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.
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.
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.
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.
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.
This does the same thing as the last commit, but for No Death Mode
instead of Time Trials. Whenever you die in No Death Mode, or complete
it, all the relevant variables get copied to variables prefixed with
'ndmresult' that never get reset by script.hardreset(), and these
variables are what titlerender() use, instead of the "live" ones.
This makes it so when a Time Trial gets completed, all the relevant
variables get copied onto variables prefixed with 'timetrialresult',
which never get reset by script.hardreset(). Then titlerender() will use
those variables accordingly.
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.
Well, this patch replaces all the rest of them in one fell swoop.
SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().
Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().
SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.
Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.
Without further ado, here is the full list of functions that the
codebase now uses:
- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
This patch cleans up unnecessary exports from header files (there were
only a few), as well as adds the static keyword to all symbols that
aren't exported and are specific to a file. This helps the linker out in
not doing any unnecessary work, speeding it up and avoiding silent
symbol conflicts (otherwise two symbols with the same name (and
type/signature in C++) would quietly resolve as okay by the linker).
Since INTERIM_COMMIT is a char array whose size we know for sure at
compile time, and which we also know is an array (instead of being a
pointer), we can take the SDL_arraysize() of it. However,
SDL_arraysize() doesn't account for the null terminator unlike
SDL_strlen(), so we'll have to do it ourselves. But at least we are
guaranteed to get a constant value at compile time, unlike if we use
SDL_strlen(), which would be repeatedly evaluating a constant value at
runtime.
To my knowledge, there's no equivalent SDL_arraysize() for constant
strings, and a quick `rg` (ripgrep) for "sizeof" in the SDL include/
folder doesn't show anything like that. So we'll just have to use the
SDL_arraysize() - 1 and deal with it.
The previous implementation of showing the commit hash on the title
screen used a preprocessor definition added at CMake time to pass the
hash and date. This was passed for every file compiled, so if the date
or hash changed, then every file would be recompiled. This is especially
annoying if you're working on the game and switching branches all the
time - the game has at least 50 source files to recompile!
To fix this, we'll switch to using a generated file, named
Version.h.out, that only gets included by the necessary files (which
there is only one of - Render.cpp). It will be autogenerated by CMake
(by using CONFIGURE_FILE(), which takes a templated file and does a
find-and-replace on it, not unlike C macros), and since there's only one
file that includes it, only one file will need to be recompiled when it
changes.
And also to prevent Version.h.out being a required file, it will only be
included if necessary (i.e. OFFICIAL_BUILD is off). Since the C
preprocessor can't ignore non-existing include files and will always
error on them, I wrapped the #include in an #ifdef VERSION_H_EXISTS, and
CMake will add the VERSION_H_OUT_EXISTS define when generating
Version.h.out. The wrapper is named Version.h, so any file
that #includes the commit hash and date should #include Version.h
instead of Version.h.out.
As an added bonus, I've also made it so CMake will print "This is
interim commit [HASH] (committed [DATE])" at configure time if the game
is going to be compiled with an interim commit hash.
Now, there is also the issue that the commit hash change will only be
noticed in the first place if CMake needs to be re-ran for anything, but
that's a less severe issue than requiring recompilation of 50(!) or so
files.
Changing settings would most of the time attempt to save unlock.vvv and
now also settings.vvv, but there would be no feedback whether the files
have been saved successfully or not. Now, if saving fails when changing
settings in the menu, a warning message will be shown. The setting will
still be applied of course, but the user will be informed it couldn't
be saved. This message can be silenced until the game is restarted,
because I can imagine this could get very annoying when someone already
knows their settings aren't writeable.
Also, some options didn't even save settings in the first place. These
are turning off invincibility, and by coincidence precisely all the
options in the advanced options menu. I made sure these options now do
so.
It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.
So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
game.gameframerate seems to exist for converting the value of
game.slowdown into an actual timestep value, when really the timestep
value should just use game.slowdown directly with a fast lookup table.
Otherwise, there's a bunch of duplicated game.slowdown case-switches
everywhere, which adds up to a large, annoying pile should the values be
changed in the future. But now the duplicate variable has been removed,
and with it, all the copy-pasted case-switches.
Also, the game speed text rendering in Menu::accessibility and
Menu::setslowdown has been factored out to a function and de-duplicated
as well.
There were some duplicate Screen configuration variables that were on
Game, when there didn't need to be.
- game.fullScreenEffect_badSignal is a duplicate of
graphics.screenbuffer->badSignalEffect
- game.fullscreen is a duplicate of !graphics.screenbuffer->isWindowed
- game.stretchMode is a duplicate of graphics.screenbuffer->stretchMode
- game.useLinearFilter is a duplicate of
graphics.screenbuffer->isFiltered
These duplicate variables have been removed now.
I put indentation when handling the ScreenSettings struct in main() so
the local doesn't live for the entirety of main() (which is the entirety
of the program).
Apparently, the amount of digits in a commit hash that git will output
varies depending on how many objects are in the repository that the hash
gets pulled from. The more objects, the more digits needed to avoid a
hash collision.
Sources:
https://stackoverflow.com/q/18134627/#comment26560283_18134919https://stackoverflow.com/a/21015031/
So that means we'll have to dynamically account for the length of the
commit hash in order to get it properly right-aligned with the rest of
the text.
In C++, when you have two variables in different scopes with the same
name, the inner scope wins. Except you have to be really careful because
sometimes they're not (#507). So it's better to just always have unique
variable names and make sure to never clash a name with a variable in an
outer scope - after all, the C++ compiler and standard might be fine
with it, but that doesn't mean humans can't make mistakes reading or
writing it.
Usually I just renamed the inner variables, but for tx/ty in editor.cpp,
I just got rid of the ridiculous overcomplicated modulo calculations and
replaced them with actual simple modulo calculations, because the
existing ones were just ridiculous. Actually, somebody ought to find
every instance of the overcomplicated modulos and replace them with the
actual good ones, because it's really stupid, quite frankly...
With the previous commit in place, we can now simply move some usages of
the previous towerbg to use a separate object instead. That way, we
don't have to mess with a monolithic state, or some better way to phrase
what I just said, and we instead have two separate objects that can
coexist side-by-side.
Previously, the tower background was controlled by a disparate set of
attributes on Graphics and mapclass, and wasn't really encapsulated. (If
that's what that word means, I don't particularly care about
object-oriented lingo.) But now, all relevant things that a tower
background has has been put into a TowerBG struct, so it will be easy to
make multiple copies without having to duplicate the code that handles
it.
This is because if they are manually written out, they are more likely
to contain mistakes.
In fact, after further review, there are several functions with
incorrect manually-written bounds checks:
* entityclass::entitycollide()
* entityclass::removeentity()
* entityclass::removeblock()
* entityclass::copylinecross()
* entityclass::revertlinecross()
All of those functions forgot to do 'greater than or equal to' instead
of 'greater than' when comparing against the size of the vector. So they
were erroneous. But they are now fixed.
It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
This is a follow-up to #421.
The game would draw the activity zone if there was one active at all,
and would ignore game.act_fade. Normally this wouldn't be a problem, but
since #421, it's possible that there could be an active activity zone
but game.act_fade would still be 5. This would happen if you entered a
new activity zone while a cutscene was running.
To fix this, just make it so that the prompt gets drawn on its own and
only depends on the state of game.act_fade (or game.prev_act_fade), and
won't be unconditionally drawn if there's an active activity zone. As a
bonus, this de-duplicates the drawing of the activity prompt, so it's no
longer copy-pasted.
This moves the teleporter, activity prompt, and trophy text "don't draw"
conditionals to the part where the game checks collision with them,
instead of whenever the game draws them.
This makes it so that the game smoothly does the fade-in/fade-out
animation instead of suddenly stopping rendering them whenever their
"don't draw" conditions apply. Now, the "Press ENTER to activate
terminal" prompt will no longer suddenly disappear whenever you activate
one, and the "- Press ENTER to Teleport -" prompt will smoothly fade
back in after teleporting, instead of suddenly popping in on screen.
This fixes a possible graphical issue where the "Press ENTER to activate
terminal" prompt gets drawn on top of the "- Press ACTION to advance
text -" prompt, which looks bad. Trophy text gets drawn on top, too, so
there's a check there as well.
I've also made it so the activity prompt doesn't get drawn if the player
doesn't have control. After all, what use is it to say "press ENTER" if
the player isn't allowed to?
The game time is moved a little to the left, and the trinket count a
little to the right. To fix#376 for real, the trinket count is now
positioned automatically based on its length. The trinket icon is now
also displayed at the far right (instead of to the left of the count)
for better symmetry, and so that switching between tele save and quick
save doesn't make the trinket icon move if the trinket counts have
different lengths.
While I'm going to fix#376 anyway to make longer numbers (like Seventy
Eight) fit, I decided to also make the box a little wider in advance of
the game being localized, those extra chars could be a lifesaver, while
you wouldn't really notice the difference if you play the game in
English.
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).
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.
Graphics::drawmenu() no longer has copy-pasted code for each individual
case. Instead, the individual cases have their own adding on to common
code, which is far easier to maintain.
Also, the only difference Graphics::drawlevelmenu() does is in some
y-positioning stuff. There's no reason to make it a whole separate
function and duplicate everything AGAIN. So it's been consolidated into
Graphics::drawmenu() as well, and I've added a boolean to draw a menu
this way if it's the level menu.
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
The problem we're running into is entirely contained in the Screen - we need to
either decouple graphics context init from Screen::init or we need to take out
the screenbuffer interaction from loadstats (which I'm more in favor of since we
can just pull the config values and pass them to Screen::init later).
This change was half-backported from the localization branch, except I
just came up with "scaling mode" as a better term than the more generic
"graphics mode". It doesn't make sense to still have the option be
called "toggle letterbox" because a third option (integer mode) was
added at some point.
The options for fullscreen and scaling mode were at the top, then there
were various other graphical options, and then the option to resize to
the nearest window size that is of an integer multiple was all the way
below that. Now that last option is moved to be right below the other
options related to window sizing.
VVVVVV's menus are kind of packed to the brim, so I thought it was time
to recategorize the menus a little bit. There's now a new "advanced
options" menu which holds the following options which were moved out of
graphic options, game options and especially accessibility options:
- toggle mouse
- unfocus pause
- fake load screen
- room name background
- glitchrunner mode
I also made the positioning of the titles and descriptions more
consistent, and made some options which were moved to the new menu not
so abbreviated ("load screen" and "room name bg")
The game for some reason had this thing where it would not draw the
diagonal background tiles if you had animated backgrounds turned off.
Which is weird, because spikes with that background are still drawn as
spikes with that background. And also, it doesn't do this for any of the
tower hallway rooms, which is inconsistent.
Better to simplify the logic in Render.cpp anyways by removing
graphics.drawtower_nobackground() and making it really clear what
exactly we'll do if backgrounds are turned off. ("Aren't we already not
drawing the background? What's this _nobackground() function for?")
Flip Mode will now be in the game options menu if either:
(1) You're playing the M&P version.
(2) You have it unlocked and you came here from the in-game pause
screen.
This is because if you're playing M&P, you'd have to close the game,
edit unlock.vvv, and re-launch the game to toggle Flip Mode, since
there's no other way to do so. And if you're playing the full version,
you'd have to save and exit your session in order to toggle Flip Mode.
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).
I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
It's sometimes unwanted by people, and it's unwanted enough that there
exist instructions to hexedit the binary to remove it (
https://distractionware.com/forum/index.php?topic=3247.0 ).
Fun fact, the unfocus pause didn't exist in 2.0.