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2975 commits

Author SHA1 Message Date
Ethan Lee
12e8924efc Similar to unmountAssets, avoid printing a message when custom assets don't exist 2021-08-18 16:26:13 -04:00
Misa
bc47b86645 If loaded level assets fail to mount, print message to non-console users
This error case can happen, but if it does, non-console users get an
ERROR page with no further information. So use setLevelDirError if this
failure mode happens. And Menu::errorloadinglevel needs to be changed to
accomodate that.
2021-08-18 10:08:39 -07:00
Misa
124d77c041 Don't use PHYSFS_getRealDir() to check for .zip
Not sure why the original implementation decided to do things this way
instead of snprintf'ing a path to the .zip itself. Otherwise, if the
level is from data.zip, PHYSFS_getRealDir() will return the path of
data.zip, which then fails to mount for separate reasons.
2021-08-18 09:57:55 -07:00
Misa
a1df4c1383 Revert "Fix loading levels that are... uh, just levels."
This reverts commit ea74b93f38.

This is reverted for being a bit of a hack in my opinion.
2021-08-18 09:52:38 -07:00
Misa
0fd4f21710 Remove unused dir string
Since 4154066c26 reduced the memory
footprint, it's now unused.
2021-08-18 09:45:07 -07:00
Misa
b60bfc6bd8 Remove level menu rendering code in NO_CUSTOM_LEVELS builds
Should have been done earlier, imo. But now that we introduce `ed` the
NO_CUSTOM_LEVEL build fails because of it. So just ifdef it out
entirely.
2021-08-18 09:26:14 -07:00
Misa
9b3ae770fb Account for lack of prev/next options if only one page of levels
Otherwise the seventh and eighth levels would be grouped with the return
menu button.

Fixes #826.
2021-08-18 09:17:41 -07:00
Ethan Lee
d50367ac62 When custom assets aren't mounted, unmount should be quiet 2021-08-18 11:02:45 -04:00
Ethan Lee
ea74b93f38 Fix loading levels that are... uh, just levels. 2021-08-18 11:00:26 -04:00
Ethan Lee
4154066c26 Reduce memory footprint in FILESYSTEM_mountAssets 2021-08-18 10:59:50 -04:00
Reese Rivers
1252781a81 Update Credits.h
Use own pseudonym
2021-08-13 20:36:09 -04:00
Reese Rivers
bb1107655d Update CONTRIBUTORS.txt
Use own pseudonym
2021-08-13 20:36:09 -04:00
Misa
aa439bff16 tokenize(): Check all arguments
63a487d20d only checked for the last
argument, not for all arguments.

Fixes #822.
2021-08-12 23:47:03 -04:00
Misa
63a487d20d createentity command: Actually have p1/p2/p3/p4 defaults
Since createentity() started accepting p1/p2/p3/p4 arguments, it now
unconditionally passes in whatever arguments were present there
previously, when there weren't any before.

This can lead to unexpected behavior when selectively using and then
omitting p1/p2/p3/p4 arguments.

Also, plenty of existing levels already only use the 5-argument version
of createentity(). And createcrewman() can take up to 6 arguments at
once. It's not far-fetched that an existing level could createentity()
right after doing a 6-argument createcrewman(), which would lead to a
different behavior than in 2.2 and previous.

So instead, instead of checking if `words[index]` is an empty string (it
only sets the string to be empty if there are enough argument separators
on the line), ACTUALLY check if it's empty. I've added a static array
(no need for it to be exported) that keeps track of this. createentity()
now checks for that instead of `words`.
2021-08-12 00:20:40 -04:00
Misa
87ec35eb45 Cycle tower color if loading level has error
For consistency.
2021-08-12 00:15:33 -04:00
Misa
28e4a155d4 Don't show next/previous page options if only one page
It's possible to get one page of levels by removing all the built-ins,
either by removing them directly from data.zip or by putting files with
the same filenames as them in your level folder that don't contain
nothing.

And hey, there's already a check for if no levels exist at all, so why
not check for this too?
2021-08-12 00:15:21 -04:00
Misa
254cede905 Editor: Play Viridan squeak when entering a script
For consistency.
2021-08-12 00:14:22 -04:00
Misa
71dfbc1860 Allow getting star if more trinkets than level trinkets
Previously, you would only get the trinket completion star if you got
the exact same amount of trinkets as there are custom entity trinkets in
the level file. But if you got more (say, if the level spawned extra
"bonus trinkets"), you wouldn't be able to get the star.

This is true of the custom crewmate case as well, but I've decided to
not change that case, because there are still downsides to the resulting
behavior and it's better to just leave it alone because it's rare for it
to happen anyways.
2021-08-12 00:13:27 -04:00
Misa
448a99ca23 Save showtrinkets to custom level quicksaves
Since custom levels have gained the functionality to show trinkets on
the minimap, it's nice to just save the showtrinkets variable directly
to the save file, without having to make level makers handle it
themselves.
2021-08-12 00:13:05 -04:00
AllyTally
3500888971 Add audiopause(on/off) command
If you have unfocus pause off, and unfocus audio pause off, then this command will go into effect.
When it's set to on, the audio will pause when you unfocus the game. When it's set to off, the
audio will not. This is different from the setting, and gets saved to the save file.
2021-08-11 21:52:11 -04:00
Misa
7699f5aaf1 Display improper zip structure message to non-console users
If a zip file is improperly structured, a message will be displayed when
the player loads the level list.

This will only display the last-displayed improper zip, because there
only needs to be one displayed at a time. Also because doing anything
more would most likely require heap allocation, and I don't want to do
that.
2021-08-10 16:33:52 -04:00
Misa
8dc5d69ef3 Do not close game if custom level has assets issues
It's quite rude to close the game entirely if there is trouble with
assets. Instead, just unload the assets and gracefully return to the
title screen.
2021-08-10 16:33:52 -04:00
Misa
ed9cb4ca6d Add graphics wrapping functions
This will wrap text on-the-fly, since I will be introducing text that
needs to be wrapped whose length we can't know in advance. (Or we can,
but, that'd be stupid.)

I took the algorithm from Dav999's localization branch, but it's not
like it's a complicated algorithm in the first place. Plus I think it
actually handles words that get too long to fit on a single line better
than his localization branch. The only difference is that I removed all
the STL, and made it more memory efficient (unlike his localization
branch, it does not copy the entire string to make a version with
newline separator characters).
2021-08-10 16:33:52 -04:00
Misa
ee02aa0499 Add fallthrough macro
This macro needs to be used because Clang is stupid and doesn't let you
use /* fallthrough */ comments like GCC does. However, if GCC is too old
(as is the case on CentOS 7), then it won't recognize __has_attribute
either.
2021-08-10 16:33:52 -04:00
Misa
3095871683 Add unfocus audio pause option
Some people prefer the 2.2 behavior where unfocusing pauses the game,
but the music still plays. One such person is Trinket9 on the VVVVVV
Discord server, who wanted it that way.

The reason audio pausing was added in the first place was to prevent
desyncing music in levels with cutscenes that synced to music. Rather
than reverting it, let's add this option instead.
2021-08-10 15:26:44 -04:00
Misa
b114be88d5 Disable final color animations if screen effects off
Similar to disabling the elephant flashiness, at least one
photosensitive person has told me the flashy color animation makes their
eyes kind of hurt a little bit. Also it screws up the compression really
badly when they record (especially the green noisy tiles!).

The colors will still cycle, but the individual animations within each
color will be completely static.
2021-08-07 19:22:00 -04:00
Misa
1841f1886a Do not close game if fallback character is missing
It's quite rude to close the game. Especially if the user does not use
the console. They won't know why the game closed.

Instead, just return -1. All usages of font_idx() should be and are
bounds checked anyways. This will result in missing characters, but,
it's not like the characters had a font image in the first place,
otherwise we wouldn't be here. And if the user sees a bunch of
characters missing in their font, they'll probably work out what the
problem is even without having a console. And it's still far better than
abruptly closing the game.

And use WHINE_ONCE to prevent spamming the console.
2021-08-07 13:09:05 -04:00
Misa
3094ddb8f3 Enforce semicolons after usage of WHINE_ONCE
For consistency.

Since WHINE_ONCE ends with a block, the only way to make the compiler
enforce it is to end it with a `do { } while (false)`.
2021-08-07 13:09:05 -04:00
Misa
4a07e98015 Zips: Don't print redundant message if file not found
Let's say you have a zip named LEVELNAME.zip, but the only .vvvvvv file
it contains is NOTLEVELNAME.vvvvvv. This zip would end up printing both
the 'LEVELNAME.vvvvvv is missing' and 'It has .vvvvvv file(s) other than
LEVELNAME.vvvvvv' messages, even though we already know there's
something wrong with the zip, and the 'other level files' message is
redundant, since in this case the problem here is simply just the
.vvvvvv file being named the wrong way.

The 'other level files' message is only intended to be printed when
LEVELNAME.vvvvvv *does* exist, but there's additional .vvvvvv files in
the zip on top of that, so don't print this message if LEVELNAME.vvvvvv
exists.
2021-08-07 13:04:19 -04:00
Misa
8f70cb8667 Fix regression with chunky pixels being the wrong color
Since colors going into FillRect() need to be in BGR format, we need to
use getBGR instead. (Well, actually, it gets passed in RGB, but then at
some point the order gets switched around, and, really, this game's
masks are all over the place, I'm going to fix that in 2.4.)
2021-08-05 22:57:41 -04:00
Misa
45dd7c39b7 Fix cycling title BG more than once per frame
This can happen if you select an option in a menu that (A) returns to
the previous menu and (B) saves settings. If the settings save fails,
this will create another menu on the same frame that cycles the tower BG
after it's already been cycled for that frame. Examples are the slowdown
and glitchrunner menus.

I could fix this by creating a new function that copy-pastes all of
Game::savestatsandsettings_menu() except for the map.nexttowercolour()
at the end. But that's copy-pasting code.

Instead what I've done is added a variable to signal if the color has
already been cycled this frame, so we don't cycle it again. This also
covers cases of possible double-cycling in the future as well.
2021-08-05 21:42:59 -04:00
Misa
b9202dee8b Fix frame flickers when fading during loads/exits
This is because the fade delay did not last long enough.

I was under the mistaken impression that the fade animation lasts for 15
frames. However, this does not account for the fact that the offset of
each fade bar is dependent on RNG, and the worst case scenario is that
they have an offset of 96 pixels (in the opposite direction of the
fade).

The actual fade animation timer accounts for the worst case scenario, so
the fade animation actually lasts for (320 pixels plus 96 pixels is 416
pixels, 416 pixels divided by 24 pixels per frame equals 17.333...
frames, but since the actual timer keeps adding/subtracting 24 pixels
per frame until it passes the 416-pixel threshold, that gets rounded up
to...) 18 frames.

And an extra frame to make it so deltaframe interpolation doesn't
suddenly stop on the last deltaframes before the screen is completely
black.

I also need to draw the screen black on the map screen when glitchrunner
mode is off, if there's a fadeout going on. Else that would introduce
yet another frame flicker.
2021-08-05 19:12:23 -04:00
Misa
90660d67a7 Fix trailing whitespace introduced by lssa
No comment.
2021-08-05 19:12:23 -04:00
lsaa
6c66f7248d
Add in-game timer option (#790) 2021-08-05 17:31:20 -04:00
Misa
6c6d347ccf Always reset player when starting gamemode
This fixes a bug where the player would always be facing right if they
were loading in for the first time. This essentially made them always
ignore the facing direction set in the save file if the facing direction
was leftwards.

The problem is facing direction only gets set in map.resetplayer(), but
if loading in for the first time, that path is never taken (unless you
are loading a main game quicksave that's inside a tower). The solution
is to always reset the player, even after creating them for the first
time.
2021-08-05 17:30:25 -04:00
Misa
0dda1ca5e4 Save stats when setting stat_trinkets
This ensures that if the game crashes afterwards, the new stat_trinkets
value won't be lost.
2021-08-05 17:22:39 -04:00
Misa
e184923667 Don't take editor input when fading out
This fixes being able to re-trigger the fadeout while a fadeout is
already happening. It also fixes being able to enter playtesting during
the fadeout, which means the level now has a fadeout you normally can't
do in actual gameplay.
2021-08-05 17:22:20 -04:00
Misa
48a1c7ee61 Don't lerp when drawing all-sides warp background
There's nothing to interpolate. It moves at one pixel per frame. And
interpolating sometimes results in the box being short by 1 pixel to
cover the whole screen on deltaframes, so if you stand on the right edge
of the screen and have a translucent sprite, it will quickly draw over
itself many times, and it looks glitchy. This commit fixes that bug.
2021-08-05 16:44:44 -04:00
Misa
be69d76f4f Play Viridian squeak when exiting to menu
For consistency.
2021-08-05 14:56:19 -04:00
Misa
243f9b92f8 Split glitchrunner mode into multiple versions
Previously, turning glitchrunner mode on essentially locked you to
emulating 2.0, and turning it off just meant normal 2.3 behavior. But
what if you wanted 2.2 behavior instead? Well, that's what I had to ask
when a TAS of mine would desync in 2.3 because of the two-frame delay
fix (glitchrunner off), but would also desync because of 2.0 warp lines
(glitchrunner on).

What I've done is made it so there are three states to glitchrunner mode
now: 2.0 (previously just the "on" state), 2.2 (previously a state you
couldn't use), and "off". Furthermore, I made it an enum, so in case
future versions of the game patch out more glitches, we can add them to
the enum (and the only other thing we have to update is a lookup table
in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want
to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner
version.
2021-08-05 13:35:21 -04:00
Misa
b09d0c48e4 Play Viridian squeak when pressing Esc in teleporter menu
For consistency, this should be done to match pressing Esc on the map
screen.
2021-08-05 13:33:17 -04:00
Misa
80dda53603 Play Viridian squeak when returning to Super Gravitron
For consistency.
2021-08-05 13:21:02 -04:00
Misa
c0e11d65f2 Play Viridian squeak when returning to Secret Lab
For consistency.
2021-08-05 13:20:51 -04:00
Misa
f3ca4ab2e7 Fix generateBase36 generating more than base 36
Two problems: the fRandom() range was from 0..36, but that's 37
characters, not 36. And the check to sort the lower 26 values into the
Latin alphabet used a 'lesser-than-or-equal-to 26' check, even though
that checks for the range of values of 0..26, which is 27 letters, even
though the alphabet only has 26 letters. So just drop the equals sign
from that check.
2021-08-05 08:58:54 -04:00
Misa
db76735c07 Fix zip structure checks checking for wrong filename
It was checking for .vvv-mnt-temp-XXXXXX/LEVELNAME.vvvvvv instead of
LEVELNAME.vvvvvv. When PhysFS enumerates the folder, it only gives us
LEVELNAME.vvvvvv, and not .vvv-mnt-temp-XXXXXX/LEVELNAME.vvvvvv.
2021-08-05 08:58:23 -04:00
Misa
3ca7b09012 Fix regression: quick stopping changing drawframe
This fixes a regression that desyncs my Nova TAS after re-removing the
1-frame input delay.

Quick stopping is simply holding left/right but for less than 5 frames.
Viridian doesn't decelerate when you let go and they immediately stop in
place. (The code calls this tapping, but "quick stopping" is a better
name because you can immediately counter-strafe to stop yourself from
decelrating in the first place, and that works because of this same
code.)

So, the sequence of events in 2.2 and previous looks like this:

- gameinput()
  - If quick stopping, set vx to 0
- gamerender()
  - Change drawframe depending on vx
- gamelogic()
  - Use drawframe for collision (whyyyyyyyyyyyyyyyyyyyyyyyyyyy)

And now (ignoring the intermediate period where the whole loop order was
wrong), the sequence of events in 2.3 looks like this:

- gamerenderfixed()
  - Change drawframe depending on vx
- gamerender()
- gameinput()
  - If quick stopping, set vx to 0
- gamelogic()
  - Use drawframe for collision (my mind has become numb to pain)

So, this means that all the player movement stuff is completely the
same. Except their drawframe is going to be different.

Unfortunately, I had overlooked that gameinput() sets vx and that
animateentities() (in gamerenderfixed()) checks vx. Although, to be
fair, it's a pretty dumb decision to make collision detection be based
on the actual sprites' pixels themselves, instead of a hitbox, in the
first place, so you'd expect THAT to be the end of the dumb parade. Or
maybe you shouldn't, I don't know.

So, what's the solution?

What I've done here is added duplicates of framedelay, drawframe, and
walkingframe, for collision use only. They get updated in gamelogic(),
after gameinput(), which is after when vx could be set to 0.

I've kept the original framedelay, drawframe, and walkingframe around,
to keep the same visuals as closely as possible.

However, due to the removal of the input delay, whenever you quick stop,
your sprite will be wrong for just 1 frame - because when you let go of
the direction key, the game will set your vx to 0 and the logical
drawframe will update to reflect that, but the previous frame cannot
know in advance that you'll release the key on the next frame, and so
the visual drawframe will assume that you keep holding the key.

Whereas in 2.2 and below, when you release a direction key, the player's
position will only update to reflect that on the next frame, but the
current frame can immediately recognize that and update the drawframe
now, instead of retconning it later.

Basically the visual drawframe assumes that you keep holding the key,
and if you don't, then it takes on the value of the collision drawframe
anyway, so it's okay. And it's only visual, anyway - the collision
drawframe of the next frame (when you release the key) will be the same
as the drawframe of the frame you release the key in 2.2 and below.

But I really don't care to try and fix this for if you re-enable the
input delay because it's minor and it'd be more complicated.
2021-07-28 20:11:16 -04:00
treacherousfiend
f77723d12f Update project generation snippet
The project generation code snippet currently still references SDL2 2.0.10 even though building now requires 2.0.14, just a minor nitpick on my part.
2021-07-25 14:36:51 -04:00
Misa
95ffc3a62b Fix wrong bounds check when colliding with activity zones
I am so stupid.
2021-06-26 15:59:17 -04:00
Misa
88d31ab3b6 Custom levels: only count inbounds trinkets/crew
In the past, people have reported having glitched levels where they
can't get the trinket star or can't complete the level because the
number of trinkets or crewmates is one higher than what can be obtained
in the level.

How did this happen? Well, it turns out that if you place an entity, and
then resize the level to be smaller, that entity still exists. This is
inconsequential for most entities, but if the entity is a trinket or
crewmate, that entity is still counted towards the number of trinkets or
crewmates in the level.

One fix would be to just remove entities whenever the level is
downsized, but then if someone accidentally downsizes the level and
wants to go back, that entity will be gone. Plus, it would be
inconsistent with tiles, because tiles don't get removed when you
downsize the level. Also, it wouldn't fix existing levels where people
have managed to place trinkets or crewmates out of bounds.

So instead, ed.numtrinkets() and ed.numcrewmates() should simply ignore
trinkets and crewmates that are outside the playable area. That way,
levels with glitched trinkets and crewmates can still be completed, and
can still be completed with the trinket star.
2021-06-19 14:01:38 -04:00
Misa
571f6a7098 Re-add playtesting passthrough code block for non-separate interact
This fixes a regression where you're unable to activate activity zones
in in-editor playtesting if your interact button is not separate from
the map button.

When I originally did #743, I didn't have an option to set the bind to
be non-separate, so I removed this logic without adding a
game.separate_interact check. But when I added the option, I overlooked
this code, and so this regression happened. Whoops.
2021-06-18 10:59:43 -04:00