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1519 commits

Author SHA1 Message Date
Misa
079544c0b1 Fix mixed indentation in Entity.cpp and Entity.h
That guy who indents with 2-wide tabs to match 4-wide spaces strikes
again...
2020-04-03 10:40:50 -04:00
Misa
7c511b1550 Fix mixed indentation in GraphicsUtil.cpp
To be fair, it was more on the level of entire functions using different
indentation than the surrounding code, but it's not consistent enough
for me to justify leaving it alone.
2020-04-03 10:40:50 -04:00
Misa
0947840365 Remove unused variable Screen::glScreen
Not sure what this was meant to be - a flag for if the screen is OpenGL
or not? Either way, unused.
2020-04-03 10:40:50 -04:00
Misa
ef234d3fc0 Fix mixed indentation in Screen.cpp
Screen.cpp now consistently uses tabs.
2020-04-03 10:40:50 -04:00
Misa
4657760c2d Fix mixed indentation in Script.cpp and Script.h
Looks like the person who added starting a custom level indented with
spaces instead of tabs.
2020-04-03 10:40:50 -04:00
Misa
1310896191 Remove semi-useless function editorclass::weirdloadthing()
Looks like this function was created because editorclass::load() takes
in a string by reference, not by value, and thus mutates it afterwards,
so if you passed a string in when you didn't want it to be mutated, bad
things would happen.

However, a better workaround for the above issue would simply to
duplicate the string and pass that string instead, thus the original
string wouldn't be affected.
2020-04-03 10:40:50 -04:00
Misa
5ba1cf7571 Fix mixed indentation in Map.h and Map.cpp
Again, not that much. These files more-or-less consistently use their
respective indentation.
2020-04-03 10:40:50 -04:00
Misa
3943e160de Fix mixed indentation in Graphics.cpp
To reiterate, I just want to remove the mixed indentation that just
randomly pops up in the middle of a file, because it gets annoying.
Thus, the indentation of a particular piece of code should simply match
the surrounding code. And I consider it completely fine that this file
switches from indenting 4-wide spaces to tabs starting from
Graphics::setcol() onwards. I don't think it's worth it to untabify
Graphics::setcol() and below.
2020-04-03 10:40:50 -04:00
Misa
88c16cdae8 Fix mixed indentation in Game.cpp and Game.h
This removes all indentation that suddenly switches in the middle of a
function. Most particularly egregious offenses are the ones made by the
person who has 2-wide tabs, but keeps tabbing up to make each
indentation level match up with the 4-wide spaces, so to them (and only
them) it will look just fine, but since by default tabstop is 8-wide,
their lines are pushed off all the way to the right.
2020-04-03 10:40:50 -04:00
Misa
12d5433efc Remove trailing whitespace from all files
Surprisingly, there's not a lot of it. There is, however, a lot of mixed
indentation in this project.
2020-04-03 10:40:50 -04:00
Misa
6c6b6c68ff Change all UtilityClass::something to help.something
This changes something like UtilityClass::String to help.String,
basically. It takes less typing this way, and is a neat effect of having
global args actually be global variables.
2020-04-03 10:40:50 -04:00
Misa
c8906d97f5 Remove usages of second argument of playef() script command
Just to be in line with the removal of the argument in the actual
function itself.
2020-04-03 10:40:50 -04:00
Misa
16c3966ace Remove unused argument from musicclass::playef()
Apparently the 'offset' argument did something in the 1.x Flash
versions, but now it does nothing.
2020-04-03 10:40:50 -04:00
Misa
253d44ac0b Remove unused function musicclass::initefchannels()
It's a function that does nothing, used by no one.
2020-04-03 10:40:50 -04:00
Misa
e722251ebe Remove useless function Screen::ClearScreen()
This function does not clear the screen at all, it does absolutely
nothing.
2020-04-03 10:40:50 -04:00
Misa
691673ed30 Remove useless function updategraphicsmode()
Now that it does nothing due to some earlier changes, it's a useless
function that does nothing. (Well, it was already a useless function,
but those earlier changes made it clearer just exactly how useless it
is.) So remove that function and remove all its callsites.
2020-04-03 10:40:50 -04:00
Misa
297f1b6e3a Remove now-unused class Stage
Since I removed the useless variables 'stage' and 'swfStage' earlier,
now this class is unused. So I'm removing it, too.
2020-04-03 10:40:50 -04:00
Misa
16df287c90 Remove useless variables 'swfStage' and 'stage'
'swfStage' gets set to 'stage' in updategraphicsmode() but... that does
absolutely nothing, because they both contain exactly the same thing.
And these variables aren't referenced anywhere else. So I'm removing
both of these variables.
2020-04-03 10:40:50 -04:00
Misa
606c740b4f Remove useless variable Game::quickcookieexists
Even though it keeps getting set to true and false everywhere, it never
once gets checked. So it's a variable that does nothing.
2020-04-03 10:40:50 -04:00
Misa
340f57762d Remove useless variable Game::telecookieexists
Although it keeps getting set to true and false in various places, it
never once gets checked, essentially deeming it a variable that's used
but does nothing.
2020-04-03 10:40:50 -04:00
Misa
9cec63bcf7 Remove unused variable Game::sfpsmode
This variable does absolutely nothing, so I'm removing it.
2020-04-03 10:40:50 -04:00
Misa
66b3c32899 Remove useless function Game::telegotoship()
This function does absolutely nothing. It is, however, called once in
gamecompletelogic2(), making it technically used.
2020-04-03 10:40:50 -04:00
Misa
4f318e1ee1 Remove unused function entityclass::checkdirectional()
This function is never used anywhere in the game.
2020-04-03 10:40:50 -04:00
Misa
6a28c5de30 Remove unused arguments from Graphics::drawtile2()
The 'r', 'g', and 'b' arguments do absolutely nothing. Except unlike
Graphics::drawtile(), there's only one version of Graphics::drawtile2(),
so just remove those args and update callers.
2020-04-03 10:40:50 -04:00
Misa
5c60b8df5f Remove unused arguments from Graphics::drawtile()
The 'r', 'g', and 'b' arguments do absolutely nothing, even though
they're used in the version of Graphics::drawtile() that's more used. So
delete the other version without those extra arguments, and then remove
the extra arguments from the remaining version. And then update callers.
2020-04-03 10:40:50 -04:00
Misa
af8d7345c9 Remove unused arguments from Graphics::Hitest()
The two arguments 'col' and 'col2', both the only integer arguments of
the function, do absolutely nothing. Remove those and update callers.
2020-04-03 10:40:50 -04:00
Misa
7abf40881a Remove unused argument of entityclass::getcompanion()
The argument provided to entityclass::getcompanion() does absolutely
nothing. Remove it, and update all callers.
2020-04-03 10:40:50 -04:00
Misa
d910800423 Remove global args from main game loadlevel() functions
This removes global args from Finalclass.cpp, Labclass.cpp,
Otherlevel.cpp, Spacestation2.cpp, and WarpClass.cpp.
2020-04-03 10:40:50 -04:00
Misa
cef111d35b Remove global args from preloader.cpp
This removes all global args from preloader.cpp, and changes all 'dwgfx'
to 'graphics'.
2020-04-03 10:40:50 -04:00
Misa
07a0c74b01 Remove global args from titlerender.cpp
This removes all global args in all functions in titlerender.cpp.
Additionally, all 'dwgfx' has been renamed to 'graphics' in that file
(there are a lot of them, as you might guess).
2020-04-03 10:40:50 -04:00
Misa
a1fd4c6f02 Remove global args from Input.cpp
This removes all global args from functions in Input.cpp. Additionally,
'dwgfx' has been renamed to 'graphics' in Input.cpp.
2020-04-03 10:40:50 -04:00
Misa
2c138a4a60 Remove global args from Logic.cpp
This commit removes the passing around of global args in the logic
functions. Additionally, all 'dwgfx' has been replaced with 'graphics'
in Logic.cpp.
2020-04-03 10:40:50 -04:00
Misa
9bc45c586e Remove global args from editorclass
This removes global arg passing from all functions on editorclass.
Callers have been updated correspondingly. Additionally, all 'dwgfx' has
been replaced with 'graphics' in editor.cpp.
2020-04-03 10:40:50 -04:00
Misa
ea3c778b84 Remove global args from scriptclass
This commit removes all global args from the parameters of each function
on the scriptclass object, and updates all places they are called
accordingly. It also changes all instances of 'dwgfx' to 'graphics' in
Script.cpp.

Interestingly enough, it looks like editor.h depended on Script.h's
class define of the musicclass. I've temporarily placed the class define
in editor.h, but by the end of this patchset it'll be gone.
2020-04-03 10:40:50 -04:00
Misa
2826bd828c Remove global args from Graphics
This removes global args from all functions on the Graphics class.
Callers of those functions in other files have been updated accordingly.

Of course, since Graphics.cpp is already in the Graphics namespace,
I do not need to change all 'dwgfx' to 'graphics' in Graphics.cpp.
2020-04-03 10:40:50 -04:00
Misa
35d9bcce05 Remove global args from mapclass
This commit removes the global args being passed around from the
function args on the mapclass object, as well as updating all callers in
other files to not have those args. Furthermore, 'dwgfx' has been
renamed to 'graphics' in Map.cpp.
2020-04-03 10:40:50 -04:00
Misa
cac1a9e3ab Remove global args from entityclass
This commit removes all global args from functions on the entityclass
object, and updates the callers of those functions in other files
accordingly (most significantly, the game level files Finalclass.cpp,
Labclass.cpp, Otherlevel.cpp, Spacestation2.cpp, WarpClass.cpp, due to
them using createentity()), as well as renaming all instances of 'dwgfx'
in Entity.cpp to 'graphics'.
2020-04-03 10:40:50 -04:00
Misa
0e561f23f8 Remove global args from Game
I've decided to call dwgfx/game/map/obj/key/help/music the "global args".
Because they're essentially global variables that are being passed
around in args.

This commit removes global args from all functions on the Game class,
and deals with updating the callsites of said functions accordingly. It
also renames all usages of 'dwgfx' in Game.cpp to 'graphics', since the
global variable is called 'graphics' now.

Interesting to note, I was removing the class defines from Game.h, but
it turns out that Graphics.h depends on the mapclass and entityclass
defines from Game.h. And also Graphics.h spelled mapclass wrong (it
forgot the "class") so I just decided to use that existing line instead.
This is only temporary and after all is said and done, at the end of
this pull request those class defines will be gone.
2020-04-03 10:40:50 -04:00
Misa
1be398319c Make commands, sb, and hooklist not use separate length-trackers
This is a refactor that turns the script-related arrays `ed.sb`, and
`ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was
just misused). The code handling these vectors now looks more like idiomatic
C++ than sloppily-pasted pseudo-ActionScript. This removes the variables
`script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too.

This reduces the amount of code needed to e.g. simply remove something from
any of these vectors. Previously the code had to manually shift the rest of
the elements down one-by-one, and doing it manually is definitely error-prone
and tedious.

But now we can just use fancy functions like `std::vector::erase()` and
`std::remove()` to do it all in one line!

Don't worry, I checked and `std::remove()` is in the C++ standard since at least
1998.

This patch makes it so the `commands` vector gets cleared when
`scriptclass::load()` is ran. Previously, the `commands` vector never actually
properly got cleared, so there could potentially be glitches that rely on the
game indexing past the bounds set by `scriptlength` but still in-bounds in the
eyes of C++, and people could potentially rely on such an exploit...

However, I checked, and I'm pretty sure that no such glitch previously existed
at all, because the only times the vector gets indexed are when `scriptlength`
is either being incremented after starting from 0 (`add()`) or when it's
underneath a `position < scriptlength` conditional.

Furthermore, I'm unaware of anyone who has actually found or used such an
exploit, and I've been in the custom level community for 6 years.

So I think it's fine.
2020-03-24 20:20:53 -04:00
Misa
58fc42b638 Correct Warp Zone's area name on the mobile version
This changes the name from "Warpzone" to "Warp Zone", like it properly
should be.

This is the name that gets displayed in your save file.
2020-03-21 10:59:35 -04:00
Misa
cfd355bf4d Don't let custom levels tamper with main game save data
Someone being mean could've overwritten the telesaves of unsuspecting
players, or unlocked a bunch of stuff which they shouldn't have for
those players, using things like the telesave() command and gamestates.
To prevent this, return early in Game::savequick(), Game::savetele(),
and Game::unlocknum() if we are in custommode.
2020-03-15 12:29:26 -04:00
Misa
cad0b4fcc4 Do proper error handling inside Screen::ResizeScreen()
Instead of passing the error codes out of the function, just handle the
errors directly as they happen, and fail gracefully if something goes
wrong instead of continuing.
2020-03-13 19:05:56 -04:00
Misa
9175c08763 Don't print useless false error message when toggling fullscreen
Whenever you would press Alt+Enter, or Alt+F, or on macOS Command+Enter,
or on macOS Command+F, or F11, the game would print this useless error
message to console, every single time: "Error: failed: " and it would
concatenate SDL_GetError() after it, but most of the time SDL_GetError()
is blank, so it would print just that.

Instead, what the fullscreen shortcut will now do is check the result of
the relevant SDL functions, BEFORE it decides to print an error message.
And when it DOES print an error message, it will be less vague and will
say instead "Error: toggling fullscreen failed: <output of
SDL_GetError()>".

This means Screen::ResizeScreen() and Screen::toggleFullScreen() are now
int-returning functions. Ideally, every function interfacing with SDL
would return an error code, but that's too much for this simple patch.

Additionally, I took the opportunity to clean up the surrounding
formatting of the code a bit, most notably dedenting the
keypress-clearing stuff by one tab level, converting the
shortcut-handling code to spaces, and removing commented-out code.
2020-03-13 08:40:59 -04:00
Misa
8fa916c55d Make the toggle fullscreen conditional more readable
Each check has been put in its own variable, so the final conditional is
more readable, and the ifdef is no longer right smack in the middle of
an if-statement.

Also the control flow has been changed (the "else" has been removed from
the shortcut-checking conditional) so I could put the variables closer
to the actual conditional itself. I don't think it affects anything,
though.
2020-03-12 21:20:25 -04:00
Misa
e23682615d Allow using F11 and (on macOS) RCmd+Enter/F to toggle fullscreen
This patch allows the use of pressing F11 to toggle fullscreen, as well as
allowing the use of Right Command when using the Command+Enter/F shortcut on
macOS. Apparently Alt+Enter isn't the only shortcut to toggle fullscreen,
Alt+F also works, which I didn't know before.

I'm adding F11 as a shortcut because it's a far more natural shortcut to
toggle fullscreen than this Alt+Enter or Alt+F business, which seems to be a
relic mimicking some other games and some Microsoft stuff?

I'm also adding RCommand+Enter/F because I see no reason not to. If you can
use RAlt on non-macOS, why can't you use RCommand on macOS, too?

I also cleaned up the formatting relating to the shortcut code, and made sure
the closing parenthesis was outside the ifdef so my text editor wouldn't
highlight the parenthesis inside the non-macOS ifdef-branch as a dangling
closing parenthesis, because it assumes the one in the branch above is the
actual closing parenthesis and doesn't parse macros.
2020-03-12 21:20:25 -04:00
AlexApps99
0e09f26451 Update dependencies 2020-03-12 19:31:14 -04:00
AlexApps99
aff0c06458 Fixes #112: Backbuffer is always 32bpp 2020-03-12 10:06:23 -04:00
Misa
c322ae131e Fix unfocusing the game while in fullscreen mode
If you Alt+Tabbed while in fullscreen mode, the game would stay in
fullscreen instead of switching to windowed, but there was a chance it
would EITHER use the same internal resolution which would mismatch the
window resolution (don't know when exactly this happens, but still) and
stay being in an actual windowed mode, OR switch between
fullscreen/windowed every other time you re-focused the window, which is
annoying.

Now, whenever you Alt+Tab in fullscreen, the game will be in windowed
mode, and then when you re-focus it will go back to fullscreen.
Consistently.
2020-03-05 00:22:18 -05:00
Misa
a46d5b126c Write unlock.vvv when pressing Alt+F4
Previously, the only way to guarantee that the game actually saved your
unlock.vvv after changing an option, was to ensure you pressed ACTION on
the "quit game" menu option.

This makes Alt+F4 graceful in that pressing it will also save
unlock.vvv, as it should. Now truly UN-graceful ways of exiting the
game, such as SIGSEGV, SIGABRT, or pkill -9 or pkill -15 will not save
unlock.vvv, as should be the case.
2020-03-04 17:20:42 -05:00
Misa
5a25cad74b Don't draw text outline for roomtext in the editor
Text outline is not drawn on roomtext when you're actually playing the
game, so don't draw the outline in the editor, either.

FIQ mistakenly added text outline to roomtext in
ca9f577fc4.
2020-03-04 15:50:52 -05:00