1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-11-16 16:09:42 +01:00
Commit graph

2355 commits

Author SHA1 Message Date
Dav999-v
7c55ea7832 Fix pause screen font on language screen with other language selected
If you for example have your VVVVVV set to English, have the option for
Chinese selected, and then the window loses focus, the English pause
screen would show up in the Chinese font. This is now fixed.
2023-02-13 23:27:00 -08:00
Dav999-v
df4e351b30 Use languages' fonts for options on language screen 2023-02-13 23:27:00 -08:00
Dav999-v
5dad6b38be Add language-specific font configuration
meta.xml can now have a <font> tag, which gives the name of the font
that the language needs. This will directly control the interface font
when the language is active, and will soon also control the font used
for each option on the language screen.
2023-02-13 23:27:00 -08:00
Dav999-v
dadb7f2623 Complete font::print_wrap flag handling
Also added some borders to more of the text in room name translator
mode, fixed a positioning issue if the interface font is not 8x8, and
migrated the trophy texts to font::print_wrap (including
PR_COLORGLYPH_BRI that still needed to be done)
2023-02-13 23:27:00 -08:00
Dav999-v
689d6e3e97 Print activity zone text in correct font, remove Graphics::drawtextbox
Activity zones need to be in the interface font if the message is from
the system (like Press ENTER to activate terminal, which may be in a
different language) and in the level font if it's a customized message
(setactivitytext).

Graphics::drawtextbox was counting the textbox width and height in
8x8 characters, even including the borders as characters, so it'd need
to be told what the font for the textbox is, and then probably only the
height needs to be adapted to the font and not the width because that's
adapted to the screen width... So just call Graphics::drawpixeltextbox
directly instead. It was already weird enough how actual cutscene
textboxes called Graphics::drawtextbox with x/8, y/8 before the
previous commit, (when you already have the pixel width and height!)
only to have that be a wrapper for drawpixeltextbox by doing x*8, y*8.
2023-02-13 23:27:00 -08:00
Dav999-v
48a4e19635 Migrate more prints to font::, determine font for most textboxes
Some textboxes need to be in the level font (like room names, cutscene
dialogue, etc - even in the main game), and some need to be in the
interface font (like when you collect a shiny trinket or crewmate). So
most of these textboxes now have graphics.textboxprintflags(font_flag)
as appropriate.

RoomnameTranslator.cpp is now also migrated to the new print system -
in room name translator mode, the room name is now displayed in the 8x8
font if it's untranslated and the level font if it is.
2023-02-13 23:27:00 -08:00
Dav999-v
6ca83114bc Start using level-specific font where needed, make CJK tweaks
Level text such as room names, text box content, and the contents of
the script editor need to be displayed in the level-specific font, and
tweaked to look right. This involves displaying less lines in the
script editor, making text boxes bigger, displaying some text higher
and some text lower. This is still unfinished, but it's the real start
of a migration to font::print functions!
2023-02-13 23:27:00 -08:00
Dav999-v
29a3789dec Add some more preparation for multi-font support and proper unloading
find_font_by_name() just finds the index of a given font name. This
index is supposed to be stored and reused, because the font (for a
language/level) won't be changed very often. So this function would
only run when getting the language metadata, when loading a level, etc.
2023-02-13 23:27:00 -08:00
Dav999-v
83d645c8e3 Add font containers for global and custom fonts
All global fonts and all custom fonts in a level are now loaded, and
added to their respective "vectors". The selected font is still always
as the global font.png, and the custom level font also isn't selected
yet, but it's now easier to implement that.

Also, I added FILESYSTEM_enumerateAssets, which #902 already has but I
needed it now. I also rewrote it to not use std::vector<std::string>.
That was my idea, it's also how FILESYSTEM_getLanguageCodes worked,
so for symmetry, that function is getting changed as well.
2023-02-13 23:27:00 -08:00
Dav999-v
22dcc29d45 Handle more flags in print and len functions
The font::len function now handles the printing scale, so it can
immediately return the scaled length instead of having the caller
calculate it. The print function now handles CJK low/high flags and
vertically centers CJK text by default (instead of letting it stick
out on the bottom).
2023-02-13 23:27:00 -08:00
Dav999-v
159c70dade Move wordwrapping functions and len to Font.cpp/font:: namespace
The following functions were moved directly:
- next_wrap
- next_wrap_s
- string_wordwrap
- string_wordwrap_balanced
- string_unwordwrap

These ones will probably still need get a flags argument, except for
string_unwordwrap (since they need to know what font we're talking
about.

The implementation of graphics.len has also been moved to Font.cpp,
but graphics.len still exists for now and is deprecated.
2023-02-13 23:27:00 -08:00
Dav999-v
1d8494db8d Add initial version of font::print_wrap
graphics.PrintWrap is now also deprecated. An advantage of the new
version (with flags) is that it'll be possible to do things like put
a border around wrapped text, wrap text at larger scales, etc, but
these things don't work perfectly yet.

This commit also has some other fixes, like the default advance of
6 pixels for characters 0x00-0x1F in 8x8 fonts.
2023-02-13 23:27:00 -08:00
Dav999-v
0475539075 Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:

Print(x, y, text, r, g, b, cen)
    nothing special here, just does what the arguments say

PrintAlpha(x, y, text, r, g, b, a, cen)
    just Print but with an alpha argument

PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
    added for wordwrapping, heavily used now

bprint(x, y, text, r, g, b, cen)
    prints an outline, then just PrintAlpha

bprintalpha(x, y, text, r, g, b, a, cen)
    just bprint but with an alpha argument

bigprint(x, y, text, r, g, b, cen, sc)
    nothing special here, just does what the arguments say

bigbprint(x, y, text, r, g, b, cen, sc)
    prints an outline, then just bigprint

bigrprint(x, y, text, r, g, b, cen, sc)
    right-aligns text, unless cen is given in which case it just
    centers text like other functions already do?

bigbrprint(x, y, text, r, g, b, cen, sc)
    prints an outline, then just bigrprint

We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.

Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-02-13 23:27:00 -08:00
Dav999-v
9879fb2809 Draw outlines for colored characters correctly
If we try to draw a colored character, and the color is fully black,
it means we're drawing the outline.
2023-02-13 23:27:00 -08:00
Dav999-v
4675238fa8 Switch font.txt over to font.fontmeta
Since there's now a new XML-based font metadata file format to obsolete
the .txt file with all the glyphs, this commit switches the built-in
font to that new format.
2023-02-13 23:27:00 -08:00
Dav999-v
794f081530 Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.

Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.

The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.

The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.

Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.

This commit also adds fontmeta (xml) support.

Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.

A .fontmeta file looks somewhat like this:

<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
    <width>12</width>
    <height>12</height>
    <white_teeth>1</white_teeth>
    <chars>
        <range start="0x20" end="0x7E"/>
        <range start="0x80" end="0x80"/>
        <range start="0xA0" end="0xDF"/>
        <range start="0x250" end="0x2A8"/>
        <range start="0x2AD" end="0x2AD"/>
        <range start="0x2C7" end="0x2C7"/>
        <range start="0x2C9" end="0x2CB"/>
        ...
    </chars>
    <special>
        <range start="0x00" end="0x1F" advance="6"/>
        <range start="0x61" end="0x66" color="1"/>
        <range start="0x63" end="0x63" color="0"/>
    </special>
</font_metadata>

The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.

If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.

In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).

As for <white_teeth>:

The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).

This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.

The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-02-13 23:27:00 -08:00
Misa
b29f3e2fae Silence various warnings in builds removing content
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).
2023-02-04 00:14:04 -08:00
Misa
f2089c954f Silence warnings about using long long in C++03
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.
2023-02-04 00:13:02 -08:00
Misa
113fbb0fdb Add build type to -version
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.
2023-02-02 13:10:25 -08:00
Misa
6665f4f8f6 Prioritize loading processed script names
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.
2023-01-31 20:09:44 -08:00
Misa
fbe613ce5c Abort and print error if window/renderer cannot be created
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.
2023-01-28 23:44:07 -08:00
Misa
2525017990 Set minimum window size (to 320 x 240)
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.
2023-01-28 23:37:24 -08:00
Misa
fbc9b3ddd7 Use SDL_Point instead of rolling our own point struct
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`.
2023-01-28 23:32:14 -08:00
Misa
c7098f84e5 Fix alphabetical ordering of includes in preloader.cpp
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.
2023-01-28 23:29:04 -08:00
AllyTally
d9859d4a98 Fix screenshake not clearing the gameplay cache 2023-01-28 17:48:15 -08:00
AllyTally
19b2a317f1 Move from surfaces to the SDL render system
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer.

Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit.

- `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer.

- This commit also removes a bunch of surface functions which are no longer needed.

- This also recaches target textures in certain places for d3d9.

- graphics.images was converted to a fixed-size array.

- fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles

- Update my name in the credits
2023-01-28 14:36:28 -08:00
AllyTally
556e3a110a Fix small bug with map being off in custom levels
The pixel border around the map fits to map size normally. However, when
the map is off, it's always the dimensions of the full size map, and the
border didn't reflect that, so if the custom minimap was off, and the
map wasn't the full size, it wouldn't fit correctly.

This bug was introduced in PR #898.
2023-01-26 12:23:23 -08:00
Misa
172e3a8985 Add branch name to window title in brackets
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.
2023-01-16 12:59:48 -08:00
Misa
19a83853b8 Default width and height settings to 640x480
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.
2023-01-16 12:45:40 -08:00
Misa
d2b6fb2d06 Add branch name to interim version information
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.
2023-01-07 19:18:28 -08:00
Misa
f35618999f Allocate to the size of source surface instead
Otherwise it will slow down since the destination surface is usually
pretty big.
2023-01-05 12:23:34 -08:00
Misa
2e03f2b03d Re-add temporary allocation in BlitSurfaceTransform
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.
2023-01-04 15:33:56 -08:00
Misa
91339c77db Refactor BlitSurfaceColoured and BlitSurfaceTinted to not allocate
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.
2023-01-02 18:01:42 -08:00
Misa
e5d32c653b Rename tempBuffer to menuoffbuffer
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.
2023-01-02 11:19:08 -08:00
Misa
0a51141720 Use named constants in Graphics::create_buffers
I'm gonna be doing work on these and I took the opportunity to clean up
the code style a bit.
2023-01-02 11:17:02 -08:00
Misa
38c3b4ab41 Move warpfcol, warpbcol, and warprect off of Graphics
These are all temporary variables only used when drawing the all-sides
warp background.

warpskip isn't though, it's a persistent variable.
2023-01-02 11:16:03 -08:00
Misa
b0ca322b3f Use SDL_GetRGBA and SDL_MapRGBA to read and draw pixels
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.
2023-01-02 10:44:35 -08:00
Misa
8dc088896f Axe Graphics::ct and Graphics::setcolreal
`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.
2023-01-01 20:16:08 -08:00
Misa
351a022ebd Use SDL_Color for colors instead of colourTransform
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.
2023-01-01 16:36:43 -08:00
Misa
f24265f0fb Fix up temporary variables being in topmost scope and bad style
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.
2022-12-31 20:46:01 -08:00
Misa
5a6bc8bb9b De-duplicate room tile drawing code in editor
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.
2022-12-31 20:45:56 -08:00
Misa
e889a4a9b1 Make Catalan language files not executable
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).
2022-12-31 20:23:04 -08:00
Dav999-v
2f770e9b5a Use setstate(n)/incstate()/setstatedelay(n) in localization changes
This mirrors PR #917.
2022-12-31 20:04:56 -08:00
Dav999-v
2b84384606 Replace all localization SDL_free with VVV_free
This mirrors a926ce9851 upstream, which
replaces all other SDL_free calls.
2022-12-31 20:04:56 -08:00
Dav999-v
7a52dc9586 Update Esperanto and Catalan translations 2022-12-31 20:04:56 -08:00
Dav999-v
3937a12a85 Add cutscene test menu
This allows translators to test all text boxes in the scripts. It
doesn't run the scripts themselves - it only shows the basic appearance
of each text box individually, so context may be lost but it's good to
have a way to see any text boxes that might otherwise not be easily
seen because they require specific circumstances to appear.
2022-12-31 20:04:56 -08:00
Dav999-v
0ed7717dd5 Add Catalan translation by Eduard Ereza Martínez
As Terry said on Discord, this translation is completed now, so it
sounds like it's ready to officially add it to the language folder!
2022-12-31 20:04:56 -08:00
Dav999-v
5eb20aa467 Make some minor changes in the Dutch translation
Did another complete proofread of all the non-roomnames (hadn't looked
through *everything* in a while), and it's just three little things
that I felt would be important enough to tweak.
2022-12-31 20:04:56 -08:00
Dav999-v
7aec2c2242 Remove "COPY TILES" strings
This feature was never implemented, so these strings are making
translators wonder where to find them so they can be tested.
2022-12-31 20:04:56 -08:00
Dav999-v
6a1ddad8f8 Add cases for intermission replay options, button fillers in editor
The strings "Vitellary"/"Vermilion"/"Verdigris"/"Victoria" now have two
cases to support changing them for the intermission replay menu options
(like "with Vitellary").

Also, the string "< and > keys change tool" is now "{button1} and
{button2} keys change tool", so it can be changed dynamically without
having to retranslate the string.
2022-12-31 20:04:56 -08:00
Reese Rivers
968e731178 Adjusted some more roomnames 2022-12-31 20:04:56 -08:00
Reese Rivers
1bcb1df5d2 Changed instances of "pasejo" to "pasaĵo" 2022-12-31 20:04:56 -08:00
Dav999-v
e441d0d312 Complete the Dutch room name translations
Overall, I'm more proud of the Dutch room names than I could've hoped
for.
2022-12-31 20:04:56 -08:00
Dav999-v
489963fdc6 Add line about string cases to README-translators.txt 2022-12-31 20:04:56 -08:00
Dav999-v
795bdf886b Add support for string cases in strings.xml (gendered Rescued/Missing)
I wanted to not complicate the system with different string cases (like
cgettext) if possible, and I have been able to keep the main strings a
simple English=Translation mapping thus far, but apparently strings
like "Rescued!" (which are one string in English), have to be
translated for the correct gender in some languages. So this was a good
time to add support for string cases anyway.

It's a number that can be given to a string to specify the specific
case it's used, to disambiguate identical English keys. In the case of
"Rescued!" and "Missing...", male versions of the string are case 1,
female versions are case 2, and Viridian being missing is case 3. Of
course, if a language doesn't need to use different variants, it can
simply fill in the same string for the different cases.

If any other string needs to switch to different cases: distinguish
them in the English strings.xml with the case="N" attribute (N=1 and
higher), sync language files from the translator menu (existing
translations for the uncased string will simply be copied to all cases)
and change loc::gettext("...") to loc::gettext_case("...", 1),
loc::gettext_case("...", 2), etc.
2022-12-31 20:04:56 -08:00
Dav999-v
d147206c54 Split localization README.txt in -translators and -programmers versions
With a single README.txt for both translators and maintainers, both
have to read through info that's not relevant for them, because
translators don't need to worry about the specifics of adding new
English strings and recompiling the game, and programmers don't need to
worry about the specifics of how to translate things. Now it's split
into README-translators.txt and README-programmers.txt.
2022-12-31 20:04:56 -08:00
Dav999-v
baf1e6d57f Update font to latest version
This includes the Catalan · and some other Latin-1 supplement
characters.
2022-12-31 20:04:56 -08:00
Dav999-v
88c8ad5a57 Add per-area untranslated roomname counters
This makes it easy from the "explore game" menu to see which levels
still have untranslated room names and how many.
2022-12-31 20:04:56 -08:00
Reese Rivers
46af7ecdfc Added missing strings for Esperanto 2022-12-31 20:04:56 -08:00
Dav999-v
80b9bcf0dd Add level exploring menu for translators
I would, of course, recommend translators to translate the roomnames
while playing the full game (optionally in invincibility) so they can
immediately get all the context and maybe the most inspiration. And if
you want to go back into a specific level, then there's always the time
trials and intermission replays which will give you full coverage of
all the room names.

However, the time trials weren't really made for room name translation.
They have some annoying features like the instant restart when you
press ENTER at the wrong time, they remove context clues like
teleporters and companions, but the worst problem is that the last room
in a level is often completely untranslatable inside the time trials
because you immediately get sent to the results screen...

So, I added a new menu in the translator options, "explore game", which
gives you access to all the time trials and the two intermissions, from
the same menu. All these time trials (which they're still based off of,
under the hood) are stripped of the annoying features that come with
time trials. These are the changes I made to time trial behavior in
translator exploring mode:

- No 3-2-1-Go! countdown
- No on-screen time/death/shiny/par
- ENTER doesn't restart, and the map menu works. The entire map is also
  revealed.
- Prize for the Reckless is in its normal form
- The teleporters in Entanglement Generator, Wheeler's Wormhole and
  Level Complete are restored as context for room names (actually, we
  should probably restore them in time trials anyway? Their "press to
  teleport" prompt is already blocked out in time trials and they do
  nothing other than being a checkpoint. I guess the reason they were
  removed was to stop people from opening the teleporter menu when that
  was not specifically blocked out in time trials yet.)
- The companions are there at the end of levels, and behave like in no
  death mode (become happy and follow you to the teleporter). Also for
  context.
- At the end of each level, you're not suddenly sent to the menu, but
  you can use the teleporter at your leisure just like in the
  intermission replays. In the Final Level, you do get sent to the menu
  automatically, but after a longer delay.

I made another mark on VVVVVV: don't be startled, I added gamestates.
I wanted all teleporters at the end of levels to behave like the ones
at the end of the intermission replays, and all handling for
teleporting with specific companions is already done in gamestates, so
rather than adding conditional blocks across 5 or so different
gamestates, it made more sense to make a single gamestate for
"teleporting in translator exploring mode" (3090). I also added an
alternative to having to use gamestate 3500 or 82 for the end of the
final level: 3091-3092.

One other thing I want to add to the "explore game" menu: a per-level
count of how many room names are left to translate. That shouldn't be
too difficult, and I'm planning that for the next commit.
2022-12-31 20:04:56 -08:00
Dav999-v
34cb42a19f Add Ctrl+X for roomname translator mode
This is a single block of code so it was easy to split from the
foundation commit.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
df76145314 Make some hardcoded room names (and some special ones) translatable
This involves loc::gettext_roomname and loc::gettext_roomname_special.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
b548783df2 preloader.cpp: make loading screen translatable
This mainly adds loc::gettext calls and replaces SDL_snprintf by
VFormat for the percentage.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
56f812a7e9 main.cpp: make pause screen translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
93a3c40c39 UtilityClass.cpp: make time formats and numbers translatable
This replaces SDL_snprintf by VFormat for the time strings, and makes
number_words get translated numbers.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
70a6cf407c Script.cpp: make whole file translatable (except for a Welcome Aboard)
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
3203f99938 Render.cpp: make remaining strings translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
949f0fa2e2 Render.cpp: make maprender translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
52e847d5c1 Render.cpp: make titlerender and gamecompleterender translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
17c11f7e6c Render.cpp: make gamerender translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
0c9b54f819 Render.cpp: make menurender translatable
This mainly adds loc::gettext calls for all the menu titles and
explanations. It also redesigns the time trial screen.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
45b564b4fb Graphics.cpp: make whole file translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
e90cc86a3c Game.cpp: make remaining strings translatable except gethardestroom
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
e96a0344e7 Game.cpp: Make Game::updatestate translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
713fc00034 Game.cpp: make menu options (in Game::createmenu) translatable
This mainly adds loc::gettext calls for menu option labels.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
1e45e263f5 FileSystemUtils.cpp: make translatable
setLevelDirError was changed from snprintf-style to VFormat, but it's
only used in that file so...

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
c142b3bb3b Entity.cpp: make all activity prompts translatable
This adds loc::gettext for all "Press {button} to explode" and friends,
and also changes the interact_prompt function in Render.cpp to expect
{button} instead of %s.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
2210863e73 Editor.cpp: make remaining strings translatable
The affected functions are:
- editormenuactionpress
- editorinput
- editorclass::switch_tileset
- editorclass::switch_tilecol
- editorclass::switch_enemy
- editorclass::switch_warpdir

This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
17f246912d Editor.cpp: make editorrender translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
d09cab2a38 Editor.cpp: make editormenurender translatable
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
1d46e17286 Add textcase(n) commands to scripts
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
1ead8885ba Use loc::toupper_ch instead of SDL_toupper in VFormat
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
7ffbf0b115 Use UTF-8 characters for names in credits instead of {|}~
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
ec611ffa9d Add localization "foundation" (many code changes)
This commit adds most of the code changes necessary for making the game
translatable, but does not yet "unhardcode" nearly all of the strings
(except in a few cases where it was hard to separate added
loc::gettexts from foundational code changes, or all the localization-
related menus which were also added by this commit.)

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
35d92e8e64 Add RoomnameTranslator.cpp/h (not compiled yet)
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
97d905e8bf Add LocalizationMaint.cpp/h (not compiled yet)
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
8e33815c97 Add LocalizationStorage.cpp/h (not compiled yet)
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
98742ed852 Add Localization.cpp/h (not compiled yet)
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
72f030fd8e Support underscore (_) in VFormat arg name
This is needed for the limits check in the translator menu.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
f8fd51fc95 Indicate what special roomnames are in the levels
This just adds booleans roomname_special to the level classes in
preparation for the localization system to use them.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
0ed2cb1bc0 Add Textbook
A relevant paragraph copied from the original commit history:

The idea is that we store all strings somewhere managed, and then the
hashmap only needs pointers to those strings. For storing strings, I
created a `Textbook` structure, which consists of one or more 50 KB
"pages" (allocated as needed) on which you can simply write strings in
both languages back-to-back with `textbook_store(textbook, text)` and
get pointers to each of them. (I was originally going to just use one
big buffer and realloc to double the size when filled up, but then the
hashmap would be full of dangling pointers...) When needed, like when
switching to a different language, an entire textbook can be freed at
once.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
b148950367 Add C-HashMap to CMakeLists.txt
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
7cb6176898 Add Space Station font
This has a lot of characters that different languages need.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
679619e475 Add (2020) Spanish language files
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
77ac19e4f6 Add Esperanto language files
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
684ccb9ccd Add Dutch language files
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
925fc76d56 Add English language files and README
This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Misa
aa2cf3ab4b Use _SDL_HAS_BUILTIN
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.
2022-12-29 16:13:54 -08:00
Misa
3758d61fe9 Axe scriptclass::resetgametomenu
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.
2022-12-29 15:51:16 -08:00
Misa
593641ce82 Always destroy and create new player in startgamemode
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.
2022-12-29 15:51:16 -08:00
Misa
97deda2675 Add debug print to unlockAchievement
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.
2022-12-29 15:51:14 -08:00
Misa
69e9a32e1b Refactor scriptclass::startgamemode
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.
2022-12-29 14:01:36 -08:00
Misa
6768a33f2d Reset savex, savey, and savegc in hardreset
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.
2022-12-29 12:21:18 -08:00
Misa
7a48d0a53e Add Unreachable.h
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.)
2022-12-29 12:10:25 -08:00
Misa
c177f456f4 Unexport getgridpoint
It's a method of entityclass even though it doesn't use anything on the
class and it's not used outside of Entity.cpp.
2022-12-11 12:40:45 -08:00
Misa
7347975cc5 Unexport yline
It's a method of entityclass, even though it doesn't use anything on the
class and it's not used outside of Entity.cpp.
2022-12-11 12:37:55 -08:00
Misa
52e29b68bc Unexport gridmatch
It's a method of entityclass, but it has no reason to be because it
doesn't use anything on entityclass and it's not used outside of
Entity.cpp.
2022-12-11 12:37:43 -08:00
Misa
ec520838df Retype testwallsy's tx and ty to be ints, not floats
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`.
2022-12-11 11:00:20 -08:00
Misa
12820473db Retype dr to be int instead of float
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.
2022-12-11 10:55:25 -08:00
Misa
babcadc99f Remove unnecessary consts from Entity.h
`const`s don't mean anything in a prototype declaration unless it's a
pointer or a reference. Remove them to make the header a bit more
readable.
2022-12-11 10:52:12 -08:00
Ally
3e0954b9b8 Update desktop_version/src/Game.cpp
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-12-07 17:40:15 -08:00
Ally
85b54dac17 Fix accidental replacement 2022-12-07 17:40:15 -08:00
AllyTally
f659eca818 remove two-argument setstate 2022-12-07 17:40:15 -08:00
AllyTally
af3e5be09b Convert more statedelay assignments to function call 2022-12-07 17:40:15 -08:00
AllyTally
d6c38f8d5c Small fixes 2022-12-07 17:40:15 -08:00
Ally
e4d02feffa Apply suggestions from code review
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-12-07 17:40:15 -08:00
AllyTally
86604c5748 Also lock statedelay 2022-12-07 17:40:15 -08:00
AllyTally
4b66920865 state locking 2022-12-07 17:40:15 -08:00
Misa
43bebecf3b Make room names own their own memory
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).
2022-11-30 22:53:36 -08:00
Misa
a926ce9851 Replace all free calls with VVV_free[func]
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.
2022-11-30 22:50:08 -08:00
Misa
6e583d949b Don't set legends if out of bounds
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.
2022-11-30 13:42:10 -08:00
Misa
de38b6b55c Unify all queries to map size to map.getwidth and map.getheight
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.
2022-11-30 13:35:14 -08:00
Misa
d183ea6367 Clean up the code style of generatecustomminimap
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.
2022-11-30 13:25:28 -08:00
AllyTally
88142ea839 Fix legend positions 2022-11-30 12:33:56 -08:00
Ally
cbfef2eb53 Apply suggestions from code review
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-11-30 12:33:56 -08:00
AllyTally
c16fe04519 Deduplicate map render data calcuations 2022-11-30 12:33:56 -08:00
AllyTally
7cdfe6e9a3 Move generatecustomminimap to case 21 2022-11-30 12:33:56 -08:00
Ally
0bf1e1494b Apply suggestions from code review
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2022-11-30 12:33:56 -08:00
AllyTally
f7bbf4670c Fix copy-paste error 2022-11-30 12:33:56 -08:00
AllyTally
1837fe8abf Remove accidental comment change 2022-11-30 12:33:56 -08:00
AllyTally
1cf8f1503a Generate the minimap when entering editor playtesting 2022-11-30 12:33:56 -08:00
AllyTally
ca506a7bb5 Fix a missing mapzoom multiplication 2022-11-30 12:33:56 -08:00
AllyTally
f2e2ae591a dedupe another piece of code 2022-11-30 12:33:56 -08:00
AllyTally
a5939a888a deduplicate a lot of map code 2022-11-30 12:33:56 -08:00
Misa
145355e603 Add fraZ0R to the list of contributors
fraZ0R's PR #915 was merged.
2022-11-30 11:22:50 -08:00
fraZ0R
63b8c71264 Actually fix #913 oops 2022-11-30 11:21:37 -08:00
AllyTally
ef6a2886e9 Fix #892 2022-11-25 13:10:16 -08:00
Misa
86d90a1296 Add color support to Windows console output, properly
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.
2022-11-14 21:57:01 -08:00
Misa
40dd2571c2 Add error checks to freopen calls on Windows
I don't know if they could fail but it's still good to attempt to print
_something_ if they do end up failing.
2022-11-14 21:56:02 -08:00
Misa
0a181d8c3d Separate color being supported from being enabled
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.
2022-11-14 21:51:53 -08:00
Misa
3fc23f2b2c Add -console option on Windows
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.
2022-11-14 19:40:23 -08:00
Misa
5bb3768782 Fix indentation style of #defines in Vlogging.c
This makes it so the hash is always in the first column while the rest
of the line follows normal indentation rules.
2022-11-14 19:40:23 -08:00
Misa
9def8fd704 Seed with frame counter instead of SDL_GetTicks
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.
2022-11-14 14:10:24 -08:00
Misa
e6a3df6ca6 Move xoshiro_seed debug print to top
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.
2022-11-14 13:14:25 -08:00
Misa
876362365b Ignore comments of tracks with a negative loop comment
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.
2022-11-13 19:51:56 -08:00
Misa
fb13e652fa Check for SDL_strdup failure in parseComments
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.
2022-11-13 19:41:32 -08:00
Misa
27e04e9dbf Fix up style in parseComments
This does the following:

- Wrap lines that are too long (around 80 columns)
- Place the asterisk with the type instead of the variable name
2022-11-13 19:31:01 -08:00
Misa
6dd9200503 Fix up style in _Mix_ParseTime
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
2022-11-13 19:11:50 -08:00
Dav999-v
2d6b2e685b Clarify submodules in desktop_version/README.md
VVVVVV uses submodules now, so you need to know how to initialize them.

I'm explicitly not including `git clone --recurse-submodules`. Usage of
submodules in git projects is kinda rare in my experience, so people
are used to doing simple clones, and that instruction would just result
in people being annoyed thinking they have to delete the repo they
already cloned, and clone it again except slightly differently.

It also doesn't help you if you need submodules that aren't in the
master branch (for example, if you clone my fork recursively and then
checkout the localization branch, you won't have C-HashMap and you'll
need the update command anyway). And you also need it whenever VVVVVV
updates its submodules. So teaching people just the update command is
better.
2022-10-16 09:56:34 -07:00
Misa
ac11b91540 Remove return values from vlog_* functions
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.
2022-08-29 10:48:21 -07:00
Misa
3bb3976e7e vlog_init: Fix brace style
Whoops.
2022-08-29 10:46:05 -07:00
Misa
3f9d30855f Define WIN32_LEAN_AND_MEAN when including windows.h
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.
2022-08-29 09:42:26 -07:00
Misa
aca1e8695c Remove attempt to autoenable color output on Win32
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.
2022-08-29 09:37:30 -07:00
Misa
e7e74bb8ab Add commit hash & date to -version flag output
This prints the commit hash and date in the same order as they are
printed on the title screen.
2022-08-23 00:00:39 -07:00
Misa
52124f7010 De-duplicate release version
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.
2022-08-23 00:00:39 -07:00
Misa
4bf5e5e6a0 Optimize recompilation from changing commit hash
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.
2022-08-23 00:00:38 -07:00
Misa
b4226631b9 Remove use of add_definitions
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.
2022-08-23 00:00:38 -07:00
Misa
16ad8c531e Update to SDL 2.24.0
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).
2022-08-21 16:07:51 -07:00
Misa
cf4511f5d1 Add REMOVE_ABSOLUTE_PATHS CMake option
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.
2022-08-21 15:31:11 -07:00
Misa
c4301cf4ec Disable FAudio debug configuration in Release mode
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.
2022-08-21 15:08:19 -07:00
Misa
32d41684ad Add FAudio to BUNDLE_DEPENDENCIES option description
When FAudio was added, we forgot to update the description of
BUNDLE_DEPENDENCIES.
2022-08-21 13:49:42 -07:00
Misa
712a319973 De-duplicate list of static libraries and flags applied to all libraries
This is so flags that apply globally (i.e. to the game and all static
libraries it's compiled with), such as /MT on MSVC, can be put in a
list, and along with putting all static libraries in a list, we remove
the need for each flag to be repeated for each static library and we can
just use a foreach loop instead.

(Global compile flags of course don't apply to us meddling with
CMAKE_C_FLAGS and CMAKE_CXX_FLAGS directly, because we need to do that
in order to make sure the C and C++ standards are set properly.)
2022-08-21 13:28:58 -07:00
Misa
67d350de05 Only process tapleft/tapright if has_control
This fixes a regression where the game ignored the amount of frames you
held down a direction if you released the direction during death.

Previously, the game only checked the amount of frames you held down a
direction if you were able to control the player. If you weren't able to
control the player (e.g. during the death animation), then the number of
frames it counted didn't change. This also meant that if you were
holding a direction before you died, but released it during death, the
game wouldn't zero out the number of frames you held it.

This behavior was useful because it meant you could keep the
deceleration momentum that you normally get by holding a direction for 5
frames just by holding a direction for less than 5 frames after dying,
if you had the rest of the hold frames before you died. This behavior is
what's used in https://tasvideos.org/7575S at around frame 7200.

Unfortunately, #609 made it so that the direction hold processing
happened even if the player didn't have control, meaning that it would
zero the hold frames during the death animation in the TAS, thus
desyncing it when it performed the maneuver it relied on the extra
momentum for after Viridian respawns.

The solution here is to just add the check back in again.

Fixes #887.
2022-08-05 07:38:35 -07:00
Misa
c3750e3b34 Fix special/stdin.vvvvvv being saved to levelstats.vvv
While fixing #885, I noticed that I had a bunch of
`special/stdin.vvvvvv` entries saved in my `levelstats.vvv`. At once I
knew that the dumb `special/stdin` hack that actually checks if the
filename passed is `special/stdin` was to blame.

STDIN playtesting was first merged, I knew in the back of my mind that
it was a bit of a dumb hack, but I didn't know it would cause
consequences like showing up in `levelstats.vvv`. For now, I'll just
have to patch it, but hopefully in the future I'll remove the dumb hack
entirely. Commenting both instances of the dumb hack with instructions
to grep for it should help maintainers out.
2022-08-03 17:30:23 -07:00
Misa
550dfe676a Clear level stats vector before loading them into the vector
Otherwise this results in what is basically a memory leak that can be
triggered repeatedly by selecting "play a level" over and over again.

Fixes #885.
2022-08-03 17:21:35 -07:00
Misa
424c8c80be Add debug statements to print xoshiro RNG values
This is useful to investigate any TAS desync/reproducibility issues
relating to RNG, because even though I specifically separated the
Gravitron RNG away from other RNG and made it not dependent on the
system libc rand() function, there's still apparently some differences
in RNG execution between systems, resulting in TASVideos submission 7575
( https://tasvideos.org/7575S ) not syncing for everyone except the
author.

It seems that SDL_GetTicks(), which is used to seed the xoshiro RNG, is
not reliably consistent between systems, so in the future I will
probably replace it with a counter that is incremented each frame
starting from game startup, which is probably better.
2022-07-28 16:55:29 -07:00
Misa
058fb9fff0 Fix warning: use of non-static data member initialization
This fixes the following warnings:

desktop_version/src/Music.cpp: At global scope:
desktop_version/src/Music.cpp:240:23: warning: non-static data member initializers only available with ‘-std=c++11’ or ‘-std=gnu++11’ [-Wc++11-extensions]
  240 |     Uint8 *wav_buffer = NULL;
      |                       ^
desktop_version/src/Music.cpp:414:32: warning: non-static data member initializers only available with ‘-std=c++11’ or ‘-std=gnu++11’ [-Wc++11-extensions]
  414 |     Uint8* decoded_buf_playing = NULL;
      |                                ^
desktop_version/src/Music.cpp:415:32: warning: non-static data member initializers only available with ‘-std=c++11’ or ‘-std=gnu++11’ [-Wc++11-extensions]
  415 |     Uint8* decoded_buf_reserve = NULL;
      |                                ^
desktop_version/src/Music.cpp:416:21: warning: non-static data member initializers only available with ‘-std=c++11’ or ‘-std=gnu++11’ [-Wc++11-extensions]
  416 |     Uint8* read_buf = NULL;
      |                     ^

These warnings are because the non-static data members (i.e. data
members that will be different for each instance of a class) are being
initialized at the same time as they're being declared, which means
that's what their value will be when the class instance is initialized.

However, this is only a C++11 feature, and we don't use C++11. Luckily,
we don't need to do this, and this is in fact redundant because we
already zero out the class instance in its constructor using
SDL_zerop(). Therefore, we should remove these initializers to fix
compliance with C++03.
2022-07-28 16:48:58 -07:00
Misa
8ca53fa5d2 Remove "Lots" and "???" from number_words
Instead, for any number that isn't in the list of number words, just
return the regular Arabic numerical representation (i.e. just convert it
to string). It's better than having "Lots" or "???", neither of which
really tell you what the number actually is.
2022-07-04 23:14:44 -07:00
Misa
5e25161a10 Add /MT flag for MSVC
This flag makes it so the MSVC runtime libraries are statically linked.
This avoids needing Windows users to have these libraries installed.

Apparently /MT stands for "MultiThreaded", and there's a bit of a
history there where originally by default you could only have a
single-threaded library, and then the multi-threaded flags were added in
later.

First I tried doing target_compile_options on VVVVVV, but then got a
linker error. Then I tried doing add_compile_options because I figured
/MT had to be applied everywhere, and it seemed to work, but it still
linked to the runtime libraries. Apparently it was being overridden.
Then I tried target_compile_options again but this time did it to
everything, and that linked correctly and also removed the runtime
dependency. I would've tried using the MSVC_RUNTIME_LIBRARY property
- along with the CMP0091 policy - but those were only introduced in
CMake 3.15.

You can verify that a binary is built without dependencies by installing
LLVM and running llvm-readobj --needed-libs path/to/binary. This is the
output for a binary with runtime dependencies:

    infoteddy@fedorarune  ~/d  llvm-readobj --needed-libs VVVVVV.exe

    File: VVVVVV.exe
    Format: COFF-i386
    Arch: i386
    AddressSize: 32bit
    NeededLibraries [
      ADVAPI32.dll
      KERNEL32.dll
      MSVCP140.dll
      SDL2.dll
      SHELL32.dll
      USER32.dll
      VCRUNTIME140.dll
      api-ms-win-crt-heap-l1-1-0.dll
      api-ms-win-crt-locale-l1-1-0.dll
      api-ms-win-crt-math-l1-1-0.dll
      api-ms-win-crt-runtime-l1-1-0.dll
      api-ms-win-crt-stdio-l1-1-0.dll
      api-ms-win-crt-string-l1-1-0.dll
      api-ms-win-crt-time-l1-1-0.dll
      api-ms-win-crt-utility-l1-1-0.dll
    ]

And this is the output for a binary with those dependencies having been
statically-linked in:

     infoteddy@fedorarune  ~/d  llvm-readobj --needed-libs VVVVVV.exe

    File: VVVVVV.exe
    Format: COFF-i386
    Arch: i386
    AddressSize: 32bit
    NeededLibraries [
      ADVAPI32.dll
      KERNEL32.dll
      SDL2.dll
      SHELL32.dll
      USER32.dll
    ]
2022-06-28 17:49:03 -07:00
Dav999-v
10acd67377 Add support for start position via level XML for CLI playtesting
As already described in cc61194bed, as
well as Ved's commits from the last almost two weeks, starting VVVVVV
from Ved for playtesting could be made a lot faster by "preloading" the
game - letting it do all its asset loading in the background without
creating a window - and then waiting until the level is passed in via
stdin. There's only one problem left with this approach: VVVVVV
currently expects the starting position to be passed via command line
arguments, which isn't known yet at the time we'd like to start VVVVVV.
Therefore, this commit allows passing the starting position via the
level XML, instead of via arguments.

The extra XML looks like this, and is added next to the <Data> tag:

    <Playtest>
        <playx>214</playx>
        <playy>112</playy>
        <playrx>100</playrx>
        <playry>100</playry>
        <playgc>0</playgc>
        <playmusic>4</playmusic>
    </Playtest>

This is handled similarly to how the equivalent arguments are handled:
when the level metadata is loaded for CLI playtesting, we also try to
find this tag, and if it exists, it sets the same variables that the
arguments would have otherwise set.
2022-06-19 15:21:36 -07:00
Misa
dca3c9600c Explicitly initialize SoundTrack::volume
While this is not needed because it's a static variable, it doesn't hurt
to be explicit, especially if it's going to be refactored in the future.
2022-06-10 11:17:38 -07:00
N00byKing
c077500d16 Fix semi random volume jumps 2022-06-10 11:16:45 -07:00
Misa
f0aa1a8cae Don't treat spikes as solid for non-humanoid entities
There's always been a bit of an inconsistency in the game where enabling
invincibility would make spikes so solid that enemies and moving
platforms would treat spikes as solid and bounces off of them.

This fixes that by adding an `invincible` parameter to collision
functions, so the functions will only treat spikes as solid if that
parameter is true, and the parameter passed will only be true if it's
called for an entity that is a humanoid and invincibility mode is
enabled.

Also, for clarity, `spikecollide` is renamed to `towerspikecollide`
because it's only used for tower spikes. And as a small optimization,
`checktowerspikes` returns early if invincibility mode is enabled.
2022-06-05 20:21:51 -07:00
Misa
cc61194bed Move SDL_ShowWindow to after assets are loaded
This is a minor optimization to streamline the experience of Ved
playtesting. Previously, the user would have to wait for all the assets
to load when launching playtesting (most of the time, I suspect, is
taken up by loading music from a vvvvvvmusic blob). With this
optimization, however, the game can be launched in the background and
its assets can be loaded, while it blocks on STDIN input. During this
time, the user in Ved will be choosing where to start playtesting. After
Ved provides STDIN input, then the window will be created and appears
instantaneously.

This also fixes a related issue in which providing an invalid
playtesting level name would result in a brief window flash that gets
instantly destroyed. With this, if the level is invalid then no window
is ever shown at all.
2022-06-01 16:42:22 -07:00
Misa
a46c49c89a Add -version command-line argument
Probably should have done this earlier in 2.3, but better late than
never.

This makes it easier for third-party programs like Ved to detect what
version of the game this is.

Slightly quick-n-dirty for now, I'll de-duplicate the version number
later, and add commit hash and date if applicable.
2022-05-23 14:34:36 -07:00
Misa
e77fad5db8 Fix potential NULL dereference of images[t]
Without this, entering in-game and opening the map with missing graphics
will result in a segfault. This is because even if the image doesn't
exist, it's still pushed into the `images` std::vector as a NULL
pointer. And it segfaults because we dereference it (to get things like
their width and height). In contrast, passing them to SDL is fine
because SDL always checks for NULL first.
2022-05-17 12:07:51 -07:00
Misa
a23a4cbbd0 Improve vlog statements when PHYSFS_openRead fails
There are three different places where we call PHYSFS_openRead. This
commit makes sure all of them print a statement upon failure along with
the PhysFS reason for failure, and assigns the log level of each print
as so:

- FILESYSTEM_loadFileToMemory: Debug print (previously no
  print existed in the first place), because some files (such as
  font.txt) may or may not be needed, but if it isn't then no need to
  print and worry the user. The game will error anyway if a critical
  file like a graphics file is missing.

- FILESYSTEM_loadBinaryBlob: Debug print (previously info print),
  because sometimes it's not needed, such as mmmmmm.vvv. I remember one
  user being worried that the game printed "Unable to open file
  mmmmmm.vvv" when it's not critical unlike vvvvvvmusic.vvv (and that
  file is assumed to exist if data.zip exists anyways). Though maybe we
  should move to loose-leaf files to save on memory usage (and so we
  don't have to use special tools to modify a binary blob)...

- FILESYSTEM_loadZip: Error print. If we're calling this function, we
  really do expect the zip to be loaded, and if it fails because we
  can't open the file in the first place, then it would be good to know
  why.
2022-05-17 11:52:45 -07:00
Dav999-v
ea4302b41e Implement new string formatting system (VFormat)
This commit adds a new string formatting system to replace uses of
`SDL_snprintf` and string concatenation.

Making our own string formatting system has been briefly discussed
during the review of the localization branch, and on the VVVVVV
Discord. It's inspired by Python's format strings, but simpler.

This is primarily to benefit localization - strings will be easier to
understand (`Now using %s Tileset` → `Now using {area} Tileset`,
`"%s remain"` → `"{n_crewmates|wordy} remain"`), translators can change
the word order for their language's grammar (`%1$s` is a POSIX
extension), and this system is also less error-prone (making the format
string not align with the actual arguments won't result in a crash or
UB).

It also integrates our needs better - particularly the "wordy" numbers
without having to have a `help.number_words(n).c_str()` at the
callsite, translators can opt in and out of wordy numbers per string,
and this should also make it easier to solve #859.

This commit adds the formatting system itself, and changes one
`SDL_snprintf` in the code to use it as a small demo (the rest should
probably be done in the localization branch to avoid more unneeded
work).

The system is described in full detail in VFormat.h and in the pull
request description.
2022-05-06 00:19:30 -07:00
Misa
eb46143098 Update SDL version to 2.0.22
2.0.22 just released 40 minutes ago.

This also updates the `Dockerfile` to use the URL from the GitHub
releases page, instead of SDL's servers.

I've also pushed a new Docker container to
`ghcr.io/infoteddy/vvvvvv-build`.
2022-04-25 13:09:57 -07:00
Misa
8bece4f6aa Add a missing break;
Whoops. Now I wonder why the compile didn't fail for me locally, even
though I *should* have -Werror=implicit-fallthrough enabled...
2022-04-25 01:21:43 -07:00
Misa
98cb415675 Enumify all fade modes
This removes the magic numbers previously used for controlling the fade
mode, which are really not readable at all unless you already know what
they mean.

0: FADE_NONE
1: FADE_FULLY_BLACK
2: FADE_START_FADEOUT
3: FADE_FADING_OUT
4: FADE_START_FADEIN
5: FADE_FADING_IN

There is also the macro FADEMODE_IS_FADING, which indicates when the
intention is to only check if the game is fading right now, which wasn't
clearly conveyed previously.

I also took the opportunity to clean up the style of any lines I
touched. This included rewriting if-else chains into case-switches,
turning one-liner if-then statements into proper blocks, fixing up
comments, and even commenting the `fademode == FADE_NONE` on the tower
spike checks (which, it was previously undocumented why that check was
there, but I think I know why it's there).

As for type safety, we already get some by transforming the variable
types into the enum. Assignment is prohibited without a cast. But,
apparently, comparison is perfectly legal and won't even give so much as
a warning. To work around this and make absolutely sure I made all
existing comparisons now use the enum, I temporarily changed it to be an
`enum class`, which is a C++11 feature that makes it so all comparisons
are illegal. Unfortunately, it scopes them in a namespace with the same
name as a class, so I had to temporarily define macros to make sure my
existing code worked. I also had to temporarily up the standard in
CMakeLists.txt to get it to compile. But after all that was done, I
found the rest of the places where a comparison to an integer was used,
and fixed them.
2022-04-25 00:57:47 -07:00
Misa
af1cebf7a1 Unify drawing room name on map menus into one function
Previously, it was copy-pasted and slightly different, when really, they
ought to both be the exact same code.

It kind of pains me that the room name, glitch name, and hidden name
don't own their own memory, but, that's to be addressed later.

What's a bit annoying is that the `temp` variable used in
`teleporterrender` also ends up being reused later in the function. In
this case, I opted to just redeclare them when they are used anyway, to
make it clearer.

Apart from `teleporterrender` no longer calling `map.area` or caring
about `map.custommode`, it also no longer cares about
`graphics.fademode` being 0. I could never actually get this condition
to be false in practice, and I have absolutely no idea why it's there.
I'm guessing it could be some weird edge case rendering issue if the
screen is fully black? But I wouldn't know how to trigger that, and
anyway it should probably be fixed elsewhere. So I'm just going to
remove that conditional.
2022-04-25 00:53:13 -07:00
N00byKing
e16c1557fa Fix music changes between areas 2022-04-10 14:17:46 -07:00
Misa
b8553107ff Fix a rare chance that finalstretch displays glitchy cycle (color 7)
It's quite rare, though possible, that during finalstretch you could see
a glitchy tileset that looked like this:

https://i.imgur.com/V7cYKDW.png

This happened because final_mapcol, the variable that controls which
color of finalstretch is rendered, could end up being 7. Normally, it's
in the range of 1..6, which perfectly correlates with the Warp Zone
tilesets in tiles2.png, and the higher the number the farther back in
the tileset it goes from the gray Warp Zone tileset. However, if it's 7,
then it'll start grabbing tiles from the Ship plus some unused blank
tiles, which does not look pretty in the slightest.

This happened because it's possible, though exceedingly unlikely, that
fRandom(), a function which returns a float between 0..1, could return
exactly 1. fRandom() calls rand(), which returns a result between 0 and
RAND_MAX, and divides it by RAND_MAX. This value is implementation
dependent, but required to be at least 32767, and on most systems is
2147483647. Even taking the value of 32767, that means there's a 0.003%
chance that you could get this glitchy tileset when the game cycled the
color in finalstretch. But of course, playing the game for long periods
of time will eventually increase this chance - cycling the color 1,000
times (around 17 minutes of playing) will result in the chance being 3%.

Then as the calculations in the finalstretch color cycling logic calls
fRandom(), then multiplies by 6 and adds 1, it was possible for
fRandom() to return exactly 1, then have
6 added to it, resulting in final_mapcol being 7.

To fix this, just decrement the multiplication by fRandom() to multiply
by 5 instead of 6. Now the only possible numbers that calculation can
produce would be 1..6.
2022-04-09 17:31:17 -07:00
Misa
e47781f92f SoundTrack::Init: Remove unused audio_channels arg
Missed this when reviewing the FAudio PR, so I'll just remove it now.
2022-03-31 11:13:57 -07:00
Misa
828aca2c8e Load zips using real dir instead of filename
This fixes a limitation where the level filename had to be the exact
same name as the name of the zip, because the game used the name of the
level to identify the zip of which to load assets, and this also made it
impossible to use assets for more than one level in a zip.

Instead, we just look up where the level came from, so we can always
load its assets regardless of its filename.

Additionally, the zip structure checks can go away too, simplifying the
code further.
2022-03-30 13:12:56 -07:00
Misa
7b53c1289d Remove .data.zip assets
This WOULD be a huge breaking change, if it weren't for the fact that no
one uses them. Which is why I'm removing them, to simplify the code.

I asked on the VVVVVV Discord whether anyone used them or was even aware
of them and basically the answer was no. I go on Distractionware and no
one uses them. And why would they, when they'd have to distribute the
level .vvvvvv file separately? Better to just distribute everything in
one zip. And it's quite a bit obscure that you have to suffix the file
with .data.zip anyway.
2022-03-30 13:12:56 -07:00
Ethan Lee
f88ed0dc1b Remove SDL2_mixer dependencies from Dockerfile 2022-03-29 02:27:58 -04:00
Ethan Lee
8980b2e546 Remove SDL2_mixer line from fixupMac.sh 2022-03-29 02:27:15 -04:00
Ethan Lee
b3f645d84c
README: Minor adjustments to dependencies text 2022-03-24 19:28:03 -04:00
N00byKing
f877eb3b56 Port to FAudio 2022-03-24 16:19:29 -07:00
Misa
a8feba029f Clean up and harden music loading code
During review of #869, I looked at this part of the codebase again. I
have no idea how or why, but during the course of 2.4 this whole area
just became a mess.

The issues I fixed (in no particular order):
- Copy-pasting the code that loads from the binary blobs
- Making sure SDL_RWFromConstMem is used over SDL_RWFromMem wherever
  possible
- Adding checks to make sure the index from the binary blob is valid
  (it's possible it could not exist)
- Adding checks to make sure we gracefully handle
  SDL_RWFromConstMem/PHYSFSRWOPS_openRead returning NULL
- Moving the pointer asterisk to the type instead of the name :)
2022-03-24 09:38:47 -07:00
Dav999-v
c61c4fab6f Fix C/C++ standards being unset for VVVVVV target if CMake is >= 3.1.3
So, it turns out we weren't quite done fighting CMake yet...

To accommodate #869 (and actually also #272), the C standard was raised
from C90 to C99. This turned out to require a bit of a fight with the
CentOS CI's CMake version to get it to set the flags we wanted (and to
not overwrite them later). Eventually the fix was to move the block
that sets the standards to later in the file, which was done in
24353a54bb.

As it apparently turns out, if your CMake is at least 3.1.3 and
`CMAKE_<LANG>_STANDARD` is used instead of the workaround, the standard
setting now has an effect on the third party libraries, but not on
VVVVVV itself. The cause is (probably) the phrase "if it is set when a
target is created" in the CMake documentation - the
`CMAKE_<LANG>_STANDARD` values have to come before the VVVVVV target is
defined. In other words, the compiler's default C/C++ standard will be
used, probably something like C17 and C++17. As I can confirm with
`__cplusplus` and `__STDC_VERSION__` with my recent-enough CMake. If I
force the pre-3.1.3 workaround to be used, everything is compiled with
C99/C++98 as expected; and the `-fno-exceptions` `-fno-rtti` flags
appear everywhere regardless of version.

So my fix is to make the CMakeLists a little less complex by
simplifying away the `CMAKE_<LANG>_STANDARD` and
`CMAKE_<LANG>_EXTENSIONS`, and always using the workaround regardless
of CMake version. There's nothing wrong with the workaround, the same
thing is also done for `-fno-exceptions` `-fno-rtti`, and it's good to
have a less complicated CMakeLists that doesn't do different and
unexpected things for different versions.
2022-03-22 13:03:55 -07:00
Misa
24353a54bb Move -std= flags to before -fno-rtti/-fno-exceptions
This fixes the issue where the `-std=` flags keep getting cleared,
apparently.
2022-03-22 07:26:41 -07:00
Misa
705864a32a Up the standard to C99
The previous commit f6d7a214f8 ended up
breaking CI because the workaround ended up breaking the PhysFS build
too, which was previously relying on extensions to compile.

Since #869 is going to require C99 anyways, I might as well just up the
standard now. That way the PR won't have to fight it too.
2022-03-21 20:27:15 -07:00
Misa
f6d7a214f8 CMake: Add workaround for setting -std= below 3.1.3
Previously, if the user had a CMake version below 3.1.3, we told them to
set `-std` themselves.

However, we are going to go to C99 soon (because of FAudio, see #869),
and CentOS 7's CMake is too old to set `-std=` automatically, defaulting
to C90. This is bad because it fails the CI.

To work around this, we set `-std=` ourselves, but first we have to
clear any existing `-std=` flag in C_FLAGS or CXX_FLAGS. Amusingly
enough, MSVC does not have `/std:` switches for either C90 or C++98, so
we just get to do nothing.
2022-03-21 20:13:08 -07:00
Misa
226b5610b0 CMake: Don't use regex if unneeded
If it's a straight find-and-replace with no regex, then don't say
`REGEX`.
2022-03-21 20:13:03 -07:00
Misa
84279354e5 cleanup: Don't savestatsandsettings if filesystem not init
This isn't necessary, but it does silence these annoying logs if you
pass an invalid argument or don't have data.zip:

    [ERROR] Could not get window size: Invalid renderer
    [WARN] Stats not loaded! Not writing unlock.vvv.
    [ERROR] Could not get window size: Invalid renderer
    [WARN] Settings not loaded! Not writing settings.vvv.

To do this, I've added FILESYSTEM_isInit().
2022-03-14 10:45:19 -07:00
Misa
7a4dff2d75 Migrate PhysFS to submodule
This means we are no longer copy-pasting PhysFS source files directly.

Since the source files reside in a src/ subdirectory, the paths in the
CMakeLists.txt have to be adjusted.
2022-03-13 23:50:37 -07:00
Misa
7a0d3046a5 Migrate LodePNG to submodule
We are no longer copy-pasting LodePNG source files directly.

As we can't rename lodepng.cpp to lodepng.c in the submodule itself, we
need to make a wrapper file, lodepng_wrapper.c, that #includes
lodepng.cpp, but gets compiled as C.
2022-03-13 23:50:37 -07:00