This fixes a bug where "12" gets properly evaluated as 12, but "148"
gets evaluated as 1408. It's because `place` gets multiplied by `radix`
again, so `retval` gets multipled by 100 instead of 10.
There's no reason to have a `place` variable, so I've removed it
entirely. This simplifies the function a little bit.
The previous person who wrote this (a girl named Misa) clearly didn't
understand the reason why you couldn't compare line[line.length()-1]
directly to a string literal. It's because the former is a char, and the
latter is a pointer to a char. Both are ints, so it compiles fine, but
it doesn't do what you want it to.
Why not just make the latter a char instead of a string literal? Well,
because you can, but also I clearly didn't think this through earlier,
so that's why I didn't do it in the first place.
But this is fixed now.
This avoids an unnecessary copy of the input std::vector, since we don't
need to modify it for anything. This cuts down on unnecessary memory
operations.
Apart from the std::string, this function no longer uses the STL.
ss_toi() is a simple function - it converts the input into an int,
taking as many digits as possible until it reaches a non-digit
character, at which point it stops. It's trivial to implement this
without the STL.
I could've used Int() here, but that would've required copying the
string to a temporary buffer to insert a null-terminator (we can't just
use a pointer-and-length data type either, the string functions don't
operate like that - one disadvantage of C strings!). Instead, I decided
to implement my own conversion to int here, because I don't think the
way we humans write our Arabic numerals is going to change anytime soon.
Also, the std::string input is now passed by const reference, instead of
making a copy - cutting down on unnecessary memory operations.
I personally like putting the asterisk with the type, because despite
the language parsing the asterisk as a part of the name, the pointer
part is clearly a part of the return type of the function. Also,
put constness here, to indicate that the input won't be modified inside
the function.
This comment indicates that the function is used by
UtilityClass::GCString(). Which is unnecessary, because the reader can
trivially search for usages of GCChar in the file itself (the 'static'
preceding the function should be a good enough hint) - and if there
aren't any, then the reader will know the function is unused, whereas if
they read the comment, they would have been under the assumption that it
wasn't used. (There might also a compiler warning about it being unused,
which would be more confusing if the comment was still there.)
Point is, comments can get outdated, so removing the comment here makes
the code more self-documenting.
This is a re-do of 942217f871 (#509), but
with a more conservative fix that only resets the player's newxp and
newyp when they respawn from a checkpoint or spawn in to the map.
Unlike the previous patch, if the player were to suddenly collide with a
conveyor or horizontally-moving platform during gameplay, their
y-position would revert back to the intended next y-position of the
previous frame. But this is the same behavior as before, I haven't ever
seen such a contrived situation come up, and this behavior is probably
more preferable for gameplay than actually going to the conveyor, so
it's fine.
I also decided to reset newxp here, and not just newyp, because while
resetting newyp seems to be enough, it's safer to also reset newxp (and
so future readers won't question why only newyp is reset but not newxp).
I tested this and it once again fixes the death loop issue from earlier,
while also still allowing for that Trench Warfare trick to be possible
(I tested it with the libTAS movie I mentioned in #606; it syncs fine).
There are no other known regressions resulting from this fix
(hopefully).
This reverts commit 942217f871.
This fix (of a regression of a fix) has a regression where immediately
flipping off of horizontally-moving platforms or conveyors will no
longer provide you with a "boost" given certain vertical pixel
alignments.
The regression that this fix fixed will be fixed another way.
Fixes#606.