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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-18 10:38:31 +02:00
Commit Graph

78 Commits

Author SHA1 Message Date
Misa
fd2ee96c49 Clean up tsx/tsy initialization
Again, it used this severely overcomplicated expression for god knows
what reason. I've replaced it with a simpler one. Also it's const just
to indicate intent.
2020-07-15 12:21:12 -04:00
Misa
d591c77088 De-duplicate expressions of actual coordinates for edentities
Previously it copy-pasted this god-awful overcomplicated expression
(possibly for cursed ActionScript legacy reasons?) everywhere, instead
of putting it in a variable, or even just using a simpler one like the
one I replaced it with.

Now the obj.createentity() and obj.createblock() calls are much nicer.
2020-07-15 12:21:12 -04:00
Misa
34b0e2c812 Unindent ending for-loop brace
It's rather unnecessary to have it be on the same level as the ending
brace for the case-switch.
2020-07-15 12:21:12 -04:00
Misa
8b8f9b3389 Negate edentity room check and use a continue
This reduces the brace level by one, meaning the indentation level is no
longer semi-misleading.
2020-07-15 12:21:12 -04:00
Misa
2506127a17 Directly execute scripts if script boxes have a non-empty script field
Instead of using gamestates, just directly use the 'script' attribute of
a script box if it is non-empty.

This is accomplished by having to return the index of the block that the
player collides with, so callers can inspect the 'script' attribute of
the block themselves, and do their logic accordingly.
2020-07-15 11:24:25 -04:00
Misa
ca9e4c8f6e Only set game.customscript if index is inbounds
game.customscript is an unnecessary middleman, but it will be kept
around for compatibility reasons. However, it's still possible to crash
the game, so I'm adding this bounds check.
2020-07-15 11:24:25 -04:00
Misa
8c42f82317 Set script attribute of custom level script boxes
To avoid going through gamestates, we'll need to carry the name of the
script on the script box itself. And to do that, we'll need to set the
'script' attribute of script boxes when translating edentities into real
entities in custom levels.
2020-07-15 11:24:25 -04:00
Misa
7703b2c1c2 Ensure that all member attributes are initialized
I ran the game through cppcheck and it spat out a bunch of member
attributes that weren't being initialized. So I initialized them.

In the previous version of this commit, I added constructors to
GraphicsResources, otherlevelclass, labclass, warpclass, and finalclass,
but flibit says this changes the code flow enough that it's risky to
merge before 2.4, so I got rid of those constructors, too.
2020-07-08 19:14:21 -04:00
Misa
3b6867243b Remove useless attribute rcol from finalclass
The rcol of finalclass is always 6, so there's no reason to have an
attribute there as if you could change it or anything.
2020-07-08 19:14:21 -04:00
Misa
ec960b0f95 Remove roomtext from otherlevelclass
Since it's unused, it's better to just delete it because there's no way
to test it to see if it's buggy or not.
2020-07-08 19:14:21 -04:00
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
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
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
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
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
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
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
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
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
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
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
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
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
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
9a8dc4b6ff Only remove duplicate player entities in scriptclass::hardreset()
Looks like duplicate player entities persisting across rooms is a
semi-useful feature used by some levels. Still, though, it's a bit of a
nuisance to have duplicate player entities persisting across game
sessions. And levels can't rely on this persistence anyway, anyone could
just close the game and re-open it to get rid of the duplicate entities
regardless.
2020-06-15 21:30:39 -04:00
Misa
b53d2ae53f Remove i/j/k attributes from classes that don't need them
The only class that actually needs its i/j/k kept is scriptclass,
because some custom levels rely on it for creating custom activity
zones. So I haven't touched that.

Other than that, there's no chance that anything important relies on
i/j/k in any other class. For that to be the case, it would have to use
i/j/k without initializing it beforehand, and that can simply be
detected by removing the attribute from the header file and seeing where
the compiler complains. And the compiler complains only about cases
where it's initialized first. (Note that due to this check, I *haven't*
removed Graphics's `m` as it precisely does exactly this, using it
without initializing it first.)

Interestingly enough, otherlevelclass and towerclass have unused i/k
variables for whatever reason.
2020-06-14 14:37:29 -04:00
Misa
beab344267 Guard all cases obj.getplayer() is used unchecked
obj.getplayer() can return -1, which can cause out-of-bounds indexing of
obj.entities, which is really bad. This was by far the most changes, as
obj.getplayer() is the most used entity-getting function that returns
-1, as well as the most-used function whose sentinel value goes
unchecked.

To deal with the usage of obj.getplayer() in mapclass::warpto(), I just
added general bounds checks inside that function instead of changing all
the callers.
2020-06-12 23:55:48 -04:00
Misa
9205421090 Clean up editorclass externs into one location
Again, like the previous commit, it should just be put in the header
file of its respective class instead of being a mess everywhere.
2020-05-22 09:46:12 -04:00
Misa
4301a70f2d Remove unnecessary middleman ed.swapmap
When the game loads a room in a custom level, previously it would load
the tilemap of that room into ed.swapmap, and then mapclass::loadlevel()
would manually go through each element in ed.swapmap to set each tile in
`contents`. Why do that, when you can just return the vector from
editorclass::loadlevel() and set it directly? ed.swapmap is really
unnecessary.
2020-05-21 23:28:15 -04:00
Misa
e795fbb511 Simplify inits/resets in entityclass/mapclass
Instead of using somewhat-obtuse for-loops to initialize or reset these
vectors, it takes up less lines of code and is clearer if we use
std::vector::resize() and std::vector::clear() instead.
2020-05-19 20:41:56 -04:00
Misa
664bf8ca6c Remove now-unused function mapclass::fillareamap()
This is no longer needed since we load the areamap directly, instead of
having strings as unnecessary middlemen for our tilemap.
2020-05-17 22:03:29 -04:00
Misa
e938bfdb57 Refactor areamap initialization to not use strings
Instead, the data is held in a const int array, which is directly loaded
into areamap.
2020-05-17 22:03:29 -04:00
Misa
aed7b220c7 Remove now-unused function mapclass::fillcontent()
Previously, it was used to parse 30 strings whenever loading a room. But
now it's no longer used since we just assign the tilemap to the vector
directly.
2020-05-17 22:03:29 -04:00
Misa
ec72031cfd Refactor Otherlevel.cpp to not use strings for tilemaps
Instead, they're all held in a constant int array instead.
2020-05-17 22:03:29 -04:00
Misa
8a573af273 Refactor Spacestation2.cpp to not use strings for tilemaps
They are now stored in const int arrays instead. Except for the Prize
for the Reckless room, which I made sure had its spikes removed in No
Death Mode and the Time Trial.
2020-05-17 22:03:29 -04:00
Misa
781aa38e1f Refactor Finalclass.cpp to not use strings for tilemaps
Instead, they're all stored in a constant int array.

I made sure The Gravitron still has 30 rows just like Outer Space,
though I don't think it matters.
2020-05-17 22:03:29 -04:00
Misa
5126c4dbc4 Refactor WarpClass.cpp to not use strings for tilemaps
They now use a constant int array instead.
2020-05-17 22:03:29 -04:00
Misa
cc0d5d1d79 Refactor Labclass.cpp to not use strings for tilemaps
They now use a const int array instead.
2020-05-17 22:03:29 -04:00
Misa
915100b370 Reset vvvvvvman size in mapclass::resetplayer()
It's a bit annoying how vvvvvvman status is preserved between in-game
sessions, and the only thing reset is the color. This is annoying
because it means you have to close the game to reset vvvvvvman.

But now it'll be reset properly. I chose to put this reset code in
mapclass::resetplayer() instead of scriptclass::hardreset() because it
seemed like the more appropriate place. It's where all other properties
of the player are reset, after all.
2020-05-09 15:16:11 -04:00
Misa
85074c1402 Prevent spawning crewmates/activity zones in custommode
Looks like there wasn't a custommode check for the spawning of crewmates
based on which crewmates were rescued, but now there is.

This has gone undiscovered for a long time, mostly because people don't
use the rescued() internal command.
2020-04-30 05:05:04 -04:00
Misa
bf62233b60 Fix compile failure if both MAKEANDPLAY and NO_CUSTOM_LEVELS are defined
I don't know why you would have to have both defined simultaneously, but
now you can.

The compile fail was caused by the fact that if both were defined, then
there would be an expression like this in Map.cpp:

    switch (t)
    {
    case 0:
    }

which is an invalid expression.

The solution is to put 'case 0:' into the MAKEANDPLAY ifdef-guard as
well.
2020-04-17 15:41:48 -04:00