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1806 commits

Author SHA1 Message Date
Misa
3094ddb8f3 Enforce semicolons after usage of WHINE_ONCE
For consistency.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

So, what's the solution?

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

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

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

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

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

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

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

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

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

When I originally did #743, I didn't have an option to set the bind to
be non-separate, so I removed this logic without adding a
game.separate_interact check. But when I added the option, I overlooked
this code, and so this regression happened. Whoops.
2021-06-18 10:59:43 -04:00
Ethan Lee
43e8d31aa9 Music: Enforce the quick fade time as soon as we know it's happening.
Not every music path will trip the quick_fade bool that resets the timer to
500ms, so we need to do this as soon as it's asked of us. This fixes the fade
when quitting to the main menu.

Fixes #764
2021-06-14 15:11:39 -04:00
Ethan Lee
8520533296 Music: Reset step_ms on every fade call.
Without this you end up with two problems:
- Fades will start past their fade time, causing it to just not fade at all
- Fades will start in the middle of their fade time, causing dramatic changes
  in volume that are unintentional

The fade system already preserves the volume that music is playing during a
previous fade, so we can always reset the timer and get a good result.

Part of #764
2021-06-14 15:09:23 -04:00
Misa
a0c5724283 Set visualonroof/visualonground to 1 on vertical platforms
This fixes one of two desyncs in my Nova TAS.

The problem is that by adding two frames of edge-flipping to vertically
moving platforms, Viridian's framedelay is updated for one extra frame
after they step off of a vertically-moving platform. This then messes up
Viridian's drawframe for the rest of the TAS until they die in a
drawframe-sensitive trick.

The solution here is to only set the visual onroof/onground to 1
instead. The logical onroof/onground is still 2, so players still have
two frames of edge-flipping off of vertically-moving platforms - it just
won't really look like it (not that you could easily tell anyway).
2021-06-14 14:55:51 -04:00
Terry Cavanagh
67d1d6f01d
Merge pull request #778 from InfoTeddy/general-bug-fixes-7
Use hiddenname for hardestroom if roomname is empty
2021-06-14 13:04:44 +10:30
striker.sh
9188bd23d3 Support for OpenBSD
- use fseeko and ftello like FreeBSD in tinyxml2
- use current directory as basePath if NULL (OpenBSD doesn't actually support this feature it is disabled via a patch in their ports)
2021-06-13 10:48:20 -04:00
Misa
c02bd9235f Outline text outline text and draw backing
In order to help players spot the difference between outlined text and
non-outlined text, we now outline the text outline text itself (if text
outline is enabled, of course). But drawing the outline alone doesn't
stand out enough, so we have to draw a solid backing against the text as
well, in order to properly show the contrast.
2021-06-12 19:02:14 -04:00
Misa
9c226ab5aa Play Viridian squeak when using return button in audio options
For some reason this button was missing the Viridian squeak.
2021-06-12 19:01:51 -04:00
Misa
3b6c0befb1 Fix being able to start flipped in time trials
This fixes a regression where you're able to start flipped by restarting
and then holding ACTION.

This happens because when the game resets all variables, it turns
hascontrol back on (because of hardreset()). However, this is handled in
the input function, and it's handled before player input is handled, so
the player is able to get 1 frame of being able to flip after a time
trial resets.

Why didn't this happen in 2.2? Because resetplayer() in 2.2 would set
lifeseq to 10, as if the player had died. However, this is inconsistent,
because loading in to the game for the first time would not result in a
lifeseq of 10. So, in 2.2, restarting the time trial would remove that 1
frame of being able to flip because of lifeseq, while 2.3 doesn't set
lifeseq because the player hasn't died.

I could have fixed this by setting lifeseq in the time trial restart
code, but I decided to just set hascontrol to false instead.

Fixes #770.
2021-06-12 18:17:31 -04:00
Terry Cavanagh
1d66cfccab
Merge pull request #777 from InfoTeddy/general-improvements
Outline time trial countdown
2021-06-12 22:35:31 +10:30
Terry Cavanagh
2efe7724a7
Merge pull request #775 from InfoTeddy/general-bug-fixes-5
Interpolate gravitron square indicators
2021-06-12 22:35:07 +10:30
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
Terry Cavanagh
b06b278bb0
Merge pull request #774 from InfoTeddy/general-bug-fixes-4
Prevent losing level data with rollcredits
2021-06-12 22:33:17 +10:30
Terry Cavanagh
fa3021c714
Merge pull request #773 from InfoTeddy/general-bug-fixes-3
Fix being able to see box corners on map screen with custom graphics
2021-06-12 22:32:36 +10:30
Terry Cavanagh
eb0b7c8e87
Merge pull request #772 from InfoTeddy/general-bug-fixes-2
Fix inconsistencies with controller keybind options
2021-06-12 22:31:50 +10:30
Misa
d292b64c6d Use hiddenname for hardestroom if roomname is empty
In earlier 2.3, if the roomname was empty, Dimension VVVVVV was used
instead. However, instead of doing that, it's better to just use the
hiddenname instead. Both because it's less hardcoded, and some rooms
have hidden names that aren't Dimension VVVVVV.
2021-06-11 23:58:18 -07:00
Misa
f205147eaa Outline time trial countdown
This makes the text much more readable against certain backgrounds (if
you have text outline enabled), especially against the Warp Zone
background (when you start in "This is how it is").
2021-06-11 23:56:33 -07:00
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
37fd24bd85 Interpolate gravitron square indicators
This is more future-proofing than anything else. The position of the
indicators is just the x-position of the gravitron square divided by 10,
but the gravitron squares will always only ever move at 7 pixels per
frame - so the distance an indicator travels on each frame will only
ever be at most 1 pixel. But just in case in the future gravitron
squares become faster than 10 pixels per frame, their indicators will be
interpolated as well.
2021-06-11 22:20:06 -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
47460143e2 Fix being able to see box corners on map screen with custom graphics
The text box drawn at the bottom of the map screen isn't wide enough, so
it's possible to see the corners on the right side of the text box if
you have custom graphics like I do.

The solution is to increase the width of the text box by one tile.
2021-06-11 15:07:08 -07:00
Misa
74bbf45fa7 Play Viridian squeak when updating controller keybinds
For consistency, the Viridian squeak is now played whenever the user
updates their controller keybinds.
2021-06-11 12:56:07 -07:00
Misa
d25243943e Save settings after changing controller keybind
The game automatically writes settings to disk after any other setting
is changed, so it should do the same whenever the user changes
controller keybinds.
2021-06-11 12:54:36 -07:00
Misa
1ccf85a260 Play Viridian squeak when editing level desc fields
For consistency, the Viridian squeak will now play whenever you start
editing a level description field, or finish editing it (either by
pressing Esc or Enter).
2021-06-11 12:52:28 -07:00
Misa
96660cd235 Add zip structure checks for user friendliness
If a level zip is named LEVELNAME.zip, the level file inside it must
also be named LEVELNAME.vvvvvv, else custom assets won't work.

This is because when we mount the zip file, we simply add
LEVELNAME.vvvvvv to the levels directory. Then whenever we load
LEVELNAME.vvvvvv, we look at the filename, remove the extension, and
look for the assets inside the zip of the same name, LEVELNAME.zip.

As a result, if someone were to make a level zip with assets but
mismatch the filename, the assets wouldn't load. Furthermore, if someone
were to add extra levels in the same zip, they wouldn't have any assets
load for them as well, which could be confusing.

To make things crystal-clear to the user, we now filter out any zips
that have incorrect structures like that, and print a message to the
terminal. Unfortunately nothing gets shown for non-terminal users, but
at least doing this and filtering out the zips is less confusing than
letting them through but with the issues mentioned above.
2021-05-25 15:23:34 -04:00
Misa
153a5c4c3a Factor out "between" calculation to macro and func
FILESYSTEM_mountAssets() has a big comment describing the magic numbers
needed to grab FILENAME from a string that looks like
"levels/FILENAME.vvvvvv".

Instead of doing that (and having to write a comment every time the
similar happens), I've written a macro (and helper function) instead
that does the same thing, but clearly conveys the intent.

I mean, just look at the diff. Using VVV_between() is much better than
having to read that comment, and the corresponding SDL_strlcpy().
2021-05-25 15:23:34 -04:00
Misa
29d2637abd Factor out UNUSED macro to header file
This is so it can be used in other files without having to copy-paste
the define.
2021-05-25 15:23:34 -04:00
Misa
3bcb6938f7 Factor out base 36 generation to separate function
This is so it can be reused without having to copy-paste.

generateBase36() is guaranateed to completely initialize and
null-terminate the buffer that is passed in.
2021-05-25 15:23:34 -04:00
Terry Cavanagh
766782da5d
Merge pull request #749 from InfoTeddy/general-bug-fixes-2
Fix tower camera invincibility inconsistencies
2021-05-25 13:05:07 +10:30
Misa
417b7d656d Set newxp/newyp when creating player
This fixes a bug where the player's y-position would be incorrect if
they loaded a save that was on a conveyor and it was their first time
loading in since the game was opened.

This is because on the first load, the game creates a new player entity,
but on subsequent loads, the game re-uses the player entity. Subsequent
loads use mapclass::resetplayer(), which already has the newxp/newyp
fix, but as for the first time, the game does not set newxp/newyp.

So just set newxp/newyp, like in mapclass::resetplayer().
2021-05-24 09:50:01 -04:00
Ethan Lee
73c1c9a798 Revert "Change final stretch song to Piercing the Sky"
Upon further discussion it was decided to keep the soundtrack as originally
shipped, instead of changing it after the fact.

This reverts commit cf51379097.
2021-05-20 23:01:43 -04:00
Misa
8b3c805bc0 Fix Super Gravitron pattern oversight
There is a pattern in the Super Gravitron that is meant to "staircase",
similar to the Gravitron in Intermission 2. Something like:

[]
     []
          []
               []             []
                    []   []

Unfortunately, due to an oversight, this pattern can only ever produce 1
square or 4 squares, which look out of place.

Both gravitrons are state machines (of course). States 20 and 21 in the
Super Gravitron are this staircase pattern (state 20 spawns the squares
on the left, state 21 spawns the squares on the right).

The only way states 20 and 21 can be reached is through state 1, and the
only way state 1 can be reached is through state 3. The only way state 3
can be reached is through states 28, 29, 30, and 31.

In states 20 and 21, the variable used to keep track of the amount of
squares spawned is swnstate4. However, states 28, 29, 30, and 31 all end
up using swnstate4, and at the end of states 28 and 29, swnstate4 will
be 7, and at the end of states 30 and 31, swnstate4 will be 3. This
means if we go to states 20 and 21 after coming from states 28 and 29,
we will only get 1 square, and if we go to states 20 and 21 after coming
from states 30 and 31, we will only get 4 squares.

This can be clearly filed under a failure to reset appropriate state.

What's the solution here? Just reset swnstate4 in state 3, so there will
be 7 squares, as intended. This also fixes the bug for state 22 as well,
which is affected in the same manner.
2021-05-20 20:57:56 -04:00
Misa
448e34e878 Save showtargets to main game save files
This fixes an oversight that could lead to confusion by the player.

showtargets is the variable that shows all unexplored teleporters on the
map as a question mark, so players know where to head to to make
progress. However, it previously was not directly saved to the main game
file. Instead, it would be set to true if flag 12 was turned on in the
save file.

How well does flag 12 correlate with showtargets?

Well, the script that turns on showtargets (bigopenworld and
bigopenworldskip) doesn't turn it on. Neither does completing Space
Station 1.

This flag is only turned on when the player activates Violet's activity
zone for the first time.

Therefore, it's entirely possible that a new player could complete Space
Station 1, then save their game, and come back to resume playing later.
When they do come back, the question marks that Violet told them about
won't show up on the minimap, and they'll be confused. They may not know
where to go.

And it is completely unintuitive for them to know that in order to get
the question marks to show up again, they have to not only talk to
Violet, but then save the game again, and reload the save. Especially
since the question marks only show up after you reload the save, and not
when you talk to Violet (because flag 12 is only a proxy for
showtargets, not the actual variable itself).

So what's the solution? Just save showtargets to the save file directly.
2021-05-20 19:56:25 -04:00
Misa
bc382a4985 Fix tower camera invincibility inconsistencies
If you have invincibility enabled, the tower camera behavior is
inconsistent.

In ascending towers, you can "push" the camera upwards; however you
cannot push it downwards; at least it stays still when it comes up to
you if you stay still. In descending towers, the camera moves quicker
when you're at the bottom of the screen, but it's slower than your
falling speed and quickly loses sight of you; the camera can be pushed
upwards; unfortunately it also does a "bumping" motion if you're
standing still when the camera reaches you, which gets real annoying and
isn't particularly pleasant to look at.

There are two problems, so this does two fixes:

1. Pushing the camera now applies the appropriate counter-offset
   depending on the direction of the tower. You can now push the camera
   downwards in ascending towers.

2. To fix the "bumping" when the camera reaches you if you stand still,
   there are now a 8-pixel-high "gray areas" at the top and bottom of
   the screen where the camera simply won't move if you're in them.

Doing these camera offsets instead of simply canceling the movement if
the player is offscreen is a bit ugly... but it works for now.
2021-05-19 00:26:47 -07:00
Terry Cavanagh
330162d1cb
Merge pull request #743 from InfoTeddy/general-improvements
Separate pressing Enter to open map from pressing Enter to interact
2021-05-19 17:54:52 +10:30
Misa
4fa435f784 Separate pressing Enter to open map from pressing Enter to interact
This is a lot of copy-pasted code, but a little bit of copy-pasting
never hurt anyone...

The keybind to interact with activity zones and teleporters is now
separate from the keybind to open the map, or return to the editor from
in-editor playtesting, or restart a time trial. The keybind is now E,
and the default controller bind is X. No controller button prompts, but
the game didn't have controller button prompts anyways, so whatever.

Doing this now because if people's muscle memory are going to be broken
by not being able to spam the map keybind anymore, at least we can help
a bit by changing the keybind so they can keep spamming it - their
muscle memory is going to be broken anyways.

This option has to be enabled by going to the speedrunner menu options
and selecting "interact button". It is disabled by default.

All prompt text needs to be string-interpolated every time they are
drawn, because it is possible for people to change which interact button
they use in the middle of gameplay, via the in-game options.

Closes #736.
2021-05-19 00:04:00 -07:00
Misa
92416cd910 Don't update crewmate colors in text boxes every deltaframe
Colors in over-30-FPS mode shouldn't be updating every deltaframe;
mostly to ensure determinism between switching 30-mode and over-30 mode.
I'm going to overhaul RNG in 2.4 anyway, but right now I'm going to fix
this because I missed it.

The RNG of each special text box is stored in a temporary variable on
the text box itself, and only updated if the color uses it (hence the
big if-statement). Lots of code duplication, but this is acceptable for
now.
2021-05-18 21:17:06 -04:00
Terry Cavanagh
d749e7e6e8
Merge pull request #682 from InfoTeddy/general-bug-fixes-4
Add finalmode check to drawfinalmap call
2021-05-17 18:56:32 +10:30
Terry Cavanagh
569403b7e2
Merge pull request #681 from InfoTeddy/general-bug-fixes-3
Remove final_colorframe assignments when entering minitowers
2021-05-17 18:55:52 +10:30
Misa
cf51379097 Change final stretch song to Piercing the Sky
After the dimension destabilizes, the song that plays is Positive Force.
Which has already been played twice in the game at that point (first in
Tower, then in the Gravitron). Since Piercing the Sky is unused, why not
play a song that the player hasn't heard before? It would also be
musically fitting for the scenario.

The song gets played in two places - one for if you have cutscenes
enabled, and one for if you don't - so we just need to change both of
them.

I asked Terry in Discord DMs if he wanted this change and he approved of
it.
2021-05-17 02:02:44 -04:00
Misa
f31b57a6fc Fix deltaframe glitch when spawning No Death Mode trophy
If you have completed No Death Mode, and entered the Master of the
Universe trophy room in the Secret Lab in over-30-FPS mode, it would
appear to start at one position before quickly zipping to another during
the deltaframes.

This is because it updates its position after the initial assignments of
lerpoldxp/lerpoldyp in entityclass::createentity().

Other entities do this too, and what's been done for them is to
copy-paste the lerpoldxp/lerpoldyp updates alongside the xp/yp updates.
However, instead of single-case patching this deltaframe glitch, I've
opted to fix ALL cases by simply moving the lerpoldxp/lerpoldyp
assignments to the end of the function, guaranteeing that all entities
that update their position after the initial assignment in the function
will not have any deltaframe glitches.

Of course, there's still the duplicate lerpoldxp/lerpoldyp updates in
entityclass::updateentities()... I'm not sure what to do about those.
2021-05-16 22:40:16 -04:00
Terry Cavanagh
85bd009dce
Merge pull request #758 from InfoTeddy/general-bug-fixes
Allow using Esc in Super Gravitron quit menu
2021-05-15 08:08:54 +10:30
Misa
21dc90dd0e Fix 1-frame glitch returning from in-game options with Flip Mode on
If you had Flip Mode enabled when exiting from in-game options, the game
would flash the in-game options menu as flipped for 1 frame before
returning to the pause menu.

To fix this, just defer the Flip Mode variable assignment to be done at
the end of the frame.
2021-05-11 23:09:23 -04:00
Misa
884d562a63 Allow using Esc in Super Gravitron quit menu
This is a small quality-of-life fix in the same vein as allowing the
player to press Esc in the teleporter menu (which they weren't able to
do in 2.2, either).
2021-05-06 11:58:38 -07:00
Misa
3c5ee78e8a Add finalmode check to drawfinalmap call
This fixes the finalstretch tile shifting persisting if you return to
the main dimension and final_colormode isn't reset properly.

It's possible to do so in the main game by using a teleporter in
finalmode while having the Intermission 1 or 2 companion active.

For custom levels, level makers can make a setup that automatically
turns on finalstretch, goes to finalmode, and then returns to the main
dimension. The only thing being... as a level maker myself, this tile
shifting REALLY doesn't seem useful (and no one has ever used it because
the setup to do so hadn't really been found or documented until this
year). For one, the exact shift is randomized every time (there's an
fRandom() call to cycle the colors). For two, it goes away after the
player saves and reloads the level. And for three, it doesn't animate
like it does in finalmode (this is the biggest reason IMO).

Nevertheless, I've decided to keep support for this in custom levels, in
case someone in the future does want to use it and is okay with the
limitations.
2021-05-03 19:40:15 -07:00
Misa
a714a01e3e Remove final_colorframe assignments when entering minitowers
There's a bit of inconsistency with how long each color lasts for during
final stretch. Initially, each color lasts for 40 frames, but when you
enter either of the minitowers, the color switches to lasting for 15
frames only. This is because a final_colorframe of 1 makes it go for 40
frames, but a final_colorframe of 2 makes it go for 15 frames - and
final_colorframe gets set to 2 whenever you enter a minitower.

This seems like an oversight because (1) final_colorframe doesn't affect
anything inside the minitower, (2) final_colorframe doesn't get saved to
the save file and always gets set to 1 if your save file has
finalstretch set to true, so saving and reloading will set the colors
back to 40 frames each, and (3) final_colorframe doesn't get set back to
1 when leaving the minitowers.
2021-05-03 19:40:07 -07:00
Misa
673699cef5 Enable returning to Secret Lab immediately from Super Gravitron
When you enter the Super Gravitron, you have to wait until the Super
Gravitron actually starts before being able to press Enter to return to
the Secret Lab. This is annoying if you just want to get back to the
Secret Lab. So, I've made it so the press-Enter-to-return functionality
is enabled from the moment that the Super Gravitron starts.
2021-05-03 22:38:32 -04:00
Misa
52dc914a31 Don't allow setting best game deaths in custom levels
Custom levels shouldn't touch main game save data, and best game deaths
is no exception.

I also added a MAKEANDPLAY ifdef just to be safe.
2021-05-03 22:33:21 -04:00
Misa
a52547b60d Don't allow setting Super Gravitron records in custom levels
Custom levels shouldn't affect main game save data, and Super Gravitron
records are no exception.

I also added MAKEANDPLAY ifdefs just to be safe.
2021-05-03 22:33:21 -04:00
Misa
4e0484553d Move Secret Lab nocompetitive check to Super Gravitron
It turns out, despite the game attempting to prevent you from using
invincibility or slowdown in the Super Gravitron by simply preventing
you from entering the Secret Lab from the menu, it's still possible to
enter the Super Gravitron with it anyways. Just have invincibility or
slowdown (or both!) enabled, enter the game normally, and talk to
Victoria when you have 20 trinkets, to start the epilogue cutscene.

Yeah, that's a pretty big gaping hole right there...

It's also possible to do a trick that speedrunners use called
telejumping to the Secret Lab to bypass the invincibility/slowdown
check, too.

So rather than single-case patch both of these, I'm going to fix it as
generally as possible, by moving the invincibility/slowdown check to the
gamestate that starts the Super Gravitron, gamestate 9. If you have
invincibility/slowdown enabled, you immediately get sent back to the
Secret Lab. However, this check is ignored in custom levels, because
custom levels may want to use the Super Gravitron and let players have
invincibility/slowdown while doing so (and there are in fact custom
levels out in the wild that use the Super Gravitron; it was like one of
the first things done when people discovered internal scripting).

No message pops up when the game sends you back to the Secret Lab, but
no message popped up when the Secret Lab menu option was disabled
previously in the first place, so I haven't made anything WORSE, per se.

A nice effect of this is that you can have invincibility/slowdown
enabled and still be able to go to the Secret Lab from the menu. This is
useful if you just want to check your trophies and leave, without having
to go out of your way to disable invincibility/slowdown just to go
inside.
2021-05-03 22:32:06 -04:00
Misa
b3c2f56c79 Factor out slowdown/invincibility conds to function
This factors out the slowdown and invincibility conditionals to a
function. This means less copy-pasted code, and it also conveys intent
(that we don't want to allow competitive options if we have either of
these cheats enabled).

This function isn't implemented in the header because then we would have
to include Map.h for map.invincibility, and transitive includes are
evil. Although, map.invincibility ought to be on Game instead (it was
only mapclass due to 2.2-and-previous argument passing), but that's a
bunch of variable reshuffling that can be done later.
2021-05-03 22:32:06 -04:00
Misa
96488d27c8 Factor out Secret Lab/Time Trial/NDM conds to function
They are now factored out to an inline function named incompetitive().
This is so their usage can be changed without having to change each
individual one in every place. This also clarifies the intent of using
these conditionals (they are for when we're in a "competitive" mode).
2021-05-03 22:32:06 -04:00
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
5c3fbd0022 Fix background smearing pushing tower camera with invincibility
If you have invincibility enabled and push the camera, the background
would smear. This is because the game doesn't calculate the proper
bscroll and bypos of the tower background, and also doesn't end up
redrawing it.

We do both these things now, so this is fixed.
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
6e9fc8e923 Call Mix_VolumeMusic() when playing tracks 0 and 7
This fixes issues where they would be silent for 1 frame due to frame
ordering, resulting in a weird-sounding beginning of these tracks due to
a lack of attack (in the musical sense).

This is similar to the issue where tracks fading in would suddenly be
loud for 1 frame, again due to frame ordering.
2021-04-27 20:33:44 -04:00
Misa
cd38d2ca12 Reset fade booleans when starting music
This fixes issues with music playing, only for it to fade out
afterwards. This happened if tracks 0 or 7 were played after fading out,
because playing other tracks reset the fade booleans (by calling a
fade-in), but not tracks 0 or 7.
2021-04-27 20:33:44 -04:00
Misa
1f5835c985 Fix fade volume durations being incorrect
The previous fade system used only one variable, the amount of volume to
fade per frame. However, this variable was an integer, meaning any
decimal portion would be truncated, and would lead to a longer fade
duration than intended.

The fade per volume is calculated by doing MIX_MAX_VOLUME / (fade_ms /
game.get_timestep()). MIX_MAX_VOLUME is 128, and game.get_timestep() is
usually 34, so a 3000 millisecond fade would be calculated as 128 /
(3000 / 34). 3000 / 34 is 88.235..., but that gets truncated to 88, and
then 128 / 88 becomes 1.454545..., which then gets truncated to 1. This
essentially means 1 is added to or subtracted from the volume every
frame, and given that the max volume is 128, this means that the fade
lasts for 128 frames. Now, instead of the fade duration lasting 3
seconds, the fade now lasts for 128 frames, which is 128 * 34 / 1000 =
4.352 seconds long.

This could be fixed using floats, but when you introduce floats, you now
have 1.9999998 problems. For instance, I'm concerned about
floating-point determinism issues.

What I've done instead is switch the system to use four different
variables instead: the start volume, the end volume, the total duration,
and the duration completed so far (called the "step"). For every frame,
the game interpolates which value should be used based on the step, the
total duration, and the start and end volumes, and then adds the
timestep to the step. This way, fades will be correctly timed, and we
don't have potential determinism issues.

Doing this also fixes inaccuracies with the game timestep changing
during the fade, since the timestep is only used in the calculation
once at the beginning in the previous system.
2021-04-27 20:33:44 -04:00
Misa
801ac995e2 Fix VVVVVV-Man not warping horizontally
To exclude gravitron squares, the game excluded all entities whose
`size` was 12 or higher. The `size` of the player when they transform
into VVVVVV-Man is 13.

We have already inadvertently fixed VVVVVV-Man not warping vertically in
2.2. This was done with the previous room transition/warping code
refactors; the gravitron square conditionals were simply excluded from
the vertical warp code, because there's no situation where there would
ever be a gravitron square outside the screen vertically.

As with making rescuable crewmates warpable, I have yet to ever see
people use VVVVVV-Man in a custom level. It's not like they would want
to use it anyway; VVVVVV-Man is really, really buggy. And it's probably
better to make it less buggy, starting with this commit.

That being said, VVVVVV-Man's collision when warping horizontally is
really janky, so I still wouldn't use it.
2021-04-27 02:46:33 -04:00
Misa
78c319c34d Fix rescuable crewmates not warping
The game excluded every entity whose `type` was 50 or higher. The `type`
of rescuable crewmates is 55.

Could some levels be broken by this behavior? Unlikely; without warping,
the crewmates would end up falling out of the room and would become
unrescuable. So this is more likely to fix than to break.

But more importantly, *no one knows that rescuable crewmates don't
warp*. If anyone would know, it would be me, because I've been in the
custom levels community for over 7 years - and yet, during that time, I
have not seen anyone run into this corner case. If they did, I would
remember! This implies that people simply have never thought about
putting rescuable crewmates in places where they would warp - or they
have, ran into this issue, and worked around it.

With those two reasons, I'm comfortable fixing this inconsistency.
2021-04-27 02:46:33 -04:00
Misa
0e167a27d1 Unindent room wrap for-loops from previous commit
Unindenting is done in a separate commit due to diff noise.
2021-04-27 02:46:33 -04:00
Misa
29ff47cacb Invert and use continue in room wrap for-loops
This saves one indentation level. I also fixed the comments a bit
(multiline instead of single-line, "gravitron squares" instead of "SWN
enemies", also commented the player exclusion from horizontal wrapping
in vertically-wrapping rooms).
2021-04-27 02:46:33 -04:00
Misa
285fc24513 Clean up style of room wrap for-loops
They no longer mix code and declarations and now use a pre-increment.
2021-04-27 02:46:33 -04:00
Misa
53b3811a4d Move graphic options menu update to toggleFullScreen
This fixes a bug where using the fullscreen toggle keybind (Alt+Enter,
Alt+F, or F11) wouldn't update the color of the "resize to nearest" menu
option. The color doesn't functionally change anything - the option
still won't work, and will still have the message telling you that you
need to be in windowed mode when you move your menu selection to it -
but it's an easy inconsistency to fix; just move the menu recreation in
to Screen::toggleFullScreen() itself.
2021-04-22 19:42:32 -04:00
Misa
960bd4a519 Add NULL checks and asserts to graphic options
The game dereferences graphics.screenbuffer without checking it first...
it's unlikely to happen, but the least we can to do be safe is to add a
check and assert here.
2021-04-22 19:42:32 -04:00
Misa
0fc17ec277 Fix only removing duplicate script names from script name list
If there were two scripts with the same name, removing one of them would
only remove the other script from the script name list, and not also
remove the contents of said script - leading to a desync in state, which
is probably bad.

Fixing this isn't as simple as removing the break statement - I either
also have to decrement the loop variable when removing the script, or
iterate backwards. I chose to iterate backwards here because it
relocates less memory than iterating forwards.
2021-04-20 17:34:49 -04:00
Misa
779a48dbb4 Remove use of <algorithm> from editor.cpp
No need to use it when good ol' loops work just fine.

Iterating backwards is correct here, in case there happen to be more
than one of the item in the vectors, and also to minimize the amount of
memory that needs to be relocated.
2021-04-20 17:34:49 -04:00
Misa
b2c6c08621 Quote CMAKE_CXX_FLAGS
Otherwise this would result in multiple input arguments to the regex
instead of just one. Similar to shell scripting.
2021-04-20 14:22:53 -04:00
Misa
370e53f4d3 Draw minimap.png if it is mounted
This is a simple change - we draw minimap.png, instead of the generated
custom map, if it is a per-level mounted custom asset.

Custom levels have already been able to utilize minimap.png, but it was
limited - they could do gamemode(teleporter) in a script, and that would
show their customized minimap.png, but it's not like the player could
look at it during gameplay.

I would have done this earlier if I had figured out how to check if a
specific asset was mounted or not.
2021-04-19 10:08:38 -04:00
Misa
186f36beea Add error checking to base path setup
Previously, if the game couldn't set the write dir to the base
directory, or couldn't make the base directory, or couldn't calculate
the base directory, it would probably dereference NULL or read from
uninitialized memory or murder your family or something. But now, I've
eliminated the potential Undefined Behavior from the code dealing with
the base path.
2021-04-18 18:14:03 -04:00
Misa
2b4f3ab19e Pass size of output through instead of hardcoding it
Previously, this function had a bug due to failing to account for array
decay. My solution was to just repeat the MAX_PATH again. But in
hindsight I realize that's bad because it hardcodes it, and introduces
the opportunity for an error where we update the size of the original
path but not the size in the function.

So instead, just pass the size through to the function.
2021-04-18 18:14:03 -04:00
Misa
3102cac9d9 Add asserts for missing images and sound effects
I don't want to add too many asserts, because sometimes it's okay if a
file is missing (mmmmmm.vvv). But currently, the game basically expects
all images and sound effects to be present. That might change in the
future, but for now, these asserts are okay.
2021-04-18 15:01:43 -04:00
Misa
9f11438dcc Fix dereferencing NULL if image fails to load
If LoadImage() returned NULL, the game would dereference it and
segfault. So I've added NULL checks to dereferencing the pointers.
2021-04-18 15:01:43 -04:00
Misa
8956b04d67 Fix missing return statements in drawsprite()
Whoops. Otherwise the game would end up indexing out-of-bounds despite
checking for it anyways.
2021-04-18 15:01:43 -04:00
Misa
1191f425b3 Add NULL checks to FILESYSTEM_loadFileToMemory()
FILESYSTEM_loadFileToMemory() dereferenced pointers without checking if
they were valid... I don't know of any cases where they could have been
NULL, but better safe than sorry.
2021-04-18 15:01:43 -04:00
Misa
3ebdc1da89 Transfer param init responsibility to loadFileToMemory
So, the codebase was kind of undecided about who is responsible for
initializing the parameters passed to FILESYSTEM_loadFileToMemory() - is
it the caller? Is it FILESYSTEM_loadFileToMemory()? Sometimes callers
would initialize one variable but not the other, and it was always a
toss-up whether or not FILESYSTEM_loadFileToMemory() would end up
initializing everything in the end.

All of this is to say that the game dereferences an uninitialized
pointer if it can't load a sound effect. Which is bad. Now, I could
either fix that single case, or fix every case. Judging by the title of
this commit, you can infer that I decided to fix every case - fixing
every case means not just all cases that currently exist (which, as far
as I know, is only the sound effect one), but all cases that could exist
in the future.

So, FILESYSTEM_loadFileToMemory() is now guaranteed to initialize its
parameters even if the file fails to be loaded. This is better than
passing the responsibility to the caller anyway, because if the caller
initialized it, then that would be wasted work if the file succeeds
anyway because FILESYSTEM_loadFileToMemory() will overwrite it, and if
the file fails to load, well that's when the variables get initialized
anyway.
2021-04-18 15:01:43 -04:00
Misa
8c8118e43f Don't mix code and decls in loadFileToMemory()
My next commit will involve using goto to jump to the end of a function
to initialize the variables to NULL, but that results in a compiler
error if we have initializations in the middle of the function. We might
as well put all declarations at the top of each block anyway, to help
the move to C, so I'm doing this now.

Since the length variable in the STDIN block now overshadows the length
variable in the outer block, I've renamed the length variable in the
block to stdin_length.
2021-04-18 15:01:43 -04:00
Misa
120bb7288b Don't mix code and decls in SoundTrack constructor
Minor style fix.
2021-04-18 15:01:43 -04:00
Misa
b02cf00ce6 Remove unnecessary Sint16 casts
These casts are sprinkled all throughout the graphics code when creating
and initializing an SDL_Rect on the same line. Unfortunately, most of
these are unnecessary, and at worst are wasteful because they result in
narrowing a 4-byte integer into a 2-byte one when they don't need to
(SDL_Rects are made up of 4-byte integers).

Now, removing them reveals why they were placed there in the first place
- a warning is raised (-Wnarrowing) that implicit narrowing conversions
are prohibited in initializer lists in C++11. (Notably, if the
conversion wasn't narrowing, or implicit, or done in an initializer
list, it would be fine. This is a really specific prohibition that
doesn't apply if any of its sub-cases are true.)

We don't use C++11, but this warning can be easily vanquished by a
simple explicit cast to int (similar to the error of implicitly
converting void* to any other pointer in C++, which works just fine in
C), and we only need to do it when the warning is raised (not every
single time we make an SDL_Rect), so there we go.
2021-04-18 14:55:33 -04:00
Misa
15b085b326 Fix duplicating ed_settings when opening editor menu second time
This fixes a bug where after loading in to the level editor, pressing
Esc and then switching your option to something other than the first
option, then pressing Esc again to close the menu, then pressing Esc
once more would not keep your menu option.

This is because the code that checks if Menu::ed_settings is already in
the stack doesn't account for if ed_settings is the current menu - the
current menu doesn't get put in to the stack.

In hindsight, maybe I could have designed the new menu system better so
the current menu IS on the stack, and/or should have used a
statically-allocated linked list for each menu name for the stack frames
(instead of an std::vector) and asserted if a menu that already existed
in the stack was created instead... that'll have to be done later,
though.
2021-04-18 13:13:04 -04:00
Misa
90b48887ed Fix missing colon in prompt when placing terminal
All other instances of "Enter script name:" have a colon except for this
one.
2021-04-18 06:53:24 -04:00
Misa
c37eb37b4d Consistently play Viridian squeak for pause menu inputs
Pressing Esc to cancel the confirm quit menu didn't play the squeak, in
contrast to pressing ACTION to cancel it, so now it does; pressing Esc
to close the pause menu or pressing ACTION will also now play the
Viridian squeak too.
2021-04-18 06:52:58 -04:00
Misa
c84d7ebf08 Rename vx/vy createentity args to meta1/meta2
vx/vy mean x-velocity and y-velocity... except here, where it seems like
they're used as extra parameters that do different things depending on
the entity. But it seems like at one point they were actually meant to
be the speed of the entity (this is the case for the unused decorative
particle entities), and then just never got renamed when they weren't.

The custom levels community named these two parameters meta1 and meta2
in the reference list of entities for the createentity() script command,
so that's what I'm naming them here. This will avoid confusion (I know
that some people reading this function have genuinely mistaken the vx/vy
for actually meaning x-velocity and y-velocity, simply because they were
named that way).
2021-04-17 18:29:17 -04:00
Misa
9ba30caeb3 Remove default function args from createentity()
I have spelled out each overloaded version instead, and only the
overloads that are actually used - which just happens to be everything
except the 8-argument one. I don't want to deal with callers right now
(there are too many of them), so I'm not going to change the names that
the callers use, nor do I want to change the amount of arguments any
existing callers use right now - but we will have to deal with them in
one way or another when we move to C.
2021-04-17 18:29:17 -04:00
Misa
7d223db211 Change all createentity args to be ints
The script command createentity() is always an int. But not only that,
every time createentity() is used, its arguments are always treated like
ints. Always. I knew that vx/vy were floats because of the int casts in
the function, but I didn't even realize that xp/yp were floats, too,
until I checked just now! That's how much they're treated like ints.

All int casts in createentity() have also been removed, due to being
unnecessary (either because of us suppressing MSVC implicit conversion
warnings, or because there are now no longer any conversions happening).
2021-04-17 18:29:17 -04:00
Misa
516e71c7da Remove customlevelstatsloaded from Game
This boolean is assigned, and it is checked... but it's never assigned
to true, thus making it useless. I also checked 2.2 source and the same
thing happens there; to prevent any confusion, I'm removing this.
2021-04-17 09:53:17 -04:00
Misa
28c3ec9572 Make map.[old]ypos ints instead of floats
So... I did see that map.ypos was a float when I added over-30-FPS mode,
because map.oldypos wasn't there before... I'm guessing that I kind of
just ignored it at the time. But, c'mon, map.ypos and map.oldypos are
always treated as ints, so there's literally no reason for them to be
actually floats in reality. I didn't even know they were anything other
than ints until I checked Map.h.
2021-04-17 09:52:30 -04:00
Misa
83ad5e66de Show and hide mouse cursor based on user input
This is quite simple - whenever the user uses their keyboard or
controller, we hide the mouse cursor. Whenever they move the mouse, we
show it again. This makes it so the cursor gets out of the way when they
play the game, but reappears when they need it.

There is also a timeout, to prevent strobing if the user decides to use
the keyboard/controller and mouse at the same time. There is no timeout
from hiding the mouse cursor, but there is a timeout from showing the
mouse cursor - this because it's okay if the mouse lingers for a few
frames when you start using the keyboard, but really annoying if the
mouse doesn't instantly appear when you move it.
2021-04-16 22:58:45 -07:00
Misa
c76c67b125 Axe mouse cursor config option
The config option has been removed. I'm going to implement something
that automatically shows and hides the mouse cursor whenever
appropriate, which is better than a config option.
2021-04-16 22:00:33 -07:00
Misa
390720dacc Disable exceptions and RTTI in CMakeLists
These are two C++ features that we don't need, don't use, and will never
use in the future. Apparently the best way of doing this in CMake is to
fiddle with the CXX_FLAGS using regex.

Now this is one less flag I need to supply myself when I invoke CMake...
2021-04-17 00:50:04 -04:00
Misa
83f438d694 Use booleans for SUPPORTS_IMPLICIT_FALLTHROUGH
CMake has booleans, so why not use them?
2021-04-17 00:50:04 -04:00
Misa
2229c2c6c0 Remove usage of undefined variable PFSP_SRC
This variable is not defined anywhere and never has been since the
source code release (which is when this CMake file was first created).
To make things clearer, I'm cleaning this variable up.
2021-04-17 00:50:04 -04:00
Misa
afae945930 Don't pollute global includes/defines namespace
A function like add_definitions() adds definitions to ALL targets, not
just VVVVVV. This kind of namespace pollution is messy, and could result
in bugs if you pollute with the right kind of pollutant.

So instead of using add_definitions(), use target_compile_definitions().
And instead of using include_directories(), use
target_include_directories().
2021-04-17 00:50:04 -04:00
Misa
78aa3ca715 Switch SDL2 includes to be private
There's no reason for these to be public, and putting it public is
probably going to cause more harm than not.
2021-04-17 00:50:04 -04:00
Misa
ce4dc7e7bc Set C standard to C90 in CMake file
All the C third-party dependencies are C90, and all the C files we have
are also C90 (well, almost, but that's easily sorted). So we have
basically no reason to not go with C90 here.

The only wrinkle is, turning C extensions off for physfs-static results
in linker errors because PhysFS implicitly uses alloca() without
including it properly (on Linux). I am not the only one who has ran into
this - see https://icculus.org/pipermail/physfs/2020-April/001293.html -
and it's a bug with PhysFS. The workaround I've gone with is to enable C
extensions. (There might also be some funkiness with PhysFS's use of the
`inline` keyword, so enabling extensions will paper over that as well.)
2021-04-17 00:50:04 -04:00
Misa
c17ea40866 Use multiline comments in C files
So there were actually only two instances of C99-style end-of-line
comments in C files - and technically one of them was just a C file
including MakeAndPlay.h.
2021-04-17 00:50:04 -04:00
Misa
4c199efbac Add CMake version guard around setting C++ standard
It seems like CMake 3.1.3 introduced the C/C++ standard properties,
while the minimum version of this CMake file is 2.8.12. So we do what
FAudio does, which is print a warning if the CMake version is too old
and otherwise use it if we have the feature.
2021-04-17 00:50:04 -04:00
Misa
575698e715 Change cache bool variables into options
They're the same thing, but using option() better conveys intent.
However this can't be done for anything that isn't a bool, which the
CUSTOM_LEVEL_SUPPORT option is not (it's a tri-state string).
2021-04-17 00:50:04 -04:00
Misa
c060419a47 Remove redundant C++ standard sets from CMakeFiles
These were introduced in 098fb77611 - did
Leo not know that they were already there at the top of the file? This
does the same thing, except it only sets it for VVVVVV instead of
everything (so this wouldn't set it for the third-party dependencies).
2021-04-17 00:50:04 -04:00
Misa
c41ec551f7 Lowercase function calls in CMakeLists
Lowercase names are easier to type and are more distinguishable from the
capital letters that usually go inside the function calls as arguments.
2021-04-17 00:50:04 -04:00
Misa
d2951fb7f4 Remove extra semicolon from end of Credits namespace
-Wpedantic warns about this.
2021-04-17 00:50:04 -04:00
Misa
0dceec8c20 Add -Wpedantic to GCC/Clang in CMakeLists
This adds -Wpedantic so we get warned if our code doesn't strictly
conform to ISO C++98. It doesn't seem like MSVC has it.
2021-04-17 00:50:04 -04:00
Misa
be9a6382ea Fix playing same track after it has faded out
If a track was restarted after it faded out, then it wouldn't play. This
is because currentsong wasn't set to -1 after fading out, and that is
because the fade out calls pause() instead of haltdasmusik() when it
finishes.

Unlike f196fcd896, this fixes the time
trial music while keeping it to the same behavior as 2.2, and fixes
every single possible case that this music bug could have happened.
2021-04-14 13:02:00 -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
e0749801ea Add to contributors 2021-04-14 11:09:01 -04:00
Malte Desktop
f196fcd896 Fix music stopping when restarting a time trial 2021-04-14 11:09:01 -04:00
Misa
a0d40b5d74 Add bounds check to use of edteleportent
edteleportent is a global variable that gets assigned whenever the
player collides with a warp token, and gets read from later down the
line in gamelogic(). While I don't know of any way to cause anything bad
with this (and I did try), storing a temporary indexing variable like
this is only bound to be a liability in the future - so we might as well
prevent badness now by adding a bounds check here.
2021-04-14 07:15:14 -04:00
Misa
e3145c09f2 Reset cliplaytest when exiting to menu and check it when loading
This fixes a bug where quitting to the menu from command-line
playtesting with -playassets specified would always use those assets
when loading back in to any custom level. This also fixes loading in to
a custom level quicksave always using the command-line playtesting
arguments instead of using the actual quicksave.
2021-04-14 07:14:34 -04:00
Misa
174e804c6b Fix wrong variable being bounds-checked when collecting trinket
I was working on another PR, and spotted this. This is a GIANT whoops
moment right here!
2021-04-14 07:14:03 -04:00
Misa
7f55b0e887 Increase threshold for drawing top entities at bottom of screen
In a vertically-warping room, the 'height' of the room becomes 232
pixels, regardless of if you have a room name or not. So the remaining 8
rows of pixels at the bottom of the screen corresponds with the first 8
rows of pixels at the top of the screen, and entities in the bottom 8
rows of pixels get teleported to the top of the screen.

The screen wrapping drawing code doesn't draw entities in the top 8 rows
of pixels at the bottom, leading to a discontinuous effect where it
looks like vertically-warping entities don't neatly change from the
bottom to the top or vice versa - this is especially noticeable with
enemies. To fix this, just increase the threshold for drawing top
entities at the bottom of the screen by 8 pixels.
2021-04-13 22:22:03 -04:00
Misa
8b042a5813 Fix vertically-warping entities being drawn with wrong offset
When an entity vertically warps, it teleports upwards or downwards by
232 pixels. However, the graphics code draws them with an offset of 230
pixels. This is off by 2 pixels, but it's enough to make a
downwards-moving enemy look like it suddenly collides with the bottom of
the screen (in a room without a room name) before it warps, especially
if you go frame-by-frame.
2021-04-13 22:22:03 -04:00
Misa
235046f7ad Don't ditch frames when loading saves
It seems like for whatever reason that the frames portion of save files
is never read from, and always zeroed. Well, technically they get parsed
but the result is immediately discarded afterwards.

I see no reason to do this, so I'm removing these zeroes.
2021-04-13 17:51:24 -04:00
Misa
ea2ecc81b1 Don't process music, fades, or timer when unfocused
This fixes being able to make music fully fade in (or out) by unfocusing
the game, or making the fade bars fully fade in (or out) by unfocusing
the game, or racking up the timer while the game is unfocused.
2021-04-13 17:51:24 -04:00
Misa
01ba834086 Don't tick timer if in time trial countdown
In 2.2 and previous, the game would call resetgameclock() every frame
for the last 30 frames of the time trial countdown in order to make sure
it gets reset. This was in a render function, and didn't get brought out
in 2.3, so 2.3 resets the game clock *while rendering*, which is kinda
bad and is an oversight on my part for not noticing.

Instead of doing that, just add a conditional to the timer so that it
won't tick during the time trial countdown. This fixes #699 even further
by making it so the time trial par can't even be lost during the
countdown, because the timer won't tick up - so you can never get a sad
squeak to play by pausing the game or unfocus-pausing it during the
countdown.
2021-04-13 17:51:24 -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
54c0a8a109 Don't reset timetrialparlost every frame during countdown
Otherwise, if the timer ticked up past the par (via using the unfocus
pause or pause menu), it would result in the sad squeak being played
every frame because the game would constantly be setting
timetrialparlost, then moving to the code block below, assuming that
since timetrialparlost that we haven't lost the par already, and playing
the squeak.

timetrialparlost gets reset in hardreset() and startgamemode() anyways,
so there's no need to be constantly resetting this variable.

Fixes #699.
2021-04-13 17:51:24 -04:00
Misa
3728edc335 Remove time trial replay menu stack popping
It turns out this entire chunk of code is simply unneeded (and is
actively harmful) since when we're done with the time trial,
quittomenu() gets called, and that removes the previous stack frame
anyway.

I'm guessing that I added this code, then added quittomenu(), then
didn't consider how this code and quittomenu() would mix. But anyways,
this bug is fixed.

Fixes #714.
2021-04-13 13:41:48 -04:00
Misa
a4999c5308 Fix music files not using virtual mount path
This fixes music files being unable to be mounted in per-level custom
assets, because they didn't use the virtual mount path. But now they do.
2021-04-13 10:02:40 -04:00
Misa
3f46c5ac5c Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.

What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.

Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.

I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.

In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 10:02:40 -04:00
Misa
a64f75a880 Fix isAssetMounted not using virtual mount path
Otherwise, it would report that tiles.png wasn't mounted when it was,
and recolor one-way tiles in levels that don't want their one-ways
recolored.
2021-04-13 10:02:40 -04:00
Misa
9b4691676f Factor out mount path calculation to separate function
This means we don't have to copy-paste the virtual mount path
calculation code.
2021-04-13 10:02:40 -04:00
Misa
488916b51c Process queued music after processing fades
While fixing all the other music bugs, I discovered that starting
playtesting in the editor wouldn't play the level music.

The problem is that the editor playtesting start code calls
music.fadeout() before calling music.play(). This queues up the track
from the music.play() call. After that, what should happen is that
processmusic() processes the fade, the fade is then finished, and then
after that it sees that the music is halted so it can play the queued
track.

Instead what happens is that the function first attempts to play the
music before the fade is processed and finished, so play() will re-queue
the music again, but the queue gets cleared right after that (this is a
subtle bit of behavior - it means if the game fails to play a queued
track due to it fading, it's not going to re-queue it again and end up
in some sort of infinite loop).

This is a frame ordering issue - the function is tripping over itself
when it shouldn't be. To fix it, just put the queue processing code
after the fade processing code.
2021-04-12 16:17:31 -04:00
Misa
0bde6f1eca Reset fade booleans when halting music
This fixes the 2.2-and-below music blocking workaround not working in
2.3.

The issue was that when the music got halted by the script, the fade
volume would still be processing, silently being decremented in the
background. So the script playing the track afterwards would make the
game queue it (as it was called during the fade), but then the music is
halted so the game would attempt to play it, but the fade is STILL
happening so it wouldn't actually play it and would attempt to queue the
track again.

However, that queue gets discarded immediately afterwards because the
music.play() call happened inside the code responsible for playing the
queued music, and that code unconditionally clears the queue variables
immediately after calling play(). So that's good to know - if the game
queues a song, but fails to play it because of a fade, it's not going to
immediately re-queue it and potentially get stuck in a loop of
infinitely queueing the same song over and over again each frame.

Anyways, the source of the problem is not resetting the fade booleans
when halting music, so I've reset them.

Fixes #701.
2021-04-12 16:17:31 -04:00
Misa
af2e6a2331 Fix 1-frame glitch when fading in from zero
The problem here is that even though we start playing the music when the
volume is set to zero, mixer's state doesn't have volume zero, so
whatever it plays next will be the very first quanta of the track but at
the previous volume (in this case, the maximum volume). To fix this,
just update mixer when we update the volume here - it's okay to not
account for user volume because it ends up being zero anyway.

Fixes #710.
2021-04-12 16:17:31 -04:00
Misa
27d0b1a1d4 Ensure all fade-ins start from zero
This fixes a bug where fading music in but not going through the
music.play() path wouldn't start the fade volume from zero. If this
happened, then the previous volume would persist, and if the previous
volume was the max volume, then that essentially canceled out the
fade-in and prevented it from happening at all. But now all paths to
fadeMusicVolumeIn() set the volume to zero first, instead of only the
caller of music.play().
2021-04-12 16:17:31 -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