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1971 commits

Author SHA1 Message Date
Misa
74b7ce9d80 Reset fade booleans when silencing music
This fixes a bug where the music would keep playing when a collection
prompt appeared if the music was still fading in at that time.
2021-09-10 17:02:24 -07:00
Misa
6f499abef0 Fix platv values outside map size being saved as 67372036
If the map size was less than 20x20, platv values outside the map would
end up being saved as 67372036.

This happens because SDL_memset() operates on the byte level, and not
the multi-byte level. So it takes only the lower 8 bits of 4 and repeats
it for each byte in each integer, creating 67372036.
2021-09-10 16:58:53 -07:00
Misa
07bbc5b2de Don't check !muted when fading music after completion prompt
This was done in 2.2 and previous probably to fix the fact that there
were multiple conflicting audio controls (the player wants to mute the
audio but the game wants to fade in the audio), but is now actively
harmful since 2.3, because muting the game while finishing the
completion prompt means the music will never come back in, even after
unmuting.

I also notice that when collecting a custom crewmate, the game checks
for the level's start music instead of if there's actually a current
song playing right now. I don't know why this was done, because it
would've been better to copy-paste the trinket collection logic here.
It's entirely possible for the audio to just be muted and never come
back if the level has no start music but plays a song by using a script.
Anyways, leaving it alone because it's quite possible that a level might
be intentionally designed around this, I can't really tell the
intentions of every level creator, and it's easy to work around (either
don't use custom crewmates, which every modern level basically does
nowadays, or just set the start music).
2021-09-10 15:48:18 -07:00
Misa
3185d88776 Don't touch music when completing custom level
For some reason, when completing a custom level and fading to the menu,
the game attempts to fade the music in and also fade the music out at
the same time. This results in nothing happening at all, and in 2.2 and
previous, results in audio fading out from max volume while the game is
frozen on a black screen after the fadeout.

To avoid any potential badness, just remove these.
2021-09-10 15:42:25 -07:00
Misa
91b63e7f88 Fix dying during collection prompt persisting effects
In the main game, if you press R during the trinket collection prompt
after collecting a trinket, AND you have never entered Comms Relay, and
you respawn in a different room, the trinket collection gamestate will
be interrupted, but you will still be left with the advance text prompt,
cutscene bars, and muted music.

The previous workaround to fix the music would be to mute and then
unmute the game, but due to the new music changes, this workaround
(which in and of itself is a bug) no longer works. Instead, the music
would have to be restarted by going into another zone on the map.

Having an advance text prompt outside of a cutscene results in the
player being unable to flip, but they can still move around left and
right.

Speedrunners previously used the no-Comms-Relay interrupting behavior to
skip certain trinket collection prompts entirely with a frame-perfect R
press, so I can't patch that out. Having an advance text prompt outside
of a cutscene is (ab)used in custom levels to intentionally prevent the
player from flipping, and furthermore, it's also used in credits warp
runs of the main game to increment the gamestate; so I cannot patch that
out. The ability to press R everywhere even during cutscenes was added
for good reason - to make it less likely that a softlock can happen - so
I don't want to revert it.

But I still think this is worth fixing because previously, the
punishment for missing the frame-perfect window late was simply not
skipping the trinket prompt (since the R-press would be ignored), but
now the punishment is basically having to reset because of the advance
text prompt.

I would usually handle this in gamestate 0, but awful custom levels
might want to intentionally interrupt the gamestate to do, I don't know,
something. No level does that so far, but I'd like to do the least
invasive thing.

So what I've done is made it so the effects of interruption are undone
if you press R and the gamestate is interrupted. This is handled in
mapclass::resetplayer().
2021-09-10 11:49:46 -07:00
Misa
c83a360dd3 Fix unused variable warning on non-Emscripten
Otherwise, the compiler would warn that `sync` is unused.
2021-09-08 11:43:23 -07:00
leo60228
15b6fb0edd Remove -sFORCE_FILESYSTEM=1 from compile options
The latest Emscripten will warn that it should only be passed as a
linker option.
2021-09-07 09:43:48 -07:00
leo60228
7560b8b60b Handle lost focus on Emscripten
This was previously disabled, since it didn't seem to work. However, the
previous commit fixes the root issue.
2021-09-07 09:43:48 -07:00
leo60228
d40af63aa3 Split Func_input and Func_delta when unfocused
Without this, `fixedloop` will loop infinitely until focus is regained.
However, Emscripten won't actually know that focus is regained until
`fixedloop` returns.
2021-09-07 09:43:48 -07:00
Misa
7430be69e3 Remove getBGR
getBGR, when used in FillRect, was actually passing colors in RGB order.
But now the masks are fixed, so remove it, and fix up all existing
getBGR colors to use getRGB instead.
2021-09-06 20:12:48 -07:00
Misa
f6c9ff848f Fix all FillRect getRGB calls to be passed in RGB order
Due to the mask inconsistencies, getRGB calls that were passed to
FillRect ended up actually being passed in BGR order. But now that the
masks are fixed, all these BGR colors look wrong. So, fix up all of them
(...that's a _lot_ of copy-pasted code...) to be passed in RGB order.
2021-09-06 20:12:48 -07:00
Misa
d0b81d8eff Simplify clearing surface in preloader with ClearSurface()
It conveys intent better.
2021-09-06 20:12:48 -07:00
Misa
37b7615b71 Fix surface color masks
This fixes the color ordering of every SDL_Surface in the game.

Basically, images need to be loaded in ABGR format (except if they don't
have alpha, then you use RGB? I'm not sure what's going on here), and
then they will be converted to RGB/RGBA afterwards.

Due to the surfaces actually being BGR/BGRA, the game used to use
getRGBA/getRGB to swap the colors back around to BGRA/BGR, but I've
fixed those too.
2021-09-06 20:12:48 -07:00
Misa
2c0d6920e8 bprintalpha: Call PrintAlpha with a false cen
Whoops.

This fixes it so the outlines actually show up on the horizontal sides
of the outlined text.
2021-09-06 19:50:24 -07:00
Misa
c64fd89325 Untabify every single file
YOLO.

This is a repeat of #642. As before, I just did

    rg -l '\t' | xargs -n 1 sed -i -e 's/\t/    /g'

inside the desktop_version/ folder.
2021-09-06 18:56:39 -07:00
Misa
b3f437fe55 Rename respawncolour to savecolour
Since it's a variable like saverx/savery/savex/savey, it should be
renamed to savecolour and placed with all of them.
2021-09-06 18:28:28 -07:00
Misa
8e61a04937 Add changerespawncolour() script command
This command simply changes the color that the player respawns with upon
death. The respawn color also persists through custom save files.

Closes #830.
2021-09-06 16:11:19 -07:00
Misa
33c5b8b7c0 Use const std::string& where possible in function params
If it's at all possible to use `const std::string&` when passing
`std::string`s around, then we use it. This is to limit the amount of
memory usage as a result of the frequent use of `std::string`s, so the
game no longer unnecessarily copies strings when it doesn't need to.
2021-09-06 15:43:59 -07:00
Misa
ff07f9c268 De-duplicate text printing functions
I've made a new function, Graphics::do_print(), that does the actual
text printing itself. All the interfaces of the other functions have
been left alone, but now just call do_print() instead.

I also removed PrintOffAlpha() and just calculated the center x-position
in bprintalpha() itself (like bigbprint() does) to make it easier to
de-duplicate code.
2021-09-06 15:43:59 -07:00
Misa
730c935218 Textboxes: Don't use separate RGB variables
Text boxes have `r`, `g`, and `b`, and `tr`, `tg`, and `tb`. `tr`, `tg`,
and `tb` are the real colors of the text box, and `r`, `g`, and `b` are
merely the colors of the text box as the text box's alpha value is
applied to them.

Compare this with, say, activity zones (which are drawn like text boxes
but aren't text boxes): There is `activity_r`, `activity_g`, and
`activity_b`, and when they're drawn they're all multiplied by
`act_alpha`.

So just do the same thing here. Ditch the `tr`, `tg`, and `tb`
variables, and make `r`, `g`, and `b` the new `tr`, `tg`, and `tb`
variables. That way, there's simply less state to have to update
separately. So we can get rid of `textboxclass::setcol()` as well.
2021-09-06 00:56:49 -07:00
Misa
13a0c1282d drawgui: Don't declare loop vars in for initializers
Sneaky no-code-and-declarations-mixing fix.
2021-09-06 00:56:49 -07:00
Misa
a7aa92232f Remove redundant FillRect when drawing text boxes
This was already done in the drawtextbox function... so we were just
double-drawing the text box backing for absolutely no reason.
2021-09-06 00:56:49 -07:00
Misa
e9c3b03eba Remove unused SDL.h include from Textbox.h
Really unsure why it was included here. Not even any downstream users of
Textbox.h use any SDL functions from this include.
2021-09-06 00:56:49 -07:00
Misa
69fcdf9217 Remove useless variable lw from textboxclass
This variable is only assigned to, but never read from. Hence, it is
useless, and should be removed to make code analysis less complicated.
2021-09-06 00:56:49 -07:00
Misa
e47ff8131b Move max off of textboxclass
This is a variable that's only used in one method, and it's always
initialized beforehand. No need to carry it around, taking up memory,
and making code analysis more complicated.
2021-09-06 00:56:49 -07:00
Misa
9a637d0c0f Clean up style of drawcoloredtile
All unmutated parameters have been made const.

Declarations and code are no longer mixed.

Spacing has been made consistent.
2021-09-06 00:56:49 -07:00
Misa
1b236d5ec7 Clean up style of drawtextbox/drawpixeltextbox
All parameters are now made const, to aid in the reader in knowing that
they aren't ever changed.

Useless comments have been removed and been replaced with helpful
comments.

Useless parentheses have been removed.

Spacing has been made consistent.

Declarations and code are no longer mixed.
2021-09-06 00:56:49 -07:00
Misa
36d0056c2c drawtextbox: Use drawpixeltextbox
Since these two are so similar, why not just use this one for the other?
Saves on copy-pasting code.
2021-09-06 00:56:49 -07:00
Misa
9767eb91f4 drawpixeltextbox: Remove now-unused parameters
They go bye-bye.

This is a friendly reminder that the map menu rendering code is heavily
copy-pasted, dear god...
2021-09-06 00:56:49 -07:00
Misa
31844eabc6 Axe drawcustompixeltextbox in favor of drawpixeltextbox
I'm honestly not too sure why drawcustompixeltextbox ever existed? All
it seemed to do was draw even more horizontal/vertical tiles to finish
any gaps in the tiling... which was all completely unnecessary and
wasteful, because even the previous drawpixeltextbox implementation
covered all gaps in all custom level map sizes that I tried.

Anyway, that at least gets rid of one copy-pasted function.
2021-09-06 00:56:48 -07:00
Misa
02b1fedeb1 drawpixeltextbox: Draw remaining horz/vert tile if non-multiple-8
This draws the remaining horizontal/vertical tile just beside the final
corner if the width/height is not a multiple of 8. (It'd be wasteful to
draw it if the width/height was a perfect multiple of 8, and result in
double-drawing translucent pixels if there were any.)

This has an advantage over the previous system of shifting the
horizontal/vertical tiling, in that custom corner textures don't look
weird due to overlapping like this. Now, custom horizontal/vertical
tiles _can_ look weird if they don't completely tile correctly (or if
they have translucent pixels), but that's better than mucking up the
corners.
2021-09-06 00:56:48 -07:00
Misa
1eb3e73c00 drawpixeltextbox: Don't use unneeded variables
`w` and `h` are provided alongside `w2` and `h2`. `w2` and `h2` are in
blocks of 8, while `w` and `h` are in pixels. Therefore, `w2` and `h2`
can just be figured out by diving `w` and `h` by 8.

Also, `xo` and `yo` were used to slide the horizontal/vertical tiling of
the text box a bit into one set of corners, so the horizontal/vertical
tiling wouldn't visibly overlap with the other corners, if using default
textures. This requires hardcoding it for each width/height of text box,
which isn't something that's generalizable. Also, it results in corners
that look weird if the corners have custom textures that don't adhere to
the same shape as default textures.

In the next commit I'll fix the non-multiple-of-8 text box dimensions
differently. Can't do it in this commit or the diff looks weird (at
least with my diff algorithm).
2021-09-06 00:56:48 -07:00
Misa
651cd4b674 Use drawtextbox() to draw text boxes
I have no idea why this perfectly good function was unused in favor of
copy-pasting all of its code.
2021-09-06 00:56:48 -07:00
Misa
fc2de88b03 Use SDL_BlitScaled in ScaleSurface
Why do all this error-prone per-pixel work when you can just use an SDL
function instead?
2021-09-05 20:07:18 -07:00
Misa
77696c0d55 Don't check map.extrarow when opening map
This is just to make sure there aren't any more inconsistencies with
regards to the value of graphics.menuoffset. Can't hurt to be sure.
2021-09-05 17:04:26 -07:00
Misa
edf949bd9c Use resumegamemode to track menu animation
This fixes a bug where the player could bring up the map on the very
first frame of a gamemode(game) animation. This is because the menu
animation checked graphics.menuoffset, but graphics.menuoffset wouldn't
have changed at that point because it only set graphics.resumegamemode.

Instead, just check for graphics.resumegamemode directly. We also need
to assign it to false whenever the map is closed so the player won't be
prevented from using the map screen again.
2021-09-05 16:59:05 -07:00
Misa
da6c524db5 Don't use map.extrarow for menu animations
This fixes all the headaches about map.extrarow having to be the correct
value and which way it should be and whatnot. The latest headache was
the detection that prevent user-initiated menu animations while an
animation was already happening being tripped because
graphics.menuoffset would be 230 (due to closing the menu while being in
a room without a room name), but then going to a room with a room name
would check for 240 instead, and 230 is less than 240. (The numbers are
the wrong way round because I got the ternaries the wrong way round, but
even if the numbers are the correct way round, the bug would still
happen, but it would just be reversed.)

So instead, I've just made it 240 for both. This doesn't change the
duration of the menu animation (because the animation moves in
increments of 25, and 230 / 25 == 240 / 25 under integer division). It
might change the animation slightly, but it was already inconsistent
anyway because map.extrarow was always set to be 1 in custom levels, and
I legitimately would not be able to tell the difference without
recording the animations and nitpicking it frame-by-frame.

Fixes #841.
2021-09-03 17:13:03 -07:00
Misa
727400ff27 Only reset fade booleans when music is actually played
Otherwise, the block that fades existing music out if m_doFadeOutVol is
true will never execute, because m_doFadeOutVol would always be false!
2021-09-03 16:38:34 -07:00
Ethan Lee
aba3a8ee9d Updated .ico 2021-09-03 15:57:16 -04:00
Misa
4339bbadbb Add message when player is kicked out of Super Gravitron
The player gets kicked out of the Super Gravitron if they have
invincibility or slowdown enabled. However, this can be confusing if no
message pops up
( https://steamcommunity.com/app/70300/discussions/0/3039355280230178910/ )
. So I've made it so that a text box will pop up when they get kicked
out.
2021-09-03 12:08:31 -07:00
leo60228
d64608ecaa Correct onground/onroof check 2021-09-02 16:09:06 -07:00
leo60228
72ade2ce49 Only execute flip logic when has_control 2021-09-02 16:09:06 -07:00
leo60228
58098dc748 Only apply flip momentum to player entities on ground/roof 2021-09-02 16:09:06 -07:00
Misa
e30fc4500e gamemode(teleporter): Set gamestate to GAMEMODE
This makes it so gamemode(teleporter) will always do an animation, even
if the game is already in TELEPORTERMODE.

I used this script to test:

    gamemode(teleporter)
    delay(5)
    gamemode(teleporter)
    delay(5)
    gamemode(teleporter)

In 2.2, this script starts the map menu bringing-up animation three
times.

In previous 2.3, this script starts the map menu bringing-up animation
once, but then the next gamemode(teleporter) immediately finishes the
animation, and the third gamemode(teleporter) does nothing.

This commit restores it to 2.2 behavior.
2021-09-02 12:23:17 -07:00
Misa
5b10164659 Prevent user-initiated map menu changes during menu animations
This makes it so it's not even possible to stay on the TELEPORTERMODE
screen by opening the map while it's being brought down. It also makes
it so the map animation is able to be canceled when being brought up
just by opening the map and closing it.

Fixes #833.
2021-09-02 12:21:46 -07:00
Misa
e9ec34e1f5 Call teleporterrenderfixed in TELEPORTERMODE
This restores it to 2.2 behavior, where the cutscene bars timer also
ticked in TELEPORTERMODE. It was a 2.3 regression that the cutscene bars
timer didn't tick there.

This makes it so if you manage to get stuck in TELEPORTERMODE when a
cutscene ends, the cutscene won't be stuck on untilbars() waiting for
the cutscene bars to go away, since the cutscene bars timer now ticks.
2021-09-02 11:46:56 -07:00
leo60228
be2b1564a8
Call FS.syncfs on Emscripten (#838)
Also, add a sync parameter to avoid calling syncfs too often.

Calling syncfs twice in a row is both inefficient and leads to errors
displaying twice. This allows us to bypass it when saving unlock.vvv as
part of savestatsandsettings.
2021-09-02 13:19:51 -04:00
Misa
3c318814a4 Remove EditorData and put its attributes on customlevelclass
This object basically had no reason to exist... it was just more verbose
to use, which really reminded me of Java. Anyway, this is the last thing
named after the editor for no reason when it should be a part of the
customlevelclass, so I moved its attributes to customlevelclass.
2021-09-01 15:30:02 -07:00
Misa
8bff287907 Rename edentity to customentities
This fixes the fact that the name of the singular type is plural, but
the name of the plural array is singular. Which has always annoyed me,
too. Also this makes it more clear that custom entities don't have much
to do with the editor.
2021-09-01 15:30:02 -07:00
Misa
47d01277bf Rename edentities to CustomEntity
That's what it is - it's an entity in a custom level. Not something to
do with the editor, necessarily. Like before, the name of the XML
element will remain the same.
2021-09-01 15:30:02 -07:00