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605 commits

Author SHA1 Message Date
Fredrik Ljungdahl
757fd49283 Draw editor entities according to ingame order
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.
2020-01-26 22:22:10 -05:00
Info Teddy
7f3d16801c Remove from M&P the room data of Final Level/Lab/Overworld/Tower
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).
2020-01-26 12:29:20 -05:00
Fredrik Ljungdahl
3697487f47 Fix minor issue with respawning into a tower
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.
2020-01-25 23:30:29 -05:00
Info Teddy
b79f0daa5f Move y-position assignment into its most intended branch
This is a code style fix.
2020-01-25 23:29:37 -05:00
Info Teddy
2709de9cf0 Make fast path using FillRect() when opaque
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.
2020-01-25 23:29:37 -05:00
Info Teddy
2f85c2a8dc Draw room names with text outline
This makes it easier to see if you have a translucent room name
background.
2020-01-25 23:29:37 -05:00
Info Teddy
df83c2d494 Add an accessibility option to be able to see through the roomname
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.
2020-01-25 23:29:37 -05:00
Info Teddy
c49ae404af Convert roomname background to a surface, then draw that
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.
2020-01-25 23:29:37 -05:00
Info Teddy
f6fa8dd84c De-duplicate the roomname printing code in the editor
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.
2020-01-25 23:29:37 -05:00
Fredrik Ljungdahl
4ea4a1e615 Move skipblocks default setting to obj.init() 2020-01-24 20:28:15 -05:00
Fredrik Ljungdahl
9296547feb Fix tower quicksave bug (only appeared in some builds)
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.
2020-01-24 20:28:15 -05:00
Fredrik Ljungdahl
2ec1106741 Fix level editor not using LoadTiXmlDocument 2020-01-24 16:45:18 -05:00
Fredrik Ljungdahl
5862af4445 Add a null terminator to loaded TinyXML files (#117)
* Add a null terminator to loaded TinyXML files

The TinyXML parse() function expect a C-like string, including terminator.
When xml loading was changed, it loaded the file, but included no such thing.
Thus, we load the file, then reallocate the memory so that we can insert a
null terminator to it, before passing it to parse().

* Tweak TinyXML file loading

Instead of first loading the file content into memory, then reallocate it
to add a null pointer, add an argument to the file load function for whether
to append a null terminator or not, defaulting to false. It still returns the
length without the null pointer in case a length ptr is passed.
2020-01-24 15:35:46 -05:00
Dav999-v
3dee27db7b Remove superfluous whitespace in entity XML data in level files (#119)
An earlier change caused TinyXml to prettyprint specifically the
contents of entities (script names and roomtext) a bit more than
before in level files, and added an unusually high amount of whitespace
(particularly, it added an empty line to every entity). This happens
because, for some reason, an empty string is explicitly being added
when creating an entity XML element. The line is so mysterious it feels
like it probably somehow solved a nasty bug long ago and shouldn't be
touched, but it was probably just a mistake, and with all that
whitespace it doesn't look good.
2020-01-24 14:25:21 -05:00
Stelpjo
09af7c2b5f Added an apostrophe to 'controllers' in game options 2020-01-24 12:26:21 -05:00
Info Teddy
a02d776b00 Make foundtrinket() be accurate in custommode
Previously, if it was called in a custom level, it would say "out of
Twenty" no matter what, even if the level had zero trinkets. This commit
fixes that.
2020-01-23 10:00:26 -05:00
Info Teddy
37507c147f Abstract UtilityClass::number() to be more generic
Previously, it was a hardcoded list going up to fifty.

This time, it's less hardcoded. Most of the time, it will take a number,
find out its tens-place word, find out its ones-place word, and combine
the two together. There are special cases for the teens, and the numbers
zero through nine, and one hundred.

Also, now if it is given a negative value, it will just return "???"
instead.

If there are more than one hundred it will still say "Lots".
2020-01-23 10:00:26 -05:00
Info Teddy
cd7cc317b5 Up the trinkets/crewmates limit to 100
2.2 will handle this just fine, because there are 100 slots allocated
for trinkets and crewmates, and it will save and load all 100 slots just
fine. Except, it only resets the first 20 slots when starting a level
from the beginning, but that's minor and already fixed in 2.3 anyway.

This commit makes it so you can now place up to one hundred trinkets and
crewmates in the editor.
2020-01-23 10:00:26 -05:00
Terry Cavanagh
782ce95d11
Merge pull request #115 from FredrIQ/master
Make the level editor use font outlines
2020-01-23 14:59:53 +01:00
Fredrik Ljungdahl
76792e652a Don't outline entity directions (looks odd and can never be hard to see) 2020-01-23 14:53:35 +01:00
Info Teddy
e8fd134a43 Fix X and Y coordinates getting reversed in editorclass::reset()
When editorclass::reset() was resetting the contents of the level
previously, it was mixing up the X and Y bounds. The Y bound was
supposed to be 30*maxheight, and the X bound was supposed to be
40*maxwidth. Instead, it took 30*maxwidth as its Y bound and
40*maxheight as its X bound.

Then, when it actually indexes the contents vector to set each tile to
0, it used 30*maxwidth instead of 40*maxwidth.

The difference between width and height is a bit hard to spot, but one
thing you can do to remember the difference is to remember the fact that
X corresponds with width, and Y corresponds with height. Also, rooms are
40 by 30 tiles, and so X (and therefore width) should correspond with
40, and Y (and therefore height) should correspond with 30.

As a result of mixing up the variables, whenever you played a 20x20 map,
quit the level and then started making a new 20x20 map, the tiles of the
last four rows of the previous map would persist, from y=16 (1-indexed)
all the way to y=20 (1-indexed).

I don't recall anyone ever running into this bug before, which is a bit
strange. But if no one truly has ever ran into this bug before, then I'm
genuinely surprised.

While working on the patch to fix the enemy type room property of each
room not getting reset, and testing the fix, I noticed that for some
reason some contents of the previous level I played in order to test the
enemy type property persisting was ALSO persisting alongside the enemy
type property.

Then I read the code and when I realized that the X and Y bounds were
getting mixed up I groaned. Very loudly.
2020-01-23 08:42:35 -05:00
Info Teddy
8e9970d619 Reset enemy type in editorclass::reset()
This fixes a bug where if you loaded a level, then started making a new
level in the editor, the enemy types from the previous level would
persist.

While working on VVVVVV: Community Edition and adding a new room
property for enemy speed, I noticed that enemy type was not getting
reset at all. After some testing, I confirmed that this was the case. So
this bug is fixed now.
2020-01-23 08:39:55 -05:00
Fredrik Ljungdahl
ca9f577fc4 Make the level editor use font outlines for text appropriately 2020-01-23 14:23:56 +01:00
Info Teddy
f9525020bb Call nexttowercolour() when exiting to menu
This fixes a bug where you could get mismatched text and background
colors on the menu screen by being in the Tower and exiting at a certain
time. The background when mismatched will always be red, which seems to
have something to do with the fact that when you enter the Tower the
game always sets the background to be red. I could get a quick repro
setup going by starting in the checkpoint in Teleporter Divot, then
quickly entering the Tower, exiting, then re-entering, then pressing Esc
and quitting - all done very quickly.

The important thing about this mismatch is that it's only temporary, and
will be corrected when you press ACTION and the color of the text and
background in the menu both change at the same time, which is what
map.nexttowercolour() does. So all I do is simply call that function
when exiting to the menu, and it will fix the color mismatch.
2020-01-22 20:26:54 -05:00
Info Teddy
cb642ec506 Don't quick fade when using niceplay()
Earlier in 53950e14de65a54d9369c5183a16337782d3dc4e, I made playing a
song while a song was already fading quickly fade out the current song,
but then added an exception for if the fade came from the musicfadeout()
command. This commit adds another exception for if the fade came from
niceplay(), since otherwise the music transitions between areas in the
game would go too quick.
2020-01-22 20:26:16 -05:00
Info Teddy
bff9b850b7 Reset game.pausescript in hardreset()
This fixes an issue where you could softlock the game if you exited
playtesting mode by pressing Esc while a "- Press ACTION to advance text
-" prompt was onscreen, then re-entered playtesting and then started any
script.

The "- Press ACTION to advance text -" prompt is most directly
controlled by game.advancetext, but when it appears game.pausescript is
usually set as well. You need to have both variables on at the same time
in order to press ACTION. If only advancetext is on, then you won't be
able to flip but can still move around, but if only pausescript is on,
then the game softlocks because the only way you can turn pausescript
off is by pressing ACTION, but the game will only let you press ACTION
if *both* advancetext and pausescript are on.
2020-01-22 20:25:54 -05:00
Info Teddy
90cab340f1 Copy the backBuffer to the tempBuffer in towerrender()
This fixes a bug where bringing up the pause screen while in a tower
would draw the room you entered BEFORE the tower during the time it took
for the pause screen to be brought up or down.
2020-01-22 09:56:19 -05:00
Info Teddy
9f6a60c298 Reset cutscene bar position in hardreset()
This fixes a bug in the editor where if you had cutscene bars active
while exiting playtesting, when you re-entered playtesting, the bars
would do their closing animation even though they should be already
gone.
2020-01-22 07:47:15 -05:00
Info Teddy
31efc9b3ce Fix out-of-bounds array access in findstartpoint()
Out-of-bounds array access is Undefined Behavior, which means Bad
Things.

In this particular case, it was indexing an array by using the
`testeditor` variable. Which is fine, except it was indexing that array
*in a conditional that only happens if `testeditor` is -1*. So it was
indexing an array at position -1, which is Out of Bounds and is Not
Good.
2020-01-22 07:46:46 -05:00
Info Teddy
794ef29638 Fix bug with displaying translucent pixels incorrectly
For a long time, VVVVVV has had an issue where if you used custom
graphics with translucent pixels (i.e. pixels whose opacity was neither
0% nor 100%, but somewhere between 0% and 100%), those pixels would end
up looking very ugly. They seemed to be overlaid on top of some weird
blue color, instead of actually being translucent.

This bug only occurred when in-game and not in towermode. So, most of
the time, basically. The translucent pixels only displayed properly
inside the Tower, both minitowers, and the editor (when not
playtesting).

I traced this down to the use of the magic number 0xDEADBEEF in
Graphics::drawmap() and Graphics::drawfinalmap(). Looks like someone had
fun finding a color. Was it you, simoroth? Anyway, I've changed it so it
simply uses 0 instead. Note that this magic number needs to be changed
for BOTH FillRect() and OverlaySurfaceKeyed(), or else the game's
background will be some random solid color instead of actually being
drawn properly.
2020-01-21 23:33:33 -05:00
Info Teddy
14ba07f22c Don't play squeak twice when entering quickloadlevel 2020-01-20 15:33:31 -05:00
Info Teddy
2c2acc93e6 Reset Direct Mode in editorclass::reset()
There's a long-standing issue where the Direct Mode status of the loaded
custom map in memory never resets properly. So if you load a level with
a certain layout of Direct Mode rooms, that same layout will be
preserved if you start making a new level in the editor. This commit
fixes that issue.
2020-01-19 21:46:52 -08:00
Info Teddy
916f182ce6 Set ed.keydelay when backspacing an empty line
Similar to 2ebccbc3e9, there's also a
long-standing bug where if you backspace an empty line (and this time,
the line IS actually already empty, not merely
emptied-earlier-in-the-frame), the game will quickly delete more blank
lines if there are any above the blank line you deleted. Again, this is
annoying too, if you so happen to need to use lots of blank lines.

To fix this, it's simple - just set ed.keydelay to 6 when the game
backspaces an empty line. Then it won't be so trigger-happy in deleting
blank lines.
2020-01-19 08:37:14 -05:00
Info Teddy
2687090ac2 Fix frame-ordering backspacing empty line bug in script editor
There is a long-standing bug with the script editor where if you delete
the last character of a line, it IMMEDIATELY deletes the line you're on,
and then moves your cursor back to the previous line. This is annoying,
to say the least.

The reason for this is that, in the sequence of events that happens in
one frame (known as frame ordering), the code that backspaces one
character from the line when you press Backspace is ran BEFORE the code
to remove an empty line if you backspace it is ran. The former is
located in key.Poll(), and the latter is located in editorinput().

Thus, when you press Backspace, the game first runs key.Poll(), sees
that you've pressed Backspace, and dutifully removes the last character
from a line. The line is now empty. Then, when the game gets around to
the "Are you pressing Backspace on an empty line?" check in
editorinput(), it thinks that you're pressing Backspace on an empty
line, and then does the usual line-removing stuff.

And actually, when it does the check in editorinput(), it ACTUALLY asks
"Are you pressing Backspace on THIS frame and was the line empty LAST
frame?" because it's checking against its own copy of the input buffer,
before copying the input buffer to its own local copy. So the problem
only happens if you press and hold Backspace for more than 1 frame.
It's a small consolation prize for this annoyance, getting to
tap-tap-tap Backspace in the hopes that you only press it for 1 frame,
while in the middle of something more important to do like, oh I don't
know, writing a script.

So there are two potential solutions here:

 (1) Just change the frame ordering around.

     This is risky to say the least, because I'm not sure what behavior
     depends on exactly which frame order. It's not like it's key.Poll()
     and then IMMEDIATELY afterwards editorinput() is run, it's more
     like key.Poll(), some things that obviously depend on key.Poll()
     running before them, and THEN editorinput(). Also, editorinput() is
     only one possible thing that could be ran afterwards, on the next
     frame we could be running something else entirely instead.

 (2) Add a kludge variable to signal when the line is ALREADY empty so
     the game doesn't re-check the already-empty line and conclude that
     you're already immediately backspacing an empty line.

I went with (2) for this commit, and I've added the kludge variable
key.linealreadyemptykludge.

However, that by itself isn't enough to fix it. It only adds about a
frame or so of delay before the game goes right back to saying "Oh,
you're ALREADY somehow pressing backspace again? I'll just delete this
line real quick" and the behavior is basically the same as before,
except now you have to hit Backspace for TWO frames or less instead of
one in order to not have it happen.

What we need is to have a delay set as well, when the game deletes the
last line of a char. So I set ed.keydelay to 6 as well if editorinput()
sses that key.linealreadyemptykludge is on.
2020-01-19 08:37:14 -05:00
Info Teddy
b1d6b7f395 Fix off-by-one in script editor letting you type on a nonexistent line
For a long time, the script editor has had a bug where it would let you
put the cursor on a nonexistent script line, which would APPEAR to be
the last line of the script... but in reality, it WASN'T the last line
of the script, and in fact, the ACTUAL last line was the line ABOVE the
script.

So, if you typed anything on this nonexistent line, it would appear to
get erased when exiting the script. Thus, people have (erroneously)
misdiagnosed this as the script editor somehow being trigger-happy and
erasing lines when it shouldn't be, when in reality it should've have
let you gone onto that line in the first place!
2020-01-19 00:33:20 -05:00
Ethan Lee
134a0f1070 Fix invincibility/slowdown cursor positions when exiting those menus 2020-01-17 22:14:29 -05:00
Ethan Lee
9eebbc542e Load gamecontrollerdb.txt if available 2020-01-17 12:43:42 -05:00
Ethan Lee
6e9712f113 Add text outline as an accessibility option 2020-01-17 12:37:53 -05:00
Terry Cavanagh
4fb9bfbd7e
Merge pull request #92 from InfoTeddy/general-bug-fixes
Don't render "[Press ENTER to return to editor]" if "- Press ACTION to advance text -" is also being rendered
2020-01-17 14:18:47 +01:00
TerryCavanagh
b3bc8d565c Found another dumb comment, removed
see b0ffdf0153
2020-01-17 13:47:34 +01:00
Info Teddy
a6d427501c Don't render press ENTER to return to editor if advancetext is on
This prevents a visual clash that can happen if both are on and there
are no cutscene bars.
2020-01-16 23:33:12 -08:00
Ethan Lee
2aa4aa5f8a Integrate dynamic list sizes for credited patrons, add CONTRIBUTORS to credits
(Also added myself to the credits, only took 6 years to not be lazy about it)
2020-01-16 20:14:56 -05:00
TerryCavanagh
adde99dfe6 Re-added the mouse cursor (reverted https://github.com/TerryCavanagh/VVVVVV/pull/15)
Hiding the mouse cursor does makes sense in a lot of situations I agree, but it's very much a preference thing, and I don't see a good reason to change the original behavour. Some people (i.e. me) don't like cursors disappearing in windowed mode when you move the cursor over the screen, but most importantly, it makes the editor much less pleasant to use (since you're relying on the 30fps editor cursor box).

I'd be happy to support, say, a setting that allowed you to disable the mouse cursor, or even a 15 second time-out which makes the cursor disappear if not moved (and reappear once moved), but just having it off by default feels wrong to me.
2020-01-16 14:47:37 +01:00
Terry Cavanagh
ede2456af4
Merge pull request #71 from InfoTeddy/general-improvements
Re-add the font outline from the Flash and mobile versions
2020-01-16 14:40:11 +01:00
Terry Cavanagh
5b32446d50
Merge pull request #89 from InfoTeddy/typo-fixes
Correct capitalization of song names
2020-01-16 14:38:31 +01:00
TerryCavanagh
b0ffdf0153 Removed a dumb word I used in a comment
Yikes. Somebody brought this to my attention, I didn't even remember that I'd written it. "Spa" or "Spastic" is kind of a south park esque slang term that used to be pretty common in Ireland, which I used without even thinking about it. It's definitely not something I would say anymore, 10 years on, and it's something I shouldn't have said at the time either. I'm sorry :(

(somebody on twitter was asking me about how much cleaning up of the source code I did before launching this. I think this commit kinda answers that)
2020-01-16 14:31:01 +01:00
Info Teddy
3247d3be41 Correct capitalization of song names
This corrects things like "Passion for exploring" and "Passion For
Exploring" to be "Passion for Exploring".
2020-01-15 22:05:37 -08:00
Info Teddy
4e952450d5 Prevent the game from thinking horizontal warp lines are cyan crewmates (#87)
* Add entity type attribute checks to getcrewman()

This means that the game is no longer able to target other non-crewmate
entities when it looks for a crewmate.

This has actually happened in practice. A command like
position(cyan,above) could position the text box above a horizontal warp
line instead of the intended crewmate.

This is because getcrewman() previously only checked the rule attributes
of entities, and if their rule happened to be 6 or 7. Usually this
corresponds with crewmates being unflipped or flipped, respectively.

But warp lines' rules overlap with rules 6 and 7. If a warp line is
vertical, its rule is 5, and if it is horizontal, its rule is 7.

Now, usually, this wouldn't be an issue, but getcrewman() does a color
check as well. And for cyan, that is color 0. However, if an entity
doesn't use a color, it just defaults to color 0. So, getcrewman() found
an entity with a rule of 7 and a color of 0. This must mean it's a cyan
crewmate! But, well, it's actually just a horizontal warp line.

This commit prevents the above from happening.
2020-01-15 23:55:53 -05:00
Info Teddy
37a1482bb3 Fix warpdir() doing wrong BG with warp dir 0 in current room
If you're in the room being targeted when a `warpdir()` command is run,
and it sets the warp direction to none (warp dir 0), and if you're in a
Lab or Warp Zone room, the background will be set to the wrong one,
because it will always set the background to the stars-going-left
background, instead of setting it to the Lab background or the
stars-going-up background.

However, this is only a visual glitch, and is a temporary one, because
if you manage to trigger a `gotoroom()` on the room, it will get set to
its proper background.

This commit makes it so if you're in a Lab room, the background gets set
to the Lab background, and if you're in a Warp Zone room, the background
gets set to the stars-going-up background.
2020-01-15 21:57:41 -05:00
Info Teddy
5b2962fde0 Properly reset roomdeaths and roomdeathsfinal in hardreset
There are three map-related vectors that need to be reset in hardreset:
`map.roomdeaths`, `map.roomdeathsfinal`, and `map.explored`. All three
of these vectors use the concatenated rows system, whereby each room is
given a room number, calculated by doing X + Y*20, and this becomes
their index in each vector.

There's a double-nested for-loop to handle resetting all of these, where
the outer for-loop iterates over the Y-axis and the inner for-loop
iterates over the X-axis, but only `map.explored` is properly reset.
That's because it's the only vector that properly indexes using X +
Y*20. The other vectors reset using X, so previously, only the first row
of `map.roomdeaths` and `map.roomdeathsfinal` got reset, corresponding
with only the first row of rooms in both Dimension VVVVVV and Outside
Dimension VVVVVV getting reset.

This commit makes sure that both get reset properly.
2020-01-15 20:48:04 -05:00
Info Teddy
921e288ebe Correct Warp Zone's area name from "Warpzone" to "Warp Zone"
This is the name that gets displayed in your save file.
2020-01-15 20:29:30 -05:00
Info Teddy
52470eecbf Fix "Exausted?" typo in roomname
This name is the roomname of (7,17) (0-indexed) in the Lab.
2020-01-15 04:23:17 -08:00
Info Teddy
10ed0058fd Fix the flipgravity() internal command (#78)
There are two main problems with flipgravity():
 1. It doesn't work for an already-flipped crewmate.
 2. It doesn't work on the player.

This commit addresses both of those issues.
2020-01-14 08:51:33 -05:00
Ethan Lee
6a0ee21082 Untested Haiku port? 2020-01-13 23:31:14 -05:00
Info Teddy
17585c4602 Fix mute button not working at all
Whoops, looks like I forgot to test that I didn't break the mute button
completely in my previous pull request.
2020-01-13 23:15:24 -05:00
Info Teddy
fa075010c8 Fix being able to set lower custom level score
For reference, here is the list of scores for a custom level:
 0 - not played
 1 - finished
 2 - all trinkets
 3 - finished, all trinkets

Previously, you could've played a level and finished it and set a score
of 3. Then you could re-play the entire level, but manage to only get a
score of 1, i.e. only finished but not with all trinkets. Then your
score for that level would get set back to 1, which basically nullifies
the time you spent playing that level and getting all of the trinkets.

This commit makes it so your new score will get set only if it is higher
than the previous one.
2020-01-13 21:02:40 -05:00
Info Teddy
01ad6cf1a1 Disable muting in the script editor
This disables being able to press M to mute while editing a script in
the script editor. It also disables it in the script list, too, but I'm
hoping no one thinks that's an issue, because I personally don't think
it is.
2020-01-13 20:19:09 -05:00
Info Teddy
e0b80cf0b5 Don't deactive tele prompt when dying
This fixes a bug where if you died after activating a teleporter prompt
and then respawned in the same room as the teleporter, the teleporter
prompt would go away. Which would be very annoying if you wanted to, you
know, teleport.

You don't even have to R-press to make this happen. "Level Complete!"
and Energize are two teleporter rooms in the main game that have hazards
in them.

I see no reason to set game.activetele to false when dying. For one, it
gets set to false during a gotorom anyway. For another, I couldn't get
the game to activate the teleport prompt in a room without a teleporter
in my testing, mostly because when you touch a teleporter, your
checkpoint is set to that teleporter, so you can't R-press to go to
another room and carry over the teleport prompt.
2020-01-13 20:00:10 -05:00
Info Teddy
406e1b70d6 Re-add the font outline from the Flash/mobile versions
This uncomments the code for the font outline. Now, you will see the
font outline on text that had it in the Flash version, most notably "-
Press ENTER to Teleport -" and the time trial overlay text.

This also fixes a problem with the commented code, where un-centered
text didn't outline properly.
2020-01-13 16:22:26 -08:00
Info Teddy
b8e611a3bf Destroy duplicate player entities during gotoroom
The game makes sure that the player entity is never destroyed, but in
doing so, it doesn't destroy any duplicate player entities that might
have been created via strange means e.g. a custom level doing a
createentity with t=0.

Duplicate player entities are, in a sense, not the "real" player entity.
For one, they can take damage and die, but when they do they'll still be
stuck inside the hazard, which can result in a softlock. For another,
their position isn't updated when going between rooms. It's better to
just destroy them when we can.
2020-01-13 18:18:44 -05:00
Ethan Lee
0c27ec8e58 int32_t > int 2020-01-13 11:27:16 -05:00
Ethan Lee
4b24206294 This is a wild guess but I think I assigned init at some point 2020-01-13 11:25:54 -05:00
Ethan Lee
c1fb67707d Loose typedef 2020-01-13 11:18:25 -05:00
Ethan Lee
9758290cf3 Add support for multiple Network backends, stub in GOGNetwork 2020-01-13 11:15:22 -05:00
Allison Fleischer
0de8a9bdc7 Fix a stray "seperate"
tbh this word is very easy to misspell
2020-01-13 00:54:38 -08:00
Info Teddy
5419e822d8 Stop the game from freezing if we play a song during a fadeout (#61) 2020-01-12 22:33:58 -05:00
Info Teddy
c2ac1dc7d2 Add an accessibility option to toggle the fake loading screen (#63) 2020-01-12 20:45:44 -05:00
Marvin Scholz
f1f5acc552 Simplify initializations
This is similar to what was reverted in 3011911 but this time should use
syntax available even before C++11, tested on Clang with
`-std=c++98 -Wall -pedantic`.
2020-01-12 12:34:41 -05:00
Ethan Lee
ec23e4a540 Make sure all PhysFS calls are after init! 2020-01-12 10:52:42 -05:00
Info Teddy
3e9bd3aaac Fix scaling editor mouse coords properly in stretch mode
Now your cursor will properly align with the editor's cursor if you're
in stretch mode.

Closes #27.
2020-01-12 10:52:14 -05:00
Dav999-v
facc34d86c Replace 2 remaining TinyXml LoadFile()s by FILESYSTEM_loadTiXmlDocument 2020-01-12 10:44:11 -05:00
Dav999-v
b884b7e4e9 Replace TiXmlDocument load and save functions by PHYSFS
The TinyXml functions to load and save files don't properly support
unicode file paths on Windows, so in order to support that properly, I
saw no other option than to do the actual loading and saving via PHYSFS
(or to use the Windows API on Windows and retain doc.LoadFile and
doc.SaveFile on other OSes, but that'd be more complicated and
unnecessary, we already have PHYSFS, right?).

There are two new functions in FileSystemUtils:
bool FILESYSTEM_saveTiXmlDocument(const char *name, TiXmlDocument *doc)
bool FILESYSTEM_loadTiXmlDocument(const char *name, TiXmlDocument *doc)

Any instances of doc.SaveFile(<FULL_PATH>) have been replaced by
FILESYSTEM_saveTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc), where
<FULL_PATH> included the full path to the saves or levels directory,
and <VVVVVV_FOLDER_PATH> only includes the path relative to the VVVVVV
directory.
When loading a document, a TiXmlDocument used to be created with a full
path in its constructor and doc.LoadFile() would then be called, now a
TiXmlDocument is constructed with no path name and
FILESYSTEM_loadTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc) is called.
2020-01-12 10:44:11 -05:00
Dav999-v
ddaa5e13c8 Use wide-char Windows API functions on Windows
There's now a thin layer of UTF-16 around the WinAPI functions to get
the path to the Documents folder and to create a new directory, so that
account usernames with non-ASCII characters do not result in no VVVVVV
folder being created or used.
2020-01-12 10:44:11 -05:00
Marvin Scholz
64fd50be6f Simplify std::vector initializations
Resizing the vector does the same thing that the loops did, it changes
the size for the vector and initializes it with default-constructed
elements (or 0 or its equivalent for POD types).

Where a specific value is needed, it is set with the second
parameter of resize().
2020-01-12 10:29:17 -05:00
Marvin Scholz
882da7de28 Use SDL_HasIntersection for UtilityClass::intersects 2020-01-12 10:25:22 -05:00
Ethan Lee
f85622b7e9 Fix warning emitted by GCC 4.8 2020-01-12 03:56:39 -05:00
Ethan Lee
57edcf8e27 Sneaky tabbing fix 2020-01-11 22:54:12 -05:00
leo60228
acfc8c2861 Support symbolic links 2020-01-11 21:33:11 -05:00
Keith Stellyes
9af73a27f7 UtilityClass::number impl a bit cleaner 2020-01-11 20:17:15 -05:00
Ethan Lee
ec070a1156 Use NULL instead of nullptr 2020-01-11 11:33:36 -05:00
Ethan Lee
4ef74e837a Invert the ifdef mess for getOSDirectory 2020-01-11 11:29:07 -05:00
Ethan Lee
a977f49725 Use RPATH for lib folder, use PHYSFS_getBaseDir on all platforms.
The next official VVVVVV build removes 32-bit Linux (like all my other games),
and I need to get rid of the shell script on macOS at some point, so this
basically brings it up to what my other games are doing. Plus, this probably
fixes a bug where someone tries to run their executable away from the root...
2020-01-11 11:23:49 -05:00
Rémi Verschelde
a83e83ca1b Fix warnings raised by GCC 8 2020-01-11 08:53:32 -05:00
Info Teddy
441955de5f Fix hardreset() not resetting all 100 slots in (custom)collect (#36) 2020-01-11 02:14:39 -05:00
Charlie
f0b931e02a
Merge branch 'master' into quick-fixes 2020-01-11 05:31:47 +00:00
Brian Callahan
8aebead754 Add OpenBSD support 2020-01-11 00:25:31 -05:00
Charlie Bruce
3011911f80 Revert C++11 code to older standard for improved compatibility 2020-01-11 05:18:29 +00:00
Daniel Lee
66716fef37 small indentation correction to match surrounding code 2020-01-10 22:41:15 -05:00
Daniel Lee
4ebf7926f2 fix Victoria typo "scentists" in the Secret Lab 2020-01-10 22:41:15 -05:00
Daniel Lee
03205987f7 some small menu fixes
- Return in Unlock Play Modes goes to Game Options instead of the main menu
- changing some Graphics Options settings no longer plays two menu select sounds, which was really loud :(
- Return in Game Pad Options plays the menu select sound
- turning off Screen Effects plays the menu select sound
2020-01-10 22:41:15 -05:00
viri
5829007bed fix uninitialized member vars everywhere
also fix a spelling error of 'forground' in the graphics class buffer
2020-01-10 21:06:59 -05:00
Elliott Saltar
525e868399 Correct "seperately" to "separately" 2020-01-10 20:46:25 -05:00
Rémi Verschelde
a9b1ff737c FS: Use PHYSFS_getPrefDir on Linux/FreeBSD too
Follow-up to #19 which did the change for macOS.
It appears to work as expected on Linux too.

Tested on a distro where XDG_DATA_HOME is undefined by default,
and `PHYSFS_getPrefDir` also resolves to `~/.local/share/VVVVVV/`.
The first organization parameter is unused on Linux and macOS.
2020-01-10 18:57:11 -05:00
Marvin Scholz
06c6de9433 Use PHYSFS_readBytes instead of deprecated PHYSFS_read 2020-01-10 18:41:22 -05:00
Marvin Scholz
5c9c7297ed Do not use deprecated PHYSFS_getUserDir on macOS
Instead use PHYSFS_getPrefDir which does the same than the manual
concatenation done before. The organization name argument is required
but is not used on macOS.
2020-01-10 18:41:22 -05:00
Moonchild
146cdde217 Hide mouse cursor in game window 2020-01-10 17:27:08 -05:00
Ethan Lee
cb3640e505 Merge for CONTRIBUTORS.txt 2020-01-10 17:11:00 -05:00
Emmanuel Vadot
90decede25 FreeBSD: Add workaround for libsteam
Steam isn't supported on FreeBSD so add a workaround.

Signed-off-by: Emmanuel Vadot <manu@freebsd.org>
2020-01-10 17:08:38 -05:00
Emmanuel Vadot
699d8c4590 FreeBSD: Use the same path as Linux
Since FreeBSD is unix based we also use the concept of $HOME.
Use the same include and code as Linux.

Signed-off-by: Emmanuel Vadot <manu@freebsd.org>
2020-01-10 17:08:38 -05:00
Moonchild
f012f7c8b5 add myself to the contributors file, fix formatting 2020-01-10 15:07:29 -07:00
Moonchild
19339af706 avoid segfault with bad, missing, or corrupted audio 2020-01-10 14:56:21 -07:00
Christoph Böhmwalder
3a961310ca actually return an error when data.zip is missing
We should return an error code when we can't find data.zip, just letting
the program crash is a little crude.
2020-01-10 16:21:32 -05:00
Ethan Lee
3b66877287 Extra newline in data.zip message 2020-01-10 14:00:45 -05:00
Ethan Lee
ec51ee7016 Messagebox on missing data.zip 2020-01-10 13:59:34 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00