The missing piece from sound effects was handling what to do when the
buffer ran out. Which seems to happen often when decoding from OGG,
unlike WAV. This handling involves callbacks to functions named
refillReserve and swapBuffers.
Without this code,some sound effects would be cut off early, as
documented in #953. This might also explain the division by 20 - which
I've copied too, just in case.
Now OGG sound effect tracks should be identical to music tracks (except
I've stripped the looping code out).
Fixes#953.
We were using this function to check if the format of the existing voice
is different from the format of the voice we intended to play. However,
whereas the format we use is the FAudioWaveFormatEx struct, the only
details we get from FAudioVoice_GetVoiceDetails is the
FAudioVoiceDetails struct, which has much less details and is missing
important things like whether the format is 8-bit or 16-bit or something
else.
And of course, if we don't check that the number of bits matches, then
it still leads to playback issues as described in #953.
There are no other functions in FAudio that operate on
FAudioWaveFormatEx structs. So instead, we'll just have to do it
ourselves, and store the format of the existing voice alongside the
format of the intended voice. And then use SDL_memcmp to make sure the
formats are the same before playing, and if not, then destroy and
re-create the voice.
Fixes#953.
I have this annoying issue where the game will open on the wrong monitor
in fullscreen mode, because that monitor is considered to be display 0,
whereas the primary monitor I want is display 1.
To mitigate this somewhat, the game now stores the display index that it
was closed on, and will save it to settings. Then the next time the game
opens, it will open on that display index. This should work pretty well
as long as you aren't changing your monitor setup constantly.
Of course, none of this applies if your window manager is busted. For
example, on GNOME Wayland, which is what I use, in windowed mode the
game will always open on the monitor the cursor is on, and it won't even
be centered in the monitor. But it works fine if I use XWayland via
SDL_VIDEODRIVER=x11.
Previously, the game would not store the size of the window itself, and
would always call SDL_GetRendererOutputSize() (via
Screen::GetWindowSize()) to figure out the size of the window. The only
problem is, this would return the size of the whole monitor if the game
was in fullscreen mode. And the only place where the original windowed
mode size was stored would be in SDL itself, but that wouldn't persist
after the game was closed.
So, if you exited the game while in fullscreen mode, then your window
size would get set to the size of your monitor (1920 by 1080 in my
case). Then when you opened the game and toggled fullscreen off, it
would go back to the default window size, which is 640 by 480.
This is made worse, however, if you were in forced fullscreen mode when
you previously exited the game in windowed mode. In that case, the game
saves the size of 1920 by 1080, but doesn't save that you were in
fullscreen mode, so opening the game not in forced fullscreen mode would
result in you having a 1920 by 1080 window, but in windowed mode.
Meaning that not even fullscreening and unfullscreening would put the
game window back to normal size.
The solution, of course, is to just store the window size ourselves,
like any other screen setting, and only use GetWindowSize() if needed.
And just to make things clear, I've also renamed the GetWindowSize()
function to GetScreenSize(), because if it was named "window" it could
lead one to think that it would always return the size of the screen in
windowed mode, when in fact it returns the size of the screen whatever
mode it is in - fullscreen size if in fullscreen mode and window size if
in windowed mode.
And doing this also fixes the FIXME above Screen::isForcedFullscreen().
This fixes the following bug that only occurs on Wayland: If the game is
configured to be fullscreened and in stretch mode, on startup, it won't
be in stretch mode. It will appear to be in letterbox mode, but the game
still thinks it's in stretch mode.
This is because during the ResizeScreen() call on startup, for whatever
reason, the window size will be reported to be the default size (640 by
480) instead of the screen resolution of the monitor, as one would
expect from being in fullscreen. It seems like when the game queries the
window size, the window isn't actually in fullscreen at that time, even
though this is after fullscreen has been set to true.
To fix this, I decided to always update the logical size before
SDL_RenderPresent() is called. To make this neater, I put the scaling
code in its own function named UpdateScaling().
This bug has existed since 2.3 and does not occur on X11. I tested this
on GNOME Wayland, and for testing it on X11, I used Openbox in a Xephyr
session while running VVVVVV with SDL_VIDEODRIVER=x11.
It turns out this texture is only used as a temporary texture to draw
the screen with an offset before rendering it to the output target.
I thought it was used for drawing the map menu animation, but that was
only true of `tempBuffer`, and is no longer true of the new render
system.
Dav999 pointed out this potential issue on Discord.
While basically all memcmp implementations will terminate early here if
there's a null byte (because it's mismatched), it doesn't hurt to add
the check here.
This fixes a bug where the trinket collection text boxes, along with the
cutscene bars, would stay on-screen if the player warped to the ship
while they were up.
This only happens during the gamestate 0 anti-softlock checks, and only
if completestop is active in the first place, so text boxes aren't
cleared if the player is doing something that wouldn't lead to a
softlock otherise.
Fixes#921.
This fixes a regression where the behavior of duplicate player entities
is different, causing a gameplay section in Vespera Scientifica to be
impossible, as described in #903.
In the level, you are allowed to flip in mid-air. Vespera accomplishes
this by having two duplicate player entities stuck in a platform. One of
them is responsible for letting the player flip in one direction, and
one of them is responsible for letting them flip in the other.
In 2.3, this works because in order for a player entity to flip,
`game.jumppressed` is checked, and the entity will flip if
`game.jumppressed` is greater than 0, then `game.jumppressed` will be
set to 0. In this way, whenever a player entity flips, it will set
`game.jumppressed` to 0, so whenever the next player entity is
evaluated, `game.jumppressed` is 0 and thus _that_ entity will not flip.
This is because the for-loop surrounds both the `game.jumppressed` check
and flipping the entity. In 2.4 after #609 and subsequent patches,
however, this is not the case. Here, the for-loop only surrounds
flipping the entity. Therefore, the `game.jumppressed` check is
evaluated only once. So, it will end up flipping every player entity if
the entities are eligible. In this case, one of them is eligible twice,
resulting in the game flipping gravitycontrol four times, which is
essentially the same as not flipping at all (except for all the sound
effects).
Hence, the fix here is to make it so the for-loop surrounds the
`game.jumppressed` check.
Now, this doesn't mean that the intent of #609 - that duplicate player
entities have the same initial velocity applied to them when flipping -
has to be removed. We can just put the for-loops back in. But I
carefully implemented them in such a way that the overall function is
not quadratic, i.e. O(n²). Instead, there's a pass done over the
`obj.entities` vector beforehand to store all indexes of a player entity
in a temporary vector, and then that vector is used to update all the
player entities. In this manner, the function is still linear - O(n) -
over the number of entities in the room.
I tested this to make sure that no previous regressions popped up again,
including #839, #855, and #887. And #484 is still resolved.
Fixes#903.
This adds support for OGG files as sound effects (via renaming them to
the wrong .wav file extension), because in previous versions of the
game, SDL_mixer didn't care what the file extension was, and so some
people relied on this, as described in #900.
This is accomplished by copy-pasting the OGG loading code for music
tracks. For a bit of cleanliness, I put the WAV and OGG loading code in
separate functions.
This is mostly the same code, except that because sound effects don't
loop and can't be paused or resumed, there's no reserve buffer, and
there's no data for loop points.
Also, for some reason, the music loading code divided by 20 in the
`size` calculation. I found that this prematurely cut off sound effects,
and that it made more sense to just not do the division. I don't know
why it was there, but removing it works.
Also also, some OGG files don't work with this. Namely, ones produced by
FFmpeg. To test this, I just extracted 0levelcomplete.ogg from
vvvvvvmusic.vvv and replaced terminal.wav with it. And it works, so
hopefully I won't have to touch audio code again, although I might if
someone complains about this. But either way, I'm committing this
because it's better than it was before.
Fixes#900.
I noticed that this call wasn't using VVV_freefunc. I missed it earlier
when going through Music.cpp and checking for instances when
VVV_freefunc should have been used
(a926ce9851).
Sound effects already get recreated if the number of channels
mismatches, but the same could be true if the sample rate mismatches
too, which was the case with music tracks as described in #886.
So, just to be sure - and to be consistent with music tracks - sound
effects now check that the sample rate matches, too, and if not, will be
recreated.
This fixes an issue where sound effects of bit depths that weren't 16,
such as 8, were being played incorrectly, as described in #886.
The problem is that when loading the sound effect, we would always set
the bit depth to 16 no matter what! Instead, we should set the bit depth
to the actual bit depth of the file.
Fixes#886.
As described in #886, if a track was played when an existing track was
already playing, and the sample rates of the two tracks differ, then the
second track would play wrong and distorted.
This is because the second track would play with the sample rate of the
first. To fix this, halt the track if the sample rate is mismatched,
which destroys the voice. This results in the voice being recreated
later in the Play() function. The track is also halted if the number of
channels or bit depth is mismatched.
Fixes#886.
The style we have here is that functions with no arguments are to have
explicit `void` arguments, even though this doesn't apply in C++,
because it does apply in C.
Unfortunately, some have slipped through the cracks. This commit fixes
them.
This removes the `addnull` argument from `FILESYSTEM_loadFileToMemory`
and `FILESYSTEM_loadAssetToMemory`, and makes it so a null terminator is
always appended no matter what.
This simplifies things and removes the need for callers to make the
decision about null termination and what its implications are. Then you
get cases where null termination might not happen when it should be,
such as the one df577c59ef (#947) fixed.
When FIQ added the `addnull` argument in
5862af4445 (#117), I'm guessing he did it
because he wanted to be cautious about adding the null terminator to
every file, so he only did it for XML files, which was the only case
needed at the time. But really, there's no downsides to always appending
a null terminator. In fact, it's already always done whenever the STDIN
buffer is loaded.
For some reason, originally, this function mutated the std::string
passed into it by reference. So calling the function could potentially
mutate whatever got passed in, and callers potentially could have relied
on that behavior.
Now that the surrounding callsites have all been cleaned up, though
(especially scriptclass::startgamemode), it's clear that it's only used
in two places: Loading the level in the editor, and loading the level in
live gameplay. In both cases, the passed-in string isn't used ever again
afterwards.
So, it's safe to delete the mutable reference without any undesirable
effects, making the code cleaner and easier to understand. The function
now mutates a copy instead of mutating whatever the caller has.
This removes memory churn caused by using analogue mode.
The surfaces are only allocated if analogue mode is turned on, and kept
after they are initialized. Otherwise, if analogue mode is never turned
on (which will be the case for the vast majority of the time the game is
played), then no extra memory is used.
Drawing a texture onto itself seems to produce issues on Metal.
To fix this, use a temporary texture instead, that then gets drawn onto
the original texture.
Fixes#927.
This is because destroying the renderer causes use-after-frees since the
renderer destroys all textures when it gets destroyed.
This fixes a Valgrind error where an invalid read occurs because the
font textures get destroyed again after the renderer is destroyed.
For consistency, since they are created in create_buffers as well. I
checked with Valgrind (which is very noisy on Wayland, it turns out),
but I didn't see anything about them not being freed. It doesn't hurt to
use VVV_freefunc here anyway, though, since it does a NULL check and
nulls the pointer afterwards, which should prevent double-freeing and
use-after-frees.
I'm going to soon be creating an actually temporary texture, so having
two textures named "temp" would get confusing. This is also a good
chance to correct the name of this texture, because it's not really
temporary, but it's used for map menu animation rendering.
This makes them stand out more.
The border around the tool has also been moved to be drawn first.
Otherwise, it would be drawn on top of the outline of the text, which
would look bad.
This prints the address of every global class to the console, and then
exits.
This is useful for autosplitters, which read memory addresses directly.
Any time a new version of the game is shipped, this makes updating the
autosplitters much easier as people don't have to find the addresses of
the global classes themselves.
After discussing with Ally and Dav, we came to the agreement that this
is basically useless since the prompt will always be centered and take
up most of the horizontal space of the screen.
And the x-position was only added as an offset because at some point,
there was a missing space from the side of the "- Press ENTER to
Teleport -" prompt, and the offset was there so people could mimic the
prompt accordingly. But that was fixed at some point, so it's useless
now.
The MAKEANDPLAY, NO_CUSTOM_LEVELS, and NO_EDITOR defines remove content
or features. However, they then raise several warnings because of some
cases, functions, or variables that end up not being used.
This silences them by using the UNUSED macro, or by adding a default
catch-all case if the define is defined (so unhandled cases will still
raise warnings in a build that doesn't have these defines).
We get these warnings because of the typedefs for 64-bit integers in
PhysFS's header files. The compiler will treat them as extensions and
will still compile it fine but it does mean we aren't strictly standards
conforming. Which really isn't a problem anyway. Probably.
This adds the build type in brackets in `-version` output after e.g.
"VVVVVV v2.4". The build type is MAKEANDPLAY, NO_CUSTOM_LEVELS, or
NO_EDITOR (which are not necessarily mutually exclusive).
This is appended on to the end of the first line so as to not break
Ved's existing `-version` check which only checks if the beginning of
STDOUT is "VVVVVV" followed by any version number.
This makes it so that whenever the game loads a script as directed by a
script command, it will first try to load the script from the processed
argument, and if that fails only then will it try to load the script
from the raw argument.
This fixes a regression reported by Dav999 in the custom level "Vungeon"
created by Dynaboom, where a script `ifflag`s to `aselectP1.1` even
though the actual script name is `aselectp1.1`. In 2.3, it would
lowercase `aselectP1.1` and load the script properly, but previous to
this commit it would try to load the script with a capital name and then
fail.
This aborts and prints the error from SDL_GetError() if
SDL_CreateWindow() or SDL_CreateRenderer() fails.
We abort because there's not much point in continuing if the window or
renderer can't be created. There might be a use case for running the
game in headless mode, but let's code that in explicitly if we ever want
it.
This sets the minimum window size (to 320 x 240), so that the window
cannot be resized to lower than that.
This is because there's no utility in having a game window smaller than
that, and it provides a bonus convenience of being able to resize the
game to exactly 320x240 without needing to be exactly precise about it.
This idea was suggested by Dav999.
The `point` struct was a relic of ActionScript and was added because of
the Flash 'point' object. However, it seems like Simon Roth didn't
realize that SDL has its own point struct.
With this, `Maths.h` can be un-included from a couple headers, which
exposes the fact that `preloader.cpp` was relying on `Maths.h` being
transitively included from `Graphics.h`.
Dav999 added `#include "Localization.h"` before `#include "KeyPoll.h"`,
when it should go after instead, because the letter L comes after the
letter K in the English alphabet.
The branch name will be added to the window title if it is an interim
version, e.g. "VVVVVV [master]".
This makes it easier for developers to tell at a glance which build of
the game they're running.
While the window is initialized with 640x480, the screen settings
defaulted to 320x240, which is a tiny window. The screen settings take
priority over the initialized window, so people with no previous
settings file will get 320x240. This makes it so they get 640x480
instead.
The window is still initialized to 640x480 (constants used for clarity)
just in case there's some weirdness if it's initialized to a potentially
odd resolution from the user's settings file.
This is useful for developers who may have multiple builds of the game
from various different branches and may easily forget which build of the
game is what.
This shows up in the bottom-right corner of the title screen and also
with the `-version` command-line option, and in the status message
printed when building the game.
Unfortunately there needs to be an intermediate surface for proper alpha
color blending to happen via SDL_BlitSurface. The exact SDL blending
logic seems complicated and unclear for me to implement at the moment,
and my attempts kind of failed, so this is just a stopgap measure to at
least get the game rendering how it was before I screwed it up.
This refactors them to not allocate a temporary surface by instead
simply drawing directly to the destination surface.
This means re-implementing the original semantics of SDL_BlitSurface in
them, which is the function signature they (and BlitSurfaceStandard)
were based off of. So now if src_rect or dest_rect are NULL, it
automatically uses a rect of the entirety of the corresponding surface,
and other things like that. And also some other optimizations like
no-opping if the alpha is 0 (because then nothing will be drawn), and
critical checks (not drawing if the destination pixel is out of bounds,
because then otherwise it would wrap around, or at least that's what it
did when I tested it).
This resulted in a bunch of code that would really suck to copy-paste
because then you'd have to remember to update the other copy, so I
refactored them further and put the common code into one function, while
separating the different code (the exact transformation they do) into
different functions that get passed in through function pointers.
In general, "temp" is a bad name because it could mean anything. In this
case the buffer isn't really temporary and it's only used for drawing
the menu with a certain offset, so I made it use a better name. But also
because I'm going to be adding temporary buffers so I don't want the
names to be confused.
Honestly not too sure why we ever wrote the mask handling logic
ourselves instead of using SDL functions. Hell, we even used SDL_MapRGB
for Graphics::getRGB before.
`ct` was used to be a variable that a color was temporarily stored in
before being passed to a draw function. But this is unnecessary and you
might as well just have a temporary of the color directly. I guess this
was the practice used because temporaries were apparently really bad in
Flash.
setcolreal() was added in 2.3 to do basically the same thing (set it
directly from entities' realcol attributes). But it's no longer needed.
Correspondingly, Graphics::setcol has been renamed to Graphics::getcol
and now returns an SDL_Color, and Graphics::huetilesetcol has been
renamed to Graphics::huetilegetcol for the same reason.
Some functions (notably Graphics::drawimagecol and
Graphics::drawhuetile) were relying on the `ct` to be implicitly set and
weren't ever having it passed in directly. They have been corrected
accordingly.
colourTransform is a struct with only one member, a Uint32. The issue
with `Uint32`s is that it requires a bunch of bit shifting logic to edit
the colors. The issue with bit shifting logic is that people have a
tendency to hardcode the shift amounts instead of using the shift amount
variables of the SDL_PixelFormat, which makes it annoying to change the
color masks of surfaces.
This commit fixes both issues by unhardcoding the bit shift amounts in
DrawPixel and ReadPixel, and by axing the `Uint32`s in favor of using
SDL_Color.
According to the SDL_PixelFormat documentation (
https://wiki.libsdl.org/SDL2/SDL_PixelFormat ), the logic to read and
draw to pixels from colors below 32-bit was just wrong. Specifically,
for 8-bit, there's a color palette used instead of some intrinsic color
information stored in the pixel itself. But we shouldn't need that logic
anyways because we don't use colors below 32-bit. So I axed that too.
This makes it so temporary variables have their scopes reduced (if
possible). I also didn't hesitate to fix style issues, such as their
names ("temp" is such a bad name), making them const if possible, and
any code it touched too.
It previously duplicated the for-loop twice, once for tiles.png and
tiles2.png, which just made me sad. Now it doesn't do that.
Also it previously had an alternate tileset == 10 condition for
tiles.png, which didn't seem to do anything because there's no such
thing as tileset 10, and anyways it's useless in-game because when
playing in the actual game it won't draw tiles.png, so I removed it. I
don't know why it was there in the first place.
Since I removed the temp variable from the outer scope, the other usage
of it has to be updated.
For some reason they all have their executable bits set. Presumably this
is because they were made on an NTFS system where every file is
executable (which doesn't sound secure at all but that's another story).
I think this is because if you both check that __has_builtin is defined
and use it in the same 'if' preprocessor statement, it can error because
there's no equivalent to short-circuiting in preprocessor statements.
_SDL_HAS_BUILTIN should be safer.
This creates the game over screen for dying in No Death Mode. It's three
lines long and it's only called once. There's no reason it has to be a
separate function. From the name it sounds like it was meant to be a
generic function but it's anything but that. So just inline it in to
where it's called.
This fixes a bug where players could flip in mid-air at the start of
custom levels whose start points were in mid-air, because
onground/onroof were not being reset. This could also be done when
loading in to a save with a checkpoint in mid-air. All that's required
is to exit the game while standing on a surface (or otherwise having a
nonzero onground/onroof).
This reminded me that there were other variables on the player entity
persisting through that made loading in to a level not have a totally
clean slate, such as walkingframe (which could affect sequencing
individual TASes together into one TAS), so it's better to just destroy
the player entity and recreate it.
Except some attributes still have to be persisted for 2.2 and 2.0
glitchrunner mode. But it's better that this is done via a whitelist
rather than a blacklist.
The player duplicate removal code in hardreset is mostly redundant now
(except for some very unlikely corner cases), but there's nothing wrong
with having redundant code as long as it's not harmful. I had a
paragraph here justifying why it could be removed but decided it was
simpler to just keep it.
This print is useful to know if an achievement (one that's not already
unlocked) would actually be unlocked in an end user environment, while
running the game in a dev environment.
Also fixed up the style of the function because it was definitely
inconsistent with the surrounding code.
This overhauls scriptclass::gamemode massively.
The first change is that it now uses an enum, and enforces using that
enum via using its type instead of an int. This is because whenever
you're reading any calls to startgamemode, you have no idea what magic
number actually corresponds to what unless you read startgamemode
itself. And when you do read it, not every case is commented adequately,
so you'd have to do more work to figure out what each case is. With the
enum, it's obvious and self-evident, and that also removes the need for
all the comments in the function too. Some math is still done on mode
variables (to simplify time trial code), but it's okay, we can just cast
between int and the enum as needed.
The second is that common code is now de-duplicated. There was a lot of
code that every case does, such as calling hardreset, setting Flip Mode,
resetting the player, calling gotoroom and so on.
Now some code may be duplicated between cases, so I've tried to group up
similar cases where possible (most notable example is grouping up the
main game and No Death Mode cases together). But some code still might
be duplicated in the end. Which is okay - I could've tried to
de-duplicate it further but that just results in logic relevant to a
specific case that's located far from the actual case itself. It's much
better to leave things like setting fademode or loading scripts in the
case itself.
This also fixes a bug since 2.3 where playing No Death Mode (and never
opening and closing the options menu) and beating it would also give you
the Flip Mode trophy, since turning on the flag to invalidate Flip Mode
in startgamemode only happened for the main game cases and in previous
versions the game relied upon this flag being set when using a
teleporter for some reason (which I removed in 2.3). Now instead of
specifying it per case, I just do a !map.custommode check instead so it
covers every single case at once.
While refactoring scriptclass::startgamemode, I noticed that these
variables weren't being reset. Fortunately, this doesn't seem to have
affected anything because they get overwritten one way or another in
startgamemode. But it's good just to be defensive and reset them anyway.
They are not reset in 2.2 or 2.0 glitchrunner mode because dying during
exiting to the menu is needed for credits warp, and that means the
checkpoint position needs to be maintained through.
This is to indicate when a code path is absolutely, for certain, 100%
unreachable. Useful as the default case inside a case-switch that is for
sure 100% exhaustive because it's inside the case of another case-switch
(and the default case is there to suppress compiler warnings about the
case-switch not being exhaustive), which is a situation coming up in my
scriptclass::startgamemode refactor.
It does this by deliberately invoking undefined behavior, either using a
compiler builtin that does the same thing or being a noreturn function
that returns. (And undefined behavior is not undefined behavior if it is
not executed in a code path, otherwise all NULL checks would be useless
because it'd dereference something that could be NULL in another code
path.)
I have no idea why they were floats in the first place. They are
coordinates, and coordinates are integer positions in this game. They
get converted to float only to be explicitly `static_cast`ed back to
ints in `testwallsy`.
This variable passes along the rule of the entity, which is an int. No
idea why it was converted to a float. Thankfully this is only used for
an unused block type, so it doesn't really matter.
This makes it so room names are no longer pointers to someone else's
memory, and instead to set them you use `mapclass::setroomname`. If the
string is short enough to fit in a static, no-alloc buffer, then it gets
copied there. Otherwise, a new heap allocation is made that duplicates
the string, and the new pointer is used instead.
This makes it possible for room names to contain arbitrary data whose
origin is temporary (e.g. from a script command that could be added in
the future).
This replaces all calls to SDL_free with a new macro, VVV_free, that
nulls the pointer afterwards. This mitigates any use-after-frees and
also completely eliminates double-frees. The same is done for any
function to free specific objects such as SDL_FreeSurface, with the
VVV_freefunc macro.
No exceptions for any of these calls, even if the pointer is discarded
or zeroed afterwards anyway. Better safe than sorry.
This is a macro rather than a function that takes in a
pointer-to-pointer because such a function would have type issues that
require casting and that's just not safe.
Even though SDL_free and other SDL functions already check for NULL, the
macro has a NULL check for other functions that don't. For example,
FAudioVoice_DestroyVoice does not check for NULL.
FILESYSTEM_freeMemory has been axed in favor of VVV_free because it
functionally does the same thing except for `unsigned char*` only.
Trinket and teleporter legends would be drawn even if they were out of
bounds. Trinket legends in particular were easy to do because you can
just place a trinket in a custom level and resize the map to not include
the room of the trinket.
Now, there are checks added so they won't be added if they are out of
bounds. This is in line with the fact that, since 2.3, if a trinket
exists outside of the map in custom levels, it won't count towards the
number of trinkets.
It's becoming pretty clear that the size of the map is important enough
to be queried a lot, but each time it's something like `map.custommode ?
map.customwidth : 20` and `map.custommode ? map.customheight : 20` which
is not ideal because of copy-pasting.
Furthermore, even `map.customwidth` and `map.customheight` are just
duplicates of `cl.mapwidth` and `cl.mapheight`, which are only set in
`customlevelclass::generatecustomminimap`. This is a bit annoying if you
want to, say, add checks that depend on the width and height of the
custom map in `mapclass::initcustommapdata`, but `map.customwidth` and
`map.customheight` are out of date because `generatecustomminimap`
hasn't been called yet. And doing the ternary there requires a `#ifndef
NO_CUSTOM_LEVELS` to reference `cl.mapwidth` and `cl.mapheight` which is
just awful.
So I'm axing `map.customwidth` and `map.customheight`, and I'm axing all
the ternaries that are duplicating the source of truth in
`MapRenderData`. Instead, there will just be one function to call for
the width and height, `mapclass::getwidth` and `mapclass::getheight`,
and everyone can simply call those without needing to do ternaries or
duplication.
The existing code was allergic to putting spaces between tokens, and had
some minor code duplication that I took the time to clean up as well.
The logic should be easier to follow now that the for-loops are no
longer duplicated for each of the map zoom levels.
I tested this by temporarily disabling map fog entirely and going
through a couple different custom levels to compare their minimap with
the existing code. These were A New Dimension and 333333 for 1x, Golden
Spiral and VVVV 4k for 2x, and VVVVVV is NP-Hard for 4x. There was no
difference in the output, not even a single pixel.
This adds color support to the output of the console on Windows. Now if
you're using Windows 10 build 1511 or later (I think it's build 1511
anyway; they added more VT sequence support in later versions), you will
see colors by default. This isn't due to Windows helping in any way;
this commit has to specifically enable it with SetConsoleMode() because
by default, Windows won't enable color support unless we enable it. (Or
if it's enabled in the registry, but having to go through the registry
to enable basic shit like that is completely fucking stupid.)
I tested this in my Windows 10 virtual machine and it's completely
working.
Previously, we were using `color_enabled` to mean both that the color
was supported and that it was enabled by the user (which it is enabled
by default). But this logic doesn't work well if the color check
function is called again and ends up enabling color after the user
disabled it. To fix this, just separate the two so the user controls one
`color_supported` variable and the `color_enabled` variable is separate.
Check both of them in order to print color, of course.
This adds the `-console` command-line option (for Win32 only) so the
game can spawn an attached console window which will contain all console
output.
This is to make it easier for people to debug on Windows systems.
Otherwise, the only way to get console output would be to either compile
the application as a console app (i.e. switch the subsystem to console)
- which is undesirable for regular users as this makes it so a console
is always spawned even when unwanted - or launch the game with shell
arguments that make it so output is redirected to a file.
As a result, color checking support is factored out of vlog_init() into
its own function, even though we don't support colors on Windows.
Using SDL_GetTicks() to seed the Gravitron RNG caused many
reproducibility issues while syncing https://tasvideos.org/7575S . To
fix this, add a frame counter, which is a number that is incremented
every frame and never resets, and use it instead.
If someone needs to switch back to SDL_GetTicks() for old TASes, then
provide the -seed-use-sdl-getticks command-line option for them.
In its previous location, it would only print the value of `s` after it
had been mutated by `splitmix32` four times, and it doesn't get used
after that, so the print isn't very useful.
Mixing code and declarations here is fine because starting from a few
months ago, we compile with C99 and if we ever need to compile with C90
then it's trivial to add braces surrounding the declarations.
If a music track has a loop comment with a negative value, ignore all
comments of the track. This is just to prevent any weirdness from
happening as it's safer to just let the track loop improperly. Also log
to the console to let users know.
This is the same thing that SDL_mixer does now:
libsdl-org/SDL_mixer@e819489459
This commit happened as a result of discussion on the VVVVVV Discord
server about SDL_mixer 2.0.4 behavior with weird loop comment values
(e.g. octal input with leading zeroes). This is simply updating the code
to be in line with what newer versions of SDL_mixer do.
Just in case it happens. Comments aren't really important to the game
(at worst a track will just loop in the wrong place) so it's fine to
carry on here and ignore all comments if this happens.
This does the following:
- Const-qualify variables if they are not modified
- Place each statement onto their own separate lines
- Place the asterisk with the type instead of the variable name
- Combine declarations and initializations where possible
This updates FAudio, LodePNG, and PhysFS. All other submodules do not
have updates.
The most notable is FAudio, which updates to SDL 2.24.0 with many fixes
that, as Ethan put it, you definitely want.
They weren't ever being used, and nobody really ever uses the return
value from the printf family of functions anyway. They return how many
bytes were actually printed, but if it's less than you expected then
there's not much you can really do about them. Also the vlog_* functions
were computing them inaccurately because I only set the return value to
the return value of vprintf when there's other print functions being
called, but regardless there's no reason to have a return value here
anyway.
The hilariously-named WIN32_LEAN_AND_MEAN slims down the number of
header files included in the already-massive `windows.h`. I know people
say Moore's law and precompiled headers and all that (well, we don't use
precompiled headers), but they kinda forgot about virtual machines, and
there's no reason not to define this and slim down the number of headers
anyway.
This started when I saw the warning that GetVersionExW was deprecated,
then looked it up and found StackOverflow answers saying that you should
basically detect the feature directly instead of checking the version,
which makes sense to me. Then I found that I could probably detect color
support by using GetConsoleMode and GetStdHandle. But then I asked
myself what the point was unless you could get color output directly in
the terminal, which it seems like you really can't if your app is a GUI
app. (I have no idea why Windows makes this pointless distinction
between console and GUI apps...)
I tested Command Prompt, PowerShell, Windows Terminal (which is just
PowerShell again), and even Git Bash (MINGW64), but none of them will
ever give the console output of a GUI app such as VVVVVV. The closest I
got is that Git Bash doesn't seem to detach the process, but it will
simply produce no output.
At this point I feel like it's not worth it keeping this code around if
it didn't even work in the first place, so I'm removing it. People can
always enable color by using the -forcecolor command-line argument
anyway.
I'm fine with putting the release version in a header file, thus
necessitating the need to recompile every file that includes it if it's
changed, simply because it's not supposed to be changed that often.
The SDL_arraysize is necessary because sometimes we'll have subreleases
(e.g. 2.4.1, 2.4.2, 2.4.3), and who knows, maybe we'll get to 2.10
someday.
This reworks how the commit hash and date are compiled so that if
they're changed (and they're changed often), only one source file needs
to be recompiled in order to update it everywhere in the game, no matter
how many source files use the hash or date.
The commit hash and date are now declared in InterimVersion.h (and they
need `extern "C"` guards because otherwise it results in a link fail on
MSVC because MSVC is stupid).
To do this, what now happens is that upon every rebuild,
InterimVersion.in.c is processed to create InterimVersion.out.c, then
InterimVersion.out.c is compiled into its own static library that is
then linked with VVVVVV.
(Why didn't I just simply add it to the list of VVVVVV source files?
Well, doing it _now_ does nothing because at that point the horse is
already out of the barn, and the VVVVVV executable has already been
declared, so I can't modify its sources. And I can't do it before
either, because we depend on the VVVVVV executable existing to do the
interim version logic. I could probably work around this by cleverly
moving around lines, but that'd separate related logic from each other.)
And yes, the naming convention has changed. Not only did I rename
Version to InterimVersion (to clearly differentiate it from
ReleaseVersion, which I'll be adding later), I also named the files
InterimVersion.in.c and InterimVersion.out.c instead of
InterimVersion.c.in and InterimVersion.c.out. I needed to put the file
extension on the end because otherwise CMake wouldn't recognize what
kind of language it is, and I mean like yeah duh of course it doesn't,
my text editor doesn't recognize it either.
I thought all of these were removed earlier but apparently not. Anyways,
add_definitions is bad because it pollutes the definitions of every
single target, we should be using target_compile_definitions instead.
I missed this because to check for all instances of 2.0.22, I did `rg -F
'2.0.22'`. But ripgrep doesn't search in hidden directories by default,
so the actual command to run is `rg -F. '2.0.22'`.
This updates all references to SDL 2.0.22 to SDL 2.24.0, including the
Docker container that I maintain for Linux CI.
Be warned, this release of SDL updates the versioning scheme to be less
dumb. The previous version is 2.0.22, this release is 2.24.0 (so the
last number can be properly used for patch-level version releases).
This option is enabled by default and will replace absolute paths of all
source directory file paths with relative paths in the compiled binary,
if the compiler supports it. Of course, this isn't needed if you compile
with all paths removed anyways (e.g. in Release mode).
The purpose is to help make builds reproducible and to remove any
potentially sensitive information about the user or the user's system
from the compiled binary.
Both Clang and GCC support -fdebug-prefix-map, -fmacro-prefix-map, and
-ffile-prefix-map. In particular, -ffile-prefix-map is just a flag that
does both -fdebug-prefix-map and -fmacro-prefix-map.
According to https://reproducible-builds.org/docs/build-path/ ,
-fdebug-prefix-map is available in all GCC versions but only available
starting from Clang 3.8, and -fmacro-prefix-map and -ffile-prefix-map
are available since GCC 8 and Clang 10. So we check the compiler version
and use the available flags depending on if the compiler supports it or
not.
This does make debugging a bit more annoying, but there are a couple
ways to rectify this. Either disable it with
-DREMOVE_ABSOLUTE_PATHS=OFF, or add a `.gdbinit` that consists of
set substitute-path . ../..
so that `.` is considered to be `../..`. Of course, if you need to,
replace `../..` with the actual source directory path (in my case it's
`../../..` because I place my build folders in another subdirectory to
have multiple build folders in one directory).
This doesn't need to be a global `.gdbinit`, it can be in a
directory-specific `.gdbinit` (similar to how `.gitignore`s can also be
directory-specific). But then you need to add `add-auto-load-safe-path`
to your `.gdbinit` to load any directory-specific `.gdbinit`s.
The above is for GDB; I don't know what (if anything) needs to be done
for LLDB; I don't use LLDB.
Fixes#889.
Whereas all `SDL_assert`s will go away when compiling with optimization
flags and all plain `assert` calls (used in PhysFS) will go away when
compiling in Release mode, FAudio has a bunch of debug stuff that needs
to be explicitly disabled with its own `FAUDIO`-prefixed flag.
To do this in Release mode, we need to use generator expressions for
dumb CMake reasons. Basically, if checking the CMAKE_BUILD_TYPE variable
will not work for certain generators (Ninja, Visual Studio) because they
only specify the build type at build time, not generation/configuration
time.