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187 commits

Author SHA1 Message Date
Misa
0c1f756af8 Switch over to using SDL_GetTicks64()
SDL_GetTicks64() is a function that got added in SDL 2.0.18, which is
just an SDL_GetTicks() without a value that wraps every ~49 days,
instead wrapping after the sun explodes and kills us all. Oh sorry,
didn't mean to get existential.

For now, put this behind an SDL_VERSION_ATLEAST guard, which will be
removed when SDL 2.0.18 officially releases and we can update to it.
2021-11-01 11:37:50 -07:00
Ally
f3786a8e3f
Add setactivityposition(x,y), add new textbox color transparent (#847)
* Add `setactivityposition(x,y)`, add new textbox color `transparent`

This commit adds a new internal command as a part of the visual activity zone changes I've been making.
This one allows the user to reposition the activity zone to anywhere on the screen.
In addition, this commit adds the textbox color `transparent`, which just sets r, g and b to 0.
rgb(0, 0, 0) normally creates the color black, however in VVVVVV textboxes, it makes the background
of them invisible, and makes the text the off-white color which the game uses elsewhere.

* add new variables to hardreset

* Fix unwanted text centering; offset position by 16, 4

It makes sense for `setactivityposition(0, 0)` to place the activity zone in the default position,
so the x has been offset by 16, and the y has been offset by 4.

Text was being automatically centered, meaning any activity zone which wasn't centered had misplaced text.
This has been fixed by calculating the center manually, and offsetting it by the passed value.
2021-10-13 15:38:51 -07:00
Misa
38b2213745 Rename number to number_words
This is to clarify that it returns the word forms of numbers, not
numbers themselves.
2021-09-25 15:08:13 -07:00
Misa
ffe53746bc Rename textbox to textboxes and textbox line to lines
It's really dumb that these array names aren't plural when they should
be, because they contain more than one thing.
2021-09-12 21:06:27 -07:00
Misa
a7ae3e0fb0 Remove scmmoveme
So, I ended up breaking supercrewmate spawning with that roomchange
refactor. However, upon investigating how to fix it, I was running into
a weird interpolation issue due to scmmoveme, as well as the companion
spawning in the ground in "Very Good". And I was wondering why I or no
one else ended up running into them.

Well, as it turns out, scmmoveme ends up doing absolutely nothing. There
are only two instances where scmmoveme is used. The first is if you
respawn in "Very Good", and somehow have your scmprogress set to that
room. But that's impossible, because whenever you respawn, your
scmprogress is always set to the one after the room you respawn in. Even
if you respawned in the room previous to "Very Good" (which is "Don't
Get Ahead of Yourself!"), it still wouldn't work, since the logic always
kicks in when a gotoroom happens, and not only when a supercrewmate is
actually spawned. Since the scmprogress doesn't match, that case never
gets triggered, and we get to the second time scmmoveme is used, which
is in the catch-all case that always executes.

This second instance... also does nothing, because since we just
respawned, and our scmprogress got set to the room ahead of us, there is
no supercrewmate on screen. Then getscm() returns 0, and the player is
always indice 0, so the only thing we end up doing is setting the
player's x-position to their own x-position. Brilliant.

Anyway, this code results in interpolation issues and the supercrewmate
spawning in the ground on "Very Good" if you die, when my fix is
applied, because my fix moves this logic around to a different frame
order, and that actually ends up making scmmoveme no longer dead code.

So to recap: we have dead code, which looks like it does something, but
doesn't. But if you move it around in a certain way, it ends up having
harmful effects. One of the joys of working on this game...

It's also hilarious that it gets saved to the save file. Why? The only
time this variable is true, it is for literally less than a frame,
because it always gets set to false, because you always respawn using a
gotoroom whenever the supercrewmate dies, because you never respawn in
the same room as a supercrewmate, because Intermission 1 was
deliberately designed that way (else you'd keep continually dying since
the supercrewmate wouldn't move out of the way).
2021-09-11 22:23:47 -07:00
Misa
c64fd89325 Untabify every single file
YOLO.

This is a repeat of #642. As before, I just did

    rg -l '\t' | xargs -n 1 sed -i -e 's/\t/    /g'

inside the desktop_version/ folder.
2021-09-06 18:56:39 -07:00
Misa
b3f437fe55 Rename respawncolour to savecolour
Since it's a variable like saverx/savery/savex/savey, it should be
renamed to savecolour and placed with all of them.
2021-09-06 18:28:28 -07:00
Misa
8e61a04937 Add changerespawncolour() script command
This command simply changes the color that the player respawns with upon
death. The respawn color also persists through custom save files.

Closes #830.
2021-09-06 16:11:19 -07:00
Misa
e30fc4500e gamemode(teleporter): Set gamestate to GAMEMODE
This makes it so gamemode(teleporter) will always do an animation, even
if the game is already in TELEPORTERMODE.

I used this script to test:

    gamemode(teleporter)
    delay(5)
    gamemode(teleporter)
    delay(5)
    gamemode(teleporter)

In 2.2, this script starts the map menu bringing-up animation three
times.

In previous 2.3, this script starts the map menu bringing-up animation
once, but then the next gamemode(teleporter) immediately finishes the
animation, and the third gamemode(teleporter) does nothing.

This commit restores it to 2.2 behavior.
2021-09-02 12:23:17 -07:00
Misa
5b10164659 Prevent user-initiated map menu changes during menu animations
This makes it so it's not even possible to stay on the TELEPORTERMODE
screen by opening the map while it's being brought down. It also makes
it so the map animation is able to be canceled when being brought up
just by opening the map and closing it.

Fixes #833.
2021-09-02 12:21:46 -07:00
Misa
3c30d9b7f0 Rename cl.level to cl.roomproperties
I mean, that's what they are. Room properties are within a level, not a
level themselves. So...
2021-09-01 15:30:02 -07:00
Misa
d549a535e0 Rename edlevelclass to RoomProperty
That's what edlevelclass is... so that's what it should be named. (Also
removes that "ed", too, making this less coupled to the in-game editor.)

Unfortunately, for compatibility reasons, the name of the XML element
will still remain the same.
2021-09-01 15:30:02 -07:00
Misa
a23014350f Move all editor-specific attributes to a new editorclass
This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.

Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
2021-09-01 15:30:02 -07:00
Misa
3e380e23fb Rename editor.h to CustomLevels.h
This accompanies the editor.cpp -> CustomLevels.cpp change; I'll be
splitting out the editor functions in the next commit. The name of the
include guard has been changed as well, but not anything else.
2021-09-01 15:30:02 -07:00
Misa
96539f891c Replace all print calls with vlog calls
This is pretty straight-forward to do.
2021-09-01 14:34:55 -07:00
Ally
64be7dbd53
Refactor colors in internal commands
Originally this started as a "deduplicate a bunch of duplicated code in script commands" PR,
but as I was working on that, I discovered there's a lot more that needs to be done than
just deduplication.
Anything which needs a crewmate entity now calls `getcrewmanfromname(name)`, and anything which
just needs the crewmate's color calls `getcolorfromname(name)`. This was done to make sure that
everything works consistently and no copy/pasting is required. Next is the fallback; instead of
giving up and doing various things when it can't find a specific color, it now attempts to treat
the color name as an ID, and if it can't then it returns -1, where each individual command handles
that return value. This means we can keep around AEM -- a bug used in custom levels -- by not
doing anything with the return value if it's -1.

Also, for some reason, there were two `crewcolour` functions, so I stripped out the one in
entityclass and left (and modified) the one in the graphics class, since the graphics class also
has the `crewcolourreal` function.
2021-08-31 15:09:51 -07:00
AllyTally
1c34dc2533 Reset new variables in hardreset 2021-08-31 11:17:00 -07:00
AllyTally
656941202a Fix formatting and add an INBOUNDS_VEC
If `setactivitytext` was the last line in a script,
the command would index the vector out of bounds.

I also modified the formatting to keep consistent
with the rest of the codebase.
2021-08-31 11:17:00 -07:00
AllyTally
b15e25f106 Add setactivitycolour(colour) and setactivitytext() commands
These commands will change the colour and text of the next
activity zone that gets spawned. `setactivitycolour` takes all
textbox colors, and `setactivitytext` will take the text on
the next line. These commands were designed this way
to avoid breaking forwards compatibility.
2021-08-31 11:17:00 -07:00
AllyTally
0685cade69 Change the text of custom activity zones
When an activity zone is spawned through the
use of `createactivityzone`, and `i` is 35,
then it'll change the activity zone text to
"Press ENTER to interact".
2021-08-31 11:17:00 -07:00
Misa
c97b28f238 Don't hardcode destroy() arguments in loadcustom()
Otherwise, the new arguments to destroy(), which are 'moving' and
'disappear', would be thrown away by the simplified parser. Let's create
less work for ourselves to do and simply not have a hardcoded list of
allowed arguments for destroy() in the parser.
2021-08-31 09:26:39 -07:00
Misa
08971b3311 Fix destroy(platforms), implement under different names
destroy(platforms) has been bugged since 2.0. The problem with it is
that it removes the platform entity, but doesn't remove its block. This
results in essentially turning the platorm invisible and stopping it
from moving.

This error should be fixed, but some levels (including my own) rely on
the invisible platform trick. So instead, the fixed version will be
implemented under a different name, destroy(moving).

There's also another problem with destroy(platforms), which is that the
name is misleading and it doesn't additionally destroy disappearing
platforms. I would also fix this, but in order to not run the risk of
breakage, it will have to be implemented under a different name, too. So
this will be destroy(disappear). As an added benefit, it's also more
granular to have platform-destroying functions under different names
than it is to consolidate them under the same name.
2021-08-31 09:26:39 -07:00
Misa
7a598f5811 Move roomchange off of Game
The purpose of this variable was to keep track of if gamelogic() called
map.gotoroom() at any point during its execution. So map.gotoroom()
always unconditionally set it to true, and then gamelogic() would check
it later.

Well, there's no need to put that in a global variable and do it like
that! It makes it less clear when you do that.

So what I've done instead is made a temporary macro wrapper around
map.gotoroom() that also sets roomchange to true. I've also made it so
any attempt to use map.gotoroom() directly results in failure (and since
then using map.gotoroom() in the wrapper macro would also fail, I've had
to make a gotoroom wrapper function around map.gotoroom() so the wrapper
macro itself doesn't fail).
2021-08-31 09:25:47 -07:00
Misa
48cddf57a6 Reset obj.customscript in hardreset()
This prevents yet another place where stale level data from one level
could have affected another level...
2021-08-31 07:55:40 -07:00
Misa
fd4415317d Replace Gravitron RNG with seeded Xoshiro
This is to make it so RNG is deterministic when played back with the
same inputs in a libTAS movie even if screen effects or backgrounds are
disabled.

That way, Gravitron RNG is on its own system (seeded in hardreset()),
separate from the constant fRandom() calls that go to visual systems and
don't do anything of actual consequence.

The seed is based off of SDL_GetTicks(), so RTA runners don't get the
same Gravitron RNG every time. This also paves the way for a future
in-built input-based recording system, which now only has to save the
seed for a given recording in order for it to play back
deterministically.
2021-08-27 12:28:35 -07:00
Misa
c591b79daf Reset words array in hardreset()
Otherwise, levels could leave stale arguments in the array, and then the
behavior of another level loaded right after might end up being
different because of that.
2021-08-25 11:12:23 -07:00
Misa
749a885d9a Actually finally fix createentity default args
Third time's the charm.

The fundamental problem with the previous attempts was that they ended
up saying arguments existed due to stale `words` anyway. So to actually
know if an argument exists or not, we need to assign to `argexists` _as_
we parse the line.

And make sure to take care of that last argument too.

Also I thoroughly tested this this time around. I'm done pulling my hair
out over this.
2021-08-22 22:47:47 -07:00
Misa
52918ba510 Increment total flips for flip tokens and flipgravity(player)
They flip the player, they should count towards total flips like gravity
lines do.
2021-08-22 20:39:05 -07:00
Misa
8329afc6df Replace main game music with music area map
The main game used a set of copy-pasted code to set the music of each
area. There WAS some redundancy built-in, but only three rooms in each
direction from the entrance of a zone.

Given this, it's completely possible for players to mismatch the music
of the area and level. In fact, it's easy to do it even on accident,
especially since 2.3 now lets you quicksave and quit during cutscenes.
Just play a cutscene that has Pause music, then quicksave, quit, and
reload. Also some other accidental ways that I've forgotten about.

To fix this, I've done what mapclass has and made an areamap. Except for
music. This map is the map of the track number of every single room,
except for three special cases: -1 for do nothing and don't change music
(usually because multiple different tracks can be played in this room),
-2 for Tower music (needs to be track 2 or 9 depending on Flip Mode),
and -3 for the start of Space Station 2 (track 1 in time trials, track 4
otherwise).

I've thoroughly tested this areamap by playing through the game and
entering every single room. Additionally I've also thoroughly tested all
special cases (entering the Ship through the teleporter or main
entrance, using the Ship's jukebox, the Tower in Flip Mode and regular
mode, and the start of Space Station 2 in time trial and in regular
mode).

Closes #449.
2021-08-22 20:35:06 -07:00
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
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
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
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
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
Terry Cavanagh
b07d92ac44
Merge pull request #776 from InfoTeddy/general-bug-fixes-6
Explore all rooms when entering Secret Lab
2021-06-12 22:33:37 +10:30
Misa
6dd01495f3 Explore all rooms when entering Secret Lab
If you enter the Secret Lab from the title screen, all rooms will be
explored. However, if you enter the Secret Lab via the Secret Lab
entrance cutscene (epilogue), not all rooms will be explored, which is
inconsistent.

To do this, just do an SDL_memset() for the entersecretlab script
command.
2021-06-11 23:51:48 -07:00
Misa
d404986e6f Use memset to give 20 trinkets and explore all rooms
SDL_memset() conveys intent better and is snappier than using a
for-loop. Also, using SDL_memset() to explore all rooms is more
future-proof, in case the size of map.explored were to change in the
future, and it's more conducive to optimization.

However, the `i` variable has to be explicitly set because it was
previously used here, but it's much better that it's explicitly set here
rather than being subtlely hidden in the inner for-loop initialization.
2021-06-11 23:51:37 -07:00
Misa
6767249558 Prevent losing level data with rollcredits
When rollcredits is ran during in-editor playtesting, all unsaved data
is lost. To prevent this, just return to the editor if rollcredits is
ran, with a note saying "Rolled credits".
2021-06-11 15:30:29 -07:00
Misa
9f603ea3fe Consolidate tower BG bypos and bscroll assignments
Tower backgrounds have a bypos and bscroll. bypos is just the y-position
of the background, and bscroll is the amount of pixels to scroll the
background by on each frame, which is used to scroll it (if it's not
being redrawn) and for linear interpolation.

For the tower background (and not the title background), bypos is
map.ypos / 2, and bscroll is (map.ypos - map.oldypos) / 2. However,
usually bscroll gets assigned at the same time bypos is incremented or
decremented, so you never see that calculation explicitly - except in
the previous commit, where I worked out the calculation because the
change in y-position isn't a known constant.

Having to do all these calculations every time introduces the
possibility of errors where you forget to do it, or you do it wrongly.
But that's not even the worst; you could cause a linear interpolation
glitch if you decide to overwrite bscroll without taking into account
map.oldypos and map.ypos.

So that's why I'm adding a function that automatically updates the tower
background, using the values of map.oldypos and map.ypos, that is used
every time map.ypos is assigned. That way, we have to write less code,
you can be sure that there's no place where we forget to do the
calculations (or at least it will be glaringly obvious) or we do it
wrongly, and it plays nicely with linear interpolation. This also
replaces every instance where the manual calculations are done with the
new function.
2021-04-30 05:31:47 -04:00
Misa
7c55b449e0 Fix two places with map.oldypos not being assigned
These places didn't assign map.oldypos when they assigned map.ypos. This
could have only resulted in visual glitches, but it's good to be
consistent and proactively fix these.
2021-04-30 05:31:47 -04:00
Misa
75133c74e7 Revert part of "Fix music stopping when restarting time trial"
This reverts only a part of f196fcd896 -
as the original commit author did not do their changes atomically, they
also squashed in a de-duplication within the same commit. So I'm only
reverting the part of the commit that wasn't the de-duplication, which
is simply the changes to the music.fadeout() calls.

This is being (partially) reverted for several reasons:

1. It's not the correct behavior. What this does instead is persist the
   track through after you restart the time trial, instead of fading it
   out, then restarting it again. This is in contrast to behavior in
   2.2, and I see no reason to not keep the same behavior.

2. It's a single-case patch. The time trials are not the only time in
   the game a music track could fade out and then be restarted with the
   same track - custom levels could do the same thing too. Instead of
   fixing only one case, we should strive to fix EVERY case.

The original commit author (trelbutate) also didn't write anything in
the commit description of f196fcd896. What
you should write in the commit description is things like rationale,
analysis, and other good information that would be useful to anyone
looking at your commit to understand why you did what you did. Having no
commit description leaves readers in the dark as to why you did what you
did.

Thus, I don't know why trelbutate went with this solution, or if they
knew that it was only a single-case patching, or if they knew that it
wasn't 2.2 behavior.

By not writing the commit description, they miss a chance for
reflection; speaking from personal experience, I myself have gone back
and improved my commits countless times because I wrote commit
descriptions for every single one of them, and sometimes whenever I
write them, I think to myself "hang on a minute, that doesn't sound
quite right" and end up finding improvements.

If trelbutate wrote a commit description, they might have realized that
it wasn't 2.2 behavior, and gone back and fixed up their commit to be
correct. As it stands, though, they didn't have to think about it in the
first place because they never bothered to write a commit description.
2021-04-14 13:02:00 -04:00
Misa
815d96dd4c Fix bracing of time trial startgamemode
It should be next-line brace, not same-line brace.
2021-04-14 13:02:00 -04:00
Malte Desktop
f196fcd896 Fix music stopping when restarting a time trial 2021-04-14 11:09:01 -04:00
Misa
2517900010 De-duplicate zeroing the game clock
For some reason, resetgameclock() is only ever used in gamerender(), and
everywhere else just zeroes the clock manually. This is weird to me, so
I've made it so everywhere that zeroes the clock uses the
resetgameclock() function to do so.
2021-04-13 17:51:24 -04:00
Misa
f6919981e5 Silence music instead of halting in foundtrinket
When you pick up a trinket in the wild, the music gets silenced, so it
silently plays in the background until you advance the trinket text.
However, foundtrinket (used when Victoria or Vitellary give you a
trinket) is inconsistent with this, and halts the music instead of
silencing it.

This was probably due to the musicfadein script command not being
implemented, so Terry or Simon had to simply make do and halt the music
instead. But musicfadein is implemented and is being used in the trinket
cutscenes, so this is another inconsistency that I will fix.
2021-04-12 16:17:31 -04:00
Misa
fe8df3001e Reset completestop in hardreset
If you manage to get softlocked by being stuck in completestop, the next
thing you'll notice is that quitting to the menu or loading back in will
not reset this.

So you can actually softlock yourself in 2.3 by doing the trinket
cutscene, then quitting to the menu (because 2.3 lets you open the pause
menu during completestop). This is a bug, and should be fixed.
2021-04-10 21:47:23 -04:00
Misa
510ec07021 Re-fix resumemusic/musicfadein once again
So it looks like facb079b35 (PR #316) had
a few issues.

The SDL performance counter doesn't really work that well. Testing
reveals that unfocusing and focusing the game again results in
the resumemusic() script command resuming the track at the wrong time.
Even when not unfocusing the game at all, stopping a track and resuming
it resumes it at the wrong time. (Only disabling the unfocus pause fixes
this.)

Furthermore, there's also the fact that the SDL performance counter
keeps incrementing when the game is paused under GDB. So... yeah.

Instead of dealing with the SDL performance counter, I'm just going to
pause and resume the music directly (so the stopmusic() script command
just pauses the music instead). As a result, we no longer can keep
constantly calling Mix_PauseMusic() or Mix_ResumeMusic() when focused or
unfocused, so I've moved those calls to happen directly when the
relevant SDL events are received (the constant calls were originally in
VCE, and whoever added them (I'm pretty sure it was Leo) was not the
sharpest tool in the shed...).

And we are going to switch over to using our own fade system instead of
the SDL mixer fade system. In fact, we were already using our own fade
system for fadeins after collecting a trinket or a custom level
crewmate, but we were still using the mixer system for the rest. This is
an inconsistency that I am glad to correct, so we're also doing our own
fadeouts now.

There is, however, an issue with the fade system where the length it
goes for is inaccurate, because it's based on a volume-per-frame second
calculation that gets truncated. But that's an issue to fix later - at
least what I'm doing right now makes resumemusic() and musicfadein()
work better than before.
2021-04-02 16:13:54 -04:00
Misa
c5e999c1d5 Refactor explored rooms to use setters and getters
This makes it easier to add bounds checks to all accesses of
map.explored. Also, all manually-written existing bounds checks have
been removed, because they're going to go into the new getters and
setters.

The getter is mapclass::isexplored() and the setter is
mapclass::setexplored().
2021-03-24 15:55:34 -04:00