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.
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.
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>
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.
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.
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.
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.
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.
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`.
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.
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.)
Currently, you can change platform speed, but not enemy speed, which is
always hardcoded to be 4. This commit fixes that, by adding the
"enemyv" property, which is an offset to the speed of 4. Since it
defaults to 0, older levels are not broken by this change.