Commit Graph

118 Commits

Author SHA1 Message Date
Misa c52a274a7a Reset invis and lifeseq when loading in, in mapclass::resetplayer()
When I did #569, I forgot that taking out the code path that set the
player's invis to false meant that the player would still be invisible
upon loading back in to the game if they exited the game while
invisible. Taking out that code path also meant that if game.lifeseq was
nonzero, it wouldn't be reset properly, either. So this fixes those
things.
2020-12-28 16:43:13 -05:00
Misa 385f9d244e Fix player being invisible upon loading into game again
When I did #567, I didn't test it. And I should have tested it, because
it made the player invisible. This is because map.resetplayer() also
sets the invis attribute of the player to true as well, and I only undid
it setting game.lifeseq to 10.

So instead, I'll just add a flag to map.resetplayer() that by default
doesn't set game.lifeseq or the player's invis attribute. And I tested
it this time, and it works fine. I tested both respawning after death
and exiting to the menu and loading in the game again.
2020-12-28 16:22:13 -05:00
Misa e3aa768034 De-duplicate script.running checks
While I was working on #535, I noticed that all the call sites of
script.run() have the exact same code, namely:

    if (script.running)
    {
        script.run();
    }

I figured, why not move the script.running check into the function
itself? That way, we won't have to duplicate the check every single
time, and we don't risk forgetting to add the check and causing a bug
because of that.

The check was already duplicated once since 2.0 (it's used in both
GAMEMODE and TELEPORTERMODE), and with the fix of the two-frame delay in
2.3, it's now duplicated twice, leading to THREE instances of this check
in the code, when there should be only one.
2020-12-24 12:01:37 -05:00
Misa 27b28ca55e Fix oldreadytotele not being set in gotoroom()
This fixes a deltaframe glitch where the "- Press ENTER to Teleport -"
prompt would show up for a split second if you exited the game while the
prompt was fully faded in, and then re-entered it.
2020-11-04 08:39:26 -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 d9e3e523b7 Move check/cmode temporary vars off of mapclass
Yet another set of temporary variables is on a global class when they
shouldn't be. These two are only used in tower background functions and
are never used anywhere else, so they're clearly temporaries.
2020-11-02 19:53:44 -05:00
Misa 06103cc4ca Remove now-unused function mapclass::RGB()
This function was only used in assigments to mapclass::towercol. But
that variable is unused, and has been removed, so after removing that
variable, this one is unused, too.
2020-11-02 15:22:10 -05:00
Misa 9a9f3f57d5 Remove unused variable mapclass::towercol
This variable is written to, but is never actually read. Writing to a
variable doesn't really do anything unless you read from it somewhere
else.
2020-11-02 15:22:10 -05:00
Misa c371d30509 Re-add original oldxp/oldyp assignments in gotoroom()
The intent of #504 was to make it so oldxp/oldyp would never be messed
with for over-30-FPS stuff, but I forgot that I changed these
assignments in my over-30-FPS patch when I was doing #504. So these
assignments have been restored to the way they were in 2.2, and is
fixed now.
2020-11-01 08:30:07 -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 571ad1f7d8 Move all temporary variables off of entityclass
This is a refactor that simply moves all temporary variables off of
entityclass, and makes it so they are no longer global variables. This
makes the resulting code easier to understand as it is less entangled
with global state.

These attributes were:
 - colpoint1
 - colpoint2
 - tempx
 - tempy
 - tempw
 - temph
 - temp
 - temp2
 - tpx1
 - tpy1
 - tpx2
 - tpy2
 - temprect
 - temprect2
 - x (actually unused)
 - dx
 - dy
 - dr
 - px
 - py
 - linetemp
 - activetrigger
 - skipblocks
 - skipdirblocks

Most of these attributes were assigned before any of the times they were
used, so it's easy to prove that ungloballing them won't change any
behaviors. However, dx, dy, dr, and skipblocks are a bit more tricky to
analyze. They relate to blocks, with dx, dy, and dr more specifically
relating to one-way tiles. So after some testing with the quirks of
one-way tiles, it seems that the jankiness of one-way tiles haven't
changed at all, either.

Unfortunately, the attribute k is clearly used without being assigned
beforehand, so I can't move it off of entityclass. It's the same story
with the attribute k that Graphics has, too.
2020-09-27 19:08:37 -04:00
Misa fe56764fbc Don't use bounds check for checktrigger() in twoframedelayfix()
This is like the previous patch, but for twoframedelayfix(), because I
forgot to read the comment that talked about twoframedelayfix().
2020-09-25 18:07:19 -04:00
Misa 76d6a3536b Bounds check all entity getters that can return 0
The entity getters I'm referring to are entityclass::getscm(),
entityclass::getlineat(), entityclass::getcrewman(), and
entityclass::getcustomcrewman().

Even though the player should always exist, and the player should always
be indice 0, I wouldn't want to make that assumption. I've been wrong
before.

Also, these functions returning 0 lull you into a false sense of
security. If you assume that commands using these functions are fine,
you'll forget about the fact that `i` in those commands could be
potentially anything, given an invalid argument. In fact, it's possible
to index createactivityzone(), flipgravity(), and customposition()
out-of-bounds by setting `i` to anything! Well, WAS possible. I fixed it
so now they can't.

Furthermore, in the game.scmmoveme block in gamelogic(), obj.getplayer()
wasn't even checked, even though it's been checked in all other places.
I only caught it just now because I wanted to bounds-check all usages of
obj.getscm(), too, and that game.scmmove block also used obj.getscm()
without bounds-checking it as well.
2020-09-25 13:51:47 -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 7ed495c373 Rename INBOUNDS() macro to INBOUNDS_VEC()
Since there's an INBOUNDS_ARR() macro, it's much better to specify the
macro for the vector is a macro for the vector, to avoid confusion.

All usages of this macro have been renamed accordingly.
2020-09-25 13:51:47 -04:00
Misa 610f4e7782 Move crewmate drawframe fix to entity creation instead of loadlevel
This makes it so the fix for crewmates' drawframes being wrong for
1-frame is fixed for all crewmates regardless of when they get created.
Sure, crewmates created in mapclass::loadlevel() have their drawframes
fixed there, but for crewmates that get created from scripting (such as
Violet when gotorooming to the Ship teleporter room after Space Station
1), this fix doesn't apply to them. But now it does, and Violet will no
longer be facing the wrong way for 1 frame when teleporting to the Ship
teleporter room in the Space Station 1 Level Complete cutscene.
2020-09-07 20:46:01 -04:00
Misa 743eb3f3d6 Add custommode check to mapclass::twoframedelayfix()
This is to ensure that this function only has an effect inside custom
levels. It might do something weird or bad in the main game.
2020-08-17 15:14:22 -04:00
Misa 95d4465e3e Fix bounding logic for enemies
When I refactored custom level entity creation logic earlier, I forgot
to account for enemy bounds, so enemies would take on the same bounds as
platforms. But this is fixed now.
2020-08-02 23:57:55 -04:00
Misa 70ad0003e1 Initialize bx1/by1/bx2/by2 in custom entity creation
When I compile in release mode, GCC complains that these variables MAY
be uninitialized when it comes time to create the moving platform
entity. I can't think of any way that it could be uninitialized and
testing my release build seemed to be fine, but I'm initializing these
variables just to be sure.
2020-08-02 23:57:55 -04:00
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