Otherwise, the player would appear to "zip" during the deltaframes
between their previous position and their new position. This did not
happen in the previous game loop order and only happens in the new one.
A-ha! I've spotted an inconsistency! The normal trinket collection text
boxes (gamestate 1000-1003) is aware of Flip Mode, and will position
themselves accordingly to read the correct way in Flip Mode. However,
foundtrinket() doesn't do this.
Well, now it does.
This is why the text box attribute was named flipme, after all.
You may have noticed that the flipme command inverts textflipme instead
of simply setting it to true. Well, that's because it should be the same
as the previous behavior, which was essentially to invert it instead of
setting it to true - i.e. calling flipme twice would keep the original
text box position in Flip Mode, which means it would be upside-down
(this is a lot of flipping to keep track of...) - because flipme added
to texty in-place instead of simply assigning to it. (It did the
calculation incorrectly in 2.2 and previous, but I digress.)
Similarly, textflipme is not reset in hardreset(), because none of the
other script text box variables are reset either.
The "Game Saved" text box, along with its associated telesave() call,
exists in both Game.cpp and Script.cpp, so one of them is the copy-paste
of the other. Unfortunately this copy-paste resulted in an inconsistency
where both of them don't check for the same things when deciding whether
or not the telesave should actually happen (this is why you don't
copy-paste, kids... it's scary!).
Either way, de-duplicating this now is less work for me later.
These commented-out code blocks just get in the way of clarity when I'm
refactoring flipped textboxes created in the gamestate system. So I'm
getting rid of them. If we need them back, we always have Git history.
Like cutscene bars, I've added Graphics::setfade(), to ensure that no
deltaframe rendering glitches happen due to oldfadeamount not being
updated properly.
And indeed, this fixes a deltaframe rendering glitch that happens if you
return to the editor from playtesting on a faded-out screen, then fade
out again (by either re-entering playtesting and then cause a fadeout to
happen again, or by quitting from the editor afterwards). The same
glitch also happens outside of in-editor playtesting if you exit to the
menu while the screen is faded out.
To do this, I've added Graphics::setbars(), to make sure
oldcutscenebarspos always gets assigned when cutscenebarspos is. This
fixes potential deltaframe rendering issues if these two mismatch.
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 patch restores some 2.2 behavior, fixing a regression caused by the
refactor of properly using std::vectors.
In 2.2, the game allocated 200 items in obj.entities, but used a system
where each entity had an `active` attribute to signify if the entity
actually existed or not. When dealing with entities, you would have to
check this `active` flag, or else you'd be dealing with an entity that
didn't actually exist. (By the way, what I'm saying applies to blocks
and obj.blocks as well, except for some small differing details like the
game allocating 500 block slots versus obj.entities's 200.)
As a consequence, the game had to use a separate tracking variable,
obj.nentity, because obj.entities.size() would just report 200, instead
of the actual amount of entities. Needless to say, having to check for
`active` and use `obj.nentity` is a bit error-prone, and it's messier
than simply using the std::vector the way it was intended. Also, this
resulted in a hard limit of 200 entities, which custom level makers ran
into surprisingly quite often.
2.3 comes along, and removes the whole system. Now, std::vectors are
properly being used, and obj.entities.size() reports the actual number
of entities in the vector; you no longer have to check for `active` when
dealing with entities of any sort.
But there was one previous behavior of 2.2 that this system kind of
forgets about - namely, the ability to have holes in between entities.
You see, when an entity got disabled in 2.2 (which just meant turning
its `active` off), the indices of all other entities stayed the same;
the indice of the entity that got disabled stays there as a hole in the
array. But when an entity gets removed in 2.3 (previous to this patch),
the indices of every entity afterwards in the array get shifted down by
one. std::vector isn't really meant to be able to contain holes.
Do the indices of entities and blocks matter? Yes; they determine the
order in which entities and blocks get evaluated (the highest indice
gets evaluated first), and I had to fix some block evaluation order
stuff in previous PRs.
And in the case of entities, they matter hugely when using the
recently-discovered Arbitrary Entity Manipulation glitch (where crewmate
script commands are used on arbitrary entities by setting the `i`
attribute of `scriptclass` and passing invalid crewmate identifiers to
the commands). If you use Arbitrary Entity Manipulation after destroying
some entities, there is a chance that your script won't work between 2.2
and 2.3.
The indices also still determine the rendering order of entities
(highest indice gets drawn first, which means lowest indice gets drawn
in front of other entities). As an example: let's say we have the player
at 0, a gravity line at 1, and a checkpoint at 2; then we destroy the
gravity line and create a crewmate (let's do Violet).
If we're able to have holes, then after removing the gravity line, none
of the other indices shift. Then Violet will be created at indice 1, and
will be drawn in front of the checkpoint.
But if we can't have holes, then removing the gravity line results in
the indice of the checkpoint shifting down to indice 1. Then Violet is
created at indice 2, and gets drawn behind the checkpoint! This is a
clear illustration of changing the behavior that existed in 2.2.
However, I also don't want to go back to the `active` system of having
to check an attribute before operating on an entity. So... what do we
do to restore the holes?
Well, we don't need to have an `active` attribute, or modify any
existing code that operates on entities. Instead, we can just set the
attributes of the entities so that they naturally get ignored by
everything that comes into contact with it. For entities, we set their
invis to true, and their size, type, and rule to -1 (the game never uses
a size, type, or rule of -1 anywhere); for blocks, we set their type to
-1, and their width and height to 0.
obj.entities.size() will no longer necessarily equal the amount of
entities in the room; rather, it will be the amount of entity SLOTS that
have been allocated. But nothing that uses obj.entities.size() needs to
actually know the amount of entities; it's mostly used for iterating
over every entity in the vector.
Excess entity slots get cleaned up upon every call of
mapclass::gotoroom(), which will now deallocate entity slots starting
from the end until it hits a player, at which point it will switch to
disabling entity slots instead of removing them entirely.
The entclass::clear() and blockclass::clear() functions have been
restored because we need to call their initialization functions when
reusing a block/entity slot; it's possible to create an entity with an
invalid type number (it creates a glitchy Viridian), and without calling
the initialization function again, it would simply not create anything.
After this patch is applied, entity and block indices will be restored
to how they behaved in 2.2.
These comments were probably remnants of some late-night coding session
or something. Anyway, they're not needed; there's nothing to do with SDL
here, and the "Init" is obvious because the function is a constructor.
Contents and scripts should be reset in editorclass::reset(); there's no
reason to reset them again right before you load them from an XML file
in editorclass::load().
Additionally, the resets now consistently use SDL_zeroa() (for contents)
and scriptclass::clearcustom() (for scripts).
Wow, there are a lot of these. All of these exit paths now use
VVV_exit() instead, which attempts to save unlock.vvv and settings.vvv,
and also frees all resources so Valgrind is happy. This is a good thing,
because previously unlock.vvv/settings.vvv wouldn't be written to if we
decided to bail for a given reason.
It should be between the include of the corresponding header file for
the source file (Script.h) and the includes of other local header files
(the files that are specific to this codebase only); this is the
convention that includes in all other source files follow.
However, it seems like I misplaced this, so I'm fixing it now.
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.
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
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.
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.
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.
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.
There's a small inconsistency where the first time you load in to the
game, game.lifeseq is at 0, but when you exit to the menu and load in
again, game.lifeseq becomes 10. This is visible as Viridian blinking
when loading in only after the first time you load in, and this also
means that after the first time you load in, you also have to wait 5
frames before being able to move Viridian.
The reason for this inconsistency is because on the first time you load
in to the game, there are no entities loaded in obj.entities yet, so the
game creates a player entity, and doesn't mess with game.lifeseq. When
you exit and then load in for the second time, obj.entities contains at
least one entity (all the entities from the room you just exited out of
- map.gotoroom() hasn't even been called yet, so it doesn't even check
for only the player entity), so the game calls map.resetplayer()
instead, and map.resetplayer() sets game.lifeseq to 10.
There's even an inconsistency to this inconsistency - when you die in No
Death Mode, all entities will be removed from obj.entities, so the next
time you load in to the game, game.lifeseq will be 0.
This inconsistency is pretty minor in the grand scheme of things, but
it still bothers me, so I'm going to fix it.
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.
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()
First, the variable has been inverted, because it's bad practice to have
booleans with negative names. Secondly, instead of magically setting a
signaling variable when calling fadeout(), fadeout() now has a parameter
to set the quick_fade attribute, which is much cleaner than doing the
magical assignment that could potentially look unrelated.
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.
These commands now use the INBOUNDS_ARR() macro to convey intent, and to
make sure that if the size of the array changes in the future, that the
bounds check wouldn't end up being wrong. Also fixed some code style for
the flag() and ifcrewlost() commands.
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.
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.
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.
When this is done, there is potential for a mistake to occur when
writing out the bounds check, which is eliminated when using the macro
instead. Luckily, this doesn't seem to have happened, but what's even
worse is I hardcoded 400 instead of using SDL_arraysize(ed.level), so if
the size of ed.level the bounds checks would all be wrong, which
wouldn't be good. But that's fixed now, too.
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".
In 2.0, 2.1, and 2.2, calling flipgravity() on an entity that wasn't
rule 6 would change it to rule 7. In 2.3 currently, doing this will only
change it to rule 7 if it's already rule 6, starting with the
introduction of the change where if an entity was rule 7 it would be
changed to rule 6.
The crewmate conversion trick has been restored, but converting an
entity to a crewmate will change its rule to 6, not 7 like in pre-2.3.
If you want it to be changed to rule 7 instead of 6, you'd have to call
flipgravity() twice in 2.3 and only once in pre-2.3, which would make
maintaining compatibility between versions a bit harder.
So to fix this, I'm inverting it so that if you call flipgravity() on an
entity that isn't rule 7, it will be converted to rule 7, and only if
it's rule 7 will it be converted to rule 6.
This is a followup to b7cf6855b0 and
10ed0058fd.
In 2.2, if you had a duplicate player entity, there'd be no way to get
rid of it. Except for the recently-discovered Arbitrary Entity
Manipulation glitch, where you set `i` to the indice of the entity and
call flipgravity() on it, turning its rule to 7 and making it no longer
a player entity.
However, I patched this useful mechanic out when I made it so that you'd
no longer be able to convert entities with rule 0 to rule 6
(10ed0058fd, upheld in
b7cf6855b0), because doing so would mean
being able to softlock the game by not having any player entity.
So, in this patch, I'm making it so that you CAN convert duplicate
player entities to crewmates (and thus basically destroy them), but you
can't do that to the TRUE player entity (i.e. the first entity indice
that has rule 0, which is basically always indice 0).
So there's this trick that I recently discovered, since many script
commands don't initialize `i` it's possible to use them to manipulate
arbitrary entities by specifying their indice.
This means in 2.2 you can convert entities to pseudo-crewmates by
changing their rule to 6. Except in 2.3, this was fixed when I fixed the
command to work on flipped crewmates as well. So I'm restoring this
functionality, but I recognize the protection that my previous change to
the command did in preventing levels from destroying the player entity
by changing the player's rule to something nonzero, so instead of
removing the if-conditional entirely, I'm making it so that it will only
set the rule if the entity's rule isn't 0.
It's trivially easy to send the scripting system into an infinite loop
on the same frame (i.e. without any script delay in between, i.e. within
the same execution of script.run()). Just take a look at these two
scripts:
a:
iftrinkets(0,b)
#
b:
iftrinkets(0,a)
#
The hashes are to prevent the scripting system from parsing iftrinkets()
using the internal version instead of the simplified version, because
after doing a simplified iftrinkets(), the parser will (to oversimplify)
execute the last line of the script as internal.
Anyway, sending the game into an infinite loop like this will cause the
Not Responding dialog on Windows.
So to prevent this from happening, I've added an execution counter to
scriptclass::run(). If it gets too high, we're in an infinite loop and
so we stop running the script.
Fixes#402 (Violet appearing 1 frame after the Ship teleporter room
appears).
The root cause of this bug is due to the game loop order changes made
with the over-30-FPS patch. 2.2's game loop order was gameinput(),
gamerender(), then gamelogic(). In 2.3, gamerender() was moved to the end
as it required special code to render more than 30 frames a second. So
2.3's game loop order is gameinput(), gamelogic(), then gamerender().
In hindsight, I could have preserved the game loop order, but this would
require some more complex code in the game loop than what is there
currently. Fixing it now would fix rendering glitches such as this one
(along with being able to remove script.dontrunnextframe with the
two-frame-delay fix), but it could also introduce new rendering glitches
we don't yet know about. After discussing this in Discord DMs with
flibit, we agreed that the game loop order should be fixed in 2.4
instead.
When the game teleports you, gamelogic() runs script.teleport(). This
function will gotoroom to the teleporter destination, then it loads the
teleport script. Some teleport scripts (such as levelonecomplete, which
creates Violet) expect that their entities will be created, and more
generally that their script will be ran, on the same frame that the
gotoroom happens, i.e. by the time that the next gamerender() happens,
i.e. script.run() should be ran before the next gamerender() happens.
This would be true on the old game loop order, but with the new game
loop order, gamerender() gets ran directly after gamelogic() with no
script.run() in between.
To fix this, I did the same thing I did with the two-frame-delay fix
(#317), where I ran the script for that frame, but in order to prevent
running it twice I set script.dontrunnextframe to true.
This fixes the bug where Viridian would appear to "zip" when they would
be teleported to the position of the teleporter before being flung out
of it.
As discussed in #393, I've also set the oldxp/oldyp when Viridian is
temporarily positioned in the center of the room, even though at this
point they should already be invisible. This is just to be safe.
Fixes#393.
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.textbox.clear() should be used instead of
graphics.textboxremove() or graphics.textboxremovefast(), because even
with graphics.textboxremovefast(), you'll still have to process at least
one frame of GAMEMODE logic before the text boxes are actually properly
removed, and this caused a 1-frame glitch when exiting playtesting with
text boxes on-screen and then re-entering playtesting.
Technically I could've only fixed it in Game::returntoeditor(), but I
wanted to be safe, so I also fixed it in scriptclass::hardreset(), too.
When I moved duplicate player entity removal to
scriptclass::hardreset(), I also inadvertently made it so all non-player
entities got removed as well, even though this wasn't my intent. And
thus, pressing Enter to restart a time trial removes every entity except
the player, since it calls script.hardreset().
The time trial script.hardreset() is bad for other reasons (see #367),
however it's still a good idea to reset only what's needed in
script.hardreset().
So you get a trophy and achievement for completing the game in Flip
Mode. Which begs the question, how does the game know that you've played
through the game in Flip Mode the entire way, and haven't switched it
off at any point? It looks like if you play normally all the way up
until the checkpoint in V, and then turn on Flip Mode, the game won't
give you the trophy. What gives?
Well, actually, what happens is that every time you press Enter on a
teleporter, the game will set flag 73 to true if you're NOT in Flip
Mode. Then when Game Complete runs, the game will check if flag 73 is
off, and then give you the achievement and trophy accordingly.
However, what this means is that you could just save your game before
pressing Enter on a teleporter, then quit and go into options, turn on
Flip Mode, use the teleporter, then save your game (it's automatically
saved since you just used a teleporter), quit and go into options, and
turn it off. Then you'd get the Flip Mode trophy even though you haven't
actually played the entire game in Flip Mode.
Furthermore, in 2.3 you can bring up the pause menu to toggle Flip Mode,
so you don't even have to quit to circumvent this detection.
To fix both of these exploits, I moved the turning on of flag 73 to
starting a new game, loading a quicksave, and loading a telesave (cases
0, 1, and 2 respectively in scriptclass::startgamemode()). I also added
a Flip Mode check to the routine that runs whenever you exit an options
menu back to the pause menu, so you can't circumvent the detection that
way, either.
For some reason, there were just exact duplicates of the talkgreen_2
script and alarmon/alarmoff commands. I have no idea why, but cppcheck
identified them.