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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 14:38:30 +02:00
Commit Graph

201 Commits

Author SHA1 Message Date
Misa
cfd355bf4d Don't let custom levels tamper with main game save data
Someone being mean could've overwritten the telesaves of unsuspecting
players, or unlocked a bunch of stuff which they shouldn't have for
those players, using things like the telesave() command and gamestates.
To prevent this, return early in Game::savequick(), Game::savetele(),
and Game::unlocknum() if we are in custommode.
2020-03-15 12:29:26 -04:00
Misa
cad0b4fcc4 Do proper error handling inside Screen::ResizeScreen()
Instead of passing the error codes out of the function, just handle the
errors directly as they happen, and fail gracefully if something goes
wrong instead of continuing.
2020-03-13 19:05:56 -04:00
Misa
9175c08763 Don't print useless false error message when toggling fullscreen
Whenever you would press Alt+Enter, or Alt+F, or on macOS Command+Enter,
or on macOS Command+F, or F11, the game would print this useless error
message to console, every single time: "Error: failed: " and it would
concatenate SDL_GetError() after it, but most of the time SDL_GetError()
is blank, so it would print just that.

Instead, what the fullscreen shortcut will now do is check the result of
the relevant SDL functions, BEFORE it decides to print an error message.
And when it DOES print an error message, it will be less vague and will
say instead "Error: toggling fullscreen failed: <output of
SDL_GetError()>".

This means Screen::ResizeScreen() and Screen::toggleFullScreen() are now
int-returning functions. Ideally, every function interfacing with SDL
would return an error code, but that's too much for this simple patch.

Additionally, I took the opportunity to clean up the surrounding
formatting of the code a bit, most notably dedenting the
keypress-clearing stuff by one tab level, converting the
shortcut-handling code to spaces, and removing commented-out code.
2020-03-13 08:40:59 -04:00
Misa
8fa916c55d Make the toggle fullscreen conditional more readable
Each check has been put in its own variable, so the final conditional is
more readable, and the ifdef is no longer right smack in the middle of
an if-statement.

Also the control flow has been changed (the "else" has been removed from
the shortcut-checking conditional) so I could put the variables closer
to the actual conditional itself. I don't think it affects anything,
though.
2020-03-12 21:20:25 -04:00
Misa
e23682615d Allow using F11 and (on macOS) RCmd+Enter/F to toggle fullscreen
This patch allows the use of pressing F11 to toggle fullscreen, as well as
allowing the use of Right Command when using the Command+Enter/F shortcut on
macOS. Apparently Alt+Enter isn't the only shortcut to toggle fullscreen,
Alt+F also works, which I didn't know before.

I'm adding F11 as a shortcut because it's a far more natural shortcut to
toggle fullscreen than this Alt+Enter or Alt+F business, which seems to be a
relic mimicking some other games and some Microsoft stuff?

I'm also adding RCommand+Enter/F because I see no reason not to. If you can
use RAlt on non-macOS, why can't you use RCommand on macOS, too?

I also cleaned up the formatting relating to the shortcut code, and made sure
the closing parenthesis was outside the ifdef so my text editor wouldn't
highlight the parenthesis inside the non-macOS ifdef-branch as a dangling
closing parenthesis, because it assumes the one in the branch above is the
actual closing parenthesis and doesn't parse macros.
2020-03-12 21:20:25 -04:00
AlexApps99
aff0c06458 Fixes #112: Backbuffer is always 32bpp 2020-03-12 10:06:23 -04:00
Misa
c322ae131e Fix unfocusing the game while in fullscreen mode
If you Alt+Tabbed while in fullscreen mode, the game would stay in
fullscreen instead of switching to windowed, but there was a chance it
would EITHER use the same internal resolution which would mismatch the
window resolution (don't know when exactly this happens, but still) and
stay being in an actual windowed mode, OR switch between
fullscreen/windowed every other time you re-focused the window, which is
annoying.

Now, whenever you Alt+Tab in fullscreen, the game will be in windowed
mode, and then when you re-focus it will go back to fullscreen.
Consistently.
2020-03-05 00:22:18 -05:00
Misa
a46d5b126c Write unlock.vvv when pressing Alt+F4
Previously, the only way to guarantee that the game actually saved your
unlock.vvv after changing an option, was to ensure you pressed ACTION on
the "quit game" menu option.

This makes Alt+F4 graceful in that pressing it will also save
unlock.vvv, as it should. Now truly UN-graceful ways of exiting the
game, such as SIGSEGV, SIGABRT, or pkill -9 or pkill -15 will not save
unlock.vvv, as should be the case.
2020-03-04 17:20:42 -05:00
Misa
5a25cad74b Don't draw text outline for roomtext in the editor
Text outline is not drawn on roomtext when you're actually playing the
game, so don't draw the outline in the editor, either.

FIQ mistakenly added text outline to roomtext in
ca9f577fc4.
2020-03-04 15:50:52 -05:00
Misa
b82a8a0925 Fix undefined behavior with left-click logic in editor
There's an if-else chain that first deals with figuring out if there's
an entity where your left-click happened, and to do this it uses
edentat(), which returns a sentinel value of -1 if there is NOT an
entity where your cursor is.

It's very important to check that the value returned ISN'T -1 before you
start indexing the 'edentity' vector, since if you DO index it with that
-1, it'll result in Undefined Behavior because you're doing an
out-of-bounds array access.

Now, here's what the if-else chain looked like before:

    if(tmp==-1 && ed.free(ed.tilex,ed.tiley)==0)
    {
        ...
    }
    else if(edentity[tmp].t==1)

The bug here is very subtle but it was an easy oversight. Basically, if
'ed.free' ended up not being zero, control flow would jump to the next
"else if" over, which then ends up asking for the -1th index of
'edentity', which is Undefined Behavior.

This undefined behavior has now resulted in a crash on my system after
TerryCavanagh/VVVVVV#172, due it shuffling things around juuuuust enough
such that this UB would end up resulting in a segfault instead of
chugging along and working fine. For me and my system, this meant that
if my first left-click in the editor upon opening the game was me
placing down a tile and not placing down an entity, the game would
crash. But, it would be fine if I first placed down an entity and then
afterwards placed down tiles, because it's UB.

And I'm almost certain this was the cause of the very strange bug where
you couldn't hold down left-click for the foreground-placing tool (but
you COULD for the background-placing tool) that seemed to occur most
often on Windows (TerryCavanagh/VVVVVV#25).

The solution to this is to stick in another conditional in the tree
before any indexing occurs, such that there's no way any other
conditionals with the indexing in the conditional tree could end up
being hit. In summary, the if-else chain looks like this now:

    if(tmp==-1 && ed.free(ed.tilex,ed.tiley)==0)
    {
        ...
    }
    else if(tmp == -1)
    {
        //Important! Do nothing, or else Undefined Behavior will happen
    }
    else if(edentity[tmp].t==1)
2020-03-02 08:22:08 -05:00
Misa
8d44d9387b Refactor edentities to not use separate length-trackers
This turns the array 'edentity' into a proper vector, and removes the need to
use a separate length-tracking variable and manually keep track of the actual
amount of edentities in the level by using the long-winded
'EditorData::GetInstance().numedentities'. This manual tracking was more
error-prone and much less maintainable.

editorclass::naddedentity() has been removed due to now functionally being the
same as editorclass::addedentity() (there's no more
'EditorData::GetInstance().numedentities' to not increment) and for also being
unused in the first place.

editorclass::copyedentity() has been removed because it was only used to shift
the rest of the edentities up manually, but now that we let C++ do all the
hard work it's no longer necessary.
2020-03-01 15:47:01 -05:00
Misa
a4d7fc017c Refactor roomtext to not use ad-hoc objects / separate length trackers
This refactors the roomtext code to (1) not use ad-hoc objects and (2)
not use a separate length-tracking variable to keep track of the actual
amount of roomtext in a room.

What I mean by ad-hoc object is, instead of formally creating a
fully-fledged struct or class and storing one vector containing that
object, this game instead hacks together an object by storing each
attribute of an object in different vectors.

In the case of roomtext, instead of making a Roomtext object that has
attributes 'x', 'y', and 'text', the 'text' attribute of each is stored
in the vector 'roomtext', the 'x' attribute of each is stored in the
vector 'roomtextx', and the 'y' attribute of each is stored in the
vector 'roomtexty'. It's only an object in the sense that you can grab
the attributes of each roomtext by using the same index across all three
vectors.

This makes it somewhat annoying to maintain and deal with, like when I
wanted add sub-tile positions to roomtext in VVVVVV: Community Edition.
Instead of being able to add attributes to an already-existing
formalized Roomtext object, I would instead have to add two more
vectors, which is inelegant. Or I could refactor the whole system, which
is what I decided to do instead.

Furthermore, this removes the separate length-tracking variable
'roomtextnumlines', which makes the code much more easy to maintain and
deal with, as the amount of roomtext is naturally tracked by C++ instead
of us having to keep track of the actual amount of roomtext manually.
2020-02-29 23:02:52 -05:00
Misa
f7e71bd668 Fix left-clicking on script boxes
You can now left-click on script boxes in order to change their script.
2020-02-21 18:15:26 -05:00
Misa
ea8053303d Initialize x to 0 in ss_toi()
This fixes a source of undefined behavior, where the int returned by
ss_toi() would be random garbage memory if the string passed into it
would be empty. That's because if the string is empty, there are no
characters to parse, so nothing simply gets put into x.

The easiest way to pass an empty string in to ss_toi() would be to use
script commands with empty arguments.
2020-02-20 00:05:55 -05:00
Ethan Lee
0531ee9b19 SDL_Init after FILESYSTEM_init, for gamecontrollerdb.txt 2020-02-19 12:44:36 -05:00
Misa
e18dd195ba Fix typo: "quiting" (one T) to "quitting" (two Ts) 2020-02-17 13:17:36 -05:00
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
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
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
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