Commit Graph
100 Commits
Author SHA1 Message Date
Misa a806b072bd Disable typing pipes in script names
This disables typing the pipe character in the data fields of terminals
and script boxes. Care has been taken to make sure that it's still
possible to type pipes in room text.

This is because pipes are the line separator in the big XML tag that
stores every single script line, and thus a script name with pipes would
end up being split up after the level file has been saved and loaded
again.
2024-01-10 00:33:39 -08:00
Misa a1c7291bc4 Don't draw mode indicator text if there is none
This makes it so that the boolean to draw mode indicator text is false
if there aren't any modes active.

Otherwise, when loading in, the in-game timer would only come in after a
few seconds instead of appearing when the fade-in finishes.
2024-01-10 00:23:40 -08:00
Misa 5e28567009 Fix pressing ESC in some menus not playing music
This fixes a bug where pressing Escape in the following menus would not
play Presenting VVVVVV (the title screen music) and would instead leave
you with silence: Game Complete, Time Trial complete, Game Over, and No
Death Mode complete.
2024-01-10 00:19:16 -08:00
Misa 67df8a9679 Add bounds check to textcase() command
This makes it so that only inputs between 1 and 255 inclusive will be
accepted. Otherwise, the command has no effect.

This is because the text case is stored as one byte in a string, and a
value of zero would be the null terminator.

We also want to minimize potential weirdness with integer wrapping if we
accept inputs from outside those bounds. While the textcase variable as
used throughout the codebase is plain unqualified `char` (which, unlike
other integers, exists in a quantum superposition of being signed and
unsigned depending on compiler, machine, and various other stuff) and so
there still might be issues there, we definitely don't want anything
higher than 255.
2024-01-09 23:57:14 -08:00
Misa 34e7b1af61 Update FAudio to 24.01
FAudio is usually very stable, after all, our very own Ethan Lee
maintains it. This should be safe to bump.
2024-01-09 23:15:57 -08:00
Misa 9bb463ab0e Add third_party/ to CI workflow paths
This adds the third_party/ directory to the list of paths that will
trigger a CI workflow when changed.

Not all updates to third-party dependencies will necessarily change
code, but we bump dependencies infrequently so there's not much of a
problem with triggering CI on every change to third_party/.
2024-01-09 23:13:39 -08:00
Misa 2a9003ae45 Reverse left & right nav keys in editor for RTL
If the language is RTL, then the left and right menu navigation keys
should be reversed, because the menu layout goes from right to left.

This is to be consistent with the other menus in the game. The editor is
just a special case so it was overlooked.
2024-01-09 21:05:26 -08:00
Misa 163f3a0fde Allow using W and S in editor menus
There was an inconsistency where W and S couldn't be used in place of
the Up and Down arrow keys, but this has been fixed.

This only applies where W and S otherwise are not bound to anything
else. E.g. not the main editor (where W changes the warp direction and S
saves the level) and not the script editor (where W and S can be typed
inside a script), but the script list is fine.
2024-01-09 20:54:11 -08:00
Misa 0e40892eb0 Arabic: Fix translation for Vertigo roomname
By Montassar.

Just adds a U+200F (RTL mark).
2024-01-09 20:25:15 -08:00
Misa a7b22919ae Modulate text sprite RGB instead of using alpha
Using actual alpha is prone to bugs with doubling alpha, etc. if there
are multiple sprites on top of each other.
2024-01-09 19:22:40 -08:00
Misa 2ed1aac67d Fade text box overlays with text box
Currently, it's a bit jarring that text box overlays (which are text box
images, e.g. Level Complete and Game Complete, and sprites, e.g. the
crewmates) will suddenly appear when their text box has fully faded in
and suddenly disappear once it starts fading out.

This makes it so that text box overlays will be faded in and out
smoothly along with the rest of the text box fading in and out.

Transparent text boxes are not affected, as they do not fade in and out
at all. Thus, text box overlays in transparent text boxes will still
suddenly appear and disappear as usual.
2024-01-09 18:38:40 -08:00
Misa 40b0f9ec36 Account for position of prompt in mode text
I forgot that the position of the activity zone can vary based on
setactivityposition() in custom levels. So account for that.
Additionally, if the activity zone prompt is far down enough, then we
don't need to move the mode text at all.
2024-01-09 17:48:53 -08:00
Misa 18730b465e Allow taking multiple screenshots in same second
Dav999 notified me that if multiple screenshots are taken in the same
second, the second screenshot has `_2` appended to it and so on. We do
the same here by storing the current timestamp and a counter.

This doesn't prevent overwriting files if you have system time that
changes, or have multiple instances of VVVVVV running at the same time,
but my position on those cases is as follows: Don't do that.
2024-01-09 17:21:18 -08:00
Misa d8b97db6a8 Make sure mode text is visible above act prompts
This makes the mode indicator text be visible even if there is an
activity zone prompt on screen, by making it so that it gets moved if an
activity prompt is being rendered.

This is to make sure that it's visible no matter what, even if e.g. a
custom level starts the player on an activity zone.
2024-01-09 17:06:33 -08:00
Misa 9676bf0006 Fix visual clash between timer and trophy text
Trophy text can overlap with the timer. How bad it is depends on the
localization but in English some text definitely overlaps.

Simple fix is to disable rendering the timer if we are rendering any
trophy text.
2024-01-09 16:56:38 -08:00
Misa b3b001c2a8 Place GraphicsResources functions in header file
These are functions used in other files that are not on the
GraphicsResources class but are implemented inside the
GraphicsResources.cpp file. For some reason they were never put in the
GraphicsResources.h file until now, even though it's a perfectly good
header file to put them in.
2024-01-09 16:03:05 -08:00
Misa 10030a4340 Save screenshots with proper filenames
Filenames are timestamped now, down to the second. If you take multiple
screenshots in the same second, then the last one will overwrite the
others. This seems to be how other screenshot programs operate so I
don't think it matters if you can't take more than one per second.

Additionally, 1x screenshots (320x240) will go in the 1x/ subdirectory,
and 2x screenshots (640x480) will go in the 2x/ subdirectory.
2024-01-09 15:48:41 -08:00
Misa 40f6f83328 Add border to indicate taking screenshot
Originally, I was thinking of adding a notification text that you took a
screenshot, but this is better because it is language-agnostic and it
doesn't contribute to potential UI clutter/clashing.

It flashes yellow if the screenshot successfully saved, and red if it
didn't.
2024-01-09 15:48:41 -08:00
Misa 93ec2c6cca Upscale screenshots 2x
The plan is to have Steam screenshots always be 2x, but in the VVVVVV
screenshots directory (for F6 keybind) save both 1x and 2x.

Again, just for now, the 2x screenshot is being saved to a temporary
location for testing and will get proper timestamps later.
2024-01-09 15:48:41 -08:00
Misa 20f0fafa5e Fix screenshots in Flip Mode
One problem with internal screenshot capture is that we rely on SDL's
render subsystem to flip the screen in Flip Mode, while leaving our
actual screen untouched. Since we source the screenshot from the screen
and not what SDL renders, we need to flip the screenshot ourselves when
saving an internal capture.

To do this, we need to support 24-bit colors in DrawPixel() and
ReadPixel(). Luckily, this isn't too hard to do. A 24-bit color is just
a tuple of three bytes, and we just need to do a small amount of bitwise
math to pack/unpack them to a single integer for SDL_GetRGB() and
SDL_MapRGB().
2024-01-09 15:48:41 -08:00
Misa ae5ef9753c Hook Steam screenshots and send internal capture
Using the Steamworks API, we can hook the screenshot function and listen
for a screenshot request callback to send in our own screenshot. This
applies the screenshot improvements to Steam screenshots as well.

Doing this requires adding some C wrapper functions, as our interface
with the Steam API is only conducted through C.
2024-01-09 15:48:41 -08:00
Misa f05827f268 Add support for internal screenshots
"But people already have screenshot tools", you might protest. The
rationale is simple: If you play with any video setting other than 1x
windowed (no stretching and no letterbox), then your screenshot will be
too big if you want the internal resolution of 320x240, and downscaling
will be an inconvenience.

The point is to make screenshots based off of internal resolution so
they are always pixel perfect and ideally never have to be altered once
taken.

I've added the keybind of F6 to do this.

Right now it saves to a temporary test location with the same filename;
future commits will save to properly-timestamped filenames.
2024-01-09 15:48:41 -08:00
Misa fe21be87a2 Remap lang reload keybind from F12 to F8
This remaps the keybind to reload language files from F12 to F8.

This is because the F12 keybind conflicts with the default Steam keybind
to take a Steam screenshot.

I chose F8 because it is next to another keybind that reloads stuff, F9
(which reloads assets in the editor).

Fixes #1089.
2024-01-09 11:14:11 -08:00
Misa b077f24a50 CWrappers.cpp: Extern "C"
While working on adding a screenshots keybind, I encountered a link
error with these functions. Wrapping them in `extern "C"` fixed it. It's
most likely due to the fact that they were `extern "C"` in the header,
but not in the `.cpp` file. They should be both `extern "C"`'d
regardless.
2024-01-09 11:11:15 -08:00
Misa 858c2cb081 Indicate modes when loading in to gameplay
If you load in to gameplay with invincibility mode, glitchrunner mode,
Flip Mode, or slowdown enabled, then there will be text displayed on
screen for a few seconds that says so.

This is to serve as a useful reminder. A common pitfall with using
invincibility is forgetting to turn it off when you don't want it
anymore. What usually happens is that players forget that they have it
on until they encounter a hazard. Now, they can realize it as soon as
they load in.

See #1091.
2024-01-08 20:01:27 -08:00
Misa 47eb7acb44 Only trigger CI workflows for code or CI changes
This makes it so that the main CI workflow will only trigger if a change
is made to a code file in desktop_version/ (as the CI is only for
desktop_version/), or if the CI file itself is changed.

The CI workflow for Android will only trigger if Android-specific code
_could have_ changed. This includes all code that is definitely
Android-specific (e.g. Java files), but also C/C++ files that have
__ANDROID__ ifdefs.

Unfortunately, it's not possible to reuse the same list of paths across
two different event trigger types[1]. So we have to copy-paste here.

[1]: https://github.com/orgs/community/discussions/37645
2024-01-07 17:27:37 -08:00
Misa 4922fa4599 Disable debugger logic when not active
This fixes a bug where you could still drag an entity around with the
debugger inactive if you were holding the entity while disabling the
debugger with Y. Furthermore, you couldn't even drop the entity even if
you wanted to.
2024-01-06 20:51:59 -08:00
Misa 9e2d6e921c Fix clash between Gravitron start text and timer
There is a clash between the timer text and the "Survive for 60
seconds!" text. It's minor in English but it can be worse in other
languages (e.g. Polish).

So make the timer go away when that text is onscreen.
2024-01-06 20:38:25 -08:00
Misa 44fb76ba90 Fix clash between timer and return editor text
The "[Press {button} to return to editor]" and the "TIME:" text
overlapped, which resulted in an ugly clash.

To fix this, make the return editor text take priority over the timer
text. This involves a minor refactor to first calculate whether or not
we should draw the return editor text before we check if we should draw
the timer text.
2024-01-06 15:45:40 -08:00
Misa 95c6dc58d3 Fix TAB bind conflict with translator & debugger
The TAB bind is used in both roomname translator mode and the level
debugger. To fix this, the TAB keybind will prioritize roomname
translator mode, unless the debugger text is enabled (with the Y
keybind), in which case the debugger takes priority. Additionally, the
roomname translator text will not render when the debugger text is
shown.

Fixes #1094.
2024-01-05 11:42:10 -08:00
Misa fc51c2219d README: Reword to "Viki", wordwrap line 2024-01-02 15:33:35 -08:00
Misa b4579d88d3 Add SimpleMessageBox for early filesystem bail
This ensures that the game won't silently fail to start if it can't
initialize the filesystem. Instead, it will fail loudly by popping open
a message box (using SDL_ShowSimpleMessageBox).

The motivation for this comes from issue #1010 where this is likely to
occur if the user has Controlled Folder Access enabled on Windows, but I
didn't want to put in the work to specifically detect CFA (and not sure
if it's even possible if it turns out that the OS just gives a standard
"permission denied" in this case). At least any message box is better
than silently failing but printing to console when most users don't know
what a console is.

Fixes #1010.
2023-12-31 16:54:53 -08:00
Misa e318d6f176 Fix regression: Tower BG lerps in reverse direction
This is the same as commit 70357a65bf
("Fix regression: Warp BG lerps in reverse direction"), but for the
tower background.

This bug is most visible when moving the camera in a tower using
invincibility, or holding down ACTION during the credits scroll.
2023-12-29 14:11:08 -08:00
Misa e6b1b54214 Add a fast-forward keybind to level debugger
This lets you hold down F to fast-forward the game if you have the level
debugger interface open (with Y) and the game isn't paused.

This is most useful for quickly skipping through cutscenes to test
something.
2023-12-29 13:56:30 -08:00
Misa b8fdbe53b9 Fix loading plain font.png Unicode indexing out of bounds
This code was introduced by Dav999 in
abf12632bb (PR #1077), but it contains a
memory error. I spotted this with Valgrind.

The problem comes from the fact that `max_codepoint` is calculated from
the width and height of the surface (which will have the same width and
height as the source `font.png` from the filesystem). Let's work through
an example using a typical 128 by 128 `font.png` and an 8 by 8 glyph.

`chars_per_line` is calculated by dividing the width of the image
(`temp_surface->w`, or 128) by `f->glyph_w` (8), yielding 16.
`max_codepoint` is calculated by first calculating the height of the
image divided by the height of the glyph - which here just happens to be
the same as `chars_per_line` (16) since we have a square `font.png` -
and then multiplying the result by `chars_per_line`. 16 times 16 is 256.

Now it is important to recognize here that this is the _amount_ of
glyphs in `font.png`. It is _not_ the last codepoint in the image. To
see why, consider the fact that codepoint 0 is contained in the image.
If we have codepoint 0, then we can't have codepoint 256, because that
would imply that we have 257 codepoints, but clearly, we don't. If we
try to read codepoint 256, then after working through the calculations
to read the glyphs, we would be trying to read from pixel columns 0
through 7 and pixel rows 128 through 135... in a 128 by 128 image...
which is clearly incorrect.

Therefore, it's incorrect to write the upper bound of the for-loop
iterating over every codepoint as `codepoint <= max_codepoint` instead
of `codepoint < max_codepoint`.
2023-12-29 11:55:09 -08:00
Misa 6f435661e7 Add inbounds pixel assertion to DrawPixel/ReadPixel
I was running the game through Valgrind and I noticed a memory error
where the game was attempting to read a pixel that was just outside the
image. Since this is an error that doesn't immediately result in a
segfault, I figured that it would be prudent to put in an assertion to
make it loud and clear that a memory error is, in fact, happening here.

Similarly, drawing to a pixel just outside the surface wouldn't result
in a crash, so I copy-pasted the check there too (with changes).
2023-12-29 11:54:19 -08:00
Misa af35be5bb6 Name conditionals in text box loop
With the recent change to drawing overlays (images and sprites) from
PR #1058, it's starting to get a bit hairy. This names the conditionals
responsible for determining if the text box is transparent (checking
that all of its RGB is 0) and if overlays should be drawn or not (which
is now either when it's opaque or transparent).
2023-11-28 19:07:49 -08:00
Misa c9fd9e7924 README: Delete section on compiler quirks
This hasn't been relevant for years now. Even in 2.3, this wasn't
relevant, but we added a disclaimer saying that it only applies to 2.2.

But now issue #1052 has been opened specifically pointing to this
section as something that should be removed. Therefore, I'm removing it.
2023-11-27 13:43:23 -08:00
Misa 70357a65bf Fix regression: Warp BG lerps in reverse direction
This fixes a regression caused by PR #923 (the PR that moved rendering
to be GPU-based) where the interpolation of the horizontal and vertical
warp backgrounds (in over-30-FPS mode) was in the wrong direction, which
makes them look blurry.

This happens because the arguments to the `lerp` function were in the
wrong, reverse order.

On the VVVVVV Discord server, Ally raised the argument that they were in
the same order before she made the changes; therefore the previous code
was also incorrect and it wasn't her fault. However, this argument is
incorrect, because in that case, the reverse order _is_ the correct
order.

The reason that it's now the wrong order is because the output of `lerp`
is now being used as the argument to a source rectangle. Previously, the
output of `lerp` was being used as the offset argument to
`ScrollSurface`, which is analogous to being a destination rectangle.

Fixes #1038.
2023-11-27 13:29:06 -08:00
Misa 0a72cc6614 Android: Update README.md for Maven package
Since #1047 was merged, we now make the user build the SDL prefab
themselves (as SDL does not publish Maven packages yet). Here are some
instructions for doing that.
2023-11-14 17:29:34 -08:00
Misa 1e5a737089 CMake: Silence deprecation warning
Recent versions of CMake emit the following:

    CMake Deprecation Warning at CMakeLists.txt:4 (cmake_minimum_required):
      Compatibility with CMake < 3.5 will be removed from a future version of
      CMake.

      Update the VERSION argument <min> value or use a ...<max> suffix to tell
      CMake that the project does not need compatibility with older versions.

Reading the documentation further, adding a max refers to the max
version compatibility of CMake _policies_. Adding a max of 3.5 makes the
warning go away, so it seems that the warning is more about policies
than anything else.

This will still work on 2.8.12 as the extra dots will be seen as a
version component separator, ignoring the max version.
2023-10-31 22:36:11 -07:00
Misa ea1a014145 Fix memory leak with ApplyFilter
The intention of the recent refactor was to make it so that the
temporary surfaces would be allocated only once, when the mode is
enabled, and be freed upon exit.

To do this, Graphics.cpp owns the pointers, and passes them to
ApplyFilter to modify. Except ApplyFilter doesn't actually modify the
pointers, because it's only a single pointer, not a pointer-to-pointer.
So every frame of rendering it would actually be creating a new surface
and leaking memory.

To fix this, they need to be pointer-to-pointer variables that get
modified.

I also added error logs in case the surface creation failed.
2023-10-27 10:25:42 -07:00
Misa 791310fa5d Provide error code if SetConsoleOutputCP fails
According to the Win32 documentation, GetLastError provides extended
error information if SetConsoleOutputCP fails.
2023-10-25 17:21:11 -07:00
Misa a46c817c69 Clarify references to Make and Play in README
Some people might be confused by the reference to M&P in the
instructions referring to downloading data.zip (#1026).

data.zip is the same between M&P and full versions of the game and is
orthogonal to which version of the game is built. Building M&P just
requires uncommenting `#define MAKEANDPLAY` in `MakeAndPlay.h`.

So clarify that you can grab data.zip from your existing copy of the
game, or from the Make and Play _page_ (not necessarily the Make and
Play edition of the game), and add instructions for building the M&P
version.

Closes #1027.
2023-10-25 16:47:25 -07:00
Misa 9a9fb5b237 Android: README: Fix swapped h1/h2 headers
The ones I meant to be h1 appeared as h2 and vice versa. Whoops.
2023-10-25 16:44:23 -07:00
Misa 75a693347b vlog: Slim SDL.h include down to SDL_log.h
The entirety of SDL doesn't need to be included, only the SDL_log header
does.
2023-10-25 15:48:04 -07:00
Misa f83b63142d Android: Add README.md
This serves as a file to help others in building the C++ Android version
for themselves.

These instructions are what I figured out to get it to work for me, and
should be kept up to date.
2023-10-25 15:04:12 -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
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
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
Misa 923efe54d6 PR template: Add note on translations
For now, Terry has decided that translations can't be done by just
anyone. This note here should discourage at least some people from
making pull requests to add their own translations.
2023-06-12 14:06:23 -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
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
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
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
Misa dea77e98fa Defer hardreset to end of frame in quittomenu
This fixes a bug where the wrong music can play on the title screen, as
reported by AllyTally on Discord.

The bug can be triggered by triggering a room transition right as
game.quittomenu() is called (which is easiest to achieve by placing the
player on an oscillating/"out of bounds" room border in a custom level
so they go back and forth between two rooms every frame, and triggering
gamestate 1013, which starts a fadeout to menu if all custom crewmates
are rescued).

When this happens, game.quittomenu() calls script.hardreset(), but the
rest of the frame still executes, even though we set game.gamestate to
TITLEMODE too (because game.quittomenu() was called by
game.updatestate() which was called by gamelogic(), and game.gamestate
is only checked at the start of the frame). This ends up triggering a
room transition, and since map.custommode is guaranteed to now be off
(because of script.hardreset()), the main game music area code kicks in,
and plays something that isn't Presenting VVVVVV.

The bug here is that we're resetting too early when we still have the
rest of an in-game frame to execute. So, instead, we should only reset
at the end of the frame, and this can be achieved with a defer callback.
2023-05-18 19:11:04 -07:00
Misa 474cdc092e Use levelDirError for graphics errors too
This will actually do several things:

(1) Make the tile size checks apply to the appropriate graphics files
    once again.
(2) Make the game print a fallback error message if the error message
    hasn't been set on the levelDirError error screen.
(3) Use levelDirError for graphics errors too.
(4) Make the error message for tile size checks failing specify both
    width and height, not just a square dimension.
(5) Make the error messages mentioned above translatable.

It turns out that (1) didn't happen after #923 was merged, since #923
removed needing to process a tilesheet into a vector of surfaces for all
graphics files except sprites.png and flipsprites.png. Thus, the game
ended up only checking the correct tile sizes for those files only.

In the process of fixing this, I also got rid of the PROCESS_TILESHEET
macros and turned them into two different functions: One to make the
array, and one to check the tile size of the tilesheet.

I also did (2) just in case FILESYSTEM_levelDirHasError() returns false
even though we know we have an error.

And (3) is needed so things are unified and we have one user-facing
error message system when users load levels. To facilitate this, I
removed the title string, since it's really not needed.

Unfortunately, (1) doesn't apply to font.png again, but that's because
of the new font stuff and I'm not sure what Dav999 has in store for
error checking. But that's also why I did (4), because it looks like
tile sizes in font.png files can be different (i.e. non-square).
2023-05-17 17:11:26 -07:00
Misa 68199396bd Set custommode and custommodeforreal before loading level
This fixes a bug where if a level errors upon loading, it wouldn't take
you back to the levels list.
2023-05-17 12:12:36 -07:00
Misa 28ef3dd7bf Use quittomenu in gotoerrorloadinglevel
game.quittomenu() correctly resets state, as it's the function that's
always used when quitting to menu. This fixes a bug where if a level
with assets failed to load, it wouldn't unload the assets.
2023-05-17 11:45:21 -07:00
Misa 9387186083 Use setLevelDirError for level not found & parse errors
This exports the previously-internal setLevelDirError function in
FileSystemUtils and uses it for if a level is not found or there was a
parsing error. Previously, if a level failed to load in these ways, it
would take you to the error screen with no error, while printing it to
the console. But this makes it more user-friendly.

As a bonus, the text is localizable, just like the existing usage of
FILESYSTEM_setLevelDirError for if a path couldn't be mounted.
2023-05-17 10:09:59 -07:00
Misa a5eb361448 Set TITLEMODE if loading level results in error
After the scriptclass::startgamemode refactor, a lot of common code is
still being executed even if the level loading failed. This sets the
game-gamestate to TITLEMODE in gotoerrorloadinglevel(), and also returns
early just in case.

Fixes #975.
2023-05-17 08:42:50 -07:00
Misa 27aa10a18c Fix regression: Editing script disables mute buttons
This is quite a simple bug: If you edit a script, then close it, you
will no longer be able to use the mute buttons (N and M).

The problem here is that in 2.3, key.disabletextentry() was called when
closing a script. However, #944 removed the call. Therefore, a
regression.
2023-05-15 18:25:43 -07:00
Misa ec587fc37e Remove bogus warning if CLI playtesting zip level
If you used command-line playtesting to load a level in a zip, the game
would print a warning saying the level wasn't found. This is because the
warning is printed when it tries to load a level before it loads zips,
inside the metadata load function itself.

To fix this, just move the responsibility for printing the error outside
the function, and put it on the caller.
2023-05-15 18:12:28 -07:00
Misa 0f45e0c52e Print binary blob check fails and remove EOF check
This prints all binary blob check fails. It's an error if the game
rejects the header and will refuse to load it at all, and a warning if
the game continues on.

This also removes the EOF check (`offset + header->size > size`) as a
fatal error. It will only print a warning now. If the last header goes
past the end of file, it will be handled gracefully by PhysFS, which is
the same case in VVVVVV 2.2. This actually fixes a regression from 2.3
where certain custom level tracks that were working perfectly fine in
2.2 (e.g. Summer Spooktacular's track 15) refused to play since 2.3.
2023-05-15 18:04:37 -07:00
Misa 8036471e76 Handle cases where less bytes are read than expected
This checks the return value of PHYSFS_readBytes() in all cases, and
uses a wrapper to not duplicate common logic. If the read fails, then it
will vlog an error, else if the amount of bytes read was less than
expected, it will vlog a warning.

Additionally, the space allocated for a file in
FILESYSTEM_loadFileToMemory is SDL_calloc()ed instead of SDL_malloc()ed
so if there are less bytes than expected, the memory will at least be
zeroed. This also means we don't have to do the null termination,
because the last byte will already be zeroed.

The return value of PHYSFS_readBytes() when reading the headers of
binary blobs now assigns to `header->size`, so the call has been placed
after the increment to `offset` because `offset` needs the correct (i.e.
intended) size of the header.
2023-05-15 17:37:07 -07:00
Misa 90c1a39231 Remove UTF8-CPP from non-bundled dependencies
UTF8-CPP was removed but Dav forgot to also remove it from dependencies
if BUNDLE_DEPENDENCIES was disabled.
2023-05-15 16:26:31 -07:00
Misa fb38668182 Fix regression with controller binds on first launch
I noticed that in 2.3, the game would launch with default controller
binds upon first launch (e.g. no pre-existing unlock.vvv or
settings.vvv), but in 2.4, this wasn't the case, and the default binds
would only be set the next time the game was launched. This would result
in you being essentially unable to use the controller on first launch
save for the analogue stick and D-pad to move between menu selections
and move the player.

Bisecting pointed to commit 3ef5248db9 as
the cause of the regression. It turns out returning early upon error or
a file not existing didn't set the default controller binds, because
they were done at the end of Game::deserializesettings(). But the binds
would be set on the next launch because if the file didn't exist, a new
file would be written, not with the default binds, but then the next
launch would read the file, see there were no binds, and then set the
default binds accordingly.

To fix this, I made it so that the default controller binds are set when
Game is initialized. That way, it covers all cases where the game can't
read a settings file.
2023-04-15 11:20:48 -07:00
Misa 73aee381ad Update lerp positions during VVVVVV-Man transforms
This updates the interpolation positions of the player when transforming
into and out of VVVVVV-Man.

Otherwise, it can be seen that the player "zips" quickly during these
transformations if the Secret Lab entrance cutscene is played with
screen effects off.
2023-04-05 19:51:58 -07:00
Misa 5fbdf2b663 Fix regression with music fade transitions not working
Unfortunately, 1de459d9b4 caused a
regression where musicclass::niceplay() didn't work, because fading out
the music would cause haltdasmusik() to be called, which would reset the
fade variables.

To fix this, haltdasmusik() will now only reset the fade variables if
it's not called from a fade, which is signaled with a function
parameter.
2023-04-05 19:32:42 -07:00
Misa c88f249f48 Sync language files after merging #963
This syncs the language files to include the new string about changing
platform speed.
2023-04-02 23:50:11 -07:00
Misa 1de459d9b4 Fix nice fade variables persisting when they shouldn't
This fixes a regression from 2.3 where the very beginning of A New
Dimension isn't silent.

A New Dimension's level music is set to Predestined Fate, but there is a
script box the player touches right upon spawning that stops playing
music. Then after the player ascends upwards, they touch a script box
that plays Predestined Fate. But in 2.2 and before, the very beginning
is silent due to the script box that stops music.

However in 2.3, due to the changes made to playing music during a fade,
the initial level music trying to play Predestined Fate during a music
fadeout from the main menu resulted in Predestined Fate being stored in
the nice fade variables, which kicked in after halting the music since
halting didn't reset those variables.

This resets those variables whenever music is halted, and now the
beginning of A New Dimension is back to how it was in 2.2 and before.
2023-03-31 21:39:29 -07:00
Misa 8f23261134 Whiten texture only after loading surface
This fixes a regression where the red channel 0 glitch didn't work,
because the surface was always whitened, because LoadSprites would
whiten the image before converting it to surface.

This regression happened because of #923.

Fixes #962.
2023-03-30 19:54:46 -07:00
Misa 71dbe95dcb Separate CustomEntity global positions internally
This makes it so that `CustomEntity`s, at least internally, do not use
global tile position. Instead, they will use room-x and room-y
coordinates, which will be separate from their x- and y- positions.

This makes it much easier to deal with `CustomEntity`s, because you
don't have to divide and modulo everywhere to use them.

Since editorclass::add_entity and editorclass::get_entity_at expect
global tile position in their arguments, I've added room-x and room-y
arguments to these functions too.

Of course, due to compatibility reasons, the XML files will still have
to use global tile position. For the same reason, warp token
destinations are still using global tile position too.
2023-03-29 13:49:08 -07:00
Misa 98feeade02 Fix gray entities applying in main game
As reported by Lilithtreasure on the VVVVVV Discord server, it is
possible to get gray moving platforms and enemies in the main game.

This happens if you play the main game after loading a custom level with
a room that is gray at the same coordinates. E.g. if you play a custom
level with a gray room at (12, 4), then exit and go to Gantry and Dolly
in the main game which is also at (12, 4), then the platforms there
would be gray too.

This is because there is a missing map.custommode check.
2023-03-29 13:49:08 -07:00
Misa 09c07d8ad4 Copy rest of music code to OGG sound effects
The missing piece from sound effects was handling what to do when the
buffer ran out. Which seems to happen often when decoding from OGG,
unlike WAV. This handling involves callbacks to functions named
refillReserve and swapBuffers.

Without this code,some sound effects would be cut off early, as
documented in #953. This might also explain the division by 20 - which
I've copied too, just in case.

Now OGG sound effect tracks should be identical to music tracks (except
I've stripped the looping code out).

Fixes #953.
2023-03-29 13:49:08 -07:00
Misa c36655d5c7 Don't use FAudioVoice_GetVoiceDetails
We were using this function to check if the format of the existing voice
is different from the format of the voice we intended to play. However,
whereas the format we use is the FAudioWaveFormatEx struct, the only
details we get from FAudioVoice_GetVoiceDetails is the
FAudioVoiceDetails struct, which has much less details and is missing
important things like whether the format is 8-bit or 16-bit or something
else.

And of course, if we don't check that the number of bits matches, then
it still leads to playback issues as described in #953.

There are no other functions in FAudio that operate on
FAudioWaveFormatEx structs. So instead, we'll just have to do it
ourselves, and store the format of the existing voice alongside the
format of the intended voice. And then use SDL_memcmp to make sure the
formats are the same before playing, and if not, then destroy and
re-create the voice.

Fixes #953.
2023-03-29 13:49:08 -07:00
Misa 5180e430a2 Sync language files after #944 merged
This syncs language files after the merge of PR #944, since that PR
obsoleted English strings, but didn't sync them.
2023-03-21 18:46:41 -07:00
Misa e3612afbd3 Store display index of window to settings
I have this annoying issue where the game will open on the wrong monitor
in fullscreen mode, because that monitor is considered to be display 0,
whereas the primary monitor I want is display 1.

To mitigate this somewhat, the game now stores the display index that it
was closed on, and will save it to settings. Then the next time the game
opens, it will open on that display index. This should work pretty well
as long as you aren't changing your monitor setup constantly.

Of course, none of this applies if your window manager is busted. For
example, on GNOME Wayland, which is what I use, in windowed mode the
game will always open on the monitor the cursor is on, and it won't even
be centered in the monitor. But it works fine if I use XWayland via
SDL_VIDEODRIVER=x11.
2023-03-21 00:23:42 -07:00
Misa 54990638fd Persist windowed mode size through fullscreen mode
Previously, the game would not store the size of the window itself, and
would always call SDL_GetRendererOutputSize() (via
Screen::GetWindowSize()) to figure out the size of the window. The only
problem is, this would return the size of the whole monitor if the game
was in fullscreen mode. And the only place where the original windowed
mode size was stored would be in SDL itself, but that wouldn't persist
after the game was closed.

So, if you exited the game while in fullscreen mode, then your window
size would get set to the size of your monitor (1920 by 1080 in my
case). Then when you opened the game and toggled fullscreen off, it
would go back to the default window size, which is 640 by 480.

This is made worse, however, if you were in forced fullscreen mode when
you previously exited the game in windowed mode. In that case, the game
saves the size of 1920 by 1080, but doesn't save that you were in
fullscreen mode, so opening the game not in forced fullscreen mode would
result in you having a 1920 by 1080 window, but in windowed mode.
Meaning that not even fullscreening and unfullscreening would put the
game window back to normal size.

The solution, of course, is to just store the window size ourselves,
like any other screen setting, and only use GetWindowSize() if needed.
And just to make things clear, I've also renamed the GetWindowSize()
function to GetScreenSize(), because if it was named "window" it could
lead one to think that it would always return the size of the screen in
windowed mode, when in fact it returns the size of the screen whatever
mode it is in - fullscreen size if in fullscreen mode and window size if
in windowed mode.

And doing this also fixes the FIXME above Screen::isForcedFullscreen().
2023-03-20 20:59:37 -07:00
Misa e1e9e47d95 Always update scaling before rendering
This fixes the following bug that only occurs on Wayland: If the game is
configured to be fullscreened and in stretch mode, on startup, it won't
be in stretch mode. It will appear to be in letterbox mode, but the game
still thinks it's in stretch mode.

This is because during the ResizeScreen() call on startup, for whatever
reason, the window size will be reported to be the default size (640 by
480) instead of the screen resolution of the monitor, as one would
expect from being in fullscreen. It seems like when the game queries the
window size, the window isn't actually in fullscreen at that time, even
though this is after fullscreen has been set to true.

To fix this, I decided to always update the logical size before
SDL_RenderPresent() is called. To make this neater, I put the scaling
code in its own function named UpdateScaling().

This bug has existed since 2.3 and does not occur on X11. I tested this
on GNOME Wayland, and for testing it on X11, I used Openbox in a Xephyr
session while running VVVVVV with SDL_VIDEODRIVER=x11.
2023-03-20 20:56:15 -07:00
Misa 64874065eb Rename menuoffTexture to tempShakeTexture
It turns out this texture is only used as a temporary texture to draw
the screen with an offset before rendering it to the output target.

I thought it was used for drawing the map menu animation, but that was
only true of `tempBuffer`, and is no longer true of the new render
system.
2023-03-20 17:05:57 -07:00
Misa 397d7f21b4 Add length check to OGG check
Dav999 pointed out this potential issue on Discord.

While basically all memcmp implementations will terminate early here if
there's a null byte (because it's mismatched), it doesn't hurt to add
the check here.
2023-03-19 14:05:51 -07:00
Misa 2dc7f0b5e8 Remove dialogue and cutscene bars if disabling completestop
This fixes a bug where the trinket collection text boxes, along with the
cutscene bars, would stay on-screen if the player warped to the ship
while they were up.

This only happens during the gamestate 0 anti-softlock checks, and only
if completestop is active in the first place, so text boxes aren't
cleared if the player is doing something that wouldn't lead to a
softlock otherise.

Fixes #921.
2023-03-19 13:48:01 -07:00