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110 commits

Author SHA1 Message Date
Misa
49fbe18d34 Make sure sprite colors in the editor don't update more than 30 FPS
This adds Graphics::crewcolourreal(), which is like the
entityclass::crewcolour() that the editor already uses, except for the
real color instead of the color ID. Also, editorclass now has an
attribute `entcolreal` so enemy colors don't update more than 30 frames
a second.
2020-06-19 09:05:48 -04:00
Misa
9256b4da56 Smoothly interpolate "[Press ENTER to return to editor]" fadeout
Now it'll be real smooth at 60 FPS. Or above. Or whichever one you want
above 30.
2020-06-19 09:05:48 -04:00
Misa
ca9f44c3b8 Smoothly interpolate editor notedelay
This makes editor notes fade out smoothly. And even though the notedelay
only gets decremented by one every editor-frame (the editor runs at
1000/24 FPS fixed-timestep here), it actually gets multiplied by 4, so a
floating-point interpolated value would make a difference here.
2020-06-19 09:05:48 -04:00
Misa
66ac035576 Move all-sides warp background update code to logic functions
Otherwise it'll go by really fast and rapidly pulsate. To the point
where it seems like it would be an epilepsy trigger, although I
wouldn't know anything about epilepsy other than that it's bad.
2020-06-19 09:05:48 -04:00
Misa
118401f17e Move tower background update code to logic functions
Otherwise it'll go really really quickly, which is not good.
2020-06-19 09:05:48 -04:00
Misa
921960d23a Move vertical warp background updating to Graphics::updatebackground()
Otherwise it will zoom by pretty quickly.
2020-06-19 09:05:48 -04:00
Misa
c9c55d0c8b Move horizontal warp background to Graphics::updatebackground()
This is so the background doesn't NYOOOOM past at light speed. Although
for a game set in space like VVVVVV, light speed ain't bad.

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

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

I added a comment to both FILESYSTEM_unmountasset()s to make sure anyone
reading the code is aware of the frame order dependency.
2020-06-17 06:02:26 -04:00
Misa
f9dfae0144 Hardcode fix for next-line </edentity>
This is really awful, but there's not much we can do.

TinyXML-2 no matter what will never stop on newlines, so without
changing the XML parser, this is the best we can do - just remove the
"\n            " (that's a linefeed plus exactly 12 spaces) if it
appears at the end of the contents of an edentity tag.

Also a giant comment for good measure.
2020-06-16 21:44:57 -04:00
Misa
bc9f21d7f8 Revert "Fix loading levels saved with 2.2 or earlier"
This reverts commit c2c0644453.

The correct solution for this wasn't to set the whitespace mode to
COLLAPSE_WHITESPACE.
2020-06-16 21:44:57 -04:00
leo60228
a99e976402 Support hex entities in metadata 2020-06-15 20:32:10 -04:00
Misa
5195299e65 Fix indexing out-of-bounds via an entity's drawframe
I tracked down all the functions that took in an entity's drawframe and
made sure that no matter what value an entity's drawframe was, the game
would never segfault.
2020-06-13 22:31:12 -04:00
AllyTally
5c80a4c25e Remove another header initialization 2020-06-12 19:11:48 -04:00
AllyTally
eb52657c23 Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.

[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-12 19:11:48 -04:00
Misa
c2c0644453 Fix loading levels saved with 2.2 or earlier
2.2 and earlier had this god-awful thing where it put the closing tag of
an edentity onto the next line, and then kept the indentation the same.
This requires parsing the XML in an extremely specific way (i.e.
ignoring the whitespace) so the newline and indentation isn't taken as
part of the actual contents of the tag.

2.3 removed this awful whitespace entirely to make it easier on parsers.
When I tested #270, I tested against a 2.3 re-save of Dimension Open and
diffed the two, because I thought testing against the original version
of the level would result in a bunch of noise I didn't want due to the
whitespace change. Well, I did exactly what I intended, and ended up
ignoring the whitespace change so much that levels saved in this stupid
format ended up getting broken.

Luckily, we can just tell TinyXML-2 to parse a document exactly like how
TinyXML-1 would've parsed it, by supplying the COLLAPSE_WHITESPACE enum
to it (by default it's on PRESERVE_WHITESPACE).
2020-06-12 16:01:26 -04:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
89a8623a46 Convert editorclass::save() to TinyXML2
I tested this one, too. But it seems to be fine as well.
2020-06-12 15:08:29 -04:00
Misa
cfacc7a2dc Convert editorclass::load() to TinyXML2
Ok, it's a bit of a more complicated structure, but it seems to load
fine. I decided to test this one.
2020-06-12 15:08:29 -04:00
Misa
8edf2f0ac6 Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.

This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.

Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.

To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-11 22:13:52 -04:00
Fussmatte
aaa25c7b47 Fixed some custom asset bugs, added .zip level loading
Main game would retain custom level assets, now fixed. Also, custom fonts load properly. Finally, levels can be stored as a zip and placed in the levels folder, with the .vvvvvv file at the root of the zip and custom asset folders (graphics, sounds etc) also at the root.
2020-06-03 15:35:39 -04:00
Dav999-v
3bb4eefaff Fix editor unexpectedly quitting after failed save-and-quit
Also simplified away the success variable.
2020-06-02 09:46:42 -04:00
Dav999-v
ae45391ec0 Add editor saving/loading error messages
Previously, the editor would always say it saved or loaded a level,
even if it was not successful. For example, because a file to load does
not exist, a file to save has illegal characters in its name or the
name is too long to be stored. Now failure is reported. Also, when
quitting the editor and saving before quitting is unsuccessful, the
editor will abort quitting.
2020-06-02 09:46:42 -04:00
Ethan Lee
f422d02dcd Minor visual cleanup of endsWith 2020-05-31 19:43:21 -04:00
Matt Aaldenberg
b217fec3aa
Per-level custom asset loading functionality (#262) 2020-05-31 19:31:02 -04:00
Misa
9205421090 Clean up editorclass externs into one location
Again, like the previous commit, it should just be put in the header
file of its respective class instead of being a mess everywhere.
2020-05-22 09:46:12 -04:00
Misa
3a5dd5a616 Clean up all scriptclass externs into one location
I have the feeling that none of the devs understood what extern did, and
they kind of just sprinkled it everywhere until things started working.
But like all other classes, it should just be one line in the class's
respective header file, and shouldn't be so messy.
2020-05-22 09:46:12 -04:00
Misa
4301a70f2d Remove unnecessary middleman ed.swapmap
When the game loads a room in a custom level, previously it would load
the tilemap of that room into ed.swapmap, and then mapclass::loadlevel()
would manually go through each element in ed.swapmap to set each tile in
`contents`. Why do that, when you can just return the vector from
editorclass::loadlevel() and set it directly? ed.swapmap is really
unnecessary.
2020-05-21 23:28:15 -04:00
Misa
4d0e1549a5 Allow crewmate to be cyan when initially placing it down
For some reason, the only way to get a cyan crewmate is by cycling
through an already-existing crewmate by keeping left-clicking on it.
This is because when you cycle through crewmate colors, the allowed
colors are 0-5, but when you place down a crewmate, it picks a random
color from 1-5, which seems to be a bit consistent.

So placing and cycling a crewmate now use the same color ranges.
2020-05-19 21:38:28 -04:00
Misa
38a25b985e Fix a copy-paste error in getLevelMetaData()
Whoops.
2020-05-08 08:14:55 -04:00
Misa
28db7038fc Merge drawtowerbackgroundsolo() into drawtowerbackground()
It's less code being copied and pasted, especially since for my
over-30-FPS patch I would have to make a separate function for each if
both of them were still there, but if they're unified into one then I
will only have to make one more function.

And since map.scrolldir is now used outside of GAMEMODE, we'll need to
reset it in hardreset() and when exiting playtesting.
2020-04-29 18:08:13 -04:00
Misa
f33cbfbe62 Fix editor menu being drawn on top of editor with BGs disabled
Previously, if you had backgrounds disabled in accessibility options,
and went to the editor and opened up the editor menu, it would be drawn
straight on top of what was already there in the editor instead of being
drawn on top of black. So now it's drawn on top of black.
2020-04-29 14:25:39 -04:00
Misa
585ff51ec6 Call hardreset() when returning to menu from editor
During testing, I made a cursed level that set the flash timer to
precisely 1,000,000 frames. It turns out that if I activated the timer
in playtesting, exited playtesting, and exited the editor without ever
re-entering playtesting, the timer still kept going. So to prevent being
able to do that, we should hardreset() when exiting the editor.
2020-04-27 15:07:58 -04:00
Misa
94edfcf87e Only render screen effects on the title screen and in-game
In-game because that's where screen effects are used the most. But on
the title screen, screen effects are used when you press ACTION to start
the game, and when you enable screen effects, too.

Otherwise, we don't need screen effects for any other game-gamestate.
2020-04-27 15:07:58 -04:00
Misa
857937326e Put screen effects render handling inside a function
This de-duplicates the screen effects rendering code by putting it
inside a function, Graphics::renderwithscreeneffects(), and using that
instead of copy-pasted code.
2020-04-27 15:07:58 -04:00
Misa
0e082551b1 De-duplicate screen effects timer decrementing
The code to decrement the timers for flashing and shaking is now handled
outside the game-gamestate case-switch, instead of having to be
duplicated inside each render function.

As a bonus, I made it so the timer decrements even if screen effects are
disabled. This is to prevent any theoretical situation where the timer
can "pile up" due to disabled screen effects not letting it tick down.
2020-04-27 15:07:58 -04:00
Misa
dc2adea8ee Improve ed_settings Esc press handling
This fixes being able to rack up a large amount of stack frames by
pressing Esc repeatedly in the editor, which would be a problem if you
were to then return to the main menu afterwards.

Instead, if Menu::ed_settings is already in the stack, the game will
simply return to that menu instead of creating it. Else, it will just
create the menu.

Also, as extra attention to detail, I made sure that the menu create or
return only happens if Esc opens the settings menu, and not when Esc is
closes it.
2020-04-26 08:15:30 -04:00
Misa
98e33fca9e Fix editor menu options going back to editor not using returnmenu()
Instead of directly using Game::createmenu(Menu::ed_settings), we should
be using Game::returnmenu() here, so the stack frames don't keep piling
up.
2020-04-26 08:15:30 -04:00
Misa
9fca3e111f Improve quit-to-menu menu handling
This stabilizes the code that handles the menu that you land on if you
press Esc and quit to the menu.

Instead of using Game::returnmenu(), we now use the new function
Game::returntomenu() to clearly express intent that we want to return to
a specific menu. So I've added another kludge variable
Game::wasinintermission for the was-in-intermission case.

Also, I made it so that if you didn't have a main game telesave or
quicksave, you just get brought back to the main menu. Because you
shouldn't be able to go to the play menu without a quicksave or
telesave.
2020-04-26 08:15:30 -04:00
Misa
9c4c76f609 Optimize editorclass::getLevelMetaData()
Now whenever it looks at a level file, it NOT parse the entire XML
document, which is a huge slowdown. Loading levels should be really
quick now.
2020-04-17 19:14:44 -04:00
Misa
9aeb9ad739 Add tag finder functions
To find each individual tag quickly, to optimize levels list loading.

I opted to not read the tags <Created>, <Modified>, and <Modifiers> as
they're actually pretty useless.

Also I've added a tag finder for <MetaData> but it's not meant to be
used directly, it's only used to check that the tag exists.
2020-04-17 19:14:44 -04:00
Misa
b4f56d39d7 Add find_tag()
This simply finds a given tag in a buffer and returns what's inside that
tag, making sure to parse XML entities and such.
2020-04-17 19:14:44 -04:00
Misa
a28f68968c Add replace_all()
This is just a function that will be used in the optimized tag-finding
function.
2020-04-17 19:14:44 -04:00
Misa
e909515f3d Don't go to main menu when exiting to menu
This also replaces some createmenu()s with returnmenu()s as needed even
when said createmenu()s already didn't go to the main menu.

Now when you exit the level editor, you'll be selecting the "level
editor" option in "play levels", and if you exit from a level you'll
still be selecting that level in the levels list.

Furthermore, regardless of what you're exiting, your cursor position
will be remembered.
2020-04-17 15:41:48 -04:00
Misa
4d9c834a13 Change gamestate ints to their enum names
This is to make it easier to read, so I don't have to reference Enums.h
if I want to know what they are referring to.
2020-04-17 15:41:48 -04:00
Misa
9e99246e02 Turn game.currentmenuname "else-if"s into case-switches
Much more stylistic, you don't need to repeat "game.currentmenuname" for
each case, and you don't need to deal with the dangling first "if" that
doesn't have an "else".
2020-04-17 15:41:48 -04:00
Misa
e8a07f9c3d Convert menu names to be an enum instead of being stringly-typed
Stringly-typed things are bad, because if you make a typo when typing
out a string, it's not caught at compile-time. And in the case of this
menu system, you'd have to do an excessive amount of testing to uncover
any bugs caused by a typo. Why do that when you can just use an enum and
catch compile-time errors instead?

Also, you can't use switch-case statements on stringly-typed variables.

So every menu name is now in the enum Menu::MenuName, but you can simply
refer to a menu name by just prefixing it with Menu::.

Unfortunately, I've had to change the "continue" menu name to be
"continuemenu", because "continue" is a keyword in C and C++. Also, it
looks like "timetrialcomplete4" is an unused menu name, even though it
was referenced in Render.cpp.
2020-04-17 15:41:48 -04:00