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2511 commits

Author SHA1 Message Date
Dav999
ce8fdc3bbb Update Esperanto language files 2023-09-20 15:29:23 -07:00
Dav999
adf56bdb93 Update Esperanto and Dutch translations to latest strings (100%)
This includes the Steam Deck editor strings.
2023-09-20 15:29:23 -07:00
Dav999
83eaba5436 Add Traditional Chinese language files
And another new language!

This uses the same font as Simplified Chinese. As such, I changed the
displayed name of the font (in the level editor) from 简体中文 to 中文.
2023-09-20 15:29:23 -07:00
Dav999
52b5b47964 Update Brazilian Portuguese translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
1fd37c3276 Add Japanese language files
Another new language! And this is a very interesting one, since it's
based on Nicalis' translation for 3DS and Switch (with their go-ahead).
Which means I had to convert between two completely different
language file formats, which was some work, but it's totally worth it!

Naturally, there are a lot of missing strings, so a translator will
still need to fill in all the blanks (and maintain the translation for
new strings of course)
2023-09-20 15:29:23 -07:00
Dav999
fb0bae7293 Apply Japanese font edits by KabanFriends
- shifted certain "small" variants of katakanas by 1px (ェ, ュ)
- made the ツ and ヅ 1px taller
2023-09-20 15:29:23 -07:00
Dav999
b2b1e47e72 Add Japanese font (8x12)
The next commit will be the initial commit adding the Japanese
translation, so here's the font!

Specifically, it's k8x12L (2021-05-05), and it can be downloaded (in
non-VVVVVV format) from https://littlelimit.net/k8x12.htm
2023-09-20 15:29:23 -07:00
Dav999
c573eb4866 Update Welsh translation to near-latest strings (99.9%), fix issues 2023-09-20 15:29:23 -07:00
Dav999
63a1380595 Update Spanish to near-latest strings (99.9%), fix activity zones 2023-09-20 15:29:23 -07:00
Dav999
711b2e1bb5 Update Russian translation to near-latest strings (99.9%)
Also, the song names are now subtitled.
2023-09-20 15:29:23 -07:00
Dav999
b45d0d8d9d Update German translation to near-latest strings (99.9%), fix issues 2023-09-20 15:29:23 -07:00
Dav999
a200a762c3 Add Korean language files
New language! This uses the 10x10 font added in the previous commit.

This has some minor changes from the delivered version:
- Synced language files, and thus added max_local attributes
- Removed leftover Catalan strings in strings_plural (and reduced to
  just one form)
- Aligned terminal_finallevel
2023-09-20 15:29:23 -07:00
Dav999
68fd718ef8 Add Korean font (10x10)
The Korean localization has been delivered (next commit), so this
commit adds the font for it! The chosen font is Galmuri 9 (specifically
GalmuriMono9, version v2.38.7). It's licensed OFL, and since I had to
convert it to VVVVVV's bespoke font format and shift characters around,
I think we are now bundling a Modified Version of the font, and it has
to use the same license. Including it as font_ko_license.txt and
clearly indicating that the copyright came from the Original Version
should be more than enough.

This version is a bit more polished than the placeholder one posted on
Discord, namely (non-CJK) characters were shifted to fit into their
10x10 bounds as much as possible, and notably the , and . characters
were shifted 2 pixels to the right.
2023-09-20 15:29:23 -07:00
Dav999
5c05c1af48 Sync language files
This adds the following new strings from #993:
- The level editor is not currently supported on Steam Deck, as it
  requires a keyboard and mouse to use.
- The level editor is not currently supported on this device, as it
  requires a keyboard and mouse to use.

Unfortunately this means most languages won't be quite 100% anymore
for a bit, and updates come in which don't have this string yet.
But at least we can track it really well. In the next couple of
commits, when a language is updated with all new strings except for
these, I'll call them 99.9% instead of 100% (I did not get an actual
percentage).
2023-09-20 15:29:23 -07:00
Dav999
d741b3aa27 Fix double return when pressing Esc in editor font menu
The line that checked if the current menu is the font menu ended up
below the code that returned a menu, so this was an easy fix.

Closes #1017.
2023-09-13 23:58:34 -07:00
AllyTally
3f69b64a09 Fix yellow lab autotiling
A few autotile entries were missing.
2023-09-09 23:04:47 -07:00
Misa
8de93cb0f4 Axe VSync hint in favor of SDL_RenderSetVSync
Originally, we were using just the hint, but this didn't work well for
toggling VSync (see #831). Then I added SDL_RenderSetVSync to SDL, and
used that instead for toggling, but we were still setting the hint on
game startup.

Now, to keep things consistent, and just to make sure we don't get any
surprising behavior should things change in the future, this makes it so
game startup uses SDL_RenderSetVSync too.
2023-09-09 20:07:55 -07:00
Misa
1bf0d11c9e Fix regression: Linear filter persistence
This fixes #1013 by axing the use of SDL_HINT_RENDER_SCALE_QUALITY and
instead using SDL_SetTextureScaleMode.

The hint is unwieldy to use, and since #923, has resulted in a
regression where starting the game in filtered mode then switching to
nearest results in scaled textures still being filtered.

The proper solution is to use SDL_SetTextureScaleMode on the two
textures that are drawn to the final screen: gameTexture and
tempShakeTexture.
2023-09-09 20:07:49 -07:00
Misa
5467dbe3d8 Remove trailing whitespace in textboxcommsrelay 2023-09-09 19:59:36 -07:00
Ally
811d2bdcf6 Re-add fixed bool
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-09-09 19:19:57 -07:00
Ally
a72966426b Apply review suggestion from InfoTeddy
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-09-09 19:19:57 -07:00
AllyTally
bcc302bcc2 Fix bug with destroy(moving)/destroy(disappear)
This commit fixes an obscure bug with `destroy(moving)` and
`destroy(disappear)` where, when looping through entities, the code
doesn't actually check what the entity is before trying to destroy the
block underneath it.

To fix this, we just put the block-destroying code *inside* of the
check, instead of being outside of it.

I also fixed the code style because it was horrible.
2023-09-09 19:19:57 -07:00
AllyTally
5b2fbeb6b4 Fix gravity line edgeguides 2023-09-09 16:34:26 -07:00
Dav999
d84ce6b2e8 Add limits check to roomnames and roomnames_special
I kinda forgot about these, but they should be checked.
2023-09-09 16:29:38 -07:00
Ethan Lee
c881f621a3 Handle WiiU/Switch GameCube adapter product ID 2023-09-06 09:56:49 -04:00
Dav999
135934289e Fix setfont() changing font of fading out text boxes
Closes #925.

My fix here is to delay the font change until all fading-out textboxes
have disappeared. See it as adding a sort of `untilbars` or `untilfade`
for text box fadeout, into setfont.

This doesn't prevent every possible way to change the font of an
existing textbox, but you would need to use internal scripting to still
do it (and basically be doing it on purpose) - the problem in
simplified scripting when you simply do textbox-setfont-textbox is
gone.
2023-08-30 16:19:25 -07:00
Ethan Lee
68b6bd07ba Add 8BitDo wireless Xbox product ID to detector 2023-08-28 11:25:17 -04:00
Dav999
4e7bf86722 Change editor unsupported message to only appear when editor is selected
Showing the option on the "play a level" option feels to me as though
inexperienced players would think they're not supposed to open the
player levels, because the message says editor levels are unsupported,
right? But the message is only referring to the level editor, so in my
opinion, it's clearer to only show it there.
2023-08-26 22:53:46 -07:00
AllyTally
6549dc0113 Change lab autotiling 2023-08-25 09:55:17 -07:00
AllyTally
03ee60aea6 Update editor_disabled more often, remove -enable-editor 2023-08-25 09:50:27 -07:00
AllyTally
3ca28a5944 Add check for keyboard_is_active 2023-08-25 09:50:27 -07:00
AllyTally
7f03b00635 Remove unused Unused.h includes 2023-08-25 09:50:27 -07:00
AllyTally
8f3c587f7a Replace no level editor string 2023-08-25 09:50:27 -07:00
AllyTally
4830a6e8c1 Re-add accidentally removed address lines 2023-08-25 09:50:27 -07:00
AllyTally
c4db7ca51a Check SteamDeck in keyboard_is_available 2023-08-25 09:50:27 -07:00
AllyTally
a537492d9c Remove NO_EDITOR/NO_CUSTOM_LEVELS, disable editor on Steam Deck
This commit removes the `NO_EDITOR` and `NO_CUSTOM_LEVELS` defines,
which cleans up the code a lot, and they weren't really needed anyways.

This commit also disables the editor on the Steam Deck, and adds a
program argument to re-enable the editor, `-enable-editor`.
2023-08-25 09:50:27 -07:00
Misa
880c7ad8e6 Re-add main menu credits button in M&P
For some reason, the credits button was always specifically removed from
M&P builds. After some discussion with Terry Cavanagh on the VVVVVV
Discord server, we agreed that there was no reason this should be
removed. So, it's getting put back in.
2023-08-24 08:43:04 -07:00
Ethan Lee
c44e8d056a Fix glyphs for 8BitDo Ultimate Wired Controller for Xbox 2023-08-24 09:58:22 -04:00
AllyTally
c3b0a60aa4 Only spawn activity zone if the script exists 2023-08-23 20:16:52 -07:00
AllyTally
02ace10df9 options to spawn entity 21, and no activity zone 2023-08-23 20:16:52 -07:00
AllyTally
b7da899674 Fix UB where image loading fails in certain cases 2023-08-23 17:54:21 -07:00
AllyTally
4148234225 Change if to elseif and remove return 2023-08-23 09:23:10 -07:00
AllyTally
a8bf43adcc Recache textures when returning to ingame from map
Fixes #977.
2023-08-23 09:23:10 -07:00
AllyTally
6952c58878 Fix texture cache missing in certain situations after resizing the window 2023-08-23 09:23:10 -07:00
Ethan Lee
7b40a052ed Controller layout detection 2023-08-22 15:34:03 -04:00
Misa
8e3e29a14c Generalize stretch mode mouse scaling fix
This puts the code to fix mouse coordinates in stretch mode directly
inside KeyPoll::Poll, preventing the need for any other instances of
mouse coordinate usage to copy-paste code.
2023-08-17 19:57:54 -07:00
Dav999
100662612b Apply changes to Irish language files (mainly roomnames)
- Gravity lines are now called "Línte Imtharraingthe"
- There are no longer two rooms called "V"
- Missing character in Rear Vindow fixed
2023-08-12 15:52:58 -07:00
Dav999
6fd0b19175 Fix "+1 Rank!" possibly overlapping with time trial time in CJK font
If this text on the time trial results screen would overlap with the
time value, all rank labels will be displayed on the header line
instead ("TIME TAKEN:" etc). This works because the overlap with the
time most likely only happens with CJK fonts (where the time will be
very wide because of the font size) while strings like "TIME TAKEN"
take up very little space due to only needing 4 characters or so for
the same information.
2023-08-12 15:52:58 -07:00
Dav999
e82e1ee236 Update Chinese with new strings
Also realigned the dimensional stability generator terminal, and
reduced the plural forms to just one.
2023-08-12 15:52:58 -07:00
Dav999
1b9ce57622 Add Irish translation
This is up-to-date with the newest strings.
2023-08-12 15:52:58 -07:00
Dav999
b9ef6bfc2f Fix iflang, loadtext and setfont not working with uppercase
For example, pt_PT/pt_BR needs to work as well, and now it does.
2023-08-12 15:52:58 -07:00
Dav999
8d8a5eb605 Make some minor improvements to Dutch translation
Just a few changes mainly to make some things sound more natural.
2023-08-12 15:52:58 -07:00
Dav999
3d7e9a47dd Fix various CJK positioning problems
- ERROR/WARNING screen title was overlapping with message
- Crewmate screen names and rescued statuses were overlapping with each
  other
- Textboxes on Level Complete screen were overlapping with each other
  and the crewmate was not vertically centered in the box
- Some strings were running into each other in flip mode, instead of
  being moved out of each other (PR_CJK_HIGH and PR_CJK_LOW worked the
  wrong way around because of FLIP macros being applied to Y coords)
- In-game esc menu was "bouncy" with selected menu options because of a
  hardcoded 16 pixel offset
- Bindings in the gamepad menu were overlapping with each other
- Some Super Gravitron "Best Time" labels and values were a little too
  close
2023-08-12 15:52:58 -07:00
Dav999
176555c448 Add Simplified Chinese language files
Another new language! And it's a special one, because this is the first
language that uses a non-8x8 font (see previous commit)
2023-08-12 15:52:58 -07:00
Dav999
5b16bde8a7 Add Simplified Chinese font
This will be needed for the Simplified Chinese translation, of which
the first version has just been delivered!

This is the first language with a font bigger than 8x8 (this is 12x12),
so it might be a little rough in some places. Most of the game is
already prepared for it, though!

The only changes I made from the previous version (which was uploaded
on Discord a few times and also sent to the translator) was the …
character - it's often used twice in a row, and it was a little uneven
(looking like -   -  - -   -  - instead of -  -  -  -  -  -); and the
semicolon, which was missing some pixels.
2023-08-12 15:52:58 -07:00
Dav999
37f367af85 Update Catalan language files to latest version (100%) 2023-07-01 20:08:26 -07:00
Dav999
b8dc4a0103 Accommodate for some limit breaks in Welsh
Two changes:
- The labels on the Game Complete! screen for number of trinkets/deaths
  /time etc have been moved two pixels to the right, and had their
  limits increased by 1 character
- The inaccuate limit for "quit to main menu" has been increased
2023-07-01 20:08:26 -07:00
Dav999
9335421783 Made technical fixes to several translations
These are errors and issues that have been reported, but are fixable by
us without needing to involve the translator in the fix, without too
much risk of accidentally breaking grammar rules.

The full list of fixes:
- Fixed some menus going offscreen by removing unneeded words (I'm
  fairly confident after some cross-referencing and research) in
  Portuguese BR, Portuguese PT, Spanish, and French
- Set 0 to singular in numbers.xml in Portuguese BR and French
- Removed the ** from dimensional stability generator to make it not go
  offscreen, and aligned the text better, in Portuguese BR and Spanish
- Fixed some small casing and spacing errors in Portuguese BR, French
  and Welsh. Think of misplaced spaces or sentences starting with a
  lowercase letter
- Fixed a limit break in Spanish (the menu button already drops the
  word "de" in "retraso de la entrada", so the title can too, right?)
- Corrected some typos in French and German (je continuer->je continue,
  9: Finde->9: Feinde and NENÜ->MENU)
- Fixed spacing and alignment in teletype terminals in Welsh (like the
  dimensional stability generator)
2023-07-01 20:08:26 -07:00
Dav999
2667a8a14e Add warning to volunteer translators to README-translators.txt
923efe54d6 added a note to the PR
template, but the best place is probably in the translators readme.
Hopefully this will make sure we no longer get people eager to start
a translation because nobody else had started one yet, and then have to
be disappointed with a reply from us saying we can't accept voluntary
translation contributions.
2023-07-01 20:08:26 -07:00
Dav999
9479a34904 Add Welsh language files
Another new language! It's based off of the old translator pack so
it'll need to be updated later. This commit also includes some fixes
to the originally submitted version, mainly:

- "2.0" and ".99" were broken by excel(?), now fixed
- Removed traces from extraneous rows and columns
- Small human errors

This includes the update received 2023-06-09.
2023-07-01 20:08:26 -07:00
AllyTally
fd4232e9fd Make gravity lines render when screen effects are off 2023-06-15 10:44:40 -07:00
Misa
c1a25aa4c2 CLI: Allow no music to be played if save pos used
If you provided any one of -playx, -playy, -playrx, -playry, -playgc, or
-playmusic in command-line arguments for command-line playtesting, then
the game would always try to play music, even if you passed a negative
-playmusic. This wouldn't do anything in that case, unless you had
MMMMMM installed, in which case it would play MMMMMM track 15
(Predestined Fate Final Level) due to the legacy wraparound bug.

To fix this, only play music if the track provided is greater than -1.
Additionally, to prevent it from playing Path Complete by default if you
specify any of the other save position arguments but n ot -playmusic,
it's now initialized to -1 instead of 0.
2023-06-10 11:41:32 -07:00
AllyTally
a6ff75d32e Remove unused drawing overloads 2023-06-08 15:47:39 -07:00
AllyTally
254c46b846 Fix missing parentheses 2023-06-08 15:47:39 -07:00
AllyTally
aa8e731eb9 Fix a couple issues 2023-06-08 15:47:39 -07:00
AllyTally
b533731108 More misc cleanup 2023-06-08 15:47:39 -07:00
AllyTally
8b1dcecd5a Replace drawrect with draw_rect
Turns out `graphics.drawrect` exists. Well, not anymore!
This was another function from before the renderer rewrite which tried
to draw a rectangle by using four filled rectangles. We can draw
outline rectangles properly now, so let's make sure everywhere does it!
2023-06-08 15:47:39 -07:00
AllyTally
d1b9f4f410 Some formatting fixes 2023-06-08 15:47:39 -07:00
AllyTally
d93d773a8a Remove line_rect and prect
`prect` just wasn't needed as it was used in one place, and
`line_rect` isn't used anymore.
2023-06-08 15:47:39 -07:00
AllyTally
81ad7ed9d6 Clean up background drawing code
As #974 states, the lab background only ever uses the first generated
value from `backboxint`, so let's change it to a normal variable
instead of an array. Also, stars don't need their width/height set to
2 constantly... they never change in the first place, Terry!
2023-06-08 15:47:39 -07:00
AllyTally
5089bc373e Add more draw functions, make less code use rectangles
Some code still used rectangles to draw things like lines and pixels,
so this commit adds more draw functions to support drawing lines and
pixels without directly using the renderer.

Aside from making generated minimaps draw points instead of 1x1
rectangles, this commit also batches the point drawing for an
additional speed increase.
2023-06-08 15:47:39 -07:00
Misa
dc9c51dbf3 Implement haltedsong
This fixes a bug where if a track was resumed, pausing it by unfocusing
the window (if enabled, of course) would not resume it after refocusing
the window.

This happens because resuming the music doesn't change currentsong back
from -1, and the window refocusing code checks that currentsong isn't -1
before resuming music.

haltedsong is only used when resuming music. It is set back to -1 when
resuming music or when playing a new track.
2023-06-08 15:38:26 -07:00
AllyTally
e36c2764fb Add separate tilecol max for direct mode
This commit readds the ability to select the rainbow BG in lab tileset
in direct mode.
2023-06-06 21:46:19 -07:00
AllyTally
17e0d6c330 Don't trigger UB with autotile type none 2023-06-06 21:46:19 -07:00
AllyTally
a37cb4aa5f Rewrite autotiling completely
Autotiling was a mess of functions and if chains and switch statements.
This commit makes autotiling better by assigning each direction to one
bit in a byte, giving each different combination its own value. This
value is then fed into a lookup table to give fine control on which
tiles get placed where.

The lab tileset can now use the single tiles which were before unused
in the autotiler, and the warp zone's background tool now places the
fill used in the main game.
2023-06-06 21:46:19 -07:00
Dav999
84a26986e6 Re-add chars 0x00 - 0x1F to the font
- Some levels used chars < 0x20 as non-collapsible spaces, those would
  now show up as [?]
- I recently found out how making characters < 0x20 6 pixels wide
  doesn't work if they're missing from the font altogether

Therefore, the font now starts at 0x00 again instead of 0x20, like it
used to.

Arguably it was an advantage that the game would look extremely messed
up if you made a mistake with the fonts. In particular, a common
mistake could be to copy the new Unicode font.png, but forget to copy
the corresponding font.txt. However, 2.3 didn't come with the unicode
font, 2.4 will, so it'll be a lot less common for people to need to
manually copy the font. And if they do, it's probably for their own
level, and they have something in mind for the font, and if it doesn't
work they'll know fast enough when whatever they're planning doesn't
work (and it would only affect their own level's text, not any menus).
2023-06-05 19:42:29 -07:00
Reese Rivers
d7fbab9198 Update Esperanto strings to latest version (100%) 2023-06-05 19:42:29 -07:00
Dav999
dde9cbf4c3 Update Dutch language files to latest version (100%) 2023-06-05 19:42:29 -07:00
Dav999
bd2bea5640 Add Ukrainian language files
New language! It's still based off the old translator pack so the
newest strings haven't been translated yet, but the language files are
synced and we still need to get these updated in most other languages
either way.

This does include the update delivered on 2023-05-24.
2023-06-05 19:42:29 -07:00
Dav999
8093874e84 Reword "we forgot to print an error message" error message
It now says "we forgot the error message" to be less technical.
2023-06-05 19:42:29 -07:00
Reese Rivers
a21a4c3c00 Fixed minor translation regression for Esperanto
A little while ago the term "AGOKLAVO" (action-key) was chosen to
replace the older "AGBUTONO" (action-button). However, in a recent
language update, I mistakenly used the older term in a new string.
This has been fixed.

Also note that it's written in the accusative case for this string
(with an "N" suffixed) since it is always used as the object of the
sentence where it appears ("Premu AGOKLAVON..." = "Press ACTION...").
2023-06-05 19:42:29 -07:00
Dav999
dfebb5c82c Update Catalan language files to more recent version
Some more strings have already been added since the update, but it's
easy to track.
2023-06-05 19:42:29 -07:00
Misa
cd713ebc71 Fix regression: Showing teles in customloadquick
This fixes a regression where main game teleporter icons (which would be
target icons if flag 12 was on) would be rendered on the minimap after
loading from a custom quicksave.

This is because this was always enabled when loading from a custom
quicksave, but the game didn't start rendering them until PR #898, which
de-duplicated the minimap rendering code.

The best fix here is to just not enable the teleporters when loading
from custom quicksaves.
2023-06-05 19:21:07 -07:00
Misa
404204172c Fix macOS not liking unconsequential fallthroughs
This is technically a fallthrough, but it is literally inconsequential.
Apparently, though, Apple Clang hates it.
2023-06-05 18:02:24 -07:00
Misa
8e3ec9aeef Use enums for time trial indexes
This adds an anonymous enum for time trial indexes (e.g. the bestrank,
bestlives, etc. arrays and timetriallevel), and replaces all integer
literals with them.

Just like the unlock arrays, these are indexes to an array in XML save
files, so the numbers matter, and therefore should not use strict
typechecking.
2023-06-05 17:57:23 -07:00
Misa
e931f2a4a1 Use enums for unlock, unlocknotify, unlocknum
This adds an anonymous enum for the unlock and unlocknotify arrays and
unlocknum function, and replaces all integer literals with them.

This is not named and thus cannot be used for strict typechecking
because these are actually indexes into an array in XML save files, so
the numbers themselves matter a lot.
2023-06-05 17:57:23 -07:00
Misa
14d034e4c6 Use enums for swngame
This replaces the swngame int variable with a named enum and enforces
strict typechecking on it.

Strict typechecking is okay here as the swngame variable is not part of
the API surface of the game in any way and is completely internal.

And just to make things clear, I've added a SWN_NONE enum to use for
initialization, because previously it was being initialized to 0, even
though 0 was the Gravitron.
2023-06-05 17:57:23 -07:00
Misa
414b0647aa Correct orientation of Game Saved clock in Flip Mode
The clock on the Game Saved quicksave screen has always been upside-down
in Flip Mode. And technically, the trinket was too, but this was
unnoticeable because the default trinket sprite is symmetrical.

To fix this, draw flipsprites.png if these sprites are being drawn in
Flip Mode instead of sprites.png.
2023-06-05 17:57:23 -07:00
Misa
4ea26617b8 Initialize currentsong to -1
There's not any ill effects of it being initialized to 0 that I am aware
of (because in most cases, it either gets overwritten anyways or there
isn't a track playing in the first place), but it shouldn't be 0,
because that's Path Complete, so fixing this just in case.
2023-06-05 17:57:23 -07:00
Misa
4058975ce9 Use enums for sound effects
This adds an anonymous enum for sound effects and replaces all calls to
music.playef that use integer literals.

This is not a named enum (that can be used for strict typechecking)
because sound effect IDs are essentially part of the API of the game -
many custom levels use these numbers. This is just to make the source
code more readable without needing a comment to denote what number is
what sound.
2023-06-05 17:57:23 -07:00
Misa
cdeca65be7 Use enums for music tracks
This adds an anonymous enum for music tracks and replaces all calls to
music.play and music.niceplay that use integer literals. Additionally,
this is also done for integer literals for cl.levmusic (except 0) and
music.currentsong where appropriate, but _not_ the music areamap because
that would not make it look very aesthetically pleasing in the code.

This is not a named enum (that can be used for strict typechecking)
because music track IDs are essentially part of the API of the game -
almost every custom level uses these numbers. This is just to make the
source code more readable without needing a comment to denote what
number is what track.
2023-06-05 17:57:23 -07:00
Misa
e9eeaa4186 Remove unneeded play()s in intermission menu
For some reason these were here, but they don't do anything, because the
music here should be playing Presenting VVVVVV already.
2023-06-05 17:57:23 -07:00
Misa
ef46dadb68 Show skip prompt during credits and ending picture
This adds a "- Press {button} to skip -" prompt to both the credits and
ending picture sequences.

It was always possible to skip them by pressing Enter, but not many
people knew this. In fact, even I didn't know this until I saw Elomavi
do it a year or so ago. So it's not really intuitive that this is
possible.

The prompt only shows up if you've completed the game before, and
disappears after two seconds similar to the "[Press {button} to return
to editor]" text.

Unfortunately, given how the game works, game completion is detected
based on if you have unlocked Flip Mode or not. At this point, the
unlock for the game being completed (unlock 5) will already be set to
true no matter what during the Plenary fanfare, but the Flip Mode unlock
(unlock 18) won't be until the player hits "play" on the main menu. As a
special case, the prompt will always show up in M&P (because Flip Mode
is always unlocked in M&P).
2023-06-05 17:57:23 -07:00
Misa
d841612be2 Prevent deleting saves in special or customs
This prevents deleting telesaves and quicksaves in special modes and
custom levels.

Otherwise, rolling credits in a custom level would still delete the main
game quicksave.
2023-06-05 17:57:23 -07:00
Misa
41126c2097 Fix bug: Unable to skip credits in certain cases
If you had the map button held before the game transitioned to the
credits and ending picture sequences, then you wouldn't be able to skip
them, because those gamemodes don't have logic to detect when you've
released the map button.

To fix this, just implement the map button release logic.

We do need a better input system soon...
2023-06-05 17:57:23 -07:00
Dav999
6148550472 Fix setactivityposition still taking two arguments
This command was changed from setactivityposition(x,y) to
setactivityposition(y), but there's a small problem here:

```diff
             else if (words[0] == "setactivityposition")
             {
-                obj.customactivitypositionx = ss_toi(words[1]);
                 obj.customactivitypositiony = ss_toi(words[2]);
             }
```

This meant that the function still took two arguments, the first of
which was unused and the second of which was the Y position of the
activity zone. This is now fixed.
2023-06-04 08:59:40 -07:00
Misa
d09b0d6d84 Fix bug: Playing music during Game Over screen
This fixes a long-standing bug where it's possible to play music during
the Game Over screen in No Death Mode. All you have to do is die while
music is fading out from one area to the next.

The easiest way to do this is in the entrance to Space Station 2, since
there's a music change to Passion for Exploring in Outer Hull (you will
need to go into the zone far enough to activate Pushing Onwards first),
which also contains spikes to die on.

Basically, it's a simple oversight because the nicefade system relies on
music fading out to start playing the next track, but in this case, No
Death Mode fades the music out without accounting for that. It's best to
just disable nicefade entirely when dying in No Death Mode.

Thanks to KSS for reporting this bug.
2023-05-21 23:31:18 -07:00
Misa
7ff4949066 Call savestatsandsettings after unlocking MotU
This calls Game::savestatsandsettings() after unlocking Master of the
Universe (the achievement for completing No Death Mode), instead of
before.

This is not a big deal since Game::savestatsandsettings() is called
anyway whenever the game is gracefully closed since 2.3, but it helps to
make sure people won't lose their achievement data.
2023-05-21 23:08:09 -07:00
Misa
25b4361563 Allow quitting to menu if gamestate is EDITORMODE
Otherwise you wouldn't be able to quit from the editor normally.
2023-05-20 15:22:08 -07:00
Misa
24ef59c65e Prevent other cases of losing unsaved levels by returning to menu
2.3 already made it so that if you ran the `rollcredits` command during
in-editor playtesting, you wouldn't be returned to the title screen
while losing unsaved level changes. But there are plenty of other ways
to go back to the title screen from in-editor playtesting too. Namely,
gamestate 1015 (the gamestate after completing a level) and 82 (time
trial complete).

So just add the appropriate checks to those gamestates, and add a
catch-all check in Game::quittomenu(). Additionally,
Game::updatecustomlevelstats() should not update custom level stats
during in-editor playtesting (otherwise it would still happen even if
the game didn't bring you back to the title screen).

Editor notes will also be shown if the game prevents you from going to
the title screen.

Also, just to make things clear, I also added a level note for when the
level is completed during in-editor playtesting. This is just to make it
clear in cases where it might not be obvious that the game returned you
to the editor for this reason. E.g. you have a terminal that calls
gamestate(1013) in a level with 0 custom crewmates, but when you
activate it, it looks like the terminal didn't work for some reason and
just brought you back to the editor. But that's just only because you
literally just completed the level.
2023-05-18 20:01:03 -07:00