When I added the over-30-FPS mode, I kept running into this problem
where the special images of text boxes would render during the
deltaframes of fade-in/fade-out animations, even though they shouldn't
be. So I simply added a flag to the text box that enables drawing these
special images.
However, this doesn't solve the problem fully, and there's still a small
chance that a special-image text box could draw another special image
during its deltaframes. It's really rare and you have to have your
deltaframe luck juuuuuust right (or you could use libTAS, probably), but
it helps to be in 40% slowmode and have a high refresh rate (which, if
it isn't a multiple of 30, you should disable VSync, too, in order to
not have a low framerate).
So instead, special images will only be drawn if the text box has fully
faded in completely. That solves the issue completely.
This commit fixes a bug that's existed since MMMMMM was added (so, 2.2),
where if you quicksaved in a custom level while no music was playing,
then quit and loaded that quicksave, and you were using PPPPPP while
having MMMMMM available, it would play MMMMMM track 15, even though the
game intends for the music to simply be silent.
This is due to the same bug that lets you play MMMMMM tracks if you're
on PPPPPP - musicclass::play() does a modulo, but C++ modulo is not
guaranteed to be positive given negative inputs, so the 16-track offset
is added to a negative number, resulting in targeting the MMMMMM
soundtrack instead of PPPPPP.
That exploit doesn't harm anyone and shouldn't be fixed, EXCEPT it
causes a problem in this specific case. But this bug can be fixed
without removing that exploit.
Note that I made the check do not-equal to -1 instead of greater-than
-1, so levels that intend on using track -2, -3, -4, etc. upon loading a
quicksave will still work as their creator intended. It's just that
specifically -1 is patched out, just to fix this issue.
For some reason, ScaleSurface() was drawing each pixel one pixel up and
to the left from its actual position. I have no idea why.
But this was causing an issue where pixels would just be dropped,
because they would be drawn outside of the temporary SDL_Surface from
which the scaled surface would be drawn onto. Also, the offset just
creates a visual one-pixel offset in the result for no reason. So I'm
just removing it.
Big Viridian also suffered from this one-pixel offset, so now they will
no longer look like they're floating above the ground when standing on
the floor.
ScaleSurfaceSlow() uses DrawPixel() instead of SDL_FillRect() to scale a
given surface, which is slow and inefficient, and makes it less likely
that the game could be moved to SDL_Render.
Unfortunately, it has this weird -1,-1 offset, but that will be fixed in
the next commit.
So, earlier in the development of 2.0, Simon Roth (I presume)
encountered a problem: Oh no, all my backgrounds aren't appearing! And
this is because my foregroundBuffer, which contains all the drawn tiles,
is drawing complete black over it!
So he had a solution that seems ingenius, but is actually really really
hacky and super 100% NOT the proper solution. Just, take the
foregroundBuffer, iterate over each pixel, and DON'T draw any pixel
that's 0xDEADBEEF. 0xDEADBEEF is a special signal meaning "don't draw
this pixel". It is called a 'key'.
Unfortunately, this causes a bug where translucent pixels on tiles
(pixels between 0% and 100% opacity) didn't get drawn correctly. They
would be drawn against this weird blue color.
Now, in #103, I came across this weird constant and decided "hey, this
looks awfully like that weird blue color I came across, maybe if I set
it to 0x00000000, i.e. complete and transparent black, the issue will be
fixed". And it DID appear to be fixed. However, I didn't look too
closely, nor did I test it that much, and all that ended up doing was
drawing the pixels against black, which more subtly disguised the
problem with translucent pixels.
So, after some investigation, I noticed that BlitSurfaceColoured() was
drawing translucent pixels just fine. And I thought at the time that
there was something wrong with BlitSurfaceStandard(), or something.
Further along later I realized that all drawn tiles were passing through
this weird OverlaySurfaceKeyed() function. And removing it in favor of a
straight SDL_BlitSurface() produced the bug I mentioned above: Oh no,
all the backgrounds don't show up, because my foregroundBuffer is
drawing pure black over them!
Well... just... set the proper blend mode for foregroundBuffer. It
should be SDL_BLENDMODE_BLEND instead of SDL_BLENDMODE_NONE.
Then you don't have to worry about your transparency at all. If you did
it right, you won't have to resort this hacky color-keying business.
*sigh*
For some reason, the cursor would be either disabled and re-enabled if
you switched to windowed mode, or it would be always enabled if you
switched to fullscreen mode. This only happened when you toggled
fullscreen using the Alt+Enter, Alt+F, or F11 keybinds, and the
fullscreen option in graphic options doesn't have this problem.
This cursor toggling business seems like an arcane incantation back in
the days of SDL1.2, now since no longer necessary with SDL2. However,
after some testing, it seems like removing these indecipherable runes
don't cause any harm, so I'm going to remove them.
Fixes#371.
This function checked the intersection of rectangles, but it used floats
for some reason when its only caller used ints. There's already an
intersection function (UtilityClass::intersects()), so we should be
using that one instead in order to minimize code duplication.
Graphics::Hitest() is used for per-pixel collision detection, directly
checking the pixels of both entities' sprites. I checked with one of my
TASes and it still syncs, so I'm pretty sure this won't cause any
issues.
If you have the translucent room name option enabled, you'd always be
seeing the spikes at the bottom of the screen hidden behind the room
name. This patch makes it so that the spikes get carefully cropped so
they only appear above the room name when the player gets close to the
bottom of the screen.
The function was not actually checking the number that would end up
being used to index the tiles3 vector, and as a result there could
potentially be out-of-bounds indexing. But this is fixed now.
The half-second delay comes from the fact that the game uses
graphics.resumegamemode to go back to GAMEMODE. This system waits for
graphics.menuoffset to reach a certain threshold before actually going
back (this is the animation of the map screen being brought down). To
speed it up, I'll just set graphics.menuoffset directly.
I could've directly set game.gamestate to GAMEMODE, but I wanted to be
safe and use the existing system instead.
This removes the arrays of zeroes that still take up space in the
binary. It doesn't seem like the compiler optimizes or compresses these
zeroes anyway, so just remove them instead, and make
load()/loadminitower()/loadminitower2() no-op functions. The
minitower/contents arrays are already initialized zeroed-out, anyway, so
there's no need to keep these other arrays around.
This saves exactly 72 kilobytes of memory and binary size.
This moves the teleporter, activity prompt, and trophy text "don't draw"
conditionals to the part where the game checks collision with them,
instead of whenever the game draws them.
This makes it so that the game smoothly does the fade-in/fade-out
animation instead of suddenly stopping rendering them whenever their
"don't draw" conditions apply. Now, the "Press ENTER to activate
terminal" prompt will no longer suddenly disappear whenever you activate
one, and the "- Press ENTER to Teleport -" prompt will smoothly fade
back in after teleporting, instead of suddenly popping in on screen.
When I refactored custom level entity creation logic earlier, I forgot
to account for enemy bounds, so enemies would take on the same bounds as
platforms. But this is fixed now.
When I compile in release mode, GCC complains that these variables MAY
be uninitialized when it comes time to create the moving platform
entity. I can't think of any way that it could be uninitialized and
testing my release build seemed to be fine, but I'm initializing these
variables just to be sure.
M&P contains network code despite M&P not being a Steam/GOG release (as
Steam/GOG releases are full releases of the game, not
custom-levels-only releases).
While unlocking achievements is already ifdef'd out in M&P, let's remove
the network code entirely to make sure people can't do other shenanigans
with M&P builds, and also to have a smaller binary size.
This fixes a possible graphical issue where the "Press ENTER to activate
terminal" prompt gets drawn on top of the "- Press ACTION to advance
text -" prompt, which looks bad. Trophy text gets drawn on top, too, so
there's a check there as well.
I've also made it so the activity prompt doesn't get drawn if the player
doesn't have control. After all, what use is it to say "press ENTER" if
the player isn't allowed to?
The game time is moved a little to the left, and the trinket count a
little to the right. To fix#376 for real, the trinket count is now
positioned automatically based on its length. The trinket icon is now
also displayed at the far right (instead of to the left of the count)
for better symmetry, and so that switching between tele save and quick
save doesn't make the trinket icon move if the trinket counts have
different lengths.
While I'm going to fix#376 anyway to make longer numbers (like Seventy
Eight) fit, I decided to also make the box a little wider in advance of
the game being localized, those extra chars could be a lifesaver, while
you wouldn't really notice the difference if you play the game in
English.
What this simply does is make it so that in the event that
game.hascontrol is somehow set to false when there isn't a cutscene
running (i.e. when game.state is 0 and script.running is false), it gets
set back to true again.
There's many ways to interrupt a gamestate and/or a running script, most
notably telejumping and doing a screen transition in the middle of the
animation, interrupting it.
This implements the first part of my idea in this comment:
https://github.com/TerryCavanagh/VVVVVV/issues/391#issuecomment-659757071
Achievements could be unlocked in custom levels/make and play, so this adds the wrapper function `game.unlockAchievement` which calls `NETWORK_unlockAchievement` if `map.custommode` is false.
Also, this function and `Game::unlocknum` have both been `ifdef`ed to be empty if MAKEANDPLAY is defined.
This makes the modifiers for removing tiles only work if you're using tools 0 or 1 (wall or background). In the future it might be worth it to add some extra subtools for spikes, but for now this should be fine.
Also, there was a small inconsistency with the tool drawn and the tool used. If you started holding down V, then started holding down Z, you would place tiles like you're holding V (9x9) but your cursor would look like you're holding Z (3x3). The `if` chain for drawing the resized cursors has been flipped around for this.
Otherwise, this would cause immense slowdown during the New Record
animation that plays when you die, as the game would be writing
unlock.vvv every frame.
To fix this, I just put it under the same if-guard as the
music.playef(), since the sound effect also only plays once. But I have
to watch out for frame ordering and make sure the record is actually set
before I call game.savestats(), and then of course I have to move
game.swnmessage = 1 over because that's the variable being checked in
the conditional.
There's a lot of places where the INBOUNDS() check is spelled out
instead of using the macro, before the macro was introduced. Also the
macro should probably be renamed INBOUNDS_VEC() to be consistent.
This fixes the bug where Viridian would appear to "zip" when they would
be teleported to the position of the teleporter before being flung out
of it.
As discussed in #393, I've also set the oldxp/oldyp when Viridian is
temporarily positioned in the center of the room, even though at this
point they should already be invisible. This is just to be safe.
Fixes#393.
Okay, so basically here's the include layout that this game now
consistently uses:
[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]
And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
It was never used and didn't do anything. It looks like it was intended
to be used but I guess time ran out or something, but it's too late now
and level files don't have timestamps or anything, so might as well just
remove it.
Good thing too, because asctime() is apparently deprecated.
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.
That's how it should be done, because the SDL headers aren't going to be
installed in this repository. The game was a bit inconsistent before but
now it isn't anymore.
This removes around megabyte from the binary, so a stripped -Og binary
went from 4.0 megabytes to 2.9 megabytes, and an unstripped -O0 binary
went from 8.1 megabytes to 7.1 megabytes, which means I can now finally
upload an unstripped -O0 binary to Discord without having to give money
to Discord for their dumb Nitro thing or whatever.
There were many different ways I could've fixed it, but one thing that
stood out to me was the fact that touching the teleporter wasn't
guaranteed to set its onentity to 0, even though it should be. So now,
every time Viridian touches the teleporter, the teleporter's onentity
will be set to 0, and thus there's no chance of the teleporter
interrupting its own teleport animation and softlocking the game.
We should still do what I suggested in #391, namely setting
game.hascontrol to true if the game is in gamestate 0 and script.running
is false, and also always allowing Esc/Enter to be pressed regardless of
game.hascontrol. But this softlock is fixed now.
Fixes#391.
Whoops. Forgot to do this earlier when adding the Shift+F3 hotkey.
Otherwise the enemy type would become invalid and just turn into the
default square.
The game would softlock if you brought up the map screen or quit screen
after exiting the Super Gravitron to the Secret Lab. This softlock would
only happen if you were in glitchrunner mode.
This is because glitchrunner mode set game.fadetolabdelay when it
shouldn't have, and also checked game.fadetolabdelay when it shouldn't
have.
So I made it so that the game will only set game.fadetolabdelay when not
in glitchrunner mode (I already had a check for game.fadetomenudelay,
too!) and the game will only check for game.fadetomenudelay and
game.fadetolabdelay when not in glitchrunner mode, as well.
I originally made the game check game.fadetomenudelay and
game.fadetolabdelay to prevent being able to re-press ACTION to re-start
the fadeout if the game was already fading out. And I made sure that
this wasn't broken, both in glitchrunner mode and normal mode.
Whoops.
Noticed this earlier when I was merging upstream back into VCE, and
interestingly enough, it doesn't look like cppcheck warns about
undeffing a non-existent define.
I don't know who wrote this code originally, but it's extremely obvious
that it was a different person than who wrote the rest of the code.
Anyway, I fixed the spacing and braces so everything is smushed together
less.
Also, there's no need to put the entire warpdir checking in an
'if(room.warpdir>0)' statement. If any of the cases is jumped to, then
you already know that's true.
"Threadmills" are now properly called "conveyors". I don't know why they
were called "threadmills" anyway, the proper spelling is "treadmills".
Also, warp line `p1`s of 0 and 3 are now properly labeled, as well as
the trinket edentity.
Just set the map roomname to the roomname of the room. It's completely
redundant to set the roomname to an empty string and check if the
roomname of the room is empty.
I do this because we declare-and-initialize some variables in the case.
This isn't strictly necessary, since there's no cross-initialization
errors since it's the last case in the switch, but I'd just like to be
future-proof.
Instead of repeating 'ed.level[curlevel]' (or even worse, you type in
that giant expression inside the brackets instead of reusing
'curlevel'), why not just type 'room'? As an added bonus, I added bounds
checks so 'room' is always guaranteed to point to an existing object.
There are some levels that index 'ed.level' out of bounds, and I'd like
to make their behavior properly defined instead of being undefined. One
of the things usually true about out-of-bounds rooms is that they're
always tiles2.png (that means an edlevelclass tileset that isn't 0),
because the chance of the memory location being exactly 0 is smaller
than it being nonzero. So the out-of-bounds room has tileset 1.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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().
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().
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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().
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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")
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.)
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?")
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.
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.
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.)
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?!
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.
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.
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.
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.
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.
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.
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().
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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().
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!
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.
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.
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.
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).
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.
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().
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.