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1562 commits

Author SHA1 Message Date
Misa
1b04cb5dd6 Fix crewmate-found text boxes overlapping in flip mode
The problem was that the code seemed to be wrongly copy-pasted from the
code for generating the trinket-found text boxes (to the point where
even the comment for the crewmate-found text boxes didn't get changed
from "//Found a trinket!").

For the trinket-found text boxes, they use y-positions 85 and 135 if not
in flip mode, and y-positions 105 and 65 if the game IS in flip mode.
These text boxes are positioned correctly in flip mode.

However, for the crewmate-found text boxes, they use y-positions 85 and
135 if not in flip mode, as usual, but they use y-positions 105 and 135
if the game IS in flip mode. Looks like someone forgot to change the
second y-position when copy-pasting code around.

Which is actually a bit funny, because I can conclude from this that it
seems like the code to position these text boxes in flip mode was
bolted-on AFTER the initial code of these text boxes was written.

I can also conclude (hot take incoming) that basically no one actually
ever tested this game in flip mode (but that was already evident, given
TerryCavanagh/VVVVVV#140, less strongly TerryCavanagh/VVVVVV#141, and
TerryCavanagh/VVVVVV#142 is another flip-mode-related bug which I guess
sorta kinda doesn't really count since text outline wasn't enabled until
2.3?).

So I fixed the second y-position to be 65, just like the y-position the
trinket text boxes use. I even took the opportunity to fix the comment
to say "//Found a crewmate!" instead of "//Found a trinket!".
2020-02-16 09:30:00 -05:00
Stelpjo
c665d5b8c8 Fixed some music bugs
Previously, when MMMMMM is installed but the user is using PPPPPP, niceplay would still restart the song even if it's the same. That has been fixed. In addition, Plenary and Path Complete no longer loop when MMMMMM is installed but PPPPPP is in use.
2020-02-12 21:52:25 -05:00
Matt Penny
df1c1303bf
Use dynamic credits lists for main menu credits screens (and add GitHub contributors) (#160)
Also added GitHub contributors to the credits on the main menu
(previously they were only present in the credits at the end of the
game)
2020-02-11 23:45:58 -05:00
Matt Penny
4ccb48f440 Use uint32_t instead of char32_t 2020-02-11 06:02:35 -05:00
Matt Penny
e7252888b6 Support pre-C++11 compilers 2020-02-11 06:02:35 -05:00
Matt Penny
9adcbaed6c Fix NO_CUSTOM_LEVELS compile after #158
ifdef out the code that draws the "return to editor" text in
NO_CUSTOM_LEVELS builds now that it accesses variables in the
editor class (PR #158)
2020-02-11 05:59:28 -05:00
Misa
9b125ad8df Prevent removing line if there is only one line
This fixes another way you could end up typing on a non-existent line in
the script editor.

In a script with only 1 line, which is empty, the game would let you
press backspace on it, removing the line. This results in you typing on
a non-existent line.

You will keep typing on it until you either close the script or press
Up. If you press Up, you will be unable to get back to the non-existent
line, for it doesn't exist - but the text you typed on the non-existent
line will still be there, until you close the script and re-open it.
2020-02-10 22:57:00 -05:00
Terry Cavanagh
172ab9195d
Merge pull request #158 from AllyTally/entertoreturn
Make "[Press ENTER to return to editor]" fade out after a bit
2020-02-10 18:41:13 +01:00
Matt Penny
1b00d12600 Add option to allow custom levels when the editor is disabled 2020-02-09 23:31:44 -05:00
Matt Penny
7d35c5ce4e Add option to compile without the level editor 2020-02-09 23:31:44 -05:00
AllyTally
6b1a7ebce6 Make "[Press ENTER to return to editor]" fade out after a bit
This makes the "[Press ENTER to return to editor]" fade out after a few frames, allowing screenshots of custom levels to be cleaner and to make sure nothing is obscured while the user is editing their level.
This commit also adds alpha support in BlitSurfaceColoured, where it takes into account the alpha of the pixel *and* the alpha of the color.
`graphics::getRGBA(r,g,b,a)` was added to help with this.
2020-02-09 22:31:33 -04:00
Info Teddy
3273b4ab55 Re-comment out #define MAKEANDPLAY
Silly me forgot to remove it after testing the MAKEANDPLAY define.
2020-02-09 10:42:03 -05:00
Info Teddy
9642921a64 Initialize level data with 0s in M&P
Following discussion on TerryCavanagh/VVVVVV#153, I suggested that
instead of reverting my M&P guards from TerryCavanagh/VVVVVV#124 (which
would only revert it for The Final Level, The Lab, Overworld, and The
Tower, leaving Space Station 1 & 2 and The Warp Zone alone which could
potentially cause the same problem that motivated
TerryCavanagh/VVVVVV#153), we should initialize the map data with 0s
instead.
2020-02-08 23:54:20 -05:00
Matt Penny
dd7170dc59
Add -basedir option to specify base user directory (#154)
Useful for maintaining multiple save files or for debugging
2020-02-08 18:49:03 -05:00
AllyTally
93ec5783d5 Fix undefined behavior when activating scripts
It turns out that the line `tstring=tstring[tstring.size()-1];` also appears once in Scripts.cpp.
This causes the game to segfault after activating a terminal with an empty line at the end of it.
I added a quick `if` around this line, and set `tstring` to an empty string when needed.
2020-02-08 00:10:56 -05:00
AllyTally
19de5ec59d Add self to CONTRIBTORS.txt and githubfriends 2020-02-07 23:30:49 -05:00
AllyTally
ca0bfcfa80 Fix undefined behavior while loading scripts
In `editor.cpp`, there's a few sections of code that try and index stuff using `string.length()-1`.
This causes issues where if the string is empty, the result is -1, causing undefined behavior.
Flibit fixed a few of these cases, like on line `375` of editor.cpp:
`if((int) tstring.length() - 1 >= 0) // FIXME: This is sketchy. -flibit`
It turns out that one of these weren't caught, over at line `471`.
`tstring=tstring[tstring.length()-1];`
This causes builds compiled on Windows to segfault if you load more than one level in the editor.
I added a quick `if` around it, setting `tstring` to an empty string, which seems to fix the problem.
2020-02-07 23:30:49 -05:00
Info Teddy
e3025a6b27 Render screen shaking in towers
It's really obvious that screen shaking is not processed in towers if
you bring up the pause menu then quickly quicksave and bring it back
down. The screen won't shake, but it will suddenly start shaking if you
exit the tower, finishing off the stalled screenshake timer.
2020-02-06 16:34:43 -05:00
Terry Cavanagh
4e378b6057
Merge pull request #147 from InfoTeddy/general-bug-fixes-5
Make hardest room "Dimension VVVVVV" if it has no room name
2020-02-06 16:37:37 +01:00
Terry Cavanagh
3d8c84bbbf
Merge pull request #149 from FredrIQ/master
Make tiles in tower mode consistent with tower tileset elsewhere
2020-02-06 16:36:21 +01:00
Info Teddy
6e1197ad64 Fix wrong tiling in top-left corner of Do Try To Keep Up
This commit changes one down-edge tile to be a down-left corner edge
tile.
2020-02-06 10:14:49 -05:00
Info Teddy
d61d4f6120 Draw entities backwards in towermode like non-towermode entities
This fixes a bug where the player was going behind checkpoints in towers
and it looked very weird and cursed.
2020-02-06 10:12:44 -05:00
Info Teddy
a08e731a39 Fix Prize for the Reckless moving platform kludge happening in customs
If you died in (11,7) and a moving platform was to the left of the line
x=152, even if it was moving vertically it would get snapped to x=152,
in custom levels.

Surprised nobody has ran into this before (although people have ran into
the other kludge, which is placing tile 59 at [18,9] if you're in a room
on either the line x=11 or y=7).
2020-02-06 10:12:24 -05:00
Fredrik Ljungdahl
1062113f73 Make tiles in tower mode behave consistently with tower tileset elsewhere
Previously, in tower mode, being inside walls would just kill you, unlike
being inside walls outside tower mode, which was somewhat confusing.

Also, spikes behaved differently with regards to invincibility, being
unsolid in towers but solid outside them.

This does not change the behaviour of the "edge" spikes in towers.
2020-02-05 22:08:48 +01:00
Terry Cavanagh
b32c91a6e9
Added Haiku links 2020-02-05 15:59:51 +01:00
Info Teddy
8ead9db39f Make hardest room "Dimension VVVVVV" if it has no room name
The only places where you can die in a room without a room name is the
Overworld, and I feel that calling it Dimension VVVVVV is appropriate.

You can't naturally die in The Ship nor the Secret Lab, and you can only
do it by pressing R, so I didn't feel it appropriate to add checks to
make the hardest room be "The Ship" or "The Secret Lab" if you managed
to get your hardest room to be a room in either of those areas.
2020-02-03 19:27:49 -08:00
Info Teddy
cefc95d324 Fix centered texts' outline rendering upside-down in flip mode
If you looked at the "- Press ENTER to Teleport -" text in flip mode,
you might have noticed that the outline looked pretty strange and
glitched-out for some reason. It's just the outline rendering
upside-down. To fix this, make PrintOff() use flipbfont instead of
bfont.
2020-02-02 20:52:59 -05:00
Info Teddy
a2ab8e82e1 Account for height of textbox in flipme()
The problem with flipme() was that it WAS properly reflecting
("reflecting" as in mirroring over a given line) the text box over the
line y=120, BUT it forgot to account for the height of the text box.
Thus, the text box position would be off by the length of its own
height. And when the text box got taller, this offset would worsen and
worsen.
2020-02-02 20:41:41 -05:00
Info Teddy
4bc76416f5 Fix discoloration when entities warp in flip mode
In flip mode, warping entities would appear to change color for a brief
moment. This is actually them defaulting to the actual color used in
flipsprites.png, instead of first being whited-out and then re-colored
using graphics.setcol().

To fix this, use BlitSurfaceColoured() and pass `ct` along instead of
using BlitSurfaceStandard().
2020-02-02 18:29:00 -05:00
leo60228
45491a03f3
Add -assets option to specify data.zip (#139)
This is useful for distributions, which may not want to put data.zip in
the same directory as the binary. This can't be distribution-specific
due to the license ("Altered source/binary versions must be plainly
marked as such, and must not be misrepresented as being the original
software.").
2020-02-02 18:28:26 -05:00
Info Teddy
8260bb2696 Fix Prize for the Reckless quicksand fix kludge
If you died in Prize for the Reckless, which is at (11,7), and respawned
in the same room, tile 59 (a solid invisible tile) would be placed at
[18,9] to prevent the moving platform from going back through the
quicksand.

Unfortunately, the way that this kludge was added is poor.

First, the conditional makes it so that it doesn't happen in ONLY
(11,7). Instead of being behind a positive conditional, the tile is
placed in the else-branch of an if-conditional that checks for the
normal case, i.e. if the current room is NOT (11,7), thus being a
negative conditional.

In other words, the positive conditional is "game.roomx == 111 &&
game.roomy == 107". To negate it, all you would have to do is
"!(game.roomx == 111 && game.roomy == 107)".

However, whoever wrote this decided to go one step further, and actually
DISTRIBUTE the negative into both statements. This would be fine, except
if they actually got it right. You see, according to De Morgan's laws,
when you distribute a negative across multiple statements you not only
have to negate the statements themselves, but you have to negate all the
CONJUNCTIONS, too. In other words, you have to change all "and"s into
"or"s and all "or"s into "and"s.

Instead of making the conditional "game.roomx != 111 || game.roomy !=
107", the person who wrote this forgot to replace the "and" with an
"or". Thus, it is "game.roomx != 111 && game.roomy != 107" instead. As a
result, if we re-negate this and take a look at the positive
conditional, i.e. the conditional that results in the else-branch
executing, it turns out to be "game.roomx == 111 || game.roomy == 107".
This ends up forming a cross-shape of rooms where this kludge happens.
As long as your room is either on the line x=11 or on the line y=7, this
kludge will execute.

You can see this if you go to Boldly To Go, since it is (11,13), which
is on the line x=11. Checkpoint in that room, then touch a disappearing
platform, wait for it to fully disappear, then die. Then an invisible
tile will be placed to the left of the spikes on the ceiling.

Anyway, to fix this, it's simple. Just change the "and" in the negative
conditional to an "or".

The second problem was that this kludge was happening in custom levels.
So I've added a map.custommode check to it. I made sure not to make the
same mistake originally made, i.e. I made sure to use an "or" instead of
an "and". Thus, when you re-negate the negative conditional and turn it
into the positive conditional, it reads: "game.roomx == 111 &&
game.roomy == 107 && !map.custommode".
2020-02-02 08:46:14 -05:00
Info Teddy
1e460721bb Fix hardcoded (19,8) all-sides warp happening in custom levels
(19,8) is hardcoded to warp on all-sides no matter what. This is fine,
except for the fact that it was doing this in custom levels, too, even
despite the fact that the warp background and color would be overridden
anyway. The only workaround was to add a warp line to the room in custom
levels. I've added a check for custommode so that this won't happen.
2020-02-02 08:43:28 -05:00
Terry Cavanagh
e439949d7d
Merge pull request #135 from InfoTeddy/code-quality-improvements
Make obj accessible from everywhere
2020-02-01 00:59:59 +01:00
Info Teddy
867e8ff0fe Make obj accessible from everywhere
Looks like in my original pull request I forgot to do this. Oh well.
2020-01-31 15:53:29 -08:00
Terry Cavanagh
ab68cd98c8
Merge pull request #134 from InfoTeddy/general-bug-fixes
Fix text() centering with x=-1
2020-01-31 23:37:06 +01:00
Info Teddy
4fa62ca0aa Fix text() centering with x=-1
The game uses magic values x=-500 and y=-500 to indicate when a text box
should be centered horizontally or vertically. It does this for x=-1
too, but it's buggy because it only looks at the first line of the text
box to center it. In this commit I fix it so that it will look at all of
the lines of the text box to center it instead.
2020-01-31 13:36:36 -08:00
leo60228
6a17625727
Add support for Unicode rendering (#47)
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.
2020-01-31 13:25:37 -05:00
Info Teddy
98ac1fdb53 Set customwarpmode when createentitying warp lines
This fixes a bug where warp lines created through createentity wouldn't
work without there already being a warp line present in the room as an
edentity.
2020-01-30 23:17:30 -05:00
Info Teddy
4be6d58b82 Reset warp directions when exiting playtesting
This fixes a bug where if warpdir() was used during in-editor
playtesting, the changed warp direction would persist even when leaving
playtesting.

This would be very annoying to correct back every time you playtested
and warpdir() was used, so I've added some kludge to store the actual
warp direction of each room when entering playtesting, and then set the
warp directions back when leaving playtesting.
2020-01-30 22:15:45 -05:00
Terry Cavanagh
98151b4c2f
Merge pull request #126 from FredrIQ/master
Fix and improve handling of cancelling roomtext/scripttext input
2020-01-30 15:36:18 +01:00
Info Teddy
5a316d65e6 Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.

Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.

Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.

The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.

I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 07:58:23 -05:00
Allison Fleischer
906e35244b Display menu text darker if mouse cursor is off 2020-01-29 07:55:50 -05:00
Allison Fleischer
03a4c3362a Add graphics option to toggle mouse cursor
Adds an option to show or hide the system mouse cursor over the game window.
2020-01-29 07:55:50 -05:00
Terry Cavanagh
5afba66d2e
Merge pull request #127 from InfoTeddy/general-bug-fixes
Don't re-draw horizontal and vertical warp backgrounds if gotoroom()ing to the same room in custom levels
2020-01-28 19:16:33 +01:00
Info Teddy
47ebbf15ab Don't redraw H/V warp BG if gotorooming to same room in customs
This has two benefits:
 (1) The game uses less resources when it is asked to gotoroom to the
     same room because it is no longer redrawing the warp background
     every single frame, which is very wasteful.
 (2) The warp background no longer freezes or flickers if the player is
     standing inside a gotoroom script box (which calls gotoroom every
     frame or every other frame, because every time the gotoroom happens
     the script box gets reloaded).
2020-01-27 14:46:11 -08:00
Terry Cavanagh
12497f6478
Added a general exception for any package of the Make and Play edition 2020-01-27 14:27:24 +01:00
Fredrik Ljungdahl
3cfa7b0c60 Fix and improve handling of cancelling roomtext/scripttext input
First, two bug fixes. Room text input mode wasn't properly unset
upon pressing Esc, making the prompt get stuck, requiring you to
add roomtext again and finish it to make it go away. Secondly,
escaping script text input would remove the wrong entity.

I also tweaked the handling slightly so that instead of deleting
the entity if it already existed if escaping from text input,
it merely reverts the change in script name/roomtext to what it
was previously.

I considered refactoring the editor text input handler entirely,
but figured such a change would be a bit too extensive for the
purpose of this repository.
2020-01-27 11:15:25 +01:00
Fredrik Ljungdahl
757fd49283 Draw editor entities according to ingame order
Ingame entities are drawn backwards, probably to draw the player on top,
being entity 0 (usually, at least). Make the level editor draw entities
in the same order.
2020-01-26 22:22:10 -05:00
Info Teddy
7f3d16801c Remove from M&P the room data of Final Level/Lab/Overworld/Tower
This is to make sure that the room data of those areas are not
distributed with the M&P binary, even if they are already inaccessible
because of other M&P ifdefs (I tested).
2020-01-26 12:29:20 -05:00
Fredrik Ljungdahl
3697487f47 Fix minor issue with respawning into a tower
When the game enter towermode, it adjusts player amd camera x/y depending
on what screen the player entered it from (The Tower) or the loadlevel
mode ("minitowers"; Panic Room and The Final Challenge). This code didn't
account for respawning to checkpoints. This is unlikely to matter in most
circumstances, but can cause problems in some corner cases, or with R abuse.
This could cause a player to die, respawn outside camera edges and then
immediately die again due to the edge spikes, repositioning the camera
properly. Invincibility would cause further issues, but that's Invincibility
Mode for you -- if this was the only problem I wouldn't bother.

I added a check that repositions the tower camera appropriately if a player
enter a tower as part of the respawn process.
2020-01-25 23:30:29 -05:00