and previous, you can just complete the game
in Flip Mode, and the variable won't be reset; 2.3 cleaned up all exit
paths to the menu to make sure everything got reset.)

This isn't a problem when there's only two options, but since 2.3 adds
two more options to the pause screen, it's pretty noticeable.

Anyway, this is fixed by simply removing the branch of the
graphics.flipmode if-else in mapinput(). The 'else' branch is now the
code that gets executed unconditionally. Don't get confused by the diff;
I decided to unindent in the same commit because it's not that many
lines of code.
2021-03-05 20:59:03 -08:00
Misa
d19a6cc437 Copy blend mode to recreated surface
This fixes a "root cause" bug (that's existed since 2.2 and below) where
recreated surfaces wouldn't preserve the blend mode of their original
surface.

The surface-level (pun genuinely unintended) bug that this root bug
fixes is the one where there's no background to the room name during the
map menu animation in Flip Mode.

This is because the room name background relies on graphics.backBuffer
being filled with complete black. This is achieved by a call to
ClearSurface() - however, ClearSurface() actually fills it with
transparent black (this is not a regression; in 2.2 and previous, this
was an "inlined" FillRect(backBuffer, 0x00000000)). This would be okay,
and indeed the room name background renders fine in unflipped mode - but
it suddenly breaks in Flip Mode.

Why? Because backBuffer gets fed through FlipSurfaceVerticle(), and
FlipSurfaceVerticle() creates a temporary surface with the same
dimensions and color masks as backBuffer - it, however, does NOT create
it with the same blend mode, and kind of sort of just forgets that the
original was SDL_BLENDMODE_NONE; the new surface is SDL_BLENDMODE_BLEND.
Thus, transparency applies on the new surface, and instead of the room
name being drawn against black, it gets drawn against transparency.
2021-03-05 20:58:46 -08:00
Misa
aca33e5587 De-duplicate surface recreation in GraphicsUtil
Here I'm using "surface recreation" to mean allocating a new surface
with almost the exact same properties as a given previous. As you can
see, GraphicsUtil likes to recreate surfaces all the time - copying the
masks and flags (unused lol) of an existing surface - and only varies it
by the dimensions of the new surface.

As you can see, this is a lot less wordy and a lot less repetitive than
copy-pasting it a bunch.
2021-03-05 20:47:47 -08:00
Misa
d0e497a95a Reverse menu animation direction in Flip Mode
In normal mode, the room name is at the bottom of the screen. When you
bring up the map screen, it appears as if the room name is moving up
from the bottom of the screen, and the map screen is "pushing" it up.
The effect is pretty seamless, and when I first played the game (back in
2014), I thought it was pretty cool.

However, in Flip Mode, the room name is at the top of the screen. So one
would expect the menu animation to come from above the screen. Well, no,
it still goes from the bottom of screen; ruining the effect because it
seems like there are two room names on the screen, when there ought to
be only one.

To be fair, I only noticed this while fixing another bug now, but it's
one of those things you can't unsee (I have cursed you with knowledge!);
not to mention that I probably only didn't notice this because I don't
play in Flip Mode that often (and I'd wager almost no one does; Flip
Mode previous to 2.3 seems to have been really untested, like I said
in #165). It feels like a bit of an oversight that the direction of the
animation is the same direction as in unflipped mode. So I'm fixing
this.
2021-03-05 19:24:54 -08:00
Misa
7ce87d7b13 Fix prompt fade out when activating overlapping zones
If you stood in two activity zones at once, you'll automatically select
the one that got created first. And when you activated it, the activity
zone prompt would switch to fading out the prompt of the OTHER activity
zone, the one you didn't activate.

This wasn't a problem in 2.2 and previous, because the fading animation
was simply bugged and defaulted to being solid black. However, in 2.3,
the fading animation is fixed, so this is possible.

Also, this really only happens in the main game. Since there's only one
type of useful activity zone in custom levels - namely the terminal
activity zone - if two activity zones did happen to overlap, activating
one of them wouldn't result in visibly fading out a different activity
zone (because they both look the same); furthermore custom level makers
are careful to not overlap terminal activity zones, lest this result in
player confusion; furthermore the placed activity zones only cover a
small area, whereas in the main game, crewmates' activity zones are
pretty big.

(Technically, you CAN create main game activity zones in custom levels,
but those are hardcoded to call main game scripts, and basically nobody
uses them.)

So what's the solution? Simply adding game.hascontrol and script.running
checks to the updating of game.activity_last[prompt|r|g|b].

Why not add those checks to the assignment of game.activeactivity, just
above? Because that would introduce a frame ordering issue (that
would NOT be (automatically) fixed by #535) where the eligibility of
pressing Enter on an activity zone now checks if you were standing in an
activity zone LAST frame, and not THIS frame. (I tested this with
libTAS.) Better to fiddle with the rendering code than fiddle with the
actual physics code.

The specific spot I used to test this was standing in Violet's activity
zone and the activity zone of the ship radio terminals (the three
terminals on the ground in her room); the ship radio terminals are
first-placed, so if you're testing this (and you should!), make that the
prompt is of the ship radio activity zone before activation.
2021-03-05 18:00:20 -05:00
Misa
9f69506acf Move activity prompt render updating to gamerenderfixed()
This probably should've been moved to RenderFixed a while ago, because
it's unnecessary to run this on every single deltaframe.

The only minor wrinkle here is that this means rendering of activity
zone fades will be delayed for 1 frame, but #535 will fix that.
2021-03-05 18:00:20 -05:00
Misa
84928f8210 Fix regression being able to activate activity zones during cutscenes
Since you're now allowed to bring up the map screen during cutscenes,
you've also been able to activate activity zones and teleporter prompts
during cutscenes. This only really affects custom levels; nowhere in the
main game can you overlap with an activity zone while in a cutscene.

To fix this, I've just added a script.running check to Enter keybind
processing.
2021-03-05 13:28:57 -05:00
Misa
4896f475ca Fix returning from game pad options not updating tower color
I was looking through all calls to game.returnmenu(), and I noticed that
the return option in the game pad screen didn't have a
map.nexttowercolour(). I tested it and, yep, returning from there
doesn't update the background color.

So that should be fixed now.
2021-03-05 10:03:35 -05:00
Misa
98bfd43887 Remove music.niceplay() when returning from credits6
I'm... not sure why this was here? It's absolutely not needed.

I'm guessing maybe at one point during development, there might have
been wanted a special song to be played during the credits, or no song
at all (although the function being niceplay() instead of play() seems
to support the first possibility) - but there's no need for this to be
here.
2021-03-05 10:03:35 -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
b419cfe29e Ignore zip files in level metadata loading
Zip files that have been successfully mounted in editorclass::loadZips()
will now be ignored when the game does its second pass over the levels
directory. Otherwise, this would produce a superfluous error message,
because the game would attempt to parse the zip file as a level file
(when it's not a level file and is in fact a binary file).
2021-03-04 20:07:47 -05:00
Misa
9e4076a418 Add FILESYSTEM_isMounted()
This returns if the file given is mounted or not. 2.3 added level zip
support, so whenever the game loads level metadata, it will mount any
zip files in the levels directory; this function can be used to check if
any of those files have been mounted, and ignore them if so.
2021-03-04 20:07:47 -05:00
Misa
6efed0740b Ignore directories when loading level metadata
Otherwise, this would produce a superfluous warning message in the
console. Directories are now ignored and never attempted to be opened;
so now any warning messages printed out are genuine file that something
has genuinely gone wrong with.

Well, there's still a warning message printed if there's a symlink to a
directory; this is rarer, but it's still a false positive.
2021-03-04 20:07:47 -05:00
Misa
838ffbe68f Add FILESYSTEM_isFile()
This function will be used to differentiate files from directories.

Or at least that was the hope. Symlink support was added in 2.3, but it
doesn't seem like PHYSFS_stat() lets you follow the symlink to check if
what it points to is itself a file or directory. And there doesn't seem
to be any function to follow the symlink yourself...

So for now, this function considers symlinks to directories to be files.
2021-03-04 20:07:47 -05:00
Misa
d938a18504 Abstract zip loading to FileSystemUtils
editor.cpp no longer calls PhysFS functions directly; its physfs.h
include can now be dropped.
2021-03-04 19:10:53 -05:00
Misa
7316833f95 Fix return value of PHYSFS_readBytes() being stored in a smaller size
PHYSFS_readBytes() returns a PHYSFS_sint64, but we forcefully shove it
into a 32-bit signed integer.

Fixing the type of this doesn't have any immediate consequences, but
it's good for the future in case we want to use the return value for
files bigger than 2 gigabytes; it doesn't harm us in any way, and it's
just better housekeeping.
2021-03-04 18:22:31 -05:00
Misa
5af570e75b Set length to 0 if PHYSFS_fileLength() is negative
PHYSFS_fileLength() returns -1 if the file size can't be determined. I'm
going to set it to 0 instead, because it seems like that's more
well-behaved with consumers.

Take lodepng_decode24() or lodepng_decode32(), for example - from a
quick glance at the source, it only takes in a size_t (an unsigned
integer) for the filesize, and one of the first things it does is malloc
with the given filesize. If the -1 turns into SIZE_MAX and LodePNG
attempts to allocate that many bytes... well, I don't know of any
systems that have 18 exabytes of memory. So that seems pretty bad.
2021-03-04 18:22:31 -05:00
Misa
888844cd3a Fix return value of PHYSFS_fileLength() being stored in a smaller size
The function returns a PHYSFS_sint64, but we forcefully shove it into a
PHYSFS_uint32. This means we throw away all the negative numbers, which
is bad because the function returns -1 if the size of the file can't be
determined; plus, we also throw away 32 bits of information, reducing
our range of supported file sizes from 9 exabytes to 4 gigabytes.

File size support is only as good as the weakeast link, and it looks
like one of the consumers of FILESYSTEM_loadFileToMemory(),
SDL_RWFromConstMem(), only takes in a signed 32-bit integer of size;
however, I would still like to do at least the bare minimum to support
as many file sizes as we can, and changing types around is one of those
bare minimums.
2021-03-04 18:22:31 -05:00
Misa
88b3390e7d Fix regression with background of level minimaps not being black
I had misread this line in #629 and thought that it was just clearing
the entire surface, when really it was filling the surface with opaque
black. ClearSurface() would instead make it transparent, which would
mean when it got drawn, it would get drawn against blue, and not black.
Whoops.
2021-03-03 15:24:20 -05:00
Misa
9789848b36 Remove unused x and y attributes of blockclass
These float attributes are assigned to, and then never read again. The
coordinate systems of blocks are a bit of a mess - some use xp/yp, some
use xp/yp and rect.x/rect.y - but I can confidently say that these are
never used, because it compiles fine if I remove the attributes from the
class, plus remove all assignments to it.
2021-02-27 18:27:28 -05:00
Misa
758d201296 Fix transitive includes in Screen.cpp
Screen.cpp wasn't explicitly including SDL.h, instead relying on
Screen.h to include it.

It was also relying on SDL.h to include stdio.h on Linux, which breaks
because SDL.h doesn't include stdio.h on Windows. So stdio.h is now
explicitly included as well.

stdlib.h is not used in this file.
2021-02-27 14:26:08 -05:00
Misa
9997b28757 Add comment to magic numbers in FILESYSTEM_mountassets()
Now you know why there's a 7, a 14, and a 1 in the first SDL_strlcpy()
of the function.
2021-02-27 01:40:05 -05:00
Misa
57df734b1c Remove "data" checks from FILESYSTEM_mountassets()
After reasoning about it for a bit, there's no reason for these checks
to be here. `zip_normal` will either be
/home/infoteddy/.local/share/VVVVVV/levels if the asset directory is a
directory, or levels/levelname.zip if the asset directory is inside the
same zip as the level is. I don't see how they could ever be data.zip.

My guess is because of the VCE bug where it messed up its search path,
and before that bug was fixed, it had to be worked around here by
explicitly blacklisting data.zip here. When the assets mounting stuff
was ported from VCE to vanilla, vanilla didn't have the problem, and so
this data.zip blacklisting stuff was unnecessary.

Either way, I see no reason for this, so I'm going to remove it.
2021-02-27 01:40:05 -05:00
Misa
b2e748cad1 Refactor FILESYSTEM_mount[assets] to not use the STL
There is no need to use heap-allocated strings here, so I've refactored
them out. I've also cleaned up both of the functions a bit, because the
line spacing of the previous version was completely non-existent, brace
style was same-line instead of next-line, and the variable names were a
bit misleading (in FILESYSTEM_mountassets(), there is a `zippath` AND a
`zip_path`, which are two completely different variables).

Also, FILESYSTEM_mount() now prints an error message and bails if
PHYSFS_getRealDir() returns NULL, whereas it didn't do that before.
2021-02-27 01:40:05 -05:00
Misa
452ef3b511 Rename FILESYSTEM_directoryExists() to FILESYSTEM_exists()
The function is literally just an alias for PHYSFS_exists(), which does
not exclusively check for directories. Plus, the function is also used
to check if a non-directory file exists. Why is this function named
"directoryExists"?!
2021-02-27 01:40:05 -05:00
Misa
f372c22ce2 Don't export FILESYSTEM_directoryExists()
This function is never used outside of FileSystemUtils.cpp, so there's
no reason to export it.
2021-02-27 01:40:05 -05:00
Misa
c27bbaaecc Fix up log messages in FILESYSTEM_mountassets()
The info message when a .data.zip file is mounted is now differentiated
from the message when an actual directory is mounted (the .data.zip
message specifies ".data.zip").

The error message for an error occurring when loading or mounting a .zip
is now capitalized.

The "Custom asset directory does not exist" now uses puts(), because
there's no need to use printf() here.
2021-02-27 01:40:05 -05:00
Misa
c68efac032 Remove unneeded pKey when loading room property XML elements
I don't know why this is here; it's unused. I don't know why the
compiler doesn't warn about this being unused either - maybe it's
secretly being used? That also means I'm not sure if the compiler is
optimizing this away or not. Anyway, this is getting removed.
2021-02-27 01:40:05 -05:00
Misa
d590463834 Use less STL when loading entity XML elements
The STL here cannot be completely eliminated (because the custom entity
object uses std::string), but at least we can avoid unnecessarily making
std::strings until the very end.
2021-02-27 01:40:05 -05:00
Misa
2aeb3f35ce Remove std::strings from levelZipCallback()
There's basically no reason to use heap-allocated strings here, so it's
all gone now.
2021-02-27 01:40:05 -05:00
Misa
5d4c1b7e9d Refactor endsWith() to not use the STL
There's not really any reason for this function to use heap-allocated
strings. So I've refactored it to not do that.

I would've used SDL_strrstr(), if it existed. It does not appear to
exist. But that's okay.
2021-02-27 01:40:05 -05:00
Misa
3171a97160 Replace all SDL_RWFromMem() with SDL_RWFromConstMem()
Since we're not going to be writing to any of these RWops, we might as
well just ensure that we don't by using SDL_RWFromConstMem().
2021-02-25 19:39:48 -05:00
Misa
4a8c0a38ee Use SDL allocators for PhysFS
PhysFS by default just uses system malloc(), realloc(), and free(); it
provides a way to change them, with a struct named PHYSFS_Allocator and
a function named PHYSFS_setAllocator().

According to PhysFS docs, this function should be called before
PHYSFS_init(), which is why this allocator stuff is handled in
FileSystemUtils.cpp.

Also, I've had to make two "bridge" functions, because PHYSFS_Allocator
wants pointers to functions taking in `PHYSFS_uint64`s, not `size_t`s.
2021-02-25 19:39:23 -05:00
Misa
38d5664601 Change all surface-clearing FillRect()s to use ClearSurface()
ClearSurface() is less verbose than doing it the old way, and also
conveys intent clearer. Plus, some of these FillRect()s had hardcoded
width and height values, whereas ClearSurface() doesn't - meaning this
change also has better future-proofing, in case the widths and heights
of the surfaces involved change in the future.
2021-02-25 19:38:25 -05:00
Misa
e545c89b5e Combine declaration/initialization of color in two FillRect()s
Just a small simplification, so it's both declared and initialized on
the same line.
2021-02-25 19:38:25 -05:00
Misa
e641063d68 Fix two versions of FillRect() unnecessarily creating SDL_Rects
When you pass NULL in for the SDL_Rect* parameter to SDL_FillRect(), SDL
will automatically fill the entire surface with that color. There's no
need for us to create the SDL_Rect ourselves.
2021-02-25 19:38:25 -05:00
Misa
163b85d206 Add ClearSurface()
This is a function that does what it says - it clears the given surface.
This just means doing a FillRect(), but it's better to use this function
because it conveys intent better.
2021-02-25 19:38:25 -05:00
Misa
994f47e7d8 Remove commented-out code from Graphics.cpp and GraphicsUtil.cpp
This is pretty old commented-out code from earlier versions of the game;
they are no longer useful, and are just distracting. If we need them, we
can always refer back to this commit (but I sincerely doubt that we'll
need them).
2021-02-25 19:38:25 -05:00
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
0e313d0d75 Remove unneeded <algorithm> includes
One of these days, I need to get around to running Include What You Use
on this codebase. Until then, while I was working on #624, I noticed
these; I'm removing them now.
2021-02-20 00:12:11 -05:00
leo60228
c1950037c2
Use SDL_OpenURL in FILESYSTEM_openDirectory (#623)
The recently released SDL 2.0.14 adds a native function for opening URIs
from the host system, superseding the OS-specific implementations of
FILESYSTEM_openDirectory.
2021-02-19 21:16:19 -05:00
Misa
4e7d63cf09 Remove assigning block type to -1 when disabling them
This fixes a regression where moving platforms had no collision. Because
their width and height would be maintained, but their type would be -1.
(Also because I didn't test enough.)

In #565, I decided to set blocks' types to -1 when disabling them, to be
a bit safer in case there was some code that used block types but not
their width and heights. However, this means that when blocks get
disabled and re-created in the platform update loops, their types get
set to -1, which effectively also disables their collision.

In the end, I'll just have to compromise and remove setting blocks to
type -1. Because in a better world, we shouldn't be destroying and
creating blocks constantly just to move some platforms - however, fixing
such a fundamental problem is beyond the scope of at least 2.3 (there's
also the fact that this problem also results in some bugs that are a
part of compatibility, whether we like it or not). So I'll just remove
the -1.
2021-02-19 18:21:40 -05:00
Misa
cd5408e396 Fix potential out-of-bounds in next_split_s() wrt buffer length
next_split_s() could potentially commit out-of-bounds indexing if the
amount of source data was bigger than the destination data.

This is because the size of the source data passed in includes the null
terminator, so if 1 byte is not subtracted from it, then after it passes
through the VVV_min(), it will index 1 past the end of the passed buffer
when null-terminating it.

In contrast, the other argument of the VVV_min() does not need 1
subtracted from it, because that length does not include a null
terminator (next_split() returns the length of the substring, after all;
not the length of the substring plus 1).

(The VVV_min() here also shortens the range of values to the size of an
int, but we'll probably make size_t versions anyway; plus who really
cares about supporting massively-sized buffers bigger than 2 billion
bytes in length? That just doesn't make sense.)
2021-02-19 17:17:24 -05:00
Misa
72b8afcf7d Print if PHYSFS_enumerate() has an error
If PHYSFS_enumerate() isn't successful, we now print that it wasn't
successful, and print the PhysFS error message. (We should get that
logging thing going sometime...)
2021-02-19 07:12:13 -05:00
Misa
83976016c7 Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.

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

1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().

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

   a. Allocate an array of chars for the filename.

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

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

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

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

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

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

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

4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.

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

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

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

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

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

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

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

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

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

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

Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 07:12:13 -05:00
Misa
532dbee4fd Contextualize PHYSFS_mountHandle() failure output
If PHYSFS_mountHandle() failed to mount a zip file, we would print
PhysFS's error message straight, without any surrounding context. This
seems a little weird, and doesn't maximize understanding for readers;
I've made it so now the error message is "Could not mount <zip file>:
<PhysFS error>".
2021-02-19 07:12:13 -05:00
Misa
f22691c32a Remove hardcoded check for "data" in level dir listing
When Ethan added PhysFS to the game, he put in a hardcoded check (marked
with a FIXME) that explicitly removed all filenames that were "data"
returned by PHYSFS_enumerateFiles(). Apparently this was due to a weird
bug with the function putting in "data" strings in its output in PhysFS
2.0.3; however, the game now uses PhysFS 3.0.2, and I could not
reproduce this bug on my system. (I also tested, and this also
straight-up ignores legitimate level filenames that just happen to be
"data" (without the .vvvvvv extension).)

After talking with Ethan in Discord DMs, I asked if we could remove this
check, and he said that we could. So I'm doing it now.
2021-02-19 07:12:13 -05:00
Misa
bf97e23fb6 Add static keywords to replace_all and tag finder funcs
These functions will never be used outside editor.cpp; they should
therefore be marked with the `static` keyword.
2021-02-19 07:12:13 -05:00
Misa
141181dee7 Refactor extra binary blob tracks to not use STL data marshalling
Just like I refactored text splitting to no longer use std::vectors,
std::strings, or temporary heap allocations, decreasing memory usage and
improving performance; there's no reason to use a temporary
heap-allocated std::vector to grab all extra binary blob indices, when
instead the iteration can just be more immediate.

Instead, what I've done is replaced binaryBlob::getExtra() with
binaryBlob::nextExtra(), which takes in a pointer to an index variable,
and will increment the index variable until it reaches an extra track.
After the caller processes the extra track, it is the caller's
responsibility to increment the variable again before passing it back to
getExtra().

This avoids all heap allocations and brings down the memory usage of
processing extra tracks.
2021-02-19 07:07:39 -05:00
Misa
7a02f174ac Add option to not use bundled TinyXML-2, PhysFS, and UTF8-CPP
If you configure the build with -DBUNDLE_DEPENDENCIES=OFF, then VVVVVV
will dynamically link with TinyXML-2 and PhysicsFS instead of using the
bundled source code in third_party/ and statically linking with them.

Unfortunately, it doesn't seem like distros package LodePNG, and LodePNG
isn't intended to be packaged, so we can't dynamically link with it, nor
can we use some system LodePNG header files somewhere else because those
don't exist.

UTF8-CPP is a special case, because no matter what, it's going to be
statically linked with the binary (it doesn't come as a shared object
file in any way). So with -DBUNDLE_DEPENDENCIES=OFF, we will use the
system UTF8-CPP header files instead of the bundled ones, but it will
still be statically linked in with the binary.

The main motivation for doing this is so if VVVVVV ever gets packaged in
distros, distro maintainers would be more likely to accept it if there
was an option to compile the game without bundled dependencies. Also, it
discourages modifying the third-party dependencies we have, because it's
always possible for someone to compile those dependencies without our
changes, with this CMake option.
2021-02-17 09:05:11 -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
99276d7cdd Fix using ii instead of i in script serialization
Otherwise this results in an infinite loop. Whoops.
2021-02-16 00:13:39 -05:00
Misa
b243b116c9 Fix VVV_isxdigit() accepting A-Za-z instead of A-Fa-f
This function accepted more characters than it should have. (I made the
same mistake on my PR to SDL, embarassingly enough...)
2021-02-15 23:50:08 -05:00