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96 commits

Author SHA1 Message Date
Misa
18b7d1ca14 Set oldxp/oldyp when player teleports through warp token
This fixes the bug where it would appear as if they "zipped" to the
destination from the warp token.

Fixes #384.
2020-07-21 18:13:50 -04:00
Misa
ff8d616438 Use INBOUNDS() check for mapclass::warpto()
There's a lot of places where the INBOUNDS() check is spelled out
instead of using the macro, before the macro was introduced. Also the
macro should probably be renamed INBOUNDS_VEC() to be consistent.
2020-07-21 18:13:50 -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
6c85fae339 Change all tilemaps to be short[1200] instead of int[1200]
This removes around megabyte from the binary, so a stripped -Og binary
went from 4.0 megabytes to 2.9 megabytes, and an unstripped -O0 binary
went from 8.1 megabytes to 7.1 megabytes, which means I can now finally
upload an unstripped -O0 binary to Discord without having to give money
to Discord for their dumb Nitro thing or whatever.
2020-07-19 16:25:53 -04:00
Misa
78faea87ba Fix brace style and spacing in custom loadlevel()
I don't know who wrote this code originally, but it's extremely obvious
that it was a different person than who wrote the rest of the code.
Anyway, I fixed the spacing and braces so everything is smushed together
less.
2020-07-15 12:21:12 -04:00
Misa
ccb3d6e974 Use case-switch for warpdir checking
Also, there's no need to put the entire warpdir checking in an
'if(room.warpdir>0)' statement. If any of the cases is jumped to, then
you already know that's true.
2020-07-15 12:21:12 -04:00
Misa
2938db057b Unindent case labels in room tileset case-switch
Again, best practice is to put the case labels on the same indentation
level as the switch itself.
2020-07-15 12:21:12 -04:00
Misa
01f6a97ed0 Fix and update comments for edentities
"Threadmills" are now properly called "conveyors". I don't know why they
were called "threadmills" anyway, the proper spelling is "treadmills".
Also, warp line `p1`s of 0 and 3 are now properly labeled, as well as
the trinket edentity.
2020-07-15 12:21:12 -04:00
Misa
f8e23119bf Use case-switch for warp line creation
No need to repeat the left part of a conditional if we can just use
case-switches instead.
2020-07-15 12:21:12 -04:00
Misa
c7ea684c08 Use enum names instead of raw values in createblock() calls
It makes it clearer if the enum names are used instead of their values.
2020-07-15 12:21:12 -04:00
Misa
a2f20e7e49 De-duplicate enemy/platform bounding box logic
It was basically being copy-pasted twice, which isn't good.
2020-07-15 12:21:12 -04:00
Misa
0ec38ad0f8 Get rid of unnecessary roomname logic
Just set the map roomname to the roomname of the room. It's completely
redundant to set the roomname to an empty string and check if the
roomname of the room is empty.
2020-07-15 12:21:12 -04:00
Misa
2558cccd40 Fix 'break' statements in other cases not being inside braces
It just looks bad visually, so I'm fixing it.
2020-07-15 12:21:12 -04:00
Misa
2646642664 Add braces to case 12 custom level loading
I do this because we declare-and-initialize some variables in the case.
This isn't strictly necessary, since there's no cross-initialization
errors since it's the last case in the switch, but I'd just like to be
future-proof.
2020-07-15 12:21:12 -04:00
Misa
71a989707e De-duplicate and add safety check to ed.level reference
Instead of repeating 'ed.level[curlevel]' (or even worse, you type in
that giant expression inside the brackets instead of reusing
'curlevel'), why not just type 'room'? As an added bonus, I added bounds
checks so 'room' is always guaranteed to point to an existing object.

There are some levels that index 'ed.level' out of bounds, and I'd like
to make their behavior properly defined instead of being undefined. One
of the things usually true about out-of-bounds rooms is that they're
always tiles2.png (that means an edlevelclass tileset that isn't 0),
because the chance of the memory location being exactly 0 is smaller
than it being nonzero. So the out-of-bounds room has tileset 1.
2020-07-15 12:21:12 -04:00
Misa
729f24d732 De-duplicate reference to edentity
'edentity[edi]' is a bit long-winded when you really just want to access
the attributes of the edentity. How about just 'ent'?
2020-07-15 12:21:12 -04:00
Misa
4b6406d08e Unindent case labels in entity creation
Everyone knows that best practice is to put case labels on the same line
as the switch statement...
2020-07-15 12:21:12 -04:00
Misa
fd2ee96c49 Clean up tsx/tsy initialization
Again, it used this severely overcomplicated expression for god knows
what reason. I've replaced it with a simpler one. Also it's const just
to indicate intent.
2020-07-15 12:21:12 -04:00
Misa
d591c77088 De-duplicate expressions of actual coordinates for edentities
Previously it copy-pasted this god-awful overcomplicated expression
(possibly for cursed ActionScript legacy reasons?) everywhere, instead
of putting it in a variable, or even just using a simpler one like the
one I replaced it with.

Now the obj.createentity() and obj.createblock() calls are much nicer.
2020-07-15 12:21:12 -04:00
Misa
34b0e2c812 Unindent ending for-loop brace
It's rather unnecessary to have it be on the same level as the ending
brace for the case-switch.
2020-07-15 12:21:12 -04:00
Misa
8b8f9b3389 Negate edentity room check and use a continue
This reduces the brace level by one, meaning the indentation level is no
longer semi-misleading.
2020-07-15 12:21:12 -04:00
Misa
2506127a17 Directly execute scripts if script boxes have a non-empty script field
Instead of using gamestates, just directly use the 'script' attribute of
a script box if it is non-empty.

This is accomplished by having to return the index of the block that the
player collides with, so callers can inspect the 'script' attribute of
the block themselves, and do their logic accordingly.
2020-07-15 11:24:25 -04:00
Misa
ca9e4c8f6e Only set game.customscript if index is inbounds
game.customscript is an unnecessary middleman, but it will be kept
around for compatibility reasons. However, it's still possible to crash
the game, so I'm adding this bounds check.
2020-07-15 11:24:25 -04:00
Misa
8c42f82317 Set script attribute of custom level script boxes
To avoid going through gamestates, we'll need to carry the name of the
script on the script box itself. And to do that, we'll need to set the
'script' attribute of script boxes when translating edentities into real
entities in custom levels.
2020-07-15 11:24:25 -04:00
Misa
7703b2c1c2 Ensure that all member attributes are initialized
I ran the game through cppcheck and it spat out a bunch of member
attributes that weren't being initialized. So I initialized them.

In the previous version of this commit, I added constructors to
GraphicsResources, otherlevelclass, labclass, warpclass, and finalclass,
but flibit says this changes the code flow enough that it's risky to
merge before 2.4, so I got rid of those constructors, too.
2020-07-08 19:14:21 -04:00
Misa
3b6867243b Remove useless attribute rcol from finalclass
The rcol of finalclass is always 6, so there's no reason to have an
attribute there as if you could change it or anything.
2020-07-08 19:14:21 -04:00
Misa
ec960b0f95 Remove roomtext from otherlevelclass
Since it's unused, it's better to just delete it because there's no way
to test it to see if it's buggy or not.
2020-07-08 19:14:21 -04:00
Misa
00cb033594 Turn map.specialnames into an array instead of a vector
Easiest de-vectoring I've had to do yet.
2020-07-06 11:19:24 -04:00
Misa
9dcda17978 Turn map.contents into a plain array
map.contents always has 1200 tiles in it, there's no reason it should be
a vector.

This is a big commit because it requires changing all the level classes
to return a pointer to an array instead of returning a vector. Which
took a while for me to figure out, but eventually I did it. I tested to
make sure and there's no problems.
2020-07-06 11:19:24 -04:00
Misa
a1d4523177 Turn areamap into plain array
For this one, I had to make it a static data member and then initialize
it in a certain way in Map.cpp. It's pretty cool that you're able to do
this.
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
524a535c62 Move temp and temp2 off of mapclass
There's no reason these temporary variables need to exist on the class
exist.
2020-07-06 11:19:24 -04:00
Misa
d06fadadf2 Fix Map.cpp relying on editor.h to include Script.h
This would mean that NO_CUSTOM_LEVEL builds wouldn't compile.
2020-07-05 10:13:12 -04:00
Misa
d22b895e22 Allow edentity terminals to use any sprite they want
Checkpoints can use any sprite they want, why not terminals, too?
2020-07-02 01:06:50 -04:00
Misa
9e9b1b3c6d Scan for trinkets and put them into shinytrinkets in customs
For showtrinkets() to work, we'll need the correct map data in custom
levels.
2020-06-30 16:30:09 -04:00
Misa
ad27a5c154 Reset width of player in mapclass::resetplayer()
The width of the player can be changed by using the Gravitron OoB
glitch. It will not be reset if the game is in glitchrunner mode.
2020-06-29 19:08:22 -04:00
Misa
66d19d4cf4 Disable two-frame delay fix in glitchrunner mode
The two-frame delay can be utilized to trigger a glitch that spawns
entities in the wrong room.
2020-06-29 19:08:22 -04:00
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
baf879d9fd Remove unused tmap vars from mapclass
These used to be relevant when the main game tilemaps were stored in
strings, but now they no longer are.
2020-06-29 15:42:51 -04:00
Misa
e1a114d1a5 Un-fix hitbox persistence in map.resetplayer()
It's annoying for casuals to have to close the game if they manage to
get themselves to turn into VVVVVV-Man, but it's amusing enough to
glitchrunners that they mess about with VVVVVV-Man in the main game,
clipping through walls everywhere (well, they call it Big Viridian, but
still).
2020-06-29 15:12:35 -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
995f0f126f Fix 1-frame glitch when entering a room with plats in finalmode
Looks like mapclass::changefinalcol() is called whenever you enter a
room in Outside Dimension VVVVVV.

mapclass::changefinalcol() changes the tile, but it doesn't update their
drawframe. So after that function is called, update their drawframe.

If you update their drawframe while inside that function, then when the
platform actually cycles color it'll cycle backwards quickly sometimes,
which is not ideal.
2020-06-19 09:05:48 -04:00
Misa
d88b603019 Fix 1 frame where sad crewmates' drawframes weren't updated
When I loaded the room where Vitellary is in Space Station 2, I saw this
1-frame glitch happen despite my previous efforts to prevent it. So now
it's fixed.
2020-06-19 09:05:48 -04:00
Misa
ad6adcb3c0 Refactor how "hidden names" work
By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship"
popping up on the quit/pause/teleporter screens, even though those rooms
don't have any roomnames.

Apparently my commit to fix roomname re-draw bleed on the
quit/pause/teleporter screens exposed yet another hardreset()-caused
bug. The issue here is that since hardreset() sets game.roomx and
game.roomy to 0, map.area() will no longer work properly, and since the
hidden roomname check is based on map.area(), it will no longer display
"Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used
to do this due to the re-draw bleed, but now it doesn't.

I saw that roomnames didn't get reset in hardreset(), so the solution
here is to re-factor hidden names to be an actual variable, instead of
being implicit. map.hiddenname is a variable that's set in
mapclass::loadlevel(), and if isn't empty, it will be drawn on the
quit/pause/teleporter screens. That way it will still display "Dimension
VVVVVV" and "The Ship" when you press ACTION to quit to the menu.

EDIT: Since PR #230 got merged, this commit is no longer strictly
necessary, but it's still good to refactor hidden names like this.
2020-06-19 09:05:48 -04:00
Misa
df2d8e881e Make player not suddenly stop when screen transitioning
This was especially noticeable in slowmode, where after going to an
adjacent room, it would look like they stopped for a split second. This
commit makes it so they smoothly continue their journey after switching
rooms.

The integer cast is to round off any fractional part of the velocity so
that they don't make a difference and result in the oldxp/oldyp being
one pixel off. Especially since the player's y-velocity fluctuates while
standing unflipped on the floor.

Incidentally enough, this seems to only have been a problem with screen
transitions for some reason. No other uses of gotoroom() (such as the
one where gotoroom() is called every other frame, or every frame) seem
to have resulted in this "pausing" behavior, or at least a reversion
back to 30 FPS movement. I don't know why.
2020-06-19 09:05:48 -04:00
Misa
2e17e872e4 Interpolate spikeleveltop and spikelevelbottom
This doesn't have much effect, except for when the spikes quickly move,
because the spikes only usually move at 1 pixel per frame anyway.
2020-06-19 09:05:48 -04:00
Misa
5ff4a09acc Reset spikeleveltop and spikelevelbottom in mapclass::loadlevel()
Just a small thing, but if you teleported out of a tower with the
top/bottom screen spikes being onscreen (by dying, for example), they
would retract once you went back in to a tower. Small little thing, but
it's a good thing to polish.
2020-06-19 09:05:48 -04:00
Misa
0e54aa2f51 Set map.ypos when entering tower
To prevent the camera "zipping" when entering a tower.
2020-06-19 09:05:48 -04:00
Misa
fe1045b515 Interpolate tower scrolling
Now tower scrolling will look smooth ayy-eff.
2020-06-19 09:05:48 -04:00