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1206 commits

Author SHA1 Message Date
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
Ethan Lee
264279d17a Warning fix for uninitialized prefix 2020-07-15 12:11:23 -04:00
Ethan Lee
b302e4dbbb Valgrind warning fix 2020-07-15 12:09:24 -04:00
Ethan Lee
5ff5ae7294 mmmmmm is initialized earlier in init() 2020-07-15 11:58:00 -04:00
Misa
f8190439a9 Reset ed.roomnamehide to 0 when exiting playtesting
Now if your cursor was at the bottom of the screen when you entered
playtesting but then was moved to the top during playtesting, when you
exit, the roomname won't instantly disappear and then sheepishly rise
back up again.

And if your cursor was at the bottom of the screen when you entered
playtesting, and exited still being that way, the roomname will rise
back down again and won't instantly disappear.

Both of these behaviors make the roomname movement much more continuous
than it was previously, and it feels smoother and less janky.
2020-07-15 11:45:29 -04:00
Misa
def540d184 Reset ed.notedelay when exiting playtesting
It's not very useful to show a message that was relevant only when you
started playtesting.
2020-07-15 11:45:29 -04:00
Misa
22d556f4be Disable "Game Saved" text box in custommode
Also, use inspecial() instead of writing out each part of the
conditional separately. This just basically adds the insecretlab
conditional to the if-statement, which shouldn't be a big deal.
2020-07-15 11:45:29 -04:00
Misa
13e260bf50 Fix pressing Esc in teleporter menu going to quit screen
When I added the new pause menu, I forgot to make pressing Esc in the
teleporter menu go to the new pause menu instead. But it's fixed now.
2020-07-15 11:45:29 -04:00
Misa
5f131b426b Allow pressing Enter on teleporters during playtesting
There's no reason you shouldn't be allowed to press Enter on teleporters
during playtesting.

Well, except that you can press Esc in the teleporter menu in order to
go to the pause menu, which isn't intended in playtesting. But I can
just add a check there so that pressing Esc closes the teleporter menu
instead, it's fine.
2020-07-15 11:45:28 -04:00
Misa
846c6f61d4 Use .clear() when removing text boxes in reset functions
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.
2020-07-15 11:45:28 -04:00
Misa
7fada0548b Set ed.settingskey to true when returning to editor
This fixes a bug where the settings menu would immediately be brought up
if you used Esc to exit playtesting, unless you were an incredible ninja
and only pressed it for exactly one frame.
2020-07-15 11:45:28 -04:00
Misa
6c52b79ddf Set ed.keydelay to 6 when returning to editor
This fixes an annoying bug where if you use Up or Down to press ACTION
on the "All crewmates rescued!" dialogue whenever you rescue the last
crewmate during playtesting, it'll move you to the room above or below
you. This is because ed.keydelay isn't set to 6 (which is the standard
value that it gets set to whenever you press most keys in the editor),
but now it is.
2020-07-15 11:45:28 -04:00
Misa
1caabe374b Fix return to editor via crewmate rescue not using shouldreturntoeditor
The shouldreturntoeditor variable is supposed to be used because it
fixes the warp background not being reset if you exit into a
horizontally/vertically warping room with a different background. It
also properly resets other variables, which is good, too.
2020-07-15 11:45:28 -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
5e94239967 Optimize 30-mode FPS loop to use SDL_Delay()
This patch optimizes the loop used to limit the framerate in 30-FPS-only
mode so that it uses SDL_Delay() instead of an accumulator. This means
that the game will take up less CPU power in 30-FPS-only mode. This also
means that the game loop code has been simplified, so there's only two
while-loops, and only two places where game.over30mode is checked, thus
leading to easier-to-understand logic.

Using an accumulator here would essentially mean busywaiting until the
34 millisecond timer was up. (The following is just what leo60228 told
me.) Busywaiting is bad because it's inefficient. The operating system
assumes that if you're busywaiting, you're performing a complex
calculation and handles your process accordingly. And this is why
sleeping was invented, so you could busywait without taking up
unnecessary CPU time.
2020-07-14 00:44:42 -04:00
Ethan Lee
11312976fc Fall back to default settings when screenbuffer is not present 2020-07-13 16:09:48 -04:00
Misa
47eba09edb Fix missing newline on printf for customsavequick() failure
A missing newline in a printf() is annoying, it means the next line of
output is concatenated to the previous one.
2020-07-11 17:52:26 -04:00
Misa
582aaa587e Don't remove non-player entities in scriptclass::hardreset()
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().
2020-07-11 15:29:33 -04:00
Misa
199a8f45d6 Fix -playmusic command line option not working
There's a bug where playtesting from Ved doesn't properly play the music
of the level, due to no fault with Ved.

This was because the music was being faded out by
scriptclass::startgamemode() case 23 after main() called music.play().
To fix this, just call music.play() when all the other variables are
being set in Game::customloadquick().
2020-07-11 15:03:37 -04:00
Misa
15319b9ed0 Fix being able to circumvent not-in-Flip-Mode detection
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.
2020-07-10 21:35:47 -04:00
Misa
90929d80ea Fix wrong Tower music when toggling Flip Mode from in-game options
The music for the Tower is supposed to be ecroF evitisoP in Flip Mode,
and Positive Force when not in Flip Mode. However, if you go to the
options from the pause menu and toggle Flip Mode, the music isn't
changed.

Fixing this is pretty simple, just check the current area if not in a
custom level and play the correct track accordingly when toggling Flip
Mode from in-game.
2020-07-10 21:33:52 -04:00
Misa
b419601b41 De-duplicate gamestates 300..336
Gamestates 300..336 are used to start scripts in custom levels. However,
it looks like instead of having the cases have common code, each
individual case was copy-pasted numerous times, which is pretty
wasteful.
2020-07-09 21:55:35 -04:00
Ethan Lee
82666a1875 Set both filter and vsync hints with override priority 2020-07-08 21:43:05 -04:00
Misa
3932c75acc Remove unnecessary stub destructors
It's a bit misleading to have these stub destructors when they don't do
anything special.
2020-07-08 19:14:21 -04:00
Misa
307cdefb8e Remove duplicate advancetext/fullScreenEffect_badSignal initializations
They're already initialized in the constructor above, I have no idea why
they're here.
2020-07-08 19:14:21 -04:00
Misa
6b0b86d434 Remove unused attribute advanced_mode from Game
This attribute does absolutely nothing. In fact, it does so much nothing
I can safely remove reading and writing it!
2020-07-08 19:14:21 -04:00
Misa
7128e9c3ac Remove unnecessary string initializations from constructors
std::string is one of those special types that has a constructor that
just initializes itself to a blank state automatically. This means all
`std::string`s are by default already `""`, so there's no need to set
them. And in fact, cppcheck throws out warnings about performance due to
initializing `std::string`s this way.
2020-07-08 19:14:21 -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
876c120ed8 Remove unused coin attributes from finalclass and warpclass
Looks like coins were basically a scrapped mechanic, although I'm not
sure what these attributes were for. I guess counting the number of
coins in each room? But why, when you can just make a function to count
them automatically? Whatever.
2020-07-08 19:14:21 -04:00
Misa
63f6784cfe Remove unused <vector> include from Otherlevel.h
I forgot to do this earlier in my previous pull request de-vectoring
everything.
2020-07-08 19:14:21 -04:00
Misa
420bc38dff Move Roomtext struct to Map.h
This is a more appropriate place for it, because it's never used in
Otherlevel.cpp.
2020-07-08 19:14:21 -04:00
Misa
5e8ca20d02 Remove block type enum from Otherlevel.h
I have no idea why this is here. It should already be included from
Entity.h, anyway. There's no reason to copy-paste it.
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
Misa
a698d3a6f8 Remove unused vars relating to esc/keybuffer from KeyPoll
These attributes were escapeWasPressedPreviously, keyentered, and
keybufferlen.

Don't know why they were here or what they were intended to be for.
2020-07-08 19:14:21 -04:00
Misa
5eab43a655 Initialize saveDir and levelDir in FileSystemUtils.cpp
This is just in case these values happen to be used without being
initialized or anything. I vaguely recall someone reporting an issue
where they didn't have a "Documents" folder on Windows and their level
folder ended up being a garbage path, so it's good to do this.
2020-07-08 19:14:21 -04:00
Ethan Lee
2716296a10 Haiku: Keep the option visible, but note the bug 2020-07-08 14:43:04 -04:00
Ethan Lee
86fde7bf99 More VSync Haiku hackery 2020-07-08 14:38:55 -04:00
Ethan Lee
d3f9a36941 Refactor startup to load config before calling Screen::init 2020-07-08 14:30:57 -04:00
Ethan Lee
f8bb8cde32 HACK: Disable VSync option for Haiku 2020-07-08 14:06:45 -04:00
Misa
09e15db878 Fix Vitellary looking left for one frame in "Now Stay Close To Me..."
There's a bug in the cutscene that plays if your companion is Vitellary
in the room "Now Stay Close To Me...". The relevant gamestate is
gamestate 43, which for Vitellary calls the script `int1yellow_4`.

When Vitellary says the text box "That big... C thing! I wonder what it
does?", Terry intended for Vitellary to change his facing direction to
the left, as you can see with the command `changedir(yellow,0)` in the
original scripting. `changedir()` just changes the `dir` attribute of an
entity, and a `dir` of 0 means face left and a `dir` of 1 means face
right.

Then when Vitellary says "Maybe we should take it back to the ship to
study it?", Terry intended for him to face rightwards once again, as
indicated by the `changedir(yellow,1)` command.

Unfortunately, what happens instead is that when Vitellary says the
first text box ("That big... C thing! I wonder what it does?"), he turns
left for precisely one frame, and then afterwards goes back to facing
right. Then the second text box comes around, but he's already facing
right. How come?

Well, the problem here is that Vitellary's AI for "follow Viridian" is
overriding his `dir` attribute. Vitellary's AI says "get close to
Viridian", but Vitellary is already close enough to them that he stays
put. However, he still turns to face them as part of that AI.

To fix that, we need to put him in the AI mode that specifically says to
face left, with the command `changeai(yellow,faceleft)`. That way, he no
longer has the AI mode of following Viridian, and he will actually look
left for the intended duration instead of only looking left for one
frame.

But then we have another problem. When the cutscene ends, Vitellary no
longer follows Viridian. I mean it makes sense - we just placed him in
"only face left" mode, not "follow Viridian" mode! And this is not
merely a visual problem, because Vitellary is a supercrewmate and the
game won't let the player walk off the screen if Vitellary isn't
offscreen yet.

To fix THAT issue, we'll need to put Vitellary back in "follow Viridian"
mode. It turns out that the `changeai()` command was more intended for
scripting crewmates (entity type 12), NOT supercrewmates (entity type
14). As such, the command assumes that you'll want state numbers that
apply to entity type 12, such as 10, 11, 12, 13, and 14, even though the
only one that applies to entity type 14 is state 0, and every other
state number just makes it so that the entity doesn't move an inch. And
specifying faceleft/faceright is just state number 17.

Luckily, we can still pass the raw state number to `changeai()`, we
don't have to use its intended names. So I do a `changeai(yellow,0)` to
set Vitellary's state number back to 0 when it comes time to make him
face right again.

As a bonus, I added comments to the changed lines. This is a semi-obtuse
method of scripting, so it's always good to clarify.
2020-07-08 07:18:04 -04:00
Matt Penny
5ce2c04ea4 Fix 'Prize for the Reckless' spikes when switching game modes
The spikes are removed if the game is in no death or time trial mode,
however the removal is accomplished by modifying a static array. So if
the player switches to no death or time trial mode and switches back to
regular play, the spikes will no longer be present until the game is
restarted.

This simple fix writes the spikes back to the static array if the game
is not in no death or time trial mode. Another option is to maintain 2
static arrays - one with the spikes and one without - but that is
needlessly wasteful and prone to mistakes (one array updated but not the
other).
2020-07-06 22:04:04 -04:00
Misa
e6f3dab2e1 Make std::string-using script funcs pass around const references
This makes it so that whenever a string is passed into these functions,
it's no longer needlessly copied.
2020-07-06 11:19:24 -04:00
Misa
d480c1011c Make scriptclass::load(other) rely less on std::string
Instead of comparing against an std::string (which is heavily
templated), just use good ol' SDL_strcmp().
2020-07-06 11:19:24 -04:00
Misa
9398e9f1f0 Remove duplicate talkgreen_2 script and alarmon/alarmoff commands
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.
2020-07-06 11:19:24 -04:00
Misa
fd0dafc16c De-duplicate Graphics::drawmenu() and Graphics::drawlevelmenu()
Graphics::drawmenu() no longer has copy-pasted code for each individual
case. Instead, the individual cases have their own adding on to common
code, which is far easier to maintain.

Also, the only difference Graphics::drawlevelmenu() does is in some
y-positioning stuff. There's no reason to make it a whole separate
function and duplicate everything AGAIN. So it's been consolidated into
Graphics::drawmenu() as well, and I've added a boolean to draw a menu
this way if it's the level menu.
2020-07-06 11:19:24 -04:00
Misa
fbfeeaccd1 Use SDL_tolower() instead of libc tolower() in compare_nocase()
This is to avoid having to depend on libc as much as possible.
2020-07-06 11:19:24 -04:00
Misa
8366e08fbe Remove usage of std::string from MenuOption
Instead, the string in MenuOption is just a buffer of 161 chars, which
is 40 chars (160 bytes if each were the largest possible UTF-8 character
size) plus a null terminator. This is because the maximum length of a
menu option that can be fit on the screen without going past is 40
chars.
2020-07-06 11:19:24 -04:00
Misa
5fb0b4396a Remove use of std::transform(), use SDL_toupper/lower
There's no need to use a template here. Just manually call SDL_tolower()
or SDL_toupper() as needed.

Oh yeah, and use SDL_tolower() and SDL_toupper() instead of libc
tolower() and toupper().
2020-07-06 11:19:24 -04:00
Misa
36e38027d8 Simplify m_headers init, hardcode 128 less
I don't know how no one realized that the for-loop to (poorly)
initialize m_headers was basically unnecessary, and that the memset()
should've just been used instead. Well, except it should also be
replaced with SDL_memset(), but that's besides the point.

Also, I decided to hardcode the 128 thing less, in case people want to
fork the source code and make a build where it's changed.
2020-07-06 11:19:24 -04:00
Misa
fc03fca838 Turn (super)patrons/githubfriends into arrays & move them to new file
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.

So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
2020-07-06 11:19:24 -04:00
Misa
a80502bdc9 Turn ed.contents/vmult into arrays
They're always the same size, so there's no need for them to be vectors.

Also made the number of elements in ed.level/kludgewarpdir controllable
by maxwidth/maxheight.

I removed editorclass::saveconvertor() because I didn't want to convert
it to treat ed.contents like an array, because it's unused so I'd have
no way of testing it, plus it's also unused so it doesn't matter. Might
as well get rid of it.
2020-07-06 11:19:24 -04:00
Misa
067fbc75f0 Turn fadebars into an array
There's always 15 of them, it doesn't need to be a vector.
2020-07-06 11:19:24 -04:00
Misa
78181bc676 Statically allocate strings in UtilityClass::number()
It slightly bothered me that these weren't statically allocated, so they
are now.
2020-07-06 11:19:24 -04:00
Misa
5f91bdd073 Turn splitseconds into an array
It's always 30, there's no need for it to be a vector.
2020-07-06 11:19:24 -04:00
Misa
00cb033594 Turn map.specialnames into an array instead of a vector
Easiest de-vectoring I've had to do yet.
2020-07-06 11:19:24 -04:00
Misa
450cf1a31e Turn star and backbox vectors into arrays
There's always 50 stars and always 18 backboxes, there's no reason to
have them be vectors.
2020-07-06 11:19:24 -04:00
Misa
4c6ab6e6b7 Remove unused vars from Graphics/GraphicsResources
These unused vars are:
 - Graphics::bfontmask_rect
 - Graphics::backgrounds
 - Graphics::bfontmask
 - GraphicsResources::im_bfontmask

While it seems that Graphics::backgrounds was indexed in
Graphics::drawbackground(), in reality there was never anything in that
vector and thus actually using it would cause a segfault.
2020-07-06 11:19:24 -04:00
Misa
adca6a122a Turn tower vectors into plain arrays
Also, the arrays are statically allocated. I forgot to do this when we
were statically allocating things earlier, but better late than never.
2020-07-06 11:19:24 -04:00
Misa
9dcda17978 Turn map.contents into a plain array
map.contents always has 1200 tiles in it, there's no reason it should be
a vector.

This is a big commit because it requires changing all the level classes
to return a pointer to an array instead of returning a vector. Which
took a while for me to figure out, but eventually I did it. I tested to
make sure and there's no problems.
2020-07-06 11:19:24 -04:00
Misa
a1d4523177 Turn areamap into plain array
For this one, I had to make it a static data member and then initialize
it in a certain way in Map.cpp. It's pretty cool that you're able to do
this.
2020-07-06 11:19:24 -04:00
Misa
cb3afa295a Turn map.explored, map.roomdeaths(final) into plain arrays
They're always fixed-size anyways, there's no need for them to be
vectors.

Also used the new INBOUNDS_ARR() macro for the map.explored bounds
checks in Script.cpp, and made map.explored a proper bool array instead
of an int array.
2020-07-06 11:19:24 -04:00
Misa
118008d824 Move temp/temp2 off of UtilityClass, remove globaltemp
There's no reason for the temp variables to be on the class itself.
2020-07-06 11:19:24 -04:00
Misa
6b23244366 Move temp variable off of editorclass
Again, basically no reason for it to exist on the class itself.

The usage of the variable was replaced with temp2 instead of temp
because there was already a temp variable in the function it was used
in.
2020-07-06 11:19:24 -04:00
Misa
524a535c62 Move temp and temp2 off of mapclass
There's no reason these temporary variables need to exist on the class
exist.
2020-07-06 11:19:24 -04:00
Misa
0664eac7fc Turn obj.collect and obj.customcollect into plain arrays
Since they're always fixed-size, there's no need for them to be vectors.

Also added an INBOUNDS_ARR() macro to do bounds checks with plain
arrays.
2020-07-06 11:19:24 -04:00
Misa
62203efb2c Turn obj.flags into an array instead of a vector
Since it's always fixed-size, there's no reason for it to be a vector.
2020-07-06 11:19:24 -04:00
Misa
1258eb7bf4 Turn crew rescued/mood vectors into arrays
Since they're always fixed-size, they don't need to be dynamically-sized
vectors.

entityclass::customcrewmoods is now a proper bool instead of an int now,
and I replaced the hardcoded constant 6 with a static const int Game
attribute to make it easier to change.
2020-07-06 11:19:24 -04:00
Misa
cd3869f974 Turn time trial stat vectors into plain arrays
These are the besttimes, besttrinkets, bestlives, and bestrank
attributes of Game. bestframes was already a plain array.

As these are always fixed-sized, there's no reason for them to be
vectors. Also, I put their size in a static const int so it's easy to
change how many of them there are.
2020-07-06 11:19:24 -04:00
Misa
56f06bd853 De-duplicate and use a macro for loading things into plain arrays
Since it's basically the same code each time, I might as well just have
a macro instead.
2020-07-06 11:19:24 -04:00
Misa
3f448ce439 Turn unlock/unlocknotify into plain arrays
They're always fixed-size, so there's no need to them to be a dynamic
vector.

I changed their type to `bool` too because they don't need to be `int`s.

Also, I replaced the hardcoded 25 constant with at least a name, in case
people want to change it in the future.
2020-07-06 11:19:24 -04:00
Misa
c3e7ddca9c Add bounds checks to scriptclass::tokenize()
It could index the `words` array out-of-bounds if there were more than
40 arguments in a command. Not like that would ever happen, but it's
still good to be sure.
2020-07-06 11:19:24 -04:00
Misa
c7774a3eb9 Turn words into an array instead of an std::vector
It never changes its size, so it doesn't need to be a dynamically-sized
vector.
2020-07-06 11:19:24 -04:00
Misa
689af99220 Make currentletter a char instead of an std::string
It's only one character... why does it have to be a fully-fledged
std::string?
2020-07-06 11:19:24 -04:00
Misa
56b2f43ff8 Move tempword and currentletter off of scriptclass
There's no reason for these temporary variables to be a permanent part
of the class itself.
2020-07-06 11:19:24 -04:00
Misa
f28fcd78e8 Fix softlock from interrupted completestop
In summary, if you got to gamestate 1002 or 1012 without an advancetext,
and you had completestop on, you were basically softlocked. So just add
those gamestates there and advance the gamestate if advancetext is off.
2020-07-05 10:14:26 -04:00
Misa
d06fadadf2 Fix Map.cpp relying on editor.h to include Script.h
This would mean that NO_CUSTOM_LEVEL builds wouldn't compile.
2020-07-05 10:13:12 -04:00
Misa
1dfc536b0f Fix infinite loop pressing left/right in tele menu w/ no teles unlocked
This infinite loop would occur because once you pressed left or right,
the game keeps searching through all the list of teleporters until it
finds one that is unlocked. But if there's none that are unlocked, then
the game goes into an infinite loop, which brings up the Not Responding
dialog on Windows so you can kill it.

Normally, you're not supposed to have no teleporters unlocked while
being able to access a teleporter, but you can achieve this by going to
Class Dismissed from a custom level (while making sure you don't start
in 0,0, because there's a teleporter there that you would unlock).

The solution is to make sure at least one teleporter is unlocked before
doing any searching.
2020-07-04 22:48:16 -04:00
Misa
aa873ce172 Use proper do-while for teleporter searching loop
A do-while is just a while-loop, but the inner block will always run
once before the conditional is checked.

It looks like in order to achieve this desired behavior (always run the
block once before checking the conditional), instead of using a do-while
loop, Terry just used a normal while-loop and copy-pasted the inner
block on the outside.

So I'm de-duplicating the code.
2020-07-04 22:48:16 -04:00
Misa
7f61147973 Fix still being able to unlock things in custommode
This was caused by the fact that not all unlocks were done through the
Game::unlocknum() function. Some just set the unlock number directly.
But it's fixed now.
2020-07-02 23:59:42 -04:00
Ethan Lee
c4853688b4 Separate mkdirs from path string generation 2020-07-02 15:57:40 -04:00
Misa
029cc9d4b9 Fix wrong function being used to set color of coins
It should be setcolreal(), and not setcol().

Fixes #347.
2020-07-02 15:33:27 -04:00
Ethan Lee
c3e4e8589d Check saves dir in addition to levels dir for migration 2020-07-02 14:58:04 -04:00
Ethan Lee
d057c6a348 PHYSFS_mkdir uses the mount location when a system is mounted 2020-07-02 14:56:59 -04:00
Ethan Lee
ee610238b5 Try to preserve the script args for createentity when using default args 2020-07-02 14:34:21 -04:00
Misa
d22b895e22 Allow edentity terminals to use any sprite they want
Checkpoints can use any sprite they want, why not terminals, too?
2020-07-02 01:06:50 -04:00
Misa
450663594f Add G keybind to go to room
Ved has this useful feature where instead of having to manually travel
to a room whose coordinates you know, you can just press G and type in
coordinates to go there.

VCE added this, but I changed the text to be "x,y" instead of "(x,y)"
because otherwise it could confuse someone into thinking they need to
type parentheses when in reality they don't need to and typing them will
just make it not work.

Also I made sure to add an error message if the user types in an invalid
format. Failing silently would just confuse people, and maybe they'll
start thinking the feature doesn't work or something like that. VCE
doesn't have this helpful error message.

Lastly, VCE has a bug where if you use the shortcut to go from one
horizontally/vertically warping room to another, the background of the
previous room will still be there and scroll off with the background of
the room you went to, instead of just having the new background only.
This is because they forgot a 'graphics.backgrounddrawn = false;'. But
don't worry, *I* didn't forget about it.
2020-07-02 01:06:50 -04:00
Misa
76d8dc5bf2 Refactor/de-duplicate entity text input
This is basically FIQ's patch from VCE, except he never upstreamed it
because he said something along the lines of it seeming to not fit the
purpose of upstream.

But anyway, it basically just de-duplicates all the text input and text
finishing handling code and cuts down on the large amount of copy-paste
in the editor functions. It makes things way more maintainable.

Interesting note, it seems like FIQ had the intent to refactor the text
input in editor settings (i.e. the level metadata details), but never
got around to it in VCE. Maybe we'll finish that job for him later.
2020-07-02 01:06:50 -04:00
Ethan Lee
0f450f3e39 Move the VSync work to Screen.
The problem we're running into is entirely contained in the Screen - we need to
either decouple graphics context init from Screen::init or we need to take out
the screenbuffer interaction from loadstats (which I'm more in favor of since we
can just pull the config values and pass them to Screen::init later).
2020-07-02 00:19:40 -04:00
Misa
d854c61960 Add Shift+F1/F2/F3 hotkeys
Allowing users to reverse cycle tilesets/tilecols/enemies prevents them
from having to press the hotkey a zillion times in order to get to the
one they want if the one they want just happens to be behind the current
one they're on.
2020-07-01 23:49:23 -04:00
Misa
5132ccf1e6 Allow using Space Station tilecol -1
This tilecol conveniently lets players use one of the unpatterned Space
Station tilesets you see on the left side of tiles.png but never get to
use without Direct Mode.

It does have a few weird quirks, but it should be safe to use.
2020-07-01 23:49:23 -04:00
Misa
e8cf521ed7 Abstract tileset/tilecol/enemy switching to functions
This results in me having to copy-paste less code around, because
editorinput() is big enough as it is.
2020-07-01 23:49:23 -04:00
Misa
a0f8b83563 Re-organize editor shortcuts logic
Previously, it was:

    if (ed.settingsmod)
    {
        (Settings menu controls)
        ...
    }
    else
    {
        (Literally everything else
        Also a bunch of copy-pasted ed.keydelay checks)
        ...
    }

Now it is:

    if (ed.settingsmod)
    {
        (Settings menu controls)
        ...
    }
    else if (ed.keydelay > 0)
    {
        ed.keydelay--;
    }
    else if (key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
    {
        // Ctrl modifiers
        ...
    }
    else if (key.keymap[SDLK_LSHIFT] || key.keymap[SDLK_RSHIFT])
    {
        // Shift modifiers
        ...
    }
    else
    {
        // No modifiers
        ed.shiftkey = false;
        ...
    }

It might not counteract how completely huge this code is, but it's at
least organized better.

Also, I had to change the map resize logic around slightly, else it'll
get triggered any time you do a shift modifier keypress.
2020-07-01 23:49:23 -04:00
Misa
cf9c2f8933 Fix deltaframe render glitch when spawning animated double-size entities
Their drawframe needs to be incremented by 2 instead of 1, because
they're double-sized.

Animation type 3 is used by the cloud emitter in The Solution is
Dilution, animation type 6 is used by the radar dish in Comms Relay.
Animation type 4 is used by the maverick bus in B-B-B-Busted, but it's
not noticeable since it spawns offscreen. This bug would cause all of
those entities to appear incorrectly for the deltaframes between the
tick the room got loaded and the next tick after that.

This is noticeable in flibit's tweet showing off my over-30-FPS patch:
https://twitter.com/flibitijibibo/status/1273983014930993153
2020-07-01 17:54:52 -04:00
Misa
2569154010 Don't adhere to slowdown in MAPMODE/TELEPORTERMODE
Now that you have a mini menu in MAPMODE, it's a bit annoying to have to
deal with the slowed-down timestep when pressing left/right/ACTION
inside it. Especially since going to an options menu restores the
timestep back to normal (because it's in TITLEMODE). Also removed it
from TELEPORTERMODE for consistency.
2020-07-01 11:39:17 -04:00
Misa
f7da19b667 Make text() colors consistent with setblockcolour()
It seems a bit strange to have two separate color indexes that are
mostly the same, don'tcha think?
2020-07-01 11:39:17 -04:00
Ethan Lee
8e4be6112d Fix a couple spots where sizeof referred to array size 2020-07-01 00:46:55 -04:00
Ethan Lee
641277b430 Timing fixes for processVsync recreation workaround 2020-07-01 00:46:27 -04:00
Ethan Lee
708c8be089 NULL checks for processVsync 2020-07-01 00:36:04 -04:00
Ethan Lee
ffe425a202 Copypaste error for s_besttimes 2020-07-01 00:31:41 -04:00
Ethan Lee
3d8f53cfd2 Fix memset writing past bestframes 2020-06-30 23:02:18 -04:00
Misa
56c9a1554a Add names for previously disallowed songs
That way, they don't show up as "?: something else" and their proper
names are shown.

I didn't update the song numbers to include the newly-allowed songs
because otherwise it'd no longer correlate with what song numbers you
use for the music() simplified command.
2020-06-30 22:43:17 -04:00
Misa
7620e4664b Allow using any editor song
It was possible to do this already by editing the XML (or by using Ved),
for some reason the in-game editor just didn't let you do so.
2020-06-30 22:43:17 -04:00
Misa
6c19a38e9f De-duplicate editor music name printing
No need to copy-paste the graphics.Print() for every single case.
2020-06-30 22:43:17 -04:00
Misa
ee20067fc2 Read and write best time trial frames
This is basically just bolting on the "frames" part of a time trial
score. There's not enough space to properly show it on the time trial
select screen, maybe we can figure something out later. But I at least
want to implement the functionality now.
2020-06-30 22:42:29 -04:00
Misa
42e6185b12 Fix pressing Enter moving you leftwards in the editor
Whoops.
2020-06-30 22:41:38 -04:00
Misa
97bf731fa3 If invalid valid value, set valid to false
This is just to prevent parsing potentially garbage data, because some
of the code relies on the `valid` value being valid.
2020-06-30 21:07:05 -04:00
Misa
170e93054a Remove extraneous semicolon from MusicTrack::MusicTrack()
I don't know how that got there...
2020-06-30 21:07:05 -04:00
Misa
5fe3b9d0de Add bounds check to musicclass::play()
If the song number (after we've processed it) is out-of-bounds, then
just return and log the error.
2020-06-30 21:07:05 -04:00
Misa
7c2b418761 Account for extra tracks in musicclass::play()
Since each soundtrack is no longer guaranteed to be 16, we'll have to
account for their different lengths when playing music.
2020-06-30 21:07:05 -04:00
Misa
08fe655a5f Parse extra headers from binary blob
Not just the ones that contain specific names.
2020-06-30 21:07:05 -04:00
Misa
4c2f5ed032 Add binaryBlob::getExtra()
This needs to be done because m_headers is a private member of
binaryBlob.
2020-06-30 21:07:05 -04:00
Misa
09dbe8113b De-duplicate track names
Instead of copy-pasting the entire list three times over, why not put it
in an easy to use "X" macro?
2020-06-30 21:07:05 -04:00
Misa
ad540d57f4 Allow D-Pad to act as arrow keys in the editor
This doesn't make the editor completely accessible on controller, but
it's a good start at least. VCE already let you move between rooms with
the D-Pad, though.
2020-06-30 20:47:40 -04:00
Misa
07028d47d5 Add one-time OoB logs to tile-drawing functions
These functions will only complain once if they receive an out-of-bounds
tile. And it's only once because these functions are called frequently
in rendering code.

A macro WHINE_ONCE() has been added in order to not duplicate code.
2020-06-30 18:06:14 -04:00
Misa
5201f67909 Add being able to override the one-way recolor
Disabling the one-way recolor if assets are mounted is needed to make
existing levels not look bad, but what about levels that want to use the
recolor anyway?

The best solution here is to just introduce another bool into the XML,
and make the re-color opt-in and only present if assets are mounted if
that tag is present.
2020-06-30 18:06:14 -04:00
Misa
2d21bab4ea Only re-color one-ways if assets are not mounted
Some levels (like Unshackled) have decided to manually re-color the
one-way tiles on their own, and us overriding their re-color is not
something they would want. This does mean custom levels with custom
assets don't get to take advantage of the re-color, but it's the exact
same behavior as before, so it shouldn't really matter that much.

I would've liked to specifically detect if a custom tiles.png or
tiles2.png was in play, rather than simply disabling it if any asset was
mounted, but it seems that detecting if a specific file was mounted from
a specific zip isn't really PHYSFS's strong suit.
2020-06-30 18:06:14 -04:00
Misa
d610e2dae3 Add bounds checks to drawforetile/drawforetile2/drawforetile3
When I was writing the previous commit I noticed that these functions
didn't have bounds checks, which is a bit bad. So I added them.
2020-06-30 18:06:14 -04:00
Misa
e84194db55 Re-color one-way tiles to match their tileset
One-ways have always had this problem where they're always yellow. That
means unless you specifically use yellow, it'll never match the tileset.

The best way to fix this without requiring new graphics or changing
existing ones is to simply re-tint the one-way with the given color of
the room. That way, the black part of the tile is still black, but the
yellow is now some other color.
2020-06-30 18:06:14 -04:00
Misa
b5783007b3 Adhere to "locked" gravity/warp lines
Ved has this useful feature where you can "lock" a gravity line or warp
line in place, meaning it'll no longer extend its length until it
touches a tile. A line is locked if the p4 of the edentity is 1.

VVVVVV doesn't support this, but now it does. The horrifying thing is
that it stretches the lines out *while rendering the line*, so it looks
like logic and rendering aren't that separate after all (although, I
already learned that when I did my over-30-FPS patch).
2020-06-30 17:52:15 -04:00
Dav999-v
7adf71a21b Change "toggle letterbox" to "scaling mode"
This change was half-backported from the localization branch, except I
just came up with "scaling mode" as a better term than the more generic
"graphics mode". It doesn't make sense to still have the option be
called "toggle letterbox" because a third option (integer mode) was
added at some point.
2020-06-30 16:53:33 -04:00
Dav999-v
e20c01deed Move "resize to nearest" grouped with other resolution-related options
The options for fullscreen and scaling mode were at the top, then there
were various other graphical options, and then the option to resize to
the nearest window size that is of an integer multiple was all the way
below that. Now that last option is moved to be right below the other
options related to window sizing.
2020-06-30 16:53:33 -04:00
Dav999-v
a2d8e57af0 Move some options to a new menu, "advanced options"
VVVVVV's menus are kind of packed to the brim, so I thought it was time
to recategorize the menus a little bit. There's now a new "advanced
options" menu which holds the following options which were moved out of
graphic options, game options and especially accessibility options:

- toggle mouse
- unfocus pause
- fake load screen
- room name background
- glitchrunner mode

I also made the positioning of the titles and descriptions more
consistent, and made some options which were moved to the new menu not
so abbreviated ("load screen" and "room name bg")
2020-06-30 16:53:33 -04:00
Misa
de2d6a1e86 Expose all 9 arguments of createentity()
For whatever reason, not all arguments of createentity() are exposed in
the command.

We have to keep in mind that (1) unspecified arguments default to 0
(instead of the 320 and 240 for argument 8 and 9 that createentity()
usually defaults to), and that (2) arguments persist across commands.
(Why not get rid of argument persistence, you say? Unfortunately, some
levels rely on argument persistence to call gotoposition() without
specifying the third argument, even though you're supposed to specify
all three arguments.)

To add these arguments without breaking levels, I re-added the
createentity() defaults of 320 and 240 for args 8 and 9, and then I
reset the new arguments afterwards when I'm done. Technically this could
be bad if other commands used those higher arguments, but none of them
really do. (Except createcrewman(), but it only sets argument 6 to 0
sometimes anyway, but argument 6 is already supposed to default to 0.)
2020-06-30 16:50:56 -04:00
Misa
db06b336b6 Don't set showtrinkets when loading custom quicksave
Otherwise trinkets could randomly show up on the minimap when levels
don't want them to.
2020-06-30 16:30:09 -04:00
Misa
15e10af08e Display trinkets on the minimap in custommode
I don't really like how copy-pasted the minimap rendering code is, but
whatever. We can refactor it later.
2020-06-30 16:30:09 -04:00
Misa
9e9b1b3c6d Scan for trinkets and put them into shinytrinkets in customs
For showtrinkets() to work, we'll need the correct map data in custom
levels.
2020-06-30 16:30:09 -04:00
Misa
3f7ed4b94a Don't selectively undraw tiles in towers if backgrounds are off
The game for some reason had this thing where it would not draw the
diagonal background tiles if you had animated backgrounds turned off.
Which is weird, because spikes with that background are still drawn as
spikes with that background. And also, it doesn't do this for any of the
tower hallway rooms, which is inconsistent.

Better to simplify the logic in Render.cpp anyways by removing
graphics.drawtower_nobackground() and making it really clear what
exactly we'll do if backgrounds are turned off. ("Aren't we already not
drawing the background? What's this _nobackground() function for?")
2020-06-30 14:34:42 -04:00
Misa
2c18d28880 Add Flip Mode to game options if in M&P or in-game menu and unlocked
Flip Mode will now be in the game options menu if either:
 (1) You're playing the M&P version.
 (2) You have it unlocked and you came here from the in-game pause
     screen.

This is because if you're playing M&P, you'd have to close the game,
edit unlock.vvv, and re-launch the game to toggle Flip Mode, since
there's no other way to do so. And if you're playing the full version,
you'd have to save and exit your session in order to toggle Flip Mode.
2020-06-30 09:21:25 -04:00
Misa
7ce4f1173d Add "resize to nearest" graphics option
If you want your game window to simply be exactly 320x240, or 640x480,
or 960x720 etc. then it's really annoying that there's no easy way to do
this (to clarify, this is different from integer mode, which controls
the size of the game INSIDE the window). The easiest way would be having
to close the game, go into unlock.vvv, and edit the window size
manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although
it does not account for actual monitor size (those 1x/2x/3x/4x modes are
all you get, whether or not you have a monitor too small for some of
them or too big for any of them to be what you want).

I discussed this with flibit, and he said that VCE's approach (if it
accounted for monitor size) wouldn't work on high-retina displays or
high DPIs, because getting the actual multiplier to account for those
monitors is kind of a pain. So the next best thing would be to add an
option that resizes to the nearest perfect multiple of 320x240. That way
you could simply resize the window and let the game correct any
imperfect dimensions automatically.
2020-06-30 09:21:00 -04:00
Misa
e331abcd7e Fix Alt+Enter Glitch if not in glitchrunner mode
The Alt+Enter Glitch is a funny glitch where if you press any toggle
fullscreen keybind during a cutscene, Viridian will stop moving (if
they're being moved by a walk()) and ACTION will start being held down
for them. Meaning in most cases you can interrupt a walk and flip at the
same time.

This can obviously break cutscenes if a casual just wants to toggle
fullscreen, so I'm fixing it. But it will be unfixed in glitchrunner
mode in case you want to glitch out custom levels (I know I do).

More information on the Alt+Enter Glitch is available here:
https://gitgud.io/infoteddy/vvvvvv-knowledge/blob/master/bugs/bugs.md#the-altenter-glitch
(The page is a bit outdated, some bugs have been fixed in 2.3 already.)
2020-06-30 00:20:03 -04:00
Misa
35c540449e Add being able to disable unfocus pause
It's sometimes unwanted by people, and it's unwanted enough that there
exist instructions to hexedit the binary to remove it (
https://distractionware.com/forum/index.php?topic=3247.0 ).

Fun fact, the unfocus pause didn't exist in 2.0.
2020-06-29 22:59:16 -04:00
Misa
3f077ee56a Don't gray out invincibility/slowdown in intermission
When I re-enabled them for intermissions earlier, I forgot to un-gray
them out.
2020-06-29 22:59:16 -04:00
Ethan Lee
e85d5a8714
Merge pull request #326 from InfoTeddy/general-refactors
Refactor how custom level stats are stored, read, and written
2020-06-29 22:31:03 -04:00
Misa
b9bf2cc1c5 Unindent loadcustomlevelstats from previous commit
Done in a separate commit to reduce diff noise.
2020-06-29 18:47:45 -07:00
Misa
be9c405ddd Use returns and don't have rest of loadcustomlevelstats in an 'else'
This will cut down on unnecessary indentation levels.
2020-06-29 18:44:54 -07:00
Misa
9a008dc77c Refactor how custom level stats are stored, read, and written
There were a few problems with the old way of doing things:

(1) Level stats were an ad-hoc object. Basically, it's an object whose
attributes are stored in separate arrays, instead of being an actual
object with its attributes stored in one array.
(2) Level filenames with pipes in them could cause trouble. This is
because the filename attribute array was stored in the XML by being
separated by pipes.
(3) There was an arbitrary limit of only having 200 level stats, for
whatever reason.

To remedy this issue, I've made a new struct named CustomLevelStat that
is a proper object. The separate attribute arrays have been replaced
with a proper vector, which also doesn't have a size limit.

For compatibility with versions 2.2 and below, I've kept being able to
read the old format. This only happens if the new format doesn't exist.
However, I also WRITE the old format as well, in case you want to go
back to version 2.2 or below for whatever reason. It's slightly
wasteful to have both, but that way there's no risk of breaking
compatibility.
2020-06-29 18:39:22 -07:00
Ethan Lee
38a42b484d
Merge pull request #322 from Dav999-v/auto-center-menu
Make menus automatically centered and narrowed
2020-06-29 19:10:39 -04:00
Misa
f64e9237c4 Display centiseconds on time trial result and Game Complete
Centiseconds won't be saved to any save file or anything. This is just
to make speedrunning a bit more competitive, being able to know the
precise time of a time trial or full game run.

The time trial par time on the result screen always has ".99" after it.
This is basically due to the game comparing the number of seconds to the
par number of seconds using less-than-or-equal-to instead of simply
less-than.
2020-06-29 19:09:11 -04:00
Misa
ad27a5c154 Reset width of player in mapclass::resetplayer()
The width of the player can be changed by using the Gravitron OoB
glitch. It will not be reset if the game is in glitchrunner mode.
2020-06-29 19:08:22 -04:00
Misa
66d19d4cf4 Disable two-frame delay fix in glitchrunner mode
The two-frame delay can be utilized to trigger a glitch that spawns
entities in the wrong room.
2020-06-29 19:08:22 -04:00
Misa
d4592cd6b3 Add special case to color gray Warp Zone entities gray
The only reason why gray Warp Zone entities were green originally was
because there is a giant concatenated list of tileset+tilecol
combinations, and by using tileset 3 tilecol 6 you're using the entry
of tileset 4 tilecol 0, which is the green Ship tileset.

So without interfering with the green Ship tileset's entry, I've decided
that the best thing to do is to just add special cases. The enemy color
was easy enough to fix. The platform color was also easy to fix.
However, there exist no existing textures for gray conveyors, so at that
point I decided to just tint the existing green one gray, and then I did
the same for platforms.
2020-06-29 19:07:45 -04:00
Misa
584f73f0a4 Add BlitSurfaceTinted()
This will be used to change the color of existing textures while
preserving their lightness values.
2020-06-29 19:07:45 -04:00
Dav999-v
cc538a0965 Merge remote-tracking branch 'upstream/master' into auto-center-menu
Fix one conflict.
2020-06-29 23:40:10 +02:00
Dav999-v
803d0f45de Document menu width limit better
The reason for the menu width to be limited to 272 pixels was rather
undocumented in the code, now the comment explains more about it.
2020-06-29 23:18:33 +02:00
Misa
ebd381c228 Fix the two-frame-delay when entering a room with an "init" script
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.

Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.

That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.

So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.

And with all that work, the two-frame (now three-frame) delay is fixed.
2020-06-29 15:42:51 -04:00
Misa
baf879d9fd Remove unused tmap vars from mapclass
These used to be relevant when the main game tilemaps were stored in
strings, but now they no longer are.
2020-06-29 15:42:51 -04:00
Misa
e1a114d1a5 Un-fix hitbox persistence in map.resetplayer()
It's annoying for casuals to have to close the game if they manage to
get themselves to turn into VVVVVV-Man, but it's amusing enough to
glitchrunners that they mess about with VVVVVV-Man in the main game,
clipping through walls everywhere (well, they call it Big Viridian, but
still).
2020-06-29 15:12:35 -04:00
Misa
387ee4dc79 Un-hardreset certain variables for glitchrunner mode
Ironically enough, resetting more variables in script.hardreset() makes
the glitchy fadeout system even more glitchy. Resetting map.towermode,
for example, makes it so that if you're in towers when you quit to the
menu, script.hardreset() makes it so that the game thinks you're no
longer inbounds (because it no longer thinks you're in a tower and thus
considers coordinates in the space of 40x30 tiles to be inbounds instead
of 40x700 or 40x100 tiles to be inbounds), calls map.gotoroom(), which
resets the gamestate to 0. So if we're using the old system, it's better
to reset only as much as needed.

And furthermore, we shouldn't be relying on script.hardreset() to
initialize variables for us. That should be done at the class
constructor level. So I've gone ahead and initialized the variables in
class constructors, too.
2020-06-29 15:12:35 -04:00
Misa
cb8540d7bd Restore janky gamestate-based quit-to-title system in glitchrunnermode
This was fixed in 2.3 because one of the side effects of this janky
system was being able to accidentally immediately quit to the title if
the screen was black during a cutscene, which is something very likely
to happen to casual players.

Anyway, credits warp uses this gamestate-based system because it
utilizes quitting to the title screen doing gamestate 80. From there,
you increment the gamestate to gamestate 94 to use the Space Station 2
expo script.
2020-06-29 15:12:35 -04:00
Misa
9bab6bd0cb Don't hardreset() game.advancetext in glitchrunner mode
This is the second part of what is necessary for credits warp to work.

The speedrunners call this "text storage". You need to get the
advancetext prompt up without a text box in order to be able to
increment the gamestate without bound. In 2.0, script.hardreset() reset
the text boxes, but not the prompt.
2020-06-29 15:12:35 -04:00
Misa
5848330e66 Re-enable unbounded gamestate increment in glitchrunner mode
This is the first part of what is necessary for credits warp to work.

If the "- Press ACTION to advance text -" prompt is up, and you manage
to keep it up, then you can indefinitely increment the gamestate by
pressing ACTION.

This is first used in credits warp to teleport to the start of Space
Station 2 (by utilizing the Eurogame expo script, triggered by a
gamestate), and then again later by using a teleporter that has a high
gamestate number to increment to the [C[C[C[C[Captain!] cutscene.
2020-06-29 15:12:35 -04:00
Misa
779083b417 Add glitchrunner mode, in game options
Glitchrunner mode is intended to re-enable glitches that existed in
older versions of VVVVVV. These glitches were removed because they could
legitimately affect a casual player's experience. Glitches like various
R-pressing screwery, Space Station 1 skip, telejumping, Gravitron
out-of-bounds, etc. will not be patched.
2020-06-29 15:12:35 -04:00
Dav999-v
46d5fc6576 Correct minimum horizontal spacing check
It should've checked the final spacing and not the intermediate maximum
value. I had changed some things around, and now the minimum spacing
was 5 instead of 0 by mistake.
2020-06-29 02:58:38 +02:00
Dav999-v
0023c821db Make menus automatically centered and narrowed
All menus had a hardcoded X position (offset to an arbitrary starting
point of 110) and a hardcoded horizontal spacing for the "staircasing"
(mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or
something else). Not all menus were centered, and seem to have been
manually made narrower (with lower horizontal spacing) whenever text
ran offscreen during development.

This system may already be hard to work with in an English-only menu
system, since you may need to adjust horizontal spacing or positioning
when adding an option. The main reason I made this change is that it's
even less optimal when menu options have to be translated, since
maximum string lengths are hard to determine, and it's easy to have
menu options running offscreen, especially when not all menus are
checked for all languages and when options could be added in the middle
of a menu after translations of that menu are already checked.

Now, menus are automatically centered based on their options, and they
are automatically made narrower if they won't fit with the default
horizontal spacing of 30 pixels (with some padding). The game.menuxoff
variable for the menu X position is now also offset to 0 instead of 110

The _default_ horizontal spacing can be changed on a per-menu basis,
and most menus (not all) which already had a narrower spacing set,
retain that as a maximum spacing, simply because they looked odd with
30 pixels of spacing (especially the main menu). They will be made even
narrower automatically if needed. In the most extreme case, the spacing
can go down to 0 and options will be displayed right below each other.
This isn't in the usual style of the game, but at least we did the best
we could to prevent options running offscreen.

The only exception to automatic menu centering and narrowing is the
list of player levels, because it's a special case and existing
behavior would be better than automatic centering there.
2020-06-29 02:09:52 +02:00
Misa
18b34d0066 Add logs if a Graphics func was stopped from indexing OoB
This doesn't happen too often, but it'll be useful to people making
custom levels so they know that it can happen, when it does.
2020-06-28 15:48:48 -04:00
Misa
c95c1ab250 Add bounds check to textbox functions that use m
It seems to be a bit bad to blindly use `m` without checking it. In
fact, this has caused a few segfaults already, actually.
2020-06-28 15:48:48 -04:00
Misa
a0f10d80e5 Refactor, de-duplicate, and clean up tilesheet processing
The tilesheets in question are font.png, tiles.png, tiles2.png,
tiles3.png, entcolours.png, teleporter.png, sprites.png, and
flipsprites.png.

This patch removes the hardcoded dimensions when scanning the
tilesheets, because it's simpler that way. It also de-duplicates it so
it isn't a bunch of copy-paste, by using macros. (I had to use macros
because it was the easiest way to optionally pass in some extra code in
the innermost for-loop.)

Also, if the dimensions of a scanned tilesheet aren't exactly multiples
of the dimensions of the tile unit for that given tilesheet (e.g. if the
dimensions of a scanned tiles.png are not exact multiples of 8), then an
SDL_SimpleMessageBox will show up with the error message, a puts() of
the error message will be called, and the program will exit.
2020-06-28 08:44:35 -04:00
Misa
7627a37216 Change a '||' to a '=='
Whoops.
2020-06-28 08:41:19 -04:00
Misa
9363cf4c40 Fix Game::anything_unlocked() always evaluating to true
Whoops.
2020-06-28 08:41:00 -04:00
Misa
22738cdb97 Remove unused/useless vars music.custompd/musicfade(in)/volume
I have no idea why these are here, but it'll simplify readability and
reduce the chance of confusion if I remove them.
2020-06-27 17:23:07 -04:00
Misa
facb079b35 Fix resumemusic/musicfadein not working
It seems like they were unfinished. This commit makes them properly
work.

When a track is stopped with stopmusic() or musicfadeout(),
resumemusic() will resume from where the track stopped. musicfadein()
does the same but does it with a gradual fade instead of suddenly
playing it at full volume.

I changed several interfaces around for this. First, setting currentsong
to -1 when music is stopped is handled in the hook callback that gets
called by SDL_mixer whenever the music stops. Otherwise, it'd be
problematic if currentsong was set to -1 when the song starts fading out
instead of when the song actually ends.

Also, music.play() has a few optional arguments now, to reduce the
copying-and-pasting of music code.

Lastly, we have to roll our own tracker of music length by using
SDL_GetPerformanceCounter(), because there's no way to get the music
position if a song fades out. (We could implicitly keep the music
position if we abruptly stopped the song using Mix_PauseMusic(), and
resume it using Mix_ResumeMusic(), but ignoring the fact that those two
functions are also used on the unfocus-pause (which, as it turns out, is
basically a non-issue because the unfocus-pause can use some other
functions), there's no equivalent for fading out, i.e. there's no
"fade out and pause when it fully fades out" function in SDL_mixer.) And
then we have to account for the unfocus-pause in our manual tracker.

Other than that, these commands are now fully functional.
2020-06-27 17:23:07 -04:00
Misa
2662cd4d06 Refactor KeyPoll::Poll() to use case-switch statements
Reduces the amount of copy-pasted if-expressions.
2020-06-27 17:23:07 -04:00
Misa
a87ebd2945 Remove unnecessary middleman game.infocus
It does the same thing as key.isActive, so no need to make it a separate
variable.
2020-06-27 17:23:07 -04:00
Misa
5052391f60 Make warpdir only re-draw BG if targeted room is current room
It's unnecessary to re-draw the background if you're modifying the warp
direction of some other room.
2020-06-26 10:22:05 -04:00
Misa
1cbecdda86 Use returntomenu(timetrials) instead of returnmenu in timetrialcomplete3
This fixes a corner case where using gamestate 82 from the editor would
put you in a softlock because it would return to the editor settings
menu, which only functions in EDITORMODE and results in a softlock in
TITLEMODE.
2020-06-25 20:27:51 -04:00
Ethan Lee
9804fbc383 Fix gamecontrollerdb.txt path 2020-06-23 19:08:08 -04:00
Misa
94a67ca0aa Only check Secret Lab/Time Trial/NDM for slowdown if ingame_titlemode
This is already done for invincibility. It's kind of unnecessary, but
it's just to make sure if for some reason in the future variables like
insecretlab/intimetrial/nodeathmode don't get reset when exiting to the
menu.
2020-06-23 15:23:57 -04:00
Misa
a3f171b018 Allow toggling invincibility/slowdown in intermission replays
inspecial() includes being in intermission replays, but it's not
necessary to disable invincibility/slowdown for them.
2020-06-23 15:23:57 -04:00
Misa
65f84b15f4 Fix deltaframe tower BG flicker when exiting menu in H/V warp room
To fix this annoying flicker (which, btw, took me WAY too long to do), I
had to introduce yet another kludge variable to signal that the
horizontal/vertical warp background should be re-initialized on the
pause screen.

I think I could technically keep the 'graphics.backgrounddrawn = false;'
in maplogic() and remove the 'graphics.backgrounddrawn = false;' in
Game::returntopausemenu(), but I'm keeping that other one around because
it doesn't hurt and just as a general precaution and safety measure.
2020-06-23 15:23:57 -04:00
Misa
16ebb807db Set backgrounddrawn to false when returning to pause menu
This makes it so the tower background doesn't persist and scroll upwards
if you exit the menu in a warp zone horizontal or vertical room.

Ugh, and while we're on the subject of separating the in-game tower
background and the menu tower background, could we PLEASE separate the
horizontal / vertical warp backgrounds from the tower backgrounds, too?!
2020-06-23 15:23:57 -04:00
Misa
441e7babd7 Fix Flip Mode persisting in in-game options menu
Now graphics.flipmode is turned off when going into the menu, and turned
back on if necessary when exiting.
2020-06-23 15:23:57 -04:00
Misa
c5a5589ce5 Allow pressing Esc to close Esc menu
Another thing that's annoyed me a lot is being unable to simply press
Esc to close the pause menu. You'd have to hover over the "return to
game" or "keep playing" option. This would be even more annoying with
more options on the menu, so allowing to press Esc is a nice
quality-of-life thing.
2020-06-23 15:23:57 -04:00
Misa
f6d73c62ec Allow pressing Esc to go back to pause menu from quit prompt
Allowing for more actions makes things feel smoother.
2020-06-23 15:23:57 -04:00
Misa
b63347b70c Prevent menu input if fading out
Otherwise you could keep re-pressing ACTION on the "yes" option and keep
stalling it until it finally faded out, or quickly go back past menu
options or something.
2020-06-23 15:23:57 -04:00
Misa
3c5ed04678 Make "no, keep playing" go back to pause menu
This is so the menus can stack on top of each other. Well, technically
they don't, but it's the same thing.
2020-06-23 15:23:57 -04:00
Misa
f6330c57fd Reset map.bypos when entering options menus in-game
Otherwise the menu background would have this rendering glitch where the
bypos of the in-game tower wouldn't divide easily and have a bunch of
jitters in an otherwise smooth but overall still somewhat smooth
background.
2020-06-23 15:23:57 -04:00
Misa
ccd6cfab7f Round map.colstate to nearest 5 when entering options menus
Also set map.tdrawback to true when leaving the menu.

This is to fix the interpolated color of the tower background
persisting, as well as making sure the menu background doesn't persist
when exiting.
2020-06-23 15:23:57 -04:00
Misa
8ed9ee1ca2 Fix Graphics::map_option() not uppercasing selected text
Forgot to do this earlier, whoops.
2020-06-23 15:23:57 -04:00
Misa
8c4b48fbfd Fix toggling MMMMMM always playing Presenting VVVVVV
This would be fine, under the assumption that you could never reach the
menu from outside the menu. Well, now you can, so now this has to play
the correct song instead of track 6.
2020-06-23 15:23:57 -04:00
Misa
caa4f0f5c9 Prevent turning on invincibility/slowdown in in-game options menu
Would've been the easiest exploit ever! But I gotta patch it.
2020-06-23 15:23:57 -04:00
Misa
a476121432 Make pressing Esc in ingame_titlemode go back to pause menu
You shouldn't be able to bring up the youwannaquit menu while you're
in-game, that should only be when you're actually not in game.
2020-06-23 15:23:57 -04:00
Misa
aa40eb6327 Move returning to pause menu code to separate function
This code is getting a bit more complicated now, we should maybe stop
copy-pasting it everywhere.
2020-06-23 15:23:57 -04:00
Misa
6582801dc9 Save current menu to temp variable when entering options from in-game
This is to pre-emptively prevent piling up stack frames for what I'll be
adding next, which is pressing Esc in the options menu in-game
automatically moving you back to MAPMODE.
2020-06-23 15:23:57 -04:00
Misa
75326ca2ee Save BG vars to temp vars when entering menu and revert them upon exit
Since the exact same tower background is also used on the menu, we need
to save the current state of the background when entering the menu
(before overwriting it), and then put it back when we're done. Maybe we
ought to separate the in-game and menu tower backgrounds...

This also fixes a semi-hilarious bug where you could make Panic Room go
in the other direction by simply going to the options menu in-game.

This is accomplished by adding convenience functions
mapclass::bg_to_kludge() and mapclass::kludge_to_bg().
2020-06-23 15:23:57 -04:00
Misa
46d1e4053e Set map.scrolldir when going to options in-game
This ensures that the background doesn't start scrolling the wrong way
in the menu.
2020-06-23 15:23:57 -04:00
Misa
a46dd32f12 Consolidate common case 32/33 code
If most of the code in the cases is the same, then just consolidate and
de-duplicate them. It's less error-prone this way.
2020-06-23 15:23:57 -04:00
Misa
6d7bff61b2 Make returning from game/graphic options return to MAPMODE
This is so return doesn't just lead back to more TITLEMODE.
2020-06-23 15:23:57 -04:00
Misa
4c5b018f6c Fix delta rendering glitch when going to options from new Esc menu
Well this is a bit annoying. I can call graphics.updatetowerbackground()
just fine, but I have to get at the title color update routine inside
titlelogic(), which is hard-baked in. So I have to pull that code
outside of the function, export it in the header, and then call it when
I transition to TITLEMODE.
2020-06-23 15:23:57 -04:00
Misa
06102e2db3 Make better Esc menu functional
So now the options do what they do. However, I still need to fix the
1-frame glitch when switching to TITLEMODE, as well as make returning
from the menu return back to MAPMODE, as well as making this better menu
integrate seamlessly with the existing menus.
2020-06-23 15:23:57 -04:00
Misa
4274843a4b Use game.inspecial() in mapmenuactionpress()
Apart from covering more cases with the SHIP option, it also makes the
if-guard for case 3 much less noisy on the eyes.
2020-06-23 15:23:57 -04:00
Misa
949e99c950 Use case-switch in mapmenuactionpress()
This prevents from having to repeat 'if (game.menupage == ...)'
everywhere, which makes for more concise code.

I know you're technically supposed to indent the cases surrounded by
if-guards, but I don't think indenting them here would help anything.
I'd only indent it if the 'if' had an 'else', for example. But if it
surrounds the whole case, then there's no need for indentation.
2020-06-23 15:23:57 -04:00
Misa
5717afaa37 Pull the game.press_action conditional out of all the if-statements
No need to repeat yourself if you can just surround the whole thing in
an 'if (game.press_action)' block, which is much easier.
2020-06-23 15:23:57 -04:00
Misa
13cc7b2a4b Unindent mapmenuactionpress()
Done in a separate commit to minimize diff noise.
2020-06-23 15:23:57 -04:00
Misa
55d001b4f6 Move mapinput() ACTION press handling to separate function
It's a bit too much to consolidate all the ACTION press handling into
one function, especially given the increasing amount of indentation
levels.
2020-06-23 15:23:57 -04:00
Misa
92154f4be1 Add start of better Esc menu
It's not functional yet, but here are the options:

    return to game
        quit to menu
            graphic options
                game options
2020-06-23 15:23:57 -04:00
Misa
a402c990bf Add Graphics::map_option()
Similar to Graphics::map_tab(), this ensures that I don't have to
copy-paste printing the map options for every single game.menupage case
I want, and in this case that's a good thing because there'll be 4
game.menupage cases I'll be using.
2020-06-23 15:23:57 -04:00
Misa
b8403ffe1e Use game.inspecial() for special mode checks in maprender()
This basically adds an extra '|| game.inintermission' because it seems
like the original code forgot about that conditional. You can't save in
level replays, so there's no need to say "You will lose any unsaved
progress." in intermission replays.
2020-06-23 15:23:57 -04:00
Misa
6648246662 Fix -playx/y/rx/ry/gc/music looking at wrong argument
In my previous PR, I wrongly assumed that I could just replace the `i`
handling code of those options with an `i++;` at the beginning, and thus
I could put all blocks' `i++;` into ARG_INNER(). Well I was wrong,
because the code was written the original way for a reason, namely that
we still need `i` to point to the -playx/y/rx/ry/gc/music argv so we can
re-compare which argument led us into this code block.
2020-06-21 21:44:02 -04:00
Misa
33aed057ba Add note to README about "compiler quirks" only applying to 2.2
Only the 2.2 version has these problems, so you don't need to worry
about this section when compiling 2.3.
2020-06-21 20:51:04 -04:00
Misa
b66d303540 De-duplicate 'ed.numcrewmates() - game.crewmates()'
Any decent compiler will optimize this so that it's still only two
function calls (or it gets inlined). However, it's still not very
readable, so I've assigned the result to a variable and used that
instead.
2020-06-21 20:50:39 -04:00
Misa
8a110ead34 De-duplicate 'ed.ListOfMetaData[game.playcustomlevel]'
Whoa, that's a long identifier! Better to replace it with something
short, like 'meta', to save on typing and improve readability.
2020-06-21 20:50:39 -04:00
Misa
b480d5e5a9 De-duplicate Flip Mode code for custom levels' CREW page
Instead of copy-pasting everything and changing a few parts, just have
something that handles that tiny part. This reduces the amount of code
size the custom level CREW page takes up by half.
2020-06-21 20:50:39 -04:00
Misa
9d20f754bc Add macro-like inline func FLIP()
This will be used to keep some text positions the same when in Flip
Mode, instead of having to copy and paste code.

This function being at the very top of the file kind of violates
locality, but it has to be done because it can't be a macro.
2020-06-21 20:50:39 -04:00
Misa
6876dbf70c De-duplicate menu tab rendering
Previously, the code to print all tab names was copied to every single
tab, resulting in 12 more superfluous print statements than needed. This
commit uses graphics.map_tab to de-duplicate all the code.
2020-06-21 20:50:39 -04:00
Misa
aa3c1c8053 Add Graphics::map_tab()
This function is useful to de-duplicate all the map page names at the
bottom, which are MAP, CREW/SHIP/GRAV, STATS, and SAVE. If selected, it
will surround the text in square brackets and automatically handle the
positioning.

Shamelessly copy-pasted from Dav999's localization branch.
2020-06-21 20:50:39 -04:00
Misa
8c9c3d3751 Add being able to press Esc to go to quit menu from teleporter menu
It's always been a bit annoying that if you're in the teleporter menu,
you can't press Escape to go to the "Do you want to quit?" menu.
2020-06-21 20:50:06 -04:00
Misa
afd16ebc73 Add puts() if FILESYSTEM_init() fails
Just to be helpful if someone has a failing FILESYSTEM_init(), but
doesn't know that's their issue and keeps wondering why VVVVVV just
exits with code 1.
2020-06-21 20:25:22 -04:00
Misa
9001a68833 De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.

Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.

Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.

So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-21 20:25:22 -04:00
Misa
93b13cadac Add -playassets command-line option
This is used if you're loading a level file from STDIN. The game needs
to know the actual level assets directory you're referring to, since
when it gets the level from STDIN, it doesn't know the actual filename
of the level.

Fixes #309.
2020-06-21 20:25:22 -04:00
Misa
d45ff4c269 Abstract assets mounting to FileSystemUtils.cpp
The assets mounting code was put directly in editorclass::load(), but
now it's in a neat little function so it can be called from multiple
places without having to call editorclass::load().
2020-06-21 20:25:22 -04:00
Misa
34e89bfcd3 Move endsWith() to UtilityClass.cpp and put it in header file
This ensures that endsWith() can be used outside of editor.cpp.

When leo60228 originally wrote endsWith(), it was static, but I asked
him on Discord just now and he more-or-less confirmed that it's fine if
it's not static. If it was static, it would be confined to
UtilityClass.cpp now instead!
2020-06-21 20:25:22 -04:00
Misa
ed527bc872 Remove unnecessary music.init() from asset mounting code
graphics.reloadresources() already does music.init().
2020-06-21 20:25:22 -04:00
Misa
c6e800db6f Add '#if !defined(NO_EDITOR)' guards around editorinput/render/logic
These functions aren't needed in a NO_EDITOR build, so it's useful to
reduce the binary size this way.
2020-06-19 18:35:03 -04:00
Misa
5c7e869ee7 Work around SDL2 bug where VSync hint only applies on renderer creation
Ugh, this is terrible and stupid and I hate myself for it.

Anyway, since the SDL2 VSync hint only applies when the renderer is
created, we have to re-create the renderer whenever VSync is toggled.
However, this also means we need to re-create m_screenTexture as well,
AND call ResizeScreen() after that or else the letterbox/integer modes
won't be applied.

Unfortunately, this means that in main(), gameScreen.init() will create
a renderer only to be destroyed later by graphics.processVsync().
There's not much we can do about this. Fixing this would require putting
graphics.processVsync() before gameScreen.init(). However, in order to
know whether the user has VSync set, we would have to call
game.loadstats() first, but wait, we can't, because game.loadstats()
mutates gameScreen! Gahhhhhh!!!!

@leo60228 suggested to fix that problem (
https://github.com/TerryCavanagh/VVVVVV/pull/220#issuecomment-624217939
) by adding NULL checks to game.loadstats() and then calling it twice,
but then you're trading wastefully creating a renderer only to be
destroyed, for wastefully opening and parsing unlock.vvv twice instead
of once. In either case, you're doing something twice and wasting work.
2020-06-19 17:44:53 -04:00
Misa
d898597c1e Don't extern gameScreen, use *graphics.screenbuffer instead
Externing gameScreen is just unnecessary. Still a good idea to have it
off the stack, though.
2020-06-19 17:44:53 -04:00
Misa
0cb21f407e Add inline directives to gameloop(), deltaloop(), fixedloop()
This is to make sure that there's no cost splitting up the game loop
into several different functions to increase code readability.
2020-06-19 09:05:48 -04:00
Misa
7640f8cc8f Add NO_CUSTOM_LEVELS guard around EDITORMODE in deltaloop()
Otherwise a NO_CUSTOM_LEVELS build would fail. Also I got rid of the
'graphics.flipmode = false;' in the fixed loop because I don't think it
does anything.
2020-06-19 09:05:48 -04:00
Misa
867e7bc1e6 Move infocus and network updates to fixedloop()
Updating them every delta frame is way too fast.
2020-06-19 09:05:48 -04:00
Misa
acf47bfeac Unindent fixedloop()
If I did it in the previous commit, it would've been too noisy.
2020-06-19 09:05:48 -04:00
Misa
a9f07ccc8f Move fixed loop to its own function
To improve code readability because otherwise the code would be one
giant blob.
2020-06-19 09:05:48 -04:00
Misa
1fbec9c427 Unindent deltaloop()
Doing it in the same commit makes the diffs too noisy...
2020-06-19 09:05:48 -04:00
Misa
c9aea52385 Move delta loop to its own function
Makes the code less of a giant blob, again.
2020-06-19 09:05:48 -04:00
Misa
e294b92785 Unindent gameloop()
You know the drill, diffs are too impatient to properly illustrate an
indentation change without adding a bunch of noise.
2020-06-19 09:05:48 -04:00
Misa
a8d2994223 Put the main game loop inside its own function
Makes main() less of one giant blob of code.
2020-06-19 09:05:48 -04:00
Misa
3d674a6550 Rename time to time_
This is needed for the next step. I want to put all the loop stuff in
their own functions so the code isn't one huge blob, but to do that I'll
need to make 'time' a global variable, but I can't do that because
actually 'time' is already a function, apparently, and you're only
allowed to shadow variables when already inside a function.
2020-06-19 09:05:48 -04:00
Misa
f151cff34d Fix editor ghost colors updating too fast
Like actual entities, editor ghost colors were updating every render
frame instead of logic frame. So just like actual entities, I added a
realcol attribute to them that editorrender() uses instead, and added
code to update said realcol attribute in editorlogic(). That way the
colors don't go by too quickly (especially the death color).
2020-06-19 09:05:48 -04:00
Misa
d1b1ed830b Fix ed.currentghosts updating way too fast
Just like all the other fixes, the variable that controls the amount of
ghosts to show was being updated every render frame instead of every
logic frame.
2020-06-19 09:05:48 -04:00
Misa
92ff6ac8fc Fix editor ghosts being added multiple times per frame
This just results in a messy splotchy effect. Instead, move the ghost
adding outside of the render function.
2020-06-19 09:05:48 -04:00
Misa
2f447fd794 Fix H/V warp BG not resetting when returning to editor (again)
This is because due to the game loop changes in this over-30-FPS patch,
editorrender() can be called and undo graphics.backgrounddrawn being set
to false once again. Solution here is to make it so it keeps being set
to false until game.shouldreturntoeditor is turned off, which has also
been moved to editorlogic().
2020-06-19 09:05:48 -04:00
Misa
057bdc9b68 Add 1 to fade-to-menu/lab delay
This fixes an off-by-one interpolation visual bug when exiting to the
menu or lab in over-30-FPS mode.
2020-06-19 09:05:48 -04:00
Misa
18ecc00d6d Set alpha to 1 in 30-FPS-only mode
This is to make sure no lerping occurs in 30-FPS mode, otherwise things
might look weird. A good case that this fixes is how entities look in a
double-gotoroom (they should be completely frozen in 30-FPS mode).
2020-06-19 09:05:48 -04:00
Misa
694e8f42ab Add VSync graphics option, off by default
This is if you want delta-timesteps to go as quickly as possible. Also
it seems like on Windows this only has an effect in exclusive fullscreen
mode.
2020-06-19 09:05:48 -04:00
Misa
179315c889 Indent game loop yet again
This is because in the previous commit I put braces around it because I
needed to have a delta-timestep limiter.
2020-06-19 09:05:48 -04:00
Misa
7f526f3ef2 Add being able to toggle over/fixed-30-FPS, off by default
There is now an option in "graphic options" named "toggle fps", which
toggles whether the game visually runs at 1000/34 FPS or over 1000/34
FPS. It is off by default.

I've had to put the entire game loop in yet another set of braces, I'll
indent it next commit.
2020-06-19 09:05:48 -04:00
Misa
eaf9eec3dc Fix animating entities' drawframes not being updated for 1 frame
What happens here is that the entity gets created and then gets
immediately updated on the next frame, but there's no time for their
walkingframe of 0 to be rendered, so it'll look like they have just
started with walkingframe 1. However in the delta-timestep rendering
it'll render with walkingframe 0. So we need to fix their drawframe and
increment it when creating them.
2020-06-19 09:05:48 -04:00
Misa
b5b958561c Move preloader update code to new function preloaderlogic()
Otherwise the preloader will go by way too quickly.
2020-06-19 09:05:48 -04:00
Misa
97b8e062ff Move analogue mode filter update logic to fixed-timestep loop
Otherwise if the analogue filter is scrolling, it'll scroll by REALLY
fast.
2020-06-19 09:05:48 -04:00
Misa
995f0f126f Fix 1-frame glitch when entering a room with plats in finalmode
Looks like mapclass::changefinalcol() is called whenever you enter a
room in Outside Dimension VVVVVV.

mapclass::changefinalcol() changes the tile, but it doesn't update their
drawframe. So after that function is called, update their drawframe.

If you update their drawframe while inside that function, then when the
platform actually cycles color it'll cycle backwards quickly sometimes,
which is not ideal.
2020-06-19 09:05:48 -04:00
Misa
d88b603019 Fix 1 frame where sad crewmates' drawframes weren't updated
When I loaded the room where Vitellary is in Space Station 2, I saw this
1-frame glitch happen despite my previous efforts to prevent it. So now
it's fixed.
2020-06-19 09:05:48 -04:00
Misa
2333087c27 Remove duplicate -renderer option
Guess this was here from when Leo added command-line playtesting.
2020-06-19 09:05:48 -04:00
Misa
4be18ff9fe Add v-sync hint
This is because otherwise, on my Linux system at least, the game will
take up a lot of CPU that it doesn't really need to (I only have a 60hz
monitor).

On Windows, it looks like Windows already enforces V-sync for
applications anyway, unless they have exclusive fullscreen control.
Linux doesn't enforce V-sync on apps and lets them take up as much CPU
as they want, so I'm putting this here to limit the framerate.

The game is already actually 30 FPS anyway, the nice smooth FPS is just
visual. V-sync won't introduce any more "input lag" than already exists.
2020-06-19 09:05:48 -04:00
Misa
ad6adcb3c0 Refactor how "hidden names" work
By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship"
popping up on the quit/pause/teleporter screens, even though those rooms
don't have any roomnames.

Apparently my commit to fix roomname re-draw bleed on the
quit/pause/teleporter screens exposed yet another hardreset()-caused
bug. The issue here is that since hardreset() sets game.roomx and
game.roomy to 0, map.area() will no longer work properly, and since the
hidden roomname check is based on map.area(), it will no longer display
"Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used
to do this due to the re-draw bleed, but now it doesn't.

I saw that roomnames didn't get reset in hardreset(), so the solution
here is to re-factor hidden names to be an actual variable, instead of
being implicit. map.hiddenname is a variable that's set in
mapclass::loadlevel(), and if isn't empty, it will be drawn on the
quit/pause/teleporter screens. That way it will still display "Dimension
VVVVVV" and "The Ship" when you press ACTION to quit to the menu.

EDIT: Since PR #230 got merged, this commit is no longer strictly
necessary, but it's still good to refactor hidden names like this.
2020-06-19 09:05:48 -04:00
Misa
c009ab67d9 Make slowdown only apply in GAMEMODE/MAPMODE/TELEPORTERMODE
As much as it looks cool to have a slowly-scrolling background on the
title screen, it's quite annoying that slowmode applying on the title
screen mean that your keypresses are less responsive.
2020-06-19 09:05:48 -04:00
Misa
49fbe18d34 Make sure sprite colors in the editor don't update more than 30 FPS
This adds Graphics::crewcolourreal(), which is like the
entityclass::crewcolour() that the editor already uses, except for the
real color instead of the color ID. Also, editorclass now has an
attribute `entcolreal` so enemy colors don't update more than 30 frames
a second.
2020-06-19 09:05:48 -04:00
Misa
98e033e5d0 Fix red pill/mannequins/transmittor/radar dish being offset for 1 frame
Forgot to update their oldxp/oldyp when their xp/yp got updated upon
setenemyroom() being called.
2020-06-19 09:05:48 -04:00
Misa
349702c92c Fix flickering when holding down ACTION in credits scroll
The solution is to draw another row of incoming textures. And also just
draw another row of textures when the background needs to be redrawn,
otherwise it'll flicker when the color changes while you're holding down
ACTION.
2020-06-19 09:05:48 -04:00
Misa
1e81aef58a Fix flickering on bottom/right of screen with H/V warp BGs
To fix this, I draw another row/column of incoming textures. But of
course, I have to extend the size of the towerbuffer, otherwise the
incoming textures will just be gone.
2020-06-19 09:05:48 -04:00
Misa
45fecf71b2 Fix overdraw bug in tower background
This could happen if you held down ACTION in the credits, looks like the
background doesn't keep up for some reason. That's another bug to fix,
but at least I can fix this overdraw.
2020-06-19 09:05:48 -04:00
Misa
69b3a5dff2 Fix roomname being continuously drawn on top of itself
This is only noticeable if you have a font with translucent pixels, like
I do. But it gets really noticeable really quickly with this over-30-FPS
patch because the render functions are continuously called every
delta-timestep. To prevent this, just fill the backbuffer with black
before rendering anything.
2020-06-19 09:05:48 -04:00
Misa
c289128693 Fix overdraw at bottom/right screen edges with H/V warp BGs
There's still a problem in that the flickering that would lead to this
overdraw in the first place still exists. But at least if it'll flicker,
it'll flicker black and not overdraw.
2020-06-19 09:05:48 -04:00
Misa
93d8220388 Fix off-by-one in interpolation of extending gravity line
Currently it interpolates it based on the current state of game.swngame,
but when game.swngame changes the interpolation doesn't know that it has
JUST changed or anything. So add a kludge variable to fix this
off-by-one.
2020-06-19 09:05:48 -04:00
Misa
df2d8e881e Make player not suddenly stop when screen transitioning
This was especially noticeable in slowmode, where after going to an
adjacent room, it would look like they stopped for a split second. This
commit makes it so they smoothly continue their journey after switching
rooms.

The integer cast is to round off any fractional part of the velocity so
that they don't make a difference and result in the oldxp/oldyp being
one pixel off. Especially since the player's y-velocity fluctuates while
standing unflipped on the floor.

Incidentally enough, this seems to only have been a problem with screen
transitions for some reason. No other uses of gotoroom() (such as the
one where gotoroom() is called every other frame, or every frame) seem
to have resulted in this "pausing" behavior, or at least a reversion
back to 30 FPS movement. I don't know why.
2020-06-19 09:05:48 -04:00
Misa
9256b4da56 Smoothly interpolate "[Press ENTER to return to editor]" fadeout
Now it'll be real smooth at 60 FPS. Or above. Or whichever one you want
above 30.
2020-06-19 09:05:48 -04:00
Misa
5daad95f1d Move "return to editor" alpha timer update to logic functions
Otherwise it'll go by too quickly.

Also something subtle here - I didn't make it conditional on
game.advancetext, so now it'll still decrement even if you have
advancetext up.
2020-06-19 09:05:48 -04:00
Misa
ca9f44c3b8 Smoothly interpolate editor notedelay
This makes editor notes fade out smoothly. And even though the notedelay
only gets decremented by one every editor-frame (the editor runs at
1000/24 FPS fixed-timestep here), it actually gets multiplied by 4, so a
floating-point interpolated value would make a difference here.
2020-06-19 09:05:48 -04:00
Misa
68fe5bd72d Move glitch roomname updating to logic functions
Otherwise they go by so fast that it's basically impossible to see them.
2020-06-19 09:05:48 -04:00
Misa
90280b0f92 Interpolate end picture reveal scroll
This is so it looks smooth at framerates above 30.
2020-06-19 09:05:48 -04:00
Misa
4641b53603 Interpolate gravitron top line extending
Otherwise it'll extend at 30 FPS only which would be kind of jarring.
2020-06-19 09:05:48 -04:00
Misa
91468542a9 Fix ZZT centipedes (or ASCII snakes) zipping around
This is because their oldxp wasn't being updated when they move (or
rather, teleport) and wrap around the screen.

These enemies are ZZT centipedes, but they're referred to as ASCII
snakes in comments in the code.
2020-06-19 09:05:48 -04:00
Misa
82a7ff0357 Fix off-by-one in "- Press ENTER to Teleport -" interpolation
Otherwise it would be clipped off too early, if it was even noticeable
without using slowmode.
2020-06-19 09:05:48 -04:00
Misa
52f4799405 Fix off-by-one in trophy text interpolation
Otherwise it would appear to be clipped off too early, if that was even
noticeable.
2020-06-19 09:05:48 -04:00
Misa
c3df1bcc3f Fix off-by-one in activity zone prompt fading interpolation
Otherwise it would appear to cut off too early when fading away. This is
only noticeable in slowmode, if even that.
2020-06-19 09:05:48 -04:00
Misa
a884bb1dc1 Fix off-by-one in menuoffrender interpolation
Otherwise, when you brought down the quit/pause/teleporter screen, it
would appear to cut off too early.
2020-06-19 09:05:48 -04:00
Misa
11803b0229 Fix colors updating too fast in TITLEMODE/MAPMODE/GAMECOMPLETEMODE
These colors were of the colors of each crewmate, the inactive crewmate
color, and the color of the trinket and clock on the quicksave/summary
screens.

These colors all used fRandom() and so kept updating too quickly because
they would be recalculated every time the delta-timestep render function
got called, which isn't ideal. Thus, I've had to add attributes onto the
Graphics class to store these colors and make sure they're only
recalculated in logic functions instead.

Thankfully, the color used for the sprites on the time trial results
screen doesn't use fRandom(), so I don't have to worry about those.

There's a new version of Graphics::drawsprite() that takes in a pre-made
color already, instead of a color ID. As well, I've also added
Graphics::updatetitlecolours() to update these colors on the title
screen.
2020-06-19 09:05:48 -04:00
Misa
3699adec82 Fix, for in-GAMEMODE sprites, their colors updating too fast
Okay, so the problem here is that Graphics::setcol() is called right
before a sprite is drawn in a render function, but render functions are
done in deltatime, meaning that the color of a sprite keeps being
recalculated every time. This only affects sprites that use fRandom()
(the other thing that can dynamically determine a color is help.glow,
but that's only updated in the fixed-timestep loop), but is especially
noticeable for sprites that flash wildly, like the teleporter, trinket,
and elephant.

To fix this, we need to make the color be recalculated only in the
fixed-timestep loop. However, this means that we MUST store the color of
the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the
color calculation will just be lost or something.

So each entity now has a new attribute, `realcol`, which is the actual
raw color used to render the sprite in render functions. This is not to
be confused with their `colour` attribute, which is more akin to a color
"ID" of sorts, but which isn't an actual color.

At the end of gamelogic(), as well as when an entity is first created,
the `colour` is given to Graphics::setcol() and then `realcol` gets set
to the actual color. Then when it comes time to render the entity,
`realcol` gets used instead.

Gravitron squares are a somewhat tricky case where there's technically
TWO colors for it - one is the actual sprite itself and the other is the
indicator. However, usually the indicator and the square aren't both
onscreen at the same time, so we can simply switch the realcol between
the two as needed.

However, we can't use this system for the sprite colors used on the
title and map screen, so we'll have to do something else for those.
2020-06-19 09:05:48 -04:00
Misa
4c2d219e45 Move big chunky pixel colors to separate function
Again, to make sure colors don't update more than 1000/34 frames a
second, we'll need to separate this color calculation from rendeirng
functions.
2020-06-19 09:05:48 -04:00
Misa
fce56fde09 Move setcol part of drawhuetile() to separate function
In order to make sure colors don't update more than 1000/34 frames per
second, I'll have to move the color-setting part of this function
somewhere else.
2020-06-19 09:05:48 -04:00
Misa
2e17e872e4 Interpolate spikeleveltop and spikelevelbottom
This doesn't have much effect, except for when the spikes quickly move,
because the spikes only usually move at 1 pixel per frame anyway.
2020-06-19 09:05:48 -04:00
Misa
5ff4a09acc Reset spikeleveltop and spikelevelbottom in mapclass::loadlevel()
Just a small thing, but if you teleported out of a tower with the
top/bottom screen spikes being onscreen (by dying, for example), they
would retract once you went back in to a tower. Small little thing, but
it's a good thing to polish.
2020-06-19 09:05:48 -04:00
Misa
92c0f93a6f Move finalstretch animation code to gamelogic()
Otherwise, the tile animations will go too fast. However, the overall
color cycling hasn't been going fast, since it was never in gamerender()
in the first place.
2020-06-19 09:05:48 -04:00
Misa
0e54aa2f51 Set map.ypos when entering tower
To prevent the camera "zipping" when entering a tower.
2020-06-19 09:05:48 -04:00
Misa
fe1045b515 Interpolate tower scrolling
Now tower scrolling will look smooth ayy-eff.
2020-06-19 09:05:48 -04:00
Misa
880465c2e5 Fix credits position being 1 frame off w/ BG when press/release ACTION
When you pressed and released ACTION to speed up the credits, the
credits position would end up being 1 frame off from the background.

This is due to the fact that we update the tower background after we
update the credits position, so this commit moves the tower background
update before the credits position update.
2020-06-19 09:05:48 -04:00
Misa
e1fdfb7cdb Interpolate credits position
So that it's as smooth as possible, especially when holding down ACTION
to make it go really fast.
2020-06-19 09:05:48 -04:00
Misa
b3f7c174ea Fix special text box images sometimes flashing
These special images are the crewmates, Level Complete, and Game
Complete images. They flashed depending on if you were lucky and
happened to got your delta-timesteps just right when text boxes were
fading in and out.

Honestly, I'm surprised text box fading in/out hasn't ran into this
issue before. It's insane luck that this issue hasn't occurred before or
anything.

Well, anyways, to fix this, there's now an attribute `allowspecial` on
text boxes, and an optional parameter of the same name for
Graphics::createtextbox(). This attribute is the only thing that will
let these special text box images render. And any createtextbox()es that
utilize these special images have been updated accordingly.
2020-06-19 09:05:48 -04:00
Misa
27fe7ff8f9 Fix crewmates facing wrong way or not being flipped for <1 frame
By "frame" here I'm referring to the fixed-timestep, not a visual
delta-timestep.

Anyway, the problem is because crewmates' drawframes wait for
entityclass::animateentities() to be called in gamelogic(). In the
old, 30-FPS-only system, this entityclass::animateentities() would be
called in gamerender(), before any actual rendering would take place.
However, I've had to move it out of gamerender() because otherwise
entities would animate too fast. As a result, since gamerender() could
be called in between the entity creation and gamelogic(), a
less-than-1-frame visual glitch could happen.

The solution is to set the entity's drawframe as well when fixing facing
the player in Map.cpp.
2020-06-19 09:05:48 -04:00
Misa
b4142976f2 Move crewframedelay to titlelogic() and maplogic()
Incidentally enough, this de-duplicates the amount of times this code
has been copy-pasted from 4 times to 2.

Anyways, this makes it so the crew don't go lightning fast on the
summary screen, the NDM game-over screen, the NDM win screen, and the
pause screen in the main game. It was slightly hilarious seeing them go
really quickly, actually. It was like they were running away from a
giant monster or something.
2020-06-19 09:05:48 -04:00
Misa
1d669dffeb Interpolate "- Press ENTER to Teleport -" prompt
This is only really noticeable in slowmode, but if you're playing in
slowmode it'll be pretty smooth.
2020-06-19 09:05:48 -04:00
Misa
dcc9520d8f Interpolate trophy text
Just to make sure it's extra smooth. Not that it will be noticeable, and
you can't access the Secret Lab in slowmode without modifying the game,
but it's nice to have this.
2020-06-19 09:05:48 -04:00
Misa
a69bb84eaf Interpolate all-sides warp BG
Again, it was only noticeable at 40% speed that it updated at 1000/34
FPS before.
2020-06-19 09:05:48 -04:00
Misa
66ac035576 Move all-sides warp background update code to logic functions
Otherwise it'll go by really fast and rapidly pulsate. To the point
where it seems like it would be an epilepsy trigger, although I
wouldn't know anything about epilepsy other than that it's bad.
2020-06-19 09:05:48 -04:00
Misa
8184a392eb Interpolate tower background
Ok, now THIS takes the cake for "only really noticeable in slowmode",
because it only ever moves at 1 pixel per second. And even then,
slowmode shouldn't apply on the title screen, so it won't even show up
there once I get around to doing that change.
2020-06-19 09:05:48 -04:00
Misa
118401f17e Move tower background update code to logic functions
Otherwise it'll go really really quickly, which is not good.
2020-06-19 09:05:48 -04:00
Misa
7810e99507 Interpolate vertical warp background
So it'll look very smooth. Again, only really noticeable in slowdown
(although I could kind of tell the difference at full speed).
2020-06-19 09:05:48 -04:00
Misa
921960d23a Move vertical warp background updating to Graphics::updatebackground()
Otherwise it will zoom by pretty quickly.
2020-06-19 09:05:48 -04:00
Misa
c7d3a684ea Interpolate horizontal warp BG
So that it's really, really smooth. Only noticeable in slowdown mode,
though.
2020-06-19 09:05:48 -04:00
Misa
c9c55d0c8b Move horizontal warp background to Graphics::updatebackground()
This is so the background doesn't NYOOOOM past at light speed. Although
for a game set in space like VVVVVV, light speed ain't bad.

And this finally requires that editorlogic() have a call to
Graphics::updatebackground().
2020-06-19 09:05:48 -04:00
Misa
9d104b68ee Simplify "else if" braces and indentation in activity prompt rendering
No need for it to be inside another whole indented block if it's just an
"else if".
2020-06-19 09:05:48 -04:00
Misa
f53ed222d3 Interpolate activity zone prompt fading in and out
To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).

Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
2020-06-19 09:05:48 -04:00
Misa
c56df48d75 Interpolate text box alpha
This makes text boxes fade in and out pretty smoothly.

This requires that the textboxclass::setcol() be in Graphics::drawgui(),
so now it's moved there.

Text box fading is only really noticeable if you're playing in slowmode.
2020-06-19 09:05:48 -04:00
Misa
4ba9954eb8 Move cursor delay update logic to maplogic()
Otherwise it'll go really really fast.

Incidentally this also basically de-duplicates it and results in less
copy-pasted code overall.
2020-06-19 09:05:48 -04:00
Misa
837ccfc735 Move gravity line color updating to gamelogic()
So it doesn't keep updating really quickly.
2020-06-19 09:05:48 -04:00
Misa
40cedc8c94 Move general oldxp/oldyp updating to just before gameinput()
This has to be done in order to fix rendering when on a conveyor or
moving platform and actively moving with or against it. Pretty sure this
shouldn't break anything, oldxp/oldyp is mostly visual after all (and by
the time it's used for gravity line collision checking,
updateentitylogic() would've already gotten around to it anyway).

Incidentally, this also fixes a jitter that would occur if you were
moving at the time you died or collected a trinket or custom crewmate,
due to the game temporarily freezing and either doing deathsequence or
completestop.
2020-06-19 09:05:48 -04:00