It looks like this may have been used earlier in development, judging
from the name, obviously, but right now it seems like it's used as an
error message if a main game level is asked for an invalid room (well,
only two of them - the Lab and Warp Zone). It should probably be
formalized into an error system, if we want to keep teststring, and also
people would never see it anyway because I don't think there's a
reliable and consistent way to trigger loading a non-existent room.
I have seen someone manage to load a non-existent Warp Zone room only
one time, but even then this teststring didn't pop up. So this
teststring doesn't even trigger in the right circumstances.
Also, when it does pop up, as far as I can tell it will stay onscreen,
which is kinda annoying. So I'm just removing this ancient relic from
the code.
To be fair, it was more on the level of entire functions using different
indentation than the surrounding code, but it's not consistent enough
for me to justify leaving it alone.
Looks like this function was created because editorclass::load() takes
in a string by reference, not by value, and thus mutates it afterwards,
so if you passed a string in when you didn't want it to be mutated, bad
things would happen.
However, a better workaround for the above issue would simply to
duplicate the string and pass that string instead, thus the original
string wouldn't be affected.
To reiterate, I just want to remove the mixed indentation that just
randomly pops up in the middle of a file, because it gets annoying.
Thus, the indentation of a particular piece of code should simply match
the surrounding code. And I consider it completely fine that this file
switches from indenting 4-wide spaces to tabs starting from
Graphics::setcol() onwards. I don't think it's worth it to untabify
Graphics::setcol() and below.
This removes all indentation that suddenly switches in the middle of a
function. Most particularly egregious offenses are the ones made by the
person who has 2-wide tabs, but keeps tabbing up to make each
indentation level match up with the 4-wide spaces, so to them (and only
them) it will look just fine, but since by default tabstop is 8-wide,
their lines are pushed off all the way to the right.
This changes something like UtilityClass::String to help.String,
basically. It takes less typing this way, and is a neat effect of having
global args actually be global variables.
Now that it does nothing due to some earlier changes, it's a useless
function that does nothing. (Well, it was already a useless function,
but those earlier changes made it clearer just exactly how useless it
is.) So remove that function and remove all its callsites.
'swfStage' gets set to 'stage' in updategraphicsmode() but... that does
absolutely nothing, because they both contain exactly the same thing.
And these variables aren't referenced anywhere else. So I'm removing
both of these variables.
Although it keeps getting set to true and false in various places, it
never once gets checked, essentially deeming it a variable that's used
but does nothing.
The 'r', 'g', and 'b' arguments do absolutely nothing. Except unlike
Graphics::drawtile(), there's only one version of Graphics::drawtile2(),
so just remove those args and update callers.
The 'r', 'g', and 'b' arguments do absolutely nothing, even though
they're used in the version of Graphics::drawtile() that's more used. So
delete the other version without those extra arguments, and then remove
the extra arguments from the remaining version. And then update callers.
This removes all global args in all functions in titlerender.cpp.
Additionally, all 'dwgfx' has been renamed to 'graphics' in that file
(there are a lot of them, as you might guess).
This commit removes the passing around of global args in the logic
functions. Additionally, all 'dwgfx' has been replaced with 'graphics'
in Logic.cpp.
This removes global arg passing from all functions on editorclass.
Callers have been updated correspondingly. Additionally, all 'dwgfx' has
been replaced with 'graphics' in editor.cpp.
This commit removes all global args from the parameters of each function
on the scriptclass object, and updates all places they are called
accordingly. It also changes all instances of 'dwgfx' to 'graphics' in
Script.cpp.
Interestingly enough, it looks like editor.h depended on Script.h's
class define of the musicclass. I've temporarily placed the class define
in editor.h, but by the end of this patchset it'll be gone.
This removes global args from all functions on the Graphics class.
Callers of those functions in other files have been updated accordingly.
Of course, since Graphics.cpp is already in the Graphics namespace,
I do not need to change all 'dwgfx' to 'graphics' in Graphics.cpp.
This commit removes the global args being passed around from the
function args on the mapclass object, as well as updating all callers in
other files to not have those args. Furthermore, 'dwgfx' has been
renamed to 'graphics' in Map.cpp.
This commit removes all global args from functions on the entityclass
object, and updates the callers of those functions in other files
accordingly (most significantly, the game level files Finalclass.cpp,
Labclass.cpp, Otherlevel.cpp, Spacestation2.cpp, WarpClass.cpp, due to
them using createentity()), as well as renaming all instances of 'dwgfx'
in Entity.cpp to 'graphics'.
I've decided to call dwgfx/game/map/obj/key/help/music the "global args".
Because they're essentially global variables that are being passed
around in args.
This commit removes global args from all functions on the Game class,
and deals with updating the callsites of said functions accordingly. It
also renames all usages of 'dwgfx' in Game.cpp to 'graphics', since the
global variable is called 'graphics' now.
Interesting to note, I was removing the class defines from Game.h, but
it turns out that Graphics.h depends on the mapclass and entityclass
defines from Game.h. And also Graphics.h spelled mapclass wrong (it
forgot the "class") so I just decided to use that existing line instead.
This is only temporary and after all is said and done, at the end of
this pull request those class defines will be gone.
This is a refactor that turns the script-related arrays `ed.sb`, and
`ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was
just misused). The code handling these vectors now looks more like idiomatic
C++ than sloppily-pasted pseudo-ActionScript. This removes the variables
`script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too.
This reduces the amount of code needed to e.g. simply remove something from
any of these vectors. Previously the code had to manually shift the rest of
the elements down one-by-one, and doing it manually is definitely error-prone
and tedious.
But now we can just use fancy functions like `std::vector::erase()` and
`std::remove()` to do it all in one line!
Don't worry, I checked and `std::remove()` is in the C++ standard since at least
1998.
This patch makes it so the `commands` vector gets cleared when
`scriptclass::load()` is ran. Previously, the `commands` vector never actually
properly got cleared, so there could potentially be glitches that rely on the
game indexing past the bounds set by `scriptlength` but still in-bounds in the
eyes of C++, and people could potentially rely on such an exploit...
However, I checked, and I'm pretty sure that no such glitch previously existed
at all, because the only times the vector gets indexed are when `scriptlength`
is either being incremented after starting from 0 (`add()`) or when it's
underneath a `position < scriptlength` conditional.
Furthermore, I'm unaware of anyone who has actually found or used such an
exploit, and I've been in the custom level community for 6 years.
So I think it's fine.
Someone being mean could've overwritten the telesaves of unsuspecting
players, or unlocked a bunch of stuff which they shouldn't have for
those players, using things like the telesave() command and gamestates.
To prevent this, return early in Game::savequick(), Game::savetele(),
and Game::unlocknum() if we are in custommode.
Instead of passing the error codes out of the function, just handle the
errors directly as they happen, and fail gracefully if something goes
wrong instead of continuing.