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.
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.
The Persian localizers noticed an issue where the translation for
"Dimension VVVVVV, 12:34:56" would become "VVVVVV, 12:34:56 noisnemiD",
rather than "12:34:56 ,VVVVVV noisnemiD" as expected. This was fixed
for Persian but the same issue also affected Arabic, so I added a
RIGHT-TO-LEFT MARK (U+200F) to fix it there as well.
This adds "Persian" to all the languages, and brings the Persian files
up-to-date (mainly removing outdated strings and adding some late 2.4
stuff that we'll contact all translators for soon)
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.
Turns out there was a little miscommunication with the translator -
they said the option needed to say "Ślōnsko" but were only talking
about correcting the first word, where I thought the whole thing needed
to be replaced.
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.
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>
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.)
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]
Some discussion on the Discord server resulted in this change. It's a
quality-of-life improvement where, if the game is in slowdown mode, it
will return to 100% speed for the duration of the death animation.
The reasoning is obvious. There is nothing to do during the death
animation, so making it take longer during slowdown is just an annoyance
to the player, almost a penalty for them using an accessibility option.
This is the same reason why slowdown no longer applies in menus, etc.
This makes it so that it is possible to obtain the Master of the
Universe trophy/achievement, usually unlocked by beating No Death Mode,
outside of NDM.
There are several conditions that need to be met:
1. The game needs to be started from a new game and cannot be from
loading a save.
2. Accessibility modes (invincibility and slowdown) must never be
enabled.
If either condition is violated, then the boolean that keeps track of
NDM eligibility will be set to false.