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148 commits

Author SHA1 Message Date
Dav999-v
563b10b666 Fix Direct Mode selection square not moving with tile selection drawer
Closes TerryCavanagh#386.
2020-08-01 17:36:32 -04:00
AllyTally
c8b4c0f1e7 Fix #199
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.
2020-08-01 16:09:24 -04:00
tzann
a4c1ffee12 Fix checkpoint starts in editor 2020-07-29 14:45:28 -04:00
Misa
52f7a587fe Separate includes into sections and alphabetize them
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).
2020-07-19 21:37:40 -04:00
Misa
58308f9826 Remove unused time stuff from editor.cpp
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.
2020-07-19 21:37:40 -04:00
Misa
b5ff65c84e Remove unnecessary includes from header files
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.
2020-07-19 21:37:40 -04:00
Misa
d455e38715 Use angle brackets for including tinyxml2.h
Since TinyXML2 is a third-party dependency, we should use angle brackets
and treat it like one.
2020-07-19 21:37:40 -04:00
Misa
6c85fae339 Change all tilemaps to be short[1200] instead of int[1200]
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.
2020-07-19 16:25:53 -04:00
Misa
af89c52813 Wrap around enemy type when switching enemy types
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.
2020-07-17 16:32:07 -04:00
Misa
7128e9c3ac Remove unnecessary string initializations from constructors
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.
2020-07-08 19:14:21 -04:00
Misa
fbfeeaccd1 Use SDL_tolower() instead of libc tolower() in compare_nocase()
This is to avoid having to depend on libc as much as possible.
2020-07-06 11:19:24 -04:00
Misa
5fb0b4396a Remove use of std::transform(), use SDL_toupper/lower
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().
2020-07-06 11:19:24 -04:00
Misa
a80502bdc9 Turn ed.contents/vmult into arrays
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.
2020-07-06 11:19:24 -04:00
Misa
9dcda17978 Turn map.contents into a plain array
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.
2020-07-06 11:19:24 -04:00
Misa
6b23244366 Move temp variable off of editorclass
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.
2020-07-06 11:19:24 -04:00
Misa
450663594f Add G keybind to go to room
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.
2020-07-02 01:06:50 -04:00
Misa
76d8dc5bf2 Refactor/de-duplicate entity text input
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.
2020-07-02 01:06:50 -04:00
Misa
d854c61960 Add Shift+F1/F2/F3 hotkeys
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.
2020-07-01 23:49:23 -04:00
Misa
5132ccf1e6 Allow using Space Station tilecol -1
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.
2020-07-01 23:49:23 -04:00
Misa
e8cf521ed7 Abstract tileset/tilecol/enemy switching to functions
This results in me having to copy-paste less code around, because
editorinput() is big enough as it is.
2020-07-01 23:49:23 -04:00
Misa
a0f8b83563 Re-organize editor shortcuts logic
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.
2020-07-01 23:49:23 -04:00
Misa
56c9a1554a Add names for previously disallowed songs
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.
2020-06-30 22:43:17 -04:00
Misa
7620e4664b Allow using any editor song
It was possible to do this already by editing the XML (or by using Ved),
for some reason the in-game editor just didn't let you do so.
2020-06-30 22:43:17 -04:00
Misa
6c19a38e9f De-duplicate editor music name printing
No need to copy-paste the graphics.Print() for every single case.
2020-06-30 22:43:17 -04:00
Misa
42e6185b12 Fix pressing Enter moving you leftwards in the editor
Whoops.
2020-06-30 22:41:38 -04:00
Misa
ad540d57f4 Allow D-Pad to act as arrow keys in the editor
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.
2020-06-30 20:47:40 -04:00
Misa
5201f67909 Add being able to override the one-way recolor
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.
2020-06-30 18:06:14 -04:00
Misa
e84194db55 Re-color one-way tiles to match their tileset
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.
2020-06-30 18:06:14 -04:00
Misa
b5783007b3 Adhere to "locked" gravity/warp lines
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).
2020-06-30 17:52:15 -04:00
Dav999-v
0023c821db Make menus automatically centered and narrowed
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.
2020-06-29 02:09:52 +02:00
Misa
93b13cadac Add -playassets command-line option
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.
2020-06-21 20:25:22 -04:00
Misa
d45ff4c269 Abstract assets mounting to FileSystemUtils.cpp
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().
2020-06-21 20:25:22 -04:00
Misa
34e89bfcd3 Move endsWith() to UtilityClass.cpp and put it in header file
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!
2020-06-21 20:25:22 -04:00
Misa
ed527bc872 Remove unnecessary music.init() from asset mounting code
graphics.reloadresources() already does music.init().
2020-06-21 20:25:22 -04:00
Misa
c6e800db6f Add '#if !defined(NO_EDITOR)' guards around editorinput/render/logic
These functions aren't needed in a NO_EDITOR build, so it's useful to
reduce the binary size this way.
2020-06-19 18:35:03 -04:00
Misa
f151cff34d Fix editor ghost colors updating too fast
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).
2020-06-19 09:05:48 -04:00
Misa
d1b1ed830b Fix ed.currentghosts updating way too fast
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.
2020-06-19 09:05:48 -04:00
Misa
2f447fd794 Fix H/V warp BG not resetting when returning to editor (again)
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().
2020-06-19 09:05:48 -04:00
Misa
49fbe18d34 Make sure sprite colors in the editor don't update more than 30 FPS
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.
2020-06-19 09:05:48 -04:00
Misa
9256b4da56 Smoothly interpolate "[Press ENTER to return to editor]" fadeout
Now it'll be real smooth at 60 FPS. Or above. Or whichever one you want
above 30.
2020-06-19 09:05:48 -04:00
Misa
ca9f44c3b8 Smoothly interpolate editor notedelay
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.
2020-06-19 09:05:48 -04:00
Misa
66ac035576 Move all-sides warp background update code to logic functions
Otherwise it'll go by really fast and rapidly pulsate. To the point
where it seems like it would be an epilepsy trigger, although I
wouldn't know anything about epilepsy other than that it's bad.
2020-06-19 09:05:48 -04:00
Misa
118401f17e Move tower background update code to logic functions
Otherwise it'll go really really quickly, which is not good.
2020-06-19 09:05:48 -04:00
Misa
921960d23a Move vertical warp background updating to Graphics::updatebackground()
Otherwise it will zoom by pretty quickly.
2020-06-19 09:05:48 -04:00
Misa
c9c55d0c8b Move horizontal warp background to Graphics::updatebackground()
This is so the background doesn't NYOOOOM past at light speed. Although
for a game set in space like VVVVVV, light speed ain't bad.

And this finally requires that editorlogic() have a call to
Graphics::updatebackground().
2020-06-19 09:05:48 -04:00
Misa
0ee5c07f4a Add #define _POSIX_SOURCE
This is needed for MinGW when compiling C++98, apparently. I put it in
an if-guard because otherwise there'll be a warning from MY compiler
about redefinitions.
2020-06-17 19:15:07 -04:00
Misa
3428d962b3 Add #define __STDC_FORMAT_MACROS
This define is needed in order for the SCNx32/SCNu32 in find_tag() to be
compiled correctly on older `glibc`s.
2020-06-17 19:15:07 -04:00
AllyTally
5e43a44d9a Add 7x7, 9x9, full horizontal and vertical brush sizes 2020-06-17 19:13:48 -04:00
AllyTally
d7dac6b9be Allow using Warp Zone gray tileset in editor
Originally written by Info Teddy
2020-06-17 17:20:43 -04:00
Misa
44bd4ec0b7 Fix custom assets not being unmounted when exiting from editor/credits
If you exited from the editor, custom assets would not be unmounted. But
I made sure to put the FILESYSTEM_unmountassets() before the
music.play(6) because otherwise the menu music wouldn't play.

You could also exit to the menu from a custom level using the
rollcredits() command, so I made sure to put a
FILESYSTEM_unmountassets() when returning to the menu from the credits
as well. I also made sure to put it before the music.playef(18) so
there's no risk of the sound effect not playing properly, or not playing
the non-level-specific one.

I added a comment to both FILESYSTEM_unmountasset()s to make sure anyone
reading the code is aware of the frame order dependency.
2020-06-17 06:02:26 -04:00