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2823 commits

Author SHA1 Message Date
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