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Add level exploring menu for translators

I would, of course, recommend translators to translate the roomnames
while playing the full game (optionally in invincibility) so they can
immediately get all the context and maybe the most inspiration. And if
you want to go back into a specific level, then there's always the time
trials and intermission replays which will give you full coverage of
all the room names.

However, the time trials weren't really made for room name translation.
They have some annoying features like the instant restart when you
press ENTER at the wrong time, they remove context clues like
teleporters and companions, but the worst problem is that the last room
in a level is often completely untranslatable inside the time trials
because you immediately get sent to the results screen...

So, I added a new menu in the translator options, "explore game", which
gives you access to all the time trials and the two intermissions, from
the same menu. All these time trials (which they're still based off of,
under the hood) are stripped of the annoying features that come with
time trials. These are the changes I made to time trial behavior in
translator exploring mode:

- No 3-2-1-Go! countdown
- No on-screen time/death/shiny/par
- ENTER doesn't restart, and the map menu works. The entire map is also
  revealed.
- Prize for the Reckless is in its normal form
- The teleporters in Entanglement Generator, Wheeler's Wormhole and
  Level Complete are restored as context for room names (actually, we
  should probably restore them in time trials anyway? Their "press to
  teleport" prompt is already blocked out in time trials and they do
  nothing other than being a checkpoint. I guess the reason they were
  removed was to stop people from opening the teleporter menu when that
  was not specifically blocked out in time trials yet.)
- The companions are there at the end of levels, and behave like in no
  death mode (become happy and follow you to the teleporter). Also for
  context.
- At the end of each level, you're not suddenly sent to the menu, but
  you can use the teleporter at your leisure just like in the
  intermission replays. In the Final Level, you do get sent to the menu
  automatically, but after a longer delay.

I made another mark on VVVVVV: don't be startled, I added gamestates.
I wanted all teleporters at the end of levels to behave like the ones
at the end of the intermission replays, and all handling for
teleporting with specific companions is already done in gamestates, so
rather than adding conditional blocks across 5 or so different
gamestates, it made more sense to make a single gamestate for
"teleporting in translator exploring mode" (3090). I also added an
alternative to having to use gamestate 3500 or 82 for the end of the
final level: 3091-3092.

One other thing I want to add to the "explore game" menu: a per-level
count of how many room names are left to translate. That shouldn't be
too difficult, and I'm planning that for the next commit.
This commit is contained in:
Dav999-v 2022-11-26 03:33:17 +01:00 committed by Misa Elizabeth Kai
parent 34cb42a19f
commit 80b9bcf0dd
14 changed files with 234 additions and 29 deletions

View file

@ -160,10 +160,14 @@
<string english="Sync all language files after adding new strings." translation="" explanation="" max="38*6"/>
<string english="translate room names" translation="" explanation="menu option"/>
<string english="Translate rooms" translation="" explanation="title" max="20"/>
<string english="Enable room name translation mode, so you can translate room names in context." translation="" explanation="" max="38*4"/>
<string english="Enable room name translation mode, so you can translate room names in context. Press I for invincibility." translation="" explanation="" max="38*4"/>
<string english="You have not enabled room name translation mode!" translation="" explanation="" max="38*4"/>
<string english="menu test" translation="" explanation="menu option"/>
<string english="Menu test" translation="" explanation="title" max="20"/>
<string english="Cycle through most menus in the game. The menus will not actually work, all options take you to the next menu instead. Press Escape to stop." translation="" explanation="" max="38*6"/>
<string english="explore game" translation="" explanation="menu option"/>
<string english="Explore game" translation="" explanation="title" max="20"/>
<string english="Explore the rooms of any level in the game, to find all room names to translate." translation="" explanation="" max="38*6"/>
<string english="limits check" translation="" explanation="menu option"/>
<string english="global limits check" translation="" explanation="menu option"/>
<string english="Limits check" translation="" explanation="title" max="20"/>
@ -349,6 +353,10 @@
<string english="The Warp Zone" translation="" explanation="area name as title" max="20"/>
<string english="the final level" translation="" explanation="area name as menu option"/>
<string english="The Final Level" translation="" explanation="area name as title" max="20"/>
<string english="intermission 1" translation="" explanation="area name as menu option"/>
<string english="Intermission 1" translation="" explanation="area name as title" max="20"/>
<string english="intermission 2" translation="" explanation="area name as menu option"/>
<string english="Intermission 2" translation="" explanation="area name as title" max="20"/>
<string english="???" translation="" explanation="locked area" max="20"/>
<string english="Not yet attempted" translation="" explanation="" max="38*2"/>
<string english="TO UNLOCK:" translation="" explanation="followed by `Rescue XX`/`Complete the game`, and then `Find XX trinkets`" max="40"/>

View file

@ -160,10 +160,14 @@
<string english="Sync all language files after adding new strings." translation="Sinkronigi ĉiujn lingvodosierojn post aldoni novajn ĉenojn." explanation="" max="38*6"/>
<string english="translate room names" translation="traduki ĉambronomojn" explanation="menu option"/>
<string english="Translate rooms" translation="Traduki ĉambrojn" explanation="title" max="20"/>
<string english="Enable room name translation mode, so you can translate room names in context." translation="Ebligi reĝimon de ĉambronom-tradukado, por ilin traduki laŭ cirkonstanco." explanation="" max="38*4"/>
<string english="Enable room name translation mode, so you can translate room names in context. Press I for invincibility." translation="Ebligi reĝimon de ĉambronom-tradukado, por ilin traduki laŭ cirkonstanco. Premu I por nevundebleco." explanation="" max="38*4"/>
<string english="You have not enabled room name translation mode!" translation="" explanation="" max="38*4"/>
<string english="menu test" translation="menu-testado" explanation="menu option"/>
<string english="Menu test" translation="Menu-testado" explanation="title" max="20"/>
<string english="Cycle through most menus in the game. The menus will not actually work, all options take you to the next menu instead. Press Escape to stop." translation="Cikli tra la plejparto da menuoj en la ludo. La menuoj ne vere funkcios; ĉiuj elektoj anstataŭe prenos vin al sekva menuo. Premu eskapklavon por fini." explanation="" max="38*6"/>
<string english="explore game" translation="" explanation="menu option"/>
<string english="Explore game" translation="" explanation="title" max="20"/>
<string english="Explore the rooms of any level in the game, to find all room names to translate." translation="" explanation="" max="38*6"/>
<string english="limits check" translation="limkontrolado" explanation="menu option"/>
<string english="global limits check" translation="ĉiea limkontrolado" explanation="menu option"/>
<string english="Limits check" translation="Limkontrolado" explanation="title" max="20"/>
@ -349,6 +353,10 @@
<string english="The Warp Zone" translation="La Teleportejo" explanation="area name as title" max="20"/>
<string english="the final level" translation="la fina nivelo" explanation="area name as menu option"/>
<string english="The Final Level" translation="La Fina Nivelo" explanation="area name as title" max="20"/>
<string english="intermission 1" translation="" explanation="area name as menu option"/>
<string english="Intermission 1" translation="" explanation="area name as title" max="20"/>
<string english="intermission 2" translation="" explanation="area name as menu option"/>
<string english="Intermission 2" translation="" explanation="area name as title" max="20"/>
<string english="???" translation="???" explanation="locked area" max="20"/>
<string english="Not yet attempted" translation="Ne jam provita" explanation="" max="38*2"/>
<string english="TO UNLOCK:" translation="POR MALŜLOSI:" explanation="followed by `Rescue XX`/`Complete the game`, and then `Find XX trinkets`" max="40"/>

View file

@ -160,10 +160,14 @@
<string english="Sync all language files after adding new strings." translation="" explanation="" max="38*6"/>
<string english="translate room names" translation="" explanation="menu option"/>
<string english="Translate rooms" translation="" explanation="title" max="20"/>
<string english="Enable room name translation mode, so you can translate room names in context." translation="" explanation="" max="38*4"/>
<string english="Enable room name translation mode, so you can translate room names in context. Press I for invincibility." translation="" explanation="" max="38*4"/>
<string english="You have not enabled room name translation mode!" translation="" explanation="" max="38*4"/>
<string english="menu test" translation="" explanation="menu option"/>
<string english="Menu test" translation="" explanation="title" max="20"/>
<string english="Cycle through most menus in the game. The menus will not actually work, all options take you to the next menu instead. Press Escape to stop." translation="" explanation="" max="38*6"/>
<string english="explore game" translation="" explanation="menu option"/>
<string english="Explore game" translation="" explanation="title" max="20"/>
<string english="Explore the rooms of any level in the game, to find all room names to translate." translation="" explanation="" max="38*6"/>
<string english="limits check" translation="" explanation="menu option"/>
<string english="global limits check" translation="" explanation="menu option"/>
<string english="Limits check" translation="" explanation="title" max="20"/>
@ -349,6 +353,10 @@
<string english="The Warp Zone" translation="" explanation="area name as title" max="20"/>
<string english="the final level" translation="" explanation="area name as menu option"/>
<string english="The Final Level" translation="" explanation="area name as title" max="20"/>
<string english="intermission 1" translation="" explanation="area name as menu option"/>
<string english="Intermission 1" translation="" explanation="area name as title" max="20"/>
<string english="intermission 2" translation="" explanation="area name as menu option"/>
<string english="Intermission 2" translation="" explanation="area name as title" max="20"/>
<string english="???" translation="" explanation="locked area" max="20"/>
<string english="Not yet attempted" translation="" explanation="" max="38*2"/>
<string english="TO UNLOCK:" translation="" explanation="followed by `Rescue XX`/`Complete the game`, and then `Find XX trinkets`" max="40"/>

View file

@ -158,12 +158,16 @@
<string english="Maintenance" translation="Onderhoud" explanation="title" max="20"/>
<string english="open lang folder" translation="talenmap openen" explanation="menu option. Button that opens the folder with language files (which is called lang) in a file explorer"/>
<string english="Sync all language files after adding new strings." translation="Synchroniseer alle taalbestanden na het toevoegen van nieuwe tekst." explanation="" max="38*6"/>
<string english="translate room names" translation="vertaal kamernamen" explanation="menu option"/>
<string english="Translate rooms" translation="Vertaal kamernamen" explanation="title" max="20"/>
<string english="Enable room name translation mode, so you can translate room names in context." translation="Schakel kamernaam-vertaalmodus in, zodat je kamernamen in context kunt vertalen." explanation="" max="38*4"/>
<string english="translate room names" translation="kamernamen vertalen" explanation="menu option"/>
<string english="Translate rooms" translation="Kamernamen vertalen" explanation="title" max="20"/>
<string english="Enable room name translation mode, so you can translate room names in context. Press I for invincibility." translation="Schakel kamernaam-vertaalmodus in, zodat je kamernamen in context kunt vertalen. Druk op I voor onkwetsbaarheid." explanation="" max="38*4"/>
<string english="You have not enabled room name translation mode!" translation="Je hebt kamernaam-vertaalmodus niet ingeschakeld!" explanation="" max="38*4"/>
<string english="menu test" translation="menutest" explanation="menu option"/>
<string english="Menu test" translation="Menutest" explanation="title" max="20"/>
<string english="Cycle through most menus in the game. The menus will not actually work, all options take you to the next menu instead. Press Escape to stop." translation="De meeste menu&apos;s in het spel doorlopen. De menu&apos;s zullen niet echt werken, alle opties zullen in plaats daarvan naar het volgende menu leiden. Druk op Escape om te stoppen." explanation="" max="38*6"/>
<string english="explore game" translation="spel verkennen" explanation="menu option"/>
<string english="Explore game" translation="Spel verkennen" explanation="title" max="20"/>
<string english="Explore the rooms of any level in the game, to find all room names to translate." translation="Verken de kamers van elk level in het spel, om alle kamers te vinden die vertaald kunnen worden." explanation="" max="38*6"/>
<string english="limits check" translation="limietcontrole" explanation="menu option"/>
<string english="global limits check" translation="globale limietcontrole" explanation="menu option"/>
<string english="Limits check" translation="Limietcontrole" explanation="title" max="20"/>
@ -349,6 +353,10 @@
<string english="The Warp Zone" translation="De Wikkelzone" explanation="area name as title" max="20"/>
<string english="the final level" translation="het eindlevel" explanation="area name as menu option"/>
<string english="The Final Level" translation="Het Eindlevel" explanation="area name as title" max="20"/>
<string english="intermission 1" translation="intermissie 1" explanation="area name as menu option"/>
<string english="Intermission 1" translation="Intermissie 1" explanation="area name as title" max="20"/>
<string english="intermission 2" translation="intermissie 2" explanation="area name as menu option"/>
<string english="Intermission 2" translation="Intermissie 2" explanation="area name as title" max="20"/>
<string english="???" translation="???" explanation="locked area" max="20"/>
<string english="Not yet attempted" translation="Nog geen poging gedaan" explanation="" max="38*2"/>
<string english="TO UNLOCK:" translation="OM TE ONTGRENDELEN:" explanation="followed by `Rescue XX`/`Complete the game`, and then `Find XX trinkets`" max="40"/>

View file

@ -611,7 +611,7 @@ const short* finalclass::loadlevel(int rx, int ry)
if(!obj.flags[72])
{
if (game.intimetrial || game.nocutscenes)
if ((game.intimetrial || game.nocutscenes) && !game.translator_exploring)
{
obj.createblock(1, 152 - 4, 112, 20, 16, 85);
}
@ -1369,7 +1369,11 @@ const short* finalclass::loadlevel(int rx, int ry)
obj.createblock(0, 315, 0, 5, 240);
if(game.intimetrial)
if (game.translator_exploring)
{
obj.createblock(1, 0, 0, 320, 120, 3091);
}
else if(game.intimetrial)
{
obj.createblock(1, 0, 0, 320, 120, 82);
}
@ -1641,7 +1645,7 @@ const short* finalclass::loadlevel(int rx, int ry)
obj.createentity(16, 112, 10, 1, 50520); // (savepoint)
roomname = "Seeing Red";
if(!game.intimetrial)
if(!game.intimetrial || game.translator_exploring)
{
if(game.companion==0 && !obj.flags[8] && !game.crewstats[3]) //also need to check if he's rescued in a previous game
{

View file

@ -299,6 +299,9 @@ void Game::init(void)
timetrialresulttrinkets = 0;
timetrialresultpar = 0;
timetrialresultdeaths = 0;
start_translator_exploring = false;
translator_exploring = false;
translator_exploring_allowtele = false;
totalflips = 0;
hardestroom = "Welcome Aboard";
@ -1492,6 +1495,12 @@ void Game::updatestate(void)
case 82:
//Time Trial Complete!
obj.removetrigger(82);
if (translator_exploring)
{
translator_exploring_allowtele = true;
state = 0;
break;
}
hascontrol = false;
if (timetrialcheater)
@ -2311,6 +2320,11 @@ void Game::updatestate(void)
break; //Intermission 1
}
if (translator_exploring_allowtele)
{
state = 3090;
}
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
@ -2708,6 +2722,26 @@ void Game::updatestate(void)
setstate(0);
break;
case 3090:
/* Teleporting in translator_exploring should be just like
* the intermission replays: simply return to the menu */
companion = 0;
supercrewmate = false;
graphics.fademode = FADE_START_FADEOUT;
music.fadeout();
state=3100;
break;
case 3091:
/* Different Final Level ending for translator_exploring */
music.fadeout();
state++;
statedelay = 60;
break;
case 3092:
graphics.fademode = FADE_START_FADEOUT;
state=3100;
break;
case 3100:
if (graphics.fademode == FADE_FULLY_BLACK)
{
@ -6412,6 +6446,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
case Menu::translator_options:
option(loc::gettext("language statistics"));
option(loc::gettext("translate room names"));
option(loc::gettext("explore game"));
option(loc::gettext("menu test"));
option(loc::gettext("limits check"));
option(loc::gettext("return"));
@ -6426,6 +6461,18 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
option(loc::gettext("return"));
menuyoff = 64;
break;
case Menu::translator_options_exploregame:
option(loc::gettext("space station 1"));
option(loc::gettext("the laboratory"));
option(loc::gettext("the tower"));
option(loc::gettext("space station 2"));
option(loc::gettext("the warp zone"));
option(loc::gettext("intermission 1"));
option(loc::gettext("intermission 2"));
option(loc::gettext("the final level"));
option(loc::gettext("return"));
menuyoff = -20;
break;
case Menu::translator_maintenance:
option(loc::gettext("sync language files"));
option(loc::gettext("global statistics"), false);
@ -6644,6 +6691,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
menuyoff = -35;
break;
case Menu::playint1:
start_translator_exploring = false;
option(loc::gettext("Vitellary"));
option(loc::gettext("Vermilion"));
option(loc::gettext("Verdigris"));
@ -6652,6 +6700,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
menuyoff = 10;
break;
case Menu::playint2:
start_translator_exploring = false;
option(loc::gettext("Vitellary"));
option(loc::gettext("Vermilion"));
option(loc::gettext("Verdigris"));
@ -6944,7 +6993,11 @@ void Game::quittomenu(void)
//or "who do you want to play the level with?"
//or "do you want cutscenes?"
//or the confirm-load-quicksave menu
if (intimetrial)
if (translator_exploring)
{
returntomenu(Menu::translator_options_exploregame);
}
else if (intimetrial)
{
returntomenu(Menu::timetrials);
}

View file

@ -65,6 +65,7 @@ namespace Menu
translator_options,
translator_options_limitscheck,
translator_options_stats,
translator_options_exploregame,
translator_maintenance,
translator_maintenance_sync,
translator_error_setlangwritedir,
@ -357,6 +358,10 @@ public:
int timetrialresultshinytarget, timetrialresulttrinkets, timetrialresultpar;
int timetrialresultdeaths;
bool start_translator_exploring;
bool translator_exploring;
bool translator_exploring_allowtele;
int creditposition;
int oldcreditposition;
bool insecretlab;

View file

@ -1182,13 +1182,19 @@ static void menuactionpress(void)
game.savestatsandsettings_menu();
break;
case 2:
// enter game
music.playef(11);
game.createmenu(Menu::translator_options_exploregame);
map.nexttowercolour();
break;
case 3:
// menu test
music.playef(18);
game.menutestmode = true;
game.createmenu((Menu::MenuName) 0);
map.nexttowercolour();
break;
case 3:
case 4:
// limits check
music.playef(11);
loc::local_limits_check();
@ -1227,6 +1233,59 @@ static void menuactionpress(void)
game.returnmenu();
map.nexttowercolour();
break;
case Menu::translator_options_exploregame:
music.playef(11);
switch (game.currentmenuoption)
{
case 0:
// SS1
game.start_translator_exploring = true;
startmode(3);
break;
case 1:
// Lab
game.start_translator_exploring = true;
startmode(4);
break;
case 2:
// Tower
game.start_translator_exploring = true;
startmode(5);
break;
case 3:
// SS2
game.start_translator_exploring = true;
startmode(6);
break;
case 4:
// WZ
game.start_translator_exploring = true;
startmode(7);
break;
case 5:
// Int 1
game.createmenu(Menu::playint1);
game.start_translator_exploring = true;
map.nexttowercolour();
break;
case 6:
// Int 2
game.createmenu(Menu::playint2);
game.start_translator_exploring = true;
map.nexttowercolour();
break;
case 7:
// Final
game.start_translator_exploring = true;
startmode(8);
break;
default:
// return
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::translator_maintenance:
music.playef(11);
switch (game.currentmenuoption)
@ -2352,7 +2411,7 @@ void gameinput(void)
game.interactheld = false;
}
if (game.intimetrial && graphics.fademode == FADE_FULLY_BLACK && game.quickrestartkludge)
if (game.intimetrial && graphics.fademode == FADE_FULLY_BLACK && game.quickrestartkludge && !game.translator_exploring)
{
//restart the time trial
game.quickrestartkludge = false;
@ -2417,7 +2476,7 @@ void gameinput(void)
if (interact_pressed && !script.running)
{
if (game.activetele && game.readytotele > 20 && !game.intimetrial)
if (game.activetele && game.readytotele > 20 && (!game.intimetrial || game.translator_exploring_allowtele))
{
enter_already_processed = true;
if(int(SDL_fabsf(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
@ -2448,7 +2507,7 @@ void gameinput(void)
game.setstate(4000);
game.setstatedelay(0);
}
else if (game.companion == 0)
else if (game.companion == 0 && !game.translator_exploring_allowtele)
{
//Alright, normal teleporting
game.mapmenuchange(TELEPORTERMODE, true);
@ -2645,7 +2704,7 @@ void gameinput(void)
game.gamesavefailed = false;
game.menupage = 20; // The Map Page
}
else if (game.intimetrial && graphics.fademode == FADE_NONE)
else if (game.intimetrial && graphics.fademode == FADE_NONE && !game.translator_exploring)
{
//Quick restart of time trial
graphics.fademode = FADE_START_FADEOUT;
@ -2653,7 +2712,7 @@ void gameinput(void)
music.fadeout();
game.quickrestartkludge = true;
}
else if (game.intimetrial)
else if (game.intimetrial && !game.translator_exploring)
{
//Do nothing if we're in a Time Trial but a fade animation is playing
}

View file

@ -1038,7 +1038,10 @@ const short* labclass::loadlevel(int rx, int ry)
//obj.createentity(224, 192, 10, 0, 249550); // (savepoint)
if(!game.intimetrial) obj.createentity((12 * 8)-4, (6 * 8) + 4, 14); //Teleporter!
if(!game.intimetrial || game.translator_exploring)
{
obj.createentity((12 * 8)-4, (6 * 8) + 4, 14); //Teleporter!
}
rcol = 5;
roomname = "Entanglement Generator";
@ -2022,7 +2025,7 @@ const short* labclass::loadlevel(int rx, int ry)
};
rcol=0;
if(!game.intimetrial)
if(!game.intimetrial || game.translator_exploring)
{
if(game.companion==0 && !obj.flags[9] && !game.crewstats[5]) //also need to check if he's rescued in a previous game
{

View file

@ -1432,7 +1432,7 @@ void gamelogic(void)
}
game.oldreadytotele = game.readytotele;
if (game.activetele && game.hascontrol && !script.running && !game.intimetrial)
if (game.activetele && game.hascontrol && !script.running && (!game.intimetrial || game.translator_exploring_allowtele))
{
int i = obj.getplayer();
SDL_Rect temprect = SDL_Rect();

View file

@ -648,7 +648,7 @@ static void menurender(void)
case 1:
{
graphics.bigprint( -1, 30, loc::gettext("Translate rooms"), tr, tg, tb, true);
int next_y = graphics.PrintWrap( -1, 65, loc::gettext("Enable room name translation mode, so you can translate room names in context."), tr, tg, tb, true);
int next_y = graphics.PrintWrap( -1, 65, loc::gettext("Enable room name translation mode, so you can translate room names in context. Press I for invincibility."), tr, tg, tb, true);
if (roomname_translator::enabled)
{
@ -661,10 +661,14 @@ static void menurender(void)
break;
}
case 2:
graphics.bigprint( -1, 30, loc::gettext("Explore game"), tr, tg, tb, true);
graphics.PrintWrap( -1, 65, loc::gettext("Explore the rooms of any level in the game, to find all room names to translate."), tr, tg, tb, true);
break;
case 3:
graphics.bigprint( -1, 30, loc::gettext("Menu test"), tr, tg, tb, true);
graphics.PrintWrap( -1, 65, loc::gettext("Cycle through most menus in the game. The menus will not actually work, all options take you to the next menu instead. Press Escape to stop."), tr, tg, tb, true);
break;
case 3:
case 4:
graphics.bigprint( -1, 30, loc::gettext("Limits check"), tr, tg, tb, true);
graphics.PrintWrap( -1, 65, loc::gettext("Find translations that don't fit within their defined bounds."), tr, tg, tb, true);
break;
@ -750,6 +754,39 @@ static void menurender(void)
break;
}
case Menu::translator_options_exploregame:
switch (game.currentmenuoption)
{
case 0:
graphics.bigprint( -1, 30, loc::gettext("Space Station 1"), tr, tg, tb, true);
break;
case 1:
graphics.bigprint( -1, 30, loc::gettext("The Laboratory"), tr, tg, tb, true);
break;
case 2:
graphics.bigprint( -1, 30, loc::gettext("The Tower"), tr, tg, tb, true);
break;
case 3:
graphics.bigprint( -1, 30, loc::gettext("Space Station 2"), tr, tg, tb, true);
break;
case 4:
graphics.bigprint( -1, 30, loc::gettext("The Warp Zone"), tr, tg, tb, true);
break;
case 5:
graphics.bigprint( -1, 30, loc::gettext("Intermission 1"), tr, tg, tb, true);
break;
case 6:
graphics.bigprint( -1, 30, loc::gettext("Intermission 2"), tr, tg, tb, true);
break;
case 7:
graphics.bigprint( -1, 30, loc::gettext("The Final Level"), tr, tg, tb, true);
break;
}
if (!roomname_translator::enabled)
{
graphics.PrintWrap( -1, 65, loc::gettext("You have not enabled room name translation mode!"), tr, tg, tb, true);
}
break;
case Menu::translator_maintenance:
switch (game.currentmenuoption)
{
@ -2066,7 +2103,7 @@ void gamerender(void)
graphics.bigbprint( -1, 100, "3", 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2), true, 4);
}
}
else if (!roomname_translator::is_pausing())
else if (!roomname_translator::is_pausing() && !game.translator_exploring)
{
char buffer[SCREEN_WIDTH_CHARS + 1];
game.timestringcenti(buffer, sizeof(buffer));
@ -2610,7 +2647,7 @@ void maprender(void)
}
case 3:
{
if (game.inintermission)
if (game.inintermission || game.translator_exploring)
{
graphics.PrintWrap(0, 115, loc::gettext("Cannot Save in Level Replay"), 146, 146, 180, true);
break;

View file

@ -2643,6 +2643,14 @@ void scriptclass::startgamemode(const enum StartMode mode)
}
game.starttrial(game.timetriallevel);
if (game.translator_exploring)
{
game.timetrialcountdown = 0;
game.timetrialparlost = true;
SDL_memset(map.explored, true, sizeof(map.explored));
}
graphics.fademode = FADE_START_FADEIN;
break;
@ -3045,6 +3053,10 @@ void scriptclass::hardreset(void)
game.timetrialpar = 0;
game.timetrialcheater = false;
game.translator_exploring = game.start_translator_exploring;
game.start_translator_exploring = false;
game.translator_exploring_allowtele = false;
game.totalflips = 0;
game.hardestroom = loc::gettext_roomname(false, 13, 5, "Welcome Aboard", false);
game.hardestroomdeaths = 0;

View file

@ -1094,7 +1094,7 @@ const short* spacestation2class::loadlevel(int rx, int ry)
obj.createentity(7 * 8, (36 * 8)-216, 1, 12, 1); // Enemy
//FACTORY emitter starts here (manually placed)
if(!game.intimetrial)
if(!game.intimetrial || game.translator_exploring)
{
obj.createentity(18 * 8, (5 * 8) + 4, 14); //Teleporter!
}
@ -2540,7 +2540,7 @@ const short* spacestation2class::loadlevel(int rx, int ry)
};
//Remove spikes in modes where the player shouldn't kill themselves
int spikevalue = (game.nodeathmode || game.intimetrial) ? 0 : 9;
int spikevalue = (game.nodeathmode || (game.intimetrial && !game.translator_exploring)) ? 0 : 9;
for (int i = 23; i < 23+14; i++)
{
contents[i + 8*40] = spikevalue;
@ -2559,7 +2559,7 @@ const short* spacestation2class::loadlevel(int rx, int ry)
roomname = "I Can't Believe You Got This Far";
roomname_special = true;
}
else if (game.intimetrial)
else if (game.intimetrial && !game.translator_exploring)
{
roomname = "Imagine Spikes There, if You Like";
roomname_special = true;
@ -2751,7 +2751,7 @@ const short* spacestation2class::loadlevel(int rx, int ry)
obj.createentity(192, 88, 10, 0, 441490); // (savepoint)
if(!game.intimetrial)
if(!game.intimetrial || game.translator_exploring)
{
if(game.companion==0 && !obj.flags[10] && !game.crewstats[2]) //also need to check if he's rescued in a previous game
{

View file

@ -427,7 +427,7 @@ const short* warpclass::loadlevel(int rx, int ry)
86,86,208,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,206,86,86,
86,86,208,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,206,86,86,
};
if(!game.intimetrial)
if(!game.intimetrial || game.translator_exploring)
{
obj.createentity((7 * 8) + 4, (6 * 8), 14); //Teleporter!
}
@ -1112,7 +1112,7 @@ const short* warpclass::loadlevel(int rx, int ry)
rcol = 0;
warpy = true;
if(!game.intimetrial)
if(!game.intimetrial || game.translator_exploring)
{
if(game.companion==0 && !obj.flags[11] && !game.crewstats[4]) //also need to check if he's rescued in a previous game
{