This removes an indentation level, and makes it easier to reason about
the function since you essentially now view it as the function returning
right there.
When exiting a level, music.init() gets called again, and every time it
gets called after the first time it gets called, it will free all music
tracks.
To do so, it calls Mix_FreeMusic(). Unfortunately, if there is music
fading, Mix_FreeMusic() will call SDL_Delay(), which will result in
annoying no-draw frames. Meaning, the screen freezes and doesn't draw
anything, and has to wait a bit before continuing.
Here's the relevant piece of code from SDL2_mixer's music.c:
if (music == music_playing) {
/* Wait for any fade out to finish */
while (music->fading == MIX_FADING_OUT) {
Mix_UnlockAudio();
SDL_Delay(100);
Mix_LockAudio();
}
if (music == music_playing) {
music_internal_halt();
}
}
This is especially annoying if you're a TASer, because no-draw frames in
a libTAS movie aren't guaranteed to last for a consistent number of
frames when you change your inputs around.
After this patch, as long as your computer can unmount and re-mount
assets fast enough (it doesn't seem like mine can, unfortunately), then
you won't get any freezes when exiting a level that has custom assets.
(This freeze didn't happen when loading a level because the title screen
music fadeout upon pressing ACTION had enough time to fully complete
before the level got loaded.)
For some reason, music.usingmmmmmm automatically gets set to true in
musicclass::init(). I assume this was because it would get re-assigned
by game.usingmmmmmm in the game startup code anyway, but now that
musicclass::init() can be called more than once, this variable will just
get set to true when it shouldn't be, causing a confusing desync just
like the one I described in my previous commit, where you would have
PPPPPP or MMMMMM on the title screen, but closing the game and
re-launching it would play the other soundtrack instead.
Again, these duplicate variables should be removed, but that's going to
be a separate patch. In the meantime, I'm removing this variable
assignment.
musicclass::init() re-initializes every attribute of musicclass
unnecessarily, when initialization should be put in a constructor
instead. This is bad, because music.init() gets called whenever we enter
and exit a custom level that has assets.
Otherwise, this would result in a bug where music.usingmmmmmm would be
reset, causing you to revert to PPPPPP on the title screen whenever you
enter a level with MMMMMM selected and exit it.
This also causes a confusing desync between game.usingmmmmmm and
music.usingmmmmmm since the values of the two variables are now
different (these duplicate variables should probably be removed, too,
and a lot of other duplicate variables like these exist, too, which are
a real headache). Which means despite MMMMMM playing on the title
screen, exiting the game and re-launching it will play PPPPPP instead.
What's even more is that going to game options and switching to PPPPPP
will play PPPPPP, but afterwards launching and re-entering will play
MMMMMM. Again, having duplicate variables is very bad, and should
probably be fixed, but that's a separate patch.
First, the variable has been inverted, because it's bad practice to have
booleans with negative names. Secondly, instead of magically setting a
signaling variable when calling fadeout(), fadeout() now has a parameter
to set the quick_fade attribute, which is much cleaner than doing the
magical assignment that could potentially look unrelated.
fadeoutqueuesong basically does the same thing as nicechange - they both
queue a song to be played when the current track is done fading out.
Except, for some reason, I decided to add fadeoutqueuesong instead of
using the existing nicechange/nicefade system.
This has consequences where fadeoutqueuesong would step on the toes of
nicechange. In the case of #390, nicechange would say "let's play
Potential for Anything" when entering the Super Gravitron, but
fadeoutqueuesong had previously said "let's play Pipe Dream" because of
the player having just exited the Super Gravitron. fadeoutqueuesong took
priority because it came first in musicclass::processfade(), and when it
called play(), the Mix_PlayingMusic() in the nicechange check afterwards
would say music would already be playing at that point, so the
nicechange wouldn't take effect.
In the end, the solution is to just merge the new system into the
already-existing system.
Fixes#390.
Just looked over this and had to do a double-take. It should be
num_mmmmmm_tracks, not num_pppppp_tracks, because MMMMMM comes first in
the vector of music tracks.
In C++, when you have two variables in different scopes with the same
name, the inner scope wins. Except you have to be really careful because
sometimes they're not (#507). So it's better to just always have unique
variable names and make sure to never clash a name with a variable in an
outer scope - after all, the C++ compiler and standard might be fine
with it, but that doesn't mean humans can't make mistakes reading or
writing it.
Usually I just renamed the inner variables, but for tx/ty in editor.cpp,
I just got rid of the ridiculous overcomplicated modulo calculations and
replaced them with actual simple modulo calculations, because the
existing ones were just ridiculous. Actually, somebody ought to find
every instance of the overcomplicated modulos and replace them with the
actual good ones, because it's really stupid, quite frankly...
Previously, setting the actual volume of the music was all over the
place. Which isn't bad, but when I added being able to press N to mute
the music specifically, I should've made it so that there would be a
volume variable somewhere that the game looks at if the music is
unmuted, and otherwise sets the actual volume to 0 if the game is muted.
This resulted in things like #400 and #505 and having to add a bunch of
special-cased checks like game.musicmuted and game.completestop. But
instead of adding a bunch of special-case code, just make it so there's
a central place where Mix_VolumeMusic() actually gets called, and if
some piece of code wants to set the music volume, they can set
music.musicVolume. But the music handling logic in main.cpp gets the
final say on whether to listen to music.musicVolume, or to mute the game
entirely.
This is how the music handling code should have been from the start
(when pressing N to mute the music was added).
Fixes#505.
The value of the macro might not change in the future, but it's there
for a reason. That reason being to improve code readability, because
otherwise 128 would just be a magic number that plopped in out of
nowhere. Sometimes the game uses MIX_MAX_VOLUME, other times it uses
128, so to be consistent I'm just going to enforce MIX_MAX_VOLUME
entirely.
This reverts commit cf5ad166e3.
My implementation will make it so single-case patches like this commit
won't be necessary anymore (there's no need to add a special-case check
for game.musicmuted, the way that I'm gonna do it). In fact, it's better
if I just revert the commit entirely.
By "unnecessary qualifiers to self", I mean something like using the
'game.' qualifier for a variable on the Game class when you're inside a
function on the Game class itself. This patch is to enforce consistency
as most of the code doesn't have these unnecessary qualifiers.
To prevent further unnecessary qualifiers to self, I made it so the
extern in each header file can be omitted by using a define. That way,
if someone writes something referring to 'game.' on a Game function,
there will be a compile error.
However, if you really need to have a reference to the global name, and
you're within the same .cpp file as the implementation of that object,
you can just do the extern at the function-level. A good example of this
is editorinput()/editorrender()/editorlogic() in editor.cpp. In my
opinion, they should probably be split off into their own separate file
because editor.cpp is getting way too big, but this will do for now.
This is because if they are manually written out, they are more likely
to contain mistakes.
In fact, after further review, there are several functions with
incorrect manually-written bounds checks:
* entityclass::entitycollide()
* entityclass::removeentity()
* entityclass::removeblock()
* entityclass::copylinecross()
* entityclass::revertlinecross()
All of those functions forgot to do 'greater than or equal to' instead
of 'greater than' when comparing against the size of the vector. So they
were erroneous. But they are now fixed.
Since there's an INBOUNDS_ARR() macro, it's much better to specify the
macro for the vector is a macro for the vector, to avoid confusion.
All usages of this macro have been renamed accordingly.
Previously, it was assuming that the number of PPPPPP/MMMMMM tracks
would always be 16, since if that wasn't the case... then the game would
rudely and abruptly segfault when attempting to load the file. Huh.
But now that the game properly deals with invalid headers, it's possible
for the number of tracks to be 0. So I'll need to remove this
assumption.
It's possible that musicReadBlob.getIndex() could return the sentinel
value of -1 in case the header with that name is invalid, in which case
we should simply not do anything. Otherwise it'll lead to segfaults. I
opted to do the full bounds check just to be safe, too.
For further safety, I hardcoded the max number of headers, 128, less, so
128 is copy-pasted less and in the future if it needs to be changed
it'll only have to be changed in one place.
Okay, so basically here's the include layout that this game now
consistently uses:
[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]
And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
Including a header file inside another header file means a bunch of
files are going to be unnecessarily recompiled whenever that inner
header file is changed. So I minimized the amount of header files
included in a header file, and only included the ones that were
necessary (system includes don't count, I'm only talking about includes
from within this project). Then the includes are only in the .cpp files
themselves.
This also minimizes problems such as a NO_CUSTOM_LEVELS build failing
because some file depended on an include that got included in editor.h,
which is another benefit of removing unnecessary includes from header
files.
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.
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.
Continuing from #280, another potential source of out-of-bounds indexing
(and thus, Undefined Behavior badness) comes from script commands. A
majority of them don't do any input validation at all, which means the
potential for out-of-bounds indexing and segfaulting in custom levels.
So it's always good to add bounds checks to them.
Interesting note, the only existing command that has bounds checks is
the flag() command. That means you can't turn out-of-bounds flags on or
off. But there's no bounds checks for ifflag(), or customifflag(), which
means you CAN index out-of-bounds with those commands! That's a bit bad
to do, so.
Also, I decided to add the bounds checks for playef() at the
musicclass::playef() level, instead of just the level of the playef()
command. I don't know of any other cases outside of the command where
musicclass::playef() will index out of bounds, but musicclass is the one
containing the indexed vector anyway, I wanted to cover more cases, and
it's better to be safe than sorry.
It is an exact duplicate of musicclass::haltdasmusik(), so use that
function instead and update callers. Looks like
musicclass::haltdasmusik() came first, anyway (musicclass::stopmusic()
was only used in editor.cpp).
Looks like musicfade is an unused variable, anyway. I might remove it,
but I have some plans in the future that involve repairing what it was
intended for, so I'll hold off on removing it (and some other unused
variables in Music.cpp) for now.
As discussed earlier, some custom levels have taken advantage of the
fact that songs 0 and 7 loop and also fade in when using PPPPPP while
having an mmmmmm.vvv file present.
Previously, when MMMMMM is installed but the user is using PPPPPP, niceplay would still restart the song even if it's the same. That has been fixed. In addition, Plenary and Path Complete no longer loop when MMMMMM is installed but PPPPPP is in use.
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.
Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.
Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.
The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.
I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
Earlier in 53950e14de65a54d9369c5183a16337782d3dc4e, I made playing a
song while a song was already fading quickly fade out the current song,
but then added an exception for if the fade came from the musicfadeout()
command. This commit adds another exception for if the fade came from
niceplay(), since otherwise the music transitions between areas in the
game would go too quick.