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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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().
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.").
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".
(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.
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.
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.
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.
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.
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.
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).
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.
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.
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).
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.
FillRect() is similar enough to memset when blending isn't used, so the
game will take a fast path drawing the roomname background when the
background is opaque.
This is the variable dwgfx.translucentroomname and <translucentroomname>
in unlock.vvv.
This lets you see through the black background of the roomname at the
bottom of the screen, i.e. it makes the roomname background translucent.
So you can see if someone decides to hide pesky spikes there.
The roomname background used to just be a simple SDL_Rect that was drawn
using SDL_FillRect with a color of 0. Unfortunately, it seems that you
cannot use transparent colors with SDL_FillRect, it just defaults to
being fully opaque. However, you CAN draw surfaces with translucency,
which seems like the easiest thing to do. But the first step is to
convert the roomname background to an SDL_Surface.
This replaces the FillRect()s with SDL_BlitSurface() in the three places
roomnames are drawn: in towerrender, in gamerender, and in editorrender.
For some reason, there are two lines that have been copy-pasted the
exact same way and in the exact same place, namely being at the end of
each branch of the if-else conditional, which makes them be executed no
matter what. If they're going to be executed no matter what, we might as
well make it clearer and take those two lines out of each branch.
I ran the game through Valgrind to catch various issues.
One thing caught my attention -- map.resumedelay. This is
used by The Tower/etc to add a delay before the game is
resumed (probably for camera controls delaying it) for
spawning the player. This variable was uninitialized. Notably,
if I explicitly set it to 592851 or similar, it reproduces the
bug, even if I cannot reproduce it with my typical compilation
flags. So fixing this by initializing it to 0, alongside some
other Valgrind warnings, should fix the problem entirely.