Commit Graph

268 Commits

Author SHA1 Message Date
Misa 626aac59fb Fix No Death Mode results being reset before being shown
This does the same thing as the last commit, but for No Death Mode
instead of Time Trials. Whenever you die in No Death Mode, or complete
it, all the relevant variables get copied to variables prefixed with
'ndmresult' that never get reset by script.hardreset(), and these
variables are what titlerender() use, instead of the "live" ones.
2021-01-18 13:06:15 -05:00
Misa 4d7baa9e9e Fix Time Trial results being reset before being shown
This makes it so when a Time Trial gets completed, all the relevant
variables get copied onto variables prefixed with 'timetrialresult',
which never get reset by script.hardreset(). Then titlerender() will use
those variables accordingly.
2021-01-18 13:06:15 -05:00
Misa ee0ba8a723 Clean up all exit paths to the menu to use common code
There are multiple different exit paths to the main menu. In 2.2, they
all had a bunch of copy-pasted code. In 2.3 currently, most of them use
game.quittomenu(), but there are some stragglers that still use
hand-copied code.

This is a bit of a problem, because all exit paths should consistently
have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level
custom assets. Furthermore, most (but not all) of the paths call
script.hardreset() too, and some of the stragglers don't. So there could
be something persisting through to the title screen (like a really long
flash/shake timer) that could only persist if exiting to the title
screen through those paths.

But, actually, it seems like there's a good reason for some of those to
not call script.hardreset() - namely, dying or completing No Death Mode
and completing a Time Trial presents some information onscreen that
would get reset by script.hardreset(), so I'll fix that in a later
commit.

So what I've done for this commit is found every exit path that didn't
already use game.quittomenu(), and made them use game.quittomenu(). As
well, some of them had special handling that existed on top of them
already having a corresponding entry in game.quittomenu() (but the path
would take the special handling because it never did game.quittomenu()),
so I removed that special handling as well (e.g. exiting from a custom
level used returntomenu(Menu::levellist) when quittomenu() already had
that same returntomenu()).

The menu that exiting from the level editor returns to is now handled in
game.quittomenu() as well, where the map.custommode branch now also
checks for map.custommodeforreal. Unfortunately, it seems like entering
the level editor doesn't properly initialize map.custommode, so entering
the level editor now initializes map.custommode, too.

I've also taken the music.play(6) out of game.quittomenu(), because not
all exit paths immediately play Presenting VVVVVV, so all exit paths
that DO immediately play Presenting VVVVVV now have music.play(6)
special-cased for them, which is fine enough for me.

Here is the list of all exit paths to the menu:
- Exiting through the pause menu (without glitchrunner mode)
- Exiting through the pause menu (with glitchrunner mode)
- Completing a custom level
- Completing a Time Trial
- Dying in No Death Mode
- Completing No Death Mode
- Completing an Intermission replay
- Exiting from the level editor
- Completing the main game
2021-01-18 13:06:15 -05:00
Misa 07cc5f68ac Remove commented-out code from gamestates 3101 and 3500
Comments in general don't get verified by the compiler, but
commented-out code is even worse. Especially since this looks to be
outdated code.

As always, if we need some of this code, then we can just look back in
the Git history.
2021-01-18 13:06:15 -05:00
Misa 769f99f590 Reduce dependency on libc functions
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.

Well, this patch replaces all the rest of them in one fell swoop.

SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().

Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().

SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.

Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.

Without further ado, here is the full list of functions that the
codebase now uses:

- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
2021-01-12 14:02:31 -05:00
Misa b1558f574c Remove game.savemystats
This variable seems to have been intended to make sure
game.savestatsandsettings() was called at the end of the frame, or make
sure that it didn't get called more than once per frame. I don't see any
frame ordering-related reason why it needs to be called specifically at
the end of the frame (the function doesn't modify any state), so it's
more plausible that it was added to make sure it didn't get called more
than one per frame.

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

Also, there are some weird and redundant variable assignments going on
with these; most notably in map.gotoroom(), where rx/ry (local
variables) get assigned to finalx/finaly, then finalx/finaly get
assigned to game.roomx/game.roomy, then finalx/finaly get assigned to
rx/ry. If finalx/finaly made a difference, then there'd be no need to
assign finalx/finaly back to rx/ry. So it makes the code clearer to
remove these weird bits of code.
2021-01-11 00:24:59 -05:00
Misa e9c62ea9a3 Clean up unnecessary exports and add static keywords
This patch cleans up unnecessary exports from header files (there were
only a few), as well as adds the static keyword to all symbols that
aren't exported and are specific to a file. This helps the linker out in
not doing any unnecessary work, speeding it up and avoiding silent
symbol conflicts (otherwise two symbols with the same name (and
type/signature in C++) would quietly resolve as okay by the linker).
2021-01-10 12:23:59 -05:00
Misa 775ac4c40c Fix bringing up map menu during gamemode(teleporter)
When gamemode(teleporter) gets run in a script, it brings up a read-only
version of the teleporter screen, intended only for displaying rooms on
the minimap.

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

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

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

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

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

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

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

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

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

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

Also, the game speed text rendering in Menu::accessibility and
Menu::setslowdown has been factored out to a function and de-duplicated
as well.
2020-12-18 10:02:18 -05:00
Misa ee44f81d4c Remove duplicate using-MMMMMM variable from Game
game.usingmmmmmm was a duplicate of music.usingmmmmmm, and has been
removed.
2020-12-18 10:02:18 -05:00
Misa 40b7ddda05 Remove duplicate screen configuration variables
There were some duplicate Screen configuration variables that were on
Game, when there didn't need to be.

 - game.fullScreenEffect_badSignal is a duplicate of
   graphics.screenbuffer->badSignalEffect
 - game.fullscreen is a duplicate of !graphics.screenbuffer->isWindowed
 - game.stretchMode is a duplicate of graphics.screenbuffer->stretchMode
 - game.useLinearFilter is a duplicate of
   graphics.screenbuffer->isFiltered

These duplicate variables have been removed now.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This implements the first part of my idea in this comment:
https://github.com/TerryCavanagh/VVVVVV/issues/391#issuecomment-659757071
2020-08-02 20:21:02 -04:00