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121 commits

Author SHA1 Message Date
Misa
1be398319c Make commands, sb, and hooklist not use separate length-trackers
This is a refactor that turns the script-related arrays `ed.sb`, and
`ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was
just misused). The code handling these vectors now looks more like idiomatic
C++ than sloppily-pasted pseudo-ActionScript. This removes the variables
`script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too.

This reduces the amount of code needed to e.g. simply remove something from
any of these vectors. Previously the code had to manually shift the rest of
the elements down one-by-one, and doing it manually is definitely error-prone
and tedious.

But now we can just use fancy functions like `std::vector::erase()` and
`std::remove()` to do it all in one line!

Don't worry, I checked and `std::remove()` is in the C++ standard since at least
1998.

This patch makes it so the `commands` vector gets cleared when
`scriptclass::load()` is ran. Previously, the `commands` vector never actually
properly got cleared, so there could potentially be glitches that rely on the
game indexing past the bounds set by `scriptlength` but still in-bounds in the
eyes of C++, and people could potentially rely on such an exploit...

However, I checked, and I'm pretty sure that no such glitch previously existed
at all, because the only times the vector gets indexed are when `scriptlength`
is either being incremented after starting from 0 (`add()`) or when it's
underneath a `position < scriptlength` conditional.

Furthermore, I'm unaware of anyone who has actually found or used such an
exploit, and I've been in the custom level community for 6 years.

So I think it's fine.
2020-03-24 20:20:53 -04:00
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
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
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
Info Teddy
4be6d58b82 Reset warp directions when exiting playtesting
This fixes a bug where if warpdir() was used during in-editor
playtesting, the changed warp direction would persist even when leaving
playtesting.

This would be very annoying to correct back every time you playtested
and warpdir() was used, so I've added some kludge to store the actual
warp direction of each room when entering playtesting, and then set the
warp directions back when leaving playtesting.
2020-01-30 22:15:45 -05:00
Info Teddy
47ebbf15ab Don't redraw H/V warp BG if gotorooming to same room in customs
This has two benefits:
 (1) The game uses less resources when it is asked to gotoroom to the
     same room because it is no longer redrawing the warp background
     every single frame, which is very wasteful.
 (2) The warp background no longer freezes or flickers if the player is
     standing inside a gotoroom script box (which calls gotoroom every
     frame or every other frame, because every time the gotoroom happens
     the script box gets reloaded).
2020-01-27 14:46:11 -08:00
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
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
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
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
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
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
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
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
Ethan Lee
f85622b7e9 Fix warning emitted by GCC 4.8 2020-01-12 03:56:39 -05:00
Info Teddy
441955de5f Fix hardreset() not resetting all 100 slots in (custom)collect (#36) 2020-01-11 02:14:39 -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
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00