Commit Graph

2561 Commits

Author SHA1 Message Date
NyakoFox
11b660abb0 Fix empty roomnames potentially crashing the game
TinyXML2 seems to sometimes return NULL when an element has either no
text or whitespace, instead of returning an empty string. Why it does
this, I'm not sure, but I have recently learned from Dav999 that it
will crash the game. Great.
2026-02-16 11:42:43 -05:00
tiff
cdf363b236 Fix music switching in Tower trial flip mode
Fixes #1263
2026-02-08 14:22:05 -05:00
Sönke Holz
770915a39f Correctly calculate FAudio block alignment
This fixes music playback on FAudio 26.01.

FAudio 26.01 added bounds checks to FAudioSourceVoice_SubmitSourceBuffer
in 033498ab08f5a1349ed5723a47aaa87163654be6.

The calculation of nBlockAlign is currently incorrect. nBlockAlign is
set to the block size in bits, not in bytes, causing this new bounds
check to trip.

Similarly, the wav_length for sound effects is in bytes.
2026-01-24 16:54:21 -05:00
stupid cat
33f275a62e Add everybodyhappy
Works the same as `everybodysad`, but changes tile to 0 instead.
2025-11-21 14:16:49 -05:00
NyakoFox
9256100cb9 Add ifversion
This command adds `ifversion`, as both a simplified and internal
command.

The system works like so:

- `ifversion(2.6,script2)` -> If you're on 2.6.0 or greater
- `ifversion(2.6.0,script2)` -> Same as above
- `ifversion(2.6.3,script2)` -> You're using 2.6.3 or greater
- `ifversion(2.5,script2)` -> You're using 2.5 or greater
- `ifversion(2,script2)` -> You're using 2.0.0 or greater (yep...)

`ReleaseVersion.h` has a few new defines to make this possible, being
`MAJOR_VERSION`, `MINOR_VERSION` and `PATCH_VERSION`. With the help of
a few macros, `RELEASE_VERSION` is now constructed using those.
2025-11-20 21:32:57 -05:00
NyakoFox
552f1b21c2 Add warning for playef command and lower sound IDs
Ethan mentioned how case sensitivity could be a concern -- this commit
lowers the filename to create the sound ID, and also strips spaces.
Script arguments are always lowered, and the spaces get removed, so the
IDs are modified to match this behavior. If someone types in the
command `playef(horses REALLY COOL)`, the argument will get converted
to `horsesreallycool`. Likewise, the filename "horses REALLY COOL.wav"
will get converted to `horsesreallycool`. To the level creator, they
can just enter the same name twice and their sound will play.

This commit also adds a warning for the `playef` script command. While
most creators do not open the console, some warning somewhere is
better than nothing. I do think we should eventually have some sort
of system where it's easier to view level warnings, but for now this
should be sufficient.
2025-10-13 16:36:43 -04:00
NyakoFox
f73fddea72 Load an unlimited amount of sounds
This commit allows the usage of new "extra" sounds in levels for use in
custom level scripting. Including `squid.ogg` inside of your sounds
folder will now allow for the usage of the command `playef(squid)`.
Additionally, you can play built-in sounds by name this way too,
instead of having to memorize the id (`playef(rescue)`).

However, you CANNOT play extra sounds through using their numerical
IDs, since those can shift around depending on the filesystem (or if
someone adds a new sound). Playing an extra sound by ID will NOT play
the sound.

This is another attempt at #902, being loosely based off of that PR.

Co-authored-by: Fussmatte <doormattion@gmail.com>
2025-10-13 16:36:43 -04:00
Ben Young
d9a3158f6a Use system-installed lodepng if BUNDLE_DEPENDENCIES=OFF (#1250) 2025-10-08 13:15:35 -04:00
Marcella Houston
d3197d10f7 Added sound(x), simplified version of playef(x) 2025-09-02 10:59:34 -04:00
tiff
1900c867aa Add download link if data.zip is missing 2025-08-04 21:57:44 -04:00
leo60228
6ae4de1f94 Fix TARGET_OS_IPHONE checks 2025-06-19 13:10:16 -04:00
Dav999
65b024a9a3 Fix vertical position of Comms Relay textbox
Fixes #1242.

Turns out it was a really simple fix - the X positions were good, but
the Y positions were always at the top of the screen regardless of the
height of the textbox. Now they're vertically centered respective to
the speaker.
2025-06-15 21:15:00 -04:00
Dav999
d53861553e Update SheenBidi to 2.9.0
This fixes our problem with Valgrind reporting a jump based on an
uninitialized value; see https://github.com/Tehreer/SheenBidi/issues/19

Just to be sure nothing unexpected happens, I tested that this doesn't
cause any changes in behavior by outputting bidi-transformed versions
of all strings in strings.xml to a file for both our Arabic and Persian
localizations before and after the update, and confirming that the
files are the same.
2025-06-11 15:27:45 -04:00
Dav999
26d27c7df5 Apply translations for 2.4 strings
This includes translations that were missing translations, with varying
extent between different languages, for the following things:
- "X mode is enabled" in-game warnings
- "Press {button} to freeze/unfreeze gameplay" for the level debugger
- Some credits strings for the post-2.4.0 extra Spanish options, the
  PT_BR proofread, and Persian
- The recent gamepad menu changes (#1229)

Furthermore:
- "TAB" (used in the level debugger string) is now a separate string
  instead of being hardcoded, because some languages needed it
  translated
- Added missing arrows to Arabic/Persian font (needed for the gamepad
  menu, and also a translator menu actually)
2025-06-08 17:05:32 -04:00
NyakoFox
0e31253876 Fix mouse coordinates being wrong on HiDPI displays
When writing the initial stretch mode code, the existence of HiDPI
displays completely slipped my mind -- or at least I didn't realize
that they'd be a problem.

We implement scaling modes ourselves, so transforming the mouse
coordinates to our 320x240 viewport is done manually. Unfortunately,
that code did not take into account HiDPI scaling whatsoever, meaning
that all of the math which assumes the window size and the renderer
size is wrong.

To fix this, we use `SDL_GetWindowSizeInPixels` and `SDL_GetWindow` to
find the scaling factor, and then apply that to the mouse coordinates
to get the mouse coordinates in the pixel-space instead, and then we do
all of our normal logic after.

Due to our usage of `SDL_GetWindowSizeInPixels`, this bumps the minimum
SDL version to 2.26.0.

Closes #1235.
2025-05-03 15:15:03 -04:00
Dav999
37b788c1c8 Add check for converting negative SDL_GameControllerButton to glyph
A SDL_GameControllerButton below 0 is out of array bounds, so that
should trip the assert and return GLYPH_UNKNOWN just like when the
value is too high.
2025-05-03 01:35:25 -04:00
Dav999
d730528118 Add confirmation and removal to bindings menu
This makes the following improvements to the gamepad bindings menu:

- The menu now shows a hint that you can press a button while any of
  the bind options are selected (or that you can navigate away from
  those options)
- Instead of button presses immediately setting a binding, they now
  ask for confirmation: press the same button a second time to confirm
- You can now remove a binding, the same way you add it (this has the
  same type of confirmation)
- This menu used to be inconsistent with pretty much every other menu
  in the game by showing a permanent title and description for the menu
  itself ("Game Pad", "Change controller options.") rather than showing
  a title and description for the currently selected option.
  This inconsistency is now fixed.
2025-05-03 01:35:25 -04:00
Dav999
0b00415ab3 Add Persian to credits screen 2025-05-02 22:31:29 -04:00
NyakoFox
719ed9a67b Fix uncommon division-by-zero
Every now and then, the game crashes for me because of a division by
zero, due to the rect returned by `Graphics::get_stretch_info`. I don't
fully know how the width and height get set to 0, but this should
protect against it.

As I always use integer scaling, my guess is that
`Screen::GetScreenSize` (which later calls `SDL_GetRendererOutputSize`)
returns 0 sometimes, and the code trusts that -- but I know that
windows and things can be finicky, so the clamp is probably a good
idea.
2025-05-01 18:33:02 -04:00
NyakoFox
6810c5fa8c Fix #1223 (analogue mode segfault)
When `SDL_RenderReadPixels` fails for some reason, the game tries to
free the temporary source surface it creates. Unfortunately, it never
sets it to `NULL` after, so the next time the game tries to render the
filter, it'll try to work with a memory region that was already freed.

To fix this, I just replaced `SDL_FreeSurface(*src);` with
`VVV_freefunc(SDL_FreeSurface, *src);` which is a helper macro which
sets the pointer to NULL after freeing.

Now, there's a new issue -- since the temporary buffer is now NULL,
next frame we'll try to remake it! So I've introduced a static bool
which disables the filter entirely if `SDL_RenderReadPixels` fails.
Without this, it'd create and destroy a surface every frame, which
could lead to slowdown. (Not as slow as the filter when it DOES work,
but still...)

I also added a line which frees the second temporary surface... it's
weird that was missing in the first place, but I think reimplementing
analogue mode was one of the last things I did for the renderer
rewrite anyways.

Resolves #1223.
2025-04-29 20:54:11 -04:00
NyakoFox
2ee5aef3fa Fix the campaign trinket count missing from stats
PR #1226 tweaks both the crew and the stats screens. When there's no
trinkets in the level, it removes the trinket count from the STATS
screen in the menu. This, however, is missing a `custommode` check,
meaning that the main game is ALSO missing the trinket count.

This PR fixes that oversight.
2025-04-29 20:53:05 -04:00
NyakoFox
c1eaeca9f6 Fix "invalid" activity zones not spawning
There's a problem in #1224 where it breaks spawning custom activity
zones. After a bit of confusion after this was reported, I realized
that I removed the fallback from `getcrewman` and changed the return
value to `-1` if the entity isn't found, to avoid returning the wrong
entity (entity 0, aka probably the player).

Unfortunately, it seems like a ton of levels (including my older ones)
rely on this behavior.

Creating custom activity zones is a long process which uses a bunch of
unintended behaviour, which includes targeting a crewmate with color
35. With the change I mentioned earlier, the `getcrewman` function
would return `-1` instead, which was out of bounds of the entity array,
so the game avoided spawning the activity zone at all. The prior
behaviour of falling back to entity 0 (most likely the player) would
spawn the activity zone around the player instead.

Nowadays, I try to spawn a crewmate with color 35 anyways so I can
control where the box spawns (instead of on the player always), however
most people don't (and haven't) so reverting this change seems best for
now.

If we wanted to reintroduce the `-1` fallback in the future, things
that call `getcrewman` would have to check for `-1` and use `0`
instead, but that would require a lot more testing and studying where
it's used, and I'd rather squash this bug quickly and worry about
cleanliness later.
2025-04-28 08:04:51 -04:00
NyakoFox
0e9c4f98a6 Replace colour IDs with an enum
Entity colors are just integers. Their colour ID gets passed through a
big switch, returning different RGB values depending on the colour ID
(and can also get affected by randomness or other game state.)

But because of this, there's a bunch of random numbers floating around,
with no actual description on what they are other than comments which,
while most of the time are accurate, only exist in the switch.

To fix this, this commit adds a new enum which labels every colour.
While we can't use it as a type (as we need to allow colours outside of
what are defined, in case people want a "pure white", and scripting can
set any colour ID they want), colours have to stay as `int`.
2025-04-21 20:09:57 -04:00
NyakoFox
b8bcdf39df Move saving outside of MetaData (oops!) 2025-04-12 16:43:50 -04:00
NyakoFox
6809aa0135 Attempt to fix external playtesting not respecting colour 2025-04-12 16:43:50 -04:00
NyakoFox
5816e6f51a Add player colour as a level property
This PR adds a new XML property for the player's colour. It is 0 by
default, but you can change it to any colour ID. For example, making
the player use the trinket color is `<PlayerColour>3</PlayerColour>`.

This is mostly a quality-of-life addition, as the player's colour is
always 0 unless changed by scripts. A lot of levels which use different
player colours use an intro script which both changes the player's
colour and sets their respawn colour, which works great for finished,
completed levels, but makes playtesting a little more annoying as they
will spawn in as the wrong colour. Adding a level property for the
default player colour fixes this annoyance.

Additionally, this changes the behavior of `restoreplayercolour`. This
command used to set the player's colour to 0 (ignoring the respawn
colour, so when Viridian would die, they would revert to the respawn
colour). Now, it sets both Viridian's colour AND the respawn colour to
what was present in the level file. This way, you can temporarily
change the player colour using the script commands, and then use
`restoreplayercolour` to revert back to what the player colour
normally is.

The start point colour has also changed, to show the player colour
instead of always colour 0.

Like most changes like this, a way to change this in-editor does not
yet exist, but is planned for the future.
2025-04-12 16:43:50 -04:00
mothbeanie
b0d53e85a0 Crew screen tweaks for custom levels.
See #1226 for a full overview with comparison images.
2025-04-12 16:41:30 -04:00
NyakoFox
d419c6ed5b Remove extra unnecessary palettes
This merges the colors from other palettes into the general entity
palette function.
2025-02-18 14:14:16 -05:00
Dav999
d709db4b45 Fix squeak and save spam in gamepad menu
If you push a button to set a controller binding, you may either hear
one Viridian squeak, two Viridian squeaks (a louder one), or Viridian
doesn't stop squeaking until you let go of the button. While you hear
the continuous squeaking, your save file is also repeatedly saved.

There are two small bugs at play here:
- the squeak is actually played in two different places at the same
  time (both in titleinput() whenever a button is pressed, and in
  updatebuttonmappings() when a mapping is succesfully changed)
- titleinput() doesn't register that a button is held down and applies
  the button (and saves to file) every frame for as long as the button
  is held

This commit fixes both these issues. Now a single button press always
causes one squeak, and only if the bindings actually changed. Your save
file is also no longer saved repeatedly from holding down the button.
2024-12-22 15:53:04 -05:00
mothbeanie
f9f9f076b4 musicVolume -> controlVolume for clarity 2024-12-17 09:52:06 -05:00
mothbeanie
d90f3c3c08 :3 2024-12-17 09:52:06 -05:00
mothbeanie
420683a80f introduce functions to modulate user volume 2024-12-17 09:52:06 -05:00
NyakoFox
d4e472db1b Make 0-length gravity lines invisible again 2024-11-17 11:46:24 -05:00
Ally
63880169e6 Convert entity types to an enum (#1007)
In an effort to remove magic numbers, I've given every entity type a
name. Hopefully I didn't miss anywhere.

Also, add `createentity` case 100 for backwards compatibility.

Co-authored-by: NyakoFox <nyakowofox@gmail.com>
Co-authored-by: Dav999 <dav999.tolp@gmail.com>
2024-11-17 11:45:57 -05:00
leo60228
fa8517a521 iOS port (for desktop_version) (#1137) 2024-11-15 20:33:10 -05:00
NyakoFox
6174d62f6f position(force) -> position(absolute) 2024-11-07 09:53:45 -08:00
NyakoFox
98a0931225 Add textoutline(on/off/default)
This commit adds a new scripting command for textbox visual control,
where you're able to force the transparent textbox's outline on or off.
2024-11-07 09:53:45 -08:00
NyakoFox
45e60fa69c Add position(force)
This argument forces the textbox position, meaning it won't be moved
to be inside of the bounds of the screen (nor have the 10 pixel padding
on each side.)
2024-11-07 09:53:45 -08:00
mothbeanie
d8a8e44afa fix flipped inequality sign
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-11-03 21:54:44 -08:00
mothbeanie
b572e2164b fix flipped inequality sign
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-11-03 21:54:44 -08:00
mothbeanie
2875af0492 Fix coordinates being allowed in the wrong order 2024-11-03 21:54:44 -08:00
mothbeanie
54b2aaae96 Region system PR review changes
Fixes errors or oversights with the region system for the PR review
2024-11-03 21:54:44 -08:00
mothbeanie
1fb0afb99d Apply PR review changes
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-11-03 21:54:44 -08:00
mothbeanie
dedf941b25 Update region system to current codebase due to PR rot 2024-11-03 21:54:44 -08:00
NyakoFox
c2642dbdef Add more checks for checkpoint saving 2024-10-02 00:37:25 -07:00
Misa
a0bd2f3da4 Refactor: Use fullmap() everywhere
This replaces all instances of unlocking all rooms on the map with calls
to map.fullmap(), for consistency.

This also fixes two comments that got swapped around in startgamemode().
I don't know how that happened.

[skip ci]
2024-09-28 00:52:19 +00:00
mothbeanie
8a00ea7aab Add mapexplored(), mapreveal() commands 2024-09-27 17:47:19 -07:00
NyakoFox
c04c6bc552 Abstract checkpoint saving to its own function
This also makes the save failed textbox not appear in special modes,
and allows custom levels to quicksave from checkpoints as well.
2024-09-27 17:14:57 -07:00
NyakoFox
41d5e688e9 Fix menu option, show textbox when save failed
In my last commit, I accidentally inverted whether the description says
ON or OFF.
2024-09-27 17:14:57 -07:00
NyakoFox
e58fd606cf add menu option for checkpoint saving 2024-09-27 17:14:57 -07:00