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2327 commits

Author SHA1 Message Date
Ally
689768b8ca Fix issues
Co-authored-by: Dav999 <44736680+Dav999-v@users.noreply.github.com>
2023-11-19 17:34:23 -08:00
AllyTally
aff4d2012c Add -leveldebugger flag
This commit adds the `-leveldebugger` flag so you can use it while
playtesting from a different editor program, such as Ved.
2023-11-19 17:34:23 -08:00
AllyTally
c62da1c9a0 Add flag display by holding U 2023-11-19 17:34:23 -08:00
AllyTally
fd2f738145 Debug lines while not hovering
This commit adds new debug lines while you're NOT hovering over an
entity or a block. Additionally, coordinates are now displayed smaller,
to not take up as much vertical space.
2023-11-19 17:34:23 -08:00
AllyTally
be77047440 Add more info, add lang string 2023-11-19 17:34:23 -08:00
AllyTally
91f87fa126 Add level debugger screen
The level debugger is toggleable in playtesting mode by pressing Y.
You can toggle whether or not the game is paused inside of the debugger
by pressing TAB. The debugger screen allows you to see entity and block
properties, and allows you to move them around.
2023-11-19 17:34:23 -08:00
Dav999
3c4ed36418 Translate hardest room at display time instead of at time of death
The hardest room used to be stored as a room name in whatever language
it was in when you last died enough times to break the record (before
localization, that was always English). Even after localization became
a thing we could get away with this since we only had a single font,
but now we might have actual question marks appearing when the new font
doesn't support characters from the old language.

Therefore, this commit adds more info about the hardest room to save
files - everything that is needed to know in order to do the
translation at display time. These are hardestroom_x and hardestroom_y
for the room coordinates, as well as hardestroom_specialname to mark
special names, in addition to changing the stored room name back to
English. I've also added hardestroom_finalstretch in case we later
decide to drop the English name as a key and rely on just the
coordinates (even though I think that change itself would be more
complicated than any simplification it would accomplish, and I don't
think it's necessary, but better to have it if we do need it later)
2023-11-19 16:47:52 -08:00
Dav999
e0e902d717 Change levelstats data type from vector to map
As described in #1016, there used to be a bug that inflated
levelstats.vvv in 2.3, which was fixed in 2.4, but there was no way
for inflated files to get smaller yet.

This commit changes the storage of levelstats from a std::vector of
structs to a std::map, so that uniqueness is guaranteed and thus the
stats can be optimized automatically. And it also simplifies *and*
optimizes the code that handles the levelstats - no more big loops that
iterated over every element to find the matching level.
(Farewell to the "life optimisation and all that" comment, too)

I tested this with both my own levelstats.vvv, as well as some inflated
ones (including Balneor's 93 MB one) and saw this code correctly reduce
the filesize and speed up the levels list.

Fixes #1016.
2023-11-19 16:18:54 -08:00
Dav999
82240d262b Game::loadcustomlevelstats: move some declarations to later in function
The declarations of `std::vector<std::string> customlevelnames` and
`std::vector<int> customlevelscores` are made quite early in the
function, commented with "Old system", but the place where the old
system is processed is after a big chunk of code that processes the new
system (and indeed never uses these vectors). So for readability,
they're now closer to where they're used.
2023-11-19 16:18:54 -08:00
mothbeanie
58c006f61f decrease map cursor margin on smaller map sizes 2023-11-19 15:59:27 -08:00
mothbeanie
94ece095ed PR_BOR8 -> PR_FULLBOR, border8 -> full_border 2023-11-19 15:59:27 -08:00
mothbeanie
947d716be6 remove tile_offset (no longer used) 2023-11-19 15:59:27 -08:00
mothbeanie
3a3ec659d6 Add translingual map legend code + border8 2023-11-19 15:59:27 -08:00
AllyTally
103b4d36a1 Add textimage for levelcomplete and gamecomplete
`levelcomplete` and `gamecomplete` were hardcoded using textbox colors
which were offset by 1. This PR fixes that, no longer requiring
slightly-off colors, and instead adding a new property to textboxes
which tell the game to display either level complete or game complete.
2023-11-19 15:07:25 -08:00
AllyTally
b5c9508dd4 Finish implementing sprites in textboxes
This commit adjusts the Y position for flip-mode, and makes the main
game use this new system.
2023-11-19 15:07:25 -08:00
AllyTally
76ea4488af Initial implementation of textbox sprites
This commit adds a system for displaying sprites in textboxes, meant to
replace the hardcoded system in the main game. This does not support
levelcomplete.png and gamecomplete.png yet, which will most likely just
be special cases.
2023-11-19 15:07:25 -08:00
Dav999
187fd85e14 Change saved <summary> tag back to English
This ensures loading a 2.4 save in the English-only 2.3 or earlier
doesn't result in missing characters because a translated area name
appears in the save file. We are not reading from <summary> anymore
in 2.4.

The way this is done is by not translating the area names inside
mapclass::currentarea(), but at the callsites other than the one which
saves the <summary>.
2023-11-19 13:49:59 -08:00
Dav999
ac7fe4475c Remove more tele/quick variables duplicating info in struct Summary
For both `tele` and `quick`, I removed these attributes of class Game:
- std::string *_gametime
- int *_trinkets
- std::string *_currentarea
- bool *_crewstats[numcrew]

All this info can now be gotten from members of Game::last_telesave and
Game::last_telesave. I've also cleaned up the continue menu to not have
all the display code appear twice (once for telesave and once for
quicksave).

RIP "Error! Error!" though lol
2023-11-19 13:49:59 -08:00
Dav999
f23ffc0457 Get rid of Game::savearea (std::string)
This is what got saved to the area part of the <summary> tags, and it
was specifically set upon pressing ACTION to save in the map menu.
Which meant tsave.vvv may not get an accurate area name (notably
"nowhere" if you hadn't quicksaved before in that session) even though
it's not displayed anywhere so it didn't really matter. But this
variable can be removed - there's only one place where <summary> is
written for both quicksaves and telesaves, so that now gets the area
at saving time.

Fun fact: custom level quicksaves also have a <summary> tag, and it's
even less functional than the one in tsave.vvv, because it stores
whatever main-game area name applies to your current coordinates.
So I simply filled in the level's name instead (just like what the
actual save box says).
2023-11-19 13:49:59 -08:00
Dav999
0ea41e7913 Replace std::string Game::telesummary and Game::quicksummary by Summary
Game::telesummary and Game::quicksummary stored the summary string for
the save files - which is the <summary> tag that says something like
"Space Station, 10:30:59". The game only ever displays the quicksave
variant of these two, for "Last Save:" on the map menu's SAVE tab.
So the telesave has a <summary> too, but it's never displayed anywhere.
(In fact, the area is often set to "nowhere"...)

However, the summary strings have another function: detect that both
the telesave and quicksave exist. If a summary string for a save is
empty, then that save is considered not to exist.

I'm refactoring the summary string system, by making the new variables
Game::last_telesave and Game::last_quicksave of type struct
Game::Summary. This struct should have all data necessary to display
the summary string at runtime, and thus translate it at runtime (so
we don't store a summary in a certain language and then display it in
the wrong font later - the summary can always be in the current
language). It also has an `exists` member, to replace the need to
check for empty strings.

The <summary> tag is now completely unused, but is still written to
for older versions of the game to read.

(This commit does not add the new string to the language files, since
Terry now added it separately in his own branch)
2023-11-19 13:49:59 -08:00
Dav999
64bad7d67f Remove double NULL check in loadthissummary() 2023-11-19 13:49:59 -08:00
Dav999
61adffe6eb Remove finalmode from struct Summary
It's unused (other than some map.finalmode assignments which should not
be there) and we don't need it either. If we do, we can always readd
it.
2023-11-19 13:49:59 -08:00
Dav999
50a560dc5f Change savex and savey in struct Summary to saverx and savery
This is a bit misleading otherwise, since it is the room coordinates,
not pixel coordinates.
2023-11-19 13:49:59 -08:00
Dav999
4e5126a596 Move struct Summary from Game.cpp to Game.h
This will allow it to be used in other source files in a later commit.
2023-11-19 13:49:59 -08:00
Dav999
89a165722e Simplify mapclass::currentarea()
It used to take a single int: the area number returned by
mapclass::area(roomx, roomy). All uses of currentarea() were called
with an extra area() call as its argument. Additionally, there's a
good reason why currentarea() should have the room coordinates: in one
of the cases that it's called, there's a special case for the ship's
coordinates. This results in the SAVE screen in the map menu being able
to show "The Ship", while the continue screen shows "Dimension VVVVVV"
instead. Therefore, why not put that exception inside currentarea()
instead, and remove a few callsite map.area() wrappers by making
currentarea() take the room x and y coordinates?
2023-11-19 13:49:59 -08:00
Dav999
73911a7ada Remove game.customquicksummary
It's completely unused (apart from the variable being set in one
place). So let's get this out of the way.
2023-11-19 13:49:59 -08:00
Dav999
9045e26d3e Add support for translatable sprites
Language folders can now have a graphics folder, with these files:
- sprites.png and flipsprites.png: spritesheets which contain
  translated versions of the word enemies and checkpoints
- spritesmask.xml: an XML file containing all the sprites that should
  be copied from the translated sprites and flipsprites images to
  the original sprites/flipsprites.

This means that the translated spritesheets don't have to contain ALL
sprites - they only have to contain the translated ones. When loading
them, the game assembles a combined spritesheet with translated sprites
replacing English ones as needed, and this sheet is used to visually
substitute the normal sprites at rendering time.

It's important to note that even if 32x32 enemies have pixel-perfect
hitboxes, this is only a visual change. This has been discussed several
times on Discord - basically we don't want to give people unfair
advantages or disadvantages because of their language setting, or
change existing gameplay and speedruns tactics, which may depend on the
exact pixel arrangements of the enemies. Therefore, the hitboxes are
still based on the English sprites. This should be basically
unnoticeable for casual players, especially with some thought from
translators and artists, but there will be an option in the speedrunner
menu to display the original sprites all the time.

I removed the `VVV_freefunc(SDL_FreeSurface, *tilesheet)` in
make_array() in Graphics.cpp, which frees grphx.im_sprites_surf and
grphx.im_flipsprites_surf. Since GraphicsResources::destroy() already
frees these, it looks like the only purpose the one in make_array()
serves is to do it earlier. But now we need them again later (when
switching languages) so let's just not free them early.
2023-10-31 22:31:41 -07:00
Dav999
8ef000554d Add "English sprites" setting
It'll start working in the next commit... See the description there.

(This commit does not add the new strings to the language files, since
Terry now added them separately in his own branch)
2023-10-31 22:31:41 -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
Dav999
98d1a38d7f Allow UTF-8 console output on Windows (for -console)
Right now, Windows assumes all our console output is code page ????.
That means our UTF-8 output appears mangled. (I ran into this while
testing IME text input by outputting strings to the console)

For a moment I was scared we'd need to do UTF-16 conversions and call
Windows-specific print functions like WriteConsoleW() in our vlog
functions, but fortunately SetConsoleOutputCP(CP_UTF8) works just fine.
2023-10-25 17:17:49 -07:00
Dav999
36dbb0f73a Show centiseconds for best time trial times (if available)
Since VVVVVV 2.3, time trial best times are stored not just with the
number of seconds, but also the number of frames. However, there was
no room to display it with the old design of the time trials screen.
Now there is, so it can easily be displayed now with a small change!

Unset frames are stored as -1, which fits perfectly into the frames
argument of help.format_time(), because in that case the amount of
centiseconds is not shown.

It should be noted that opening VVVVVV 2.2 will instantly wipe your
frames records, as described by #1030. But many people will likely
never open 2.2 anymore.
2023-10-25 17:06:50 -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
leo60228
d6a43fad90 Fix compiler warnings on Android 2023-10-25 14:44:34 -07:00
leo60228
9d1d994f57 Disable editor on Android (like Steam Deck) 2023-10-25 14:44:34 -07:00
leo60228
945823ca30 Build and mount repo.zip with fonts/ and lang/ 2023-10-25 14:44:34 -07:00
leo60228
3e0cf57a99 Address review 2023-10-25 14:44:34 -07:00
leo60228
4229372c2e Android port 2023-10-25 14:44:34 -07:00
Dav999
1c934688a3 Make "{n_crew|wordy} crewmates remain" string wordwrap
It used to have a limit of 40 8x8 characters, but there's room for it
to wrap.
2023-09-20 18:38:16 -07:00
Dav999
fcf034583b Fix possible title screen from in-game if command-line playtesting
In 8484b36198, I fixed the title screen
showing up if you go to the language screen from in-game, while not
having any language files. There was also one other possible way to get
this to happen that I missed though: if you do have language files, and
you have not set your language yet, and you start a playtest via the
command line (e.g. by using Ved), and you then change the language
from the in-game options. That is now fixed.
2023-09-20 16:20:24 -07:00
Dav999
4ae6c77110 Prevent changing language if a textbox is displayed
I really thought I was going to need to block changing the language
in-game altogether, but activity zone prompts are now fixed and the
only obvious problem I can think of right now is having a dialogue
open, so I just disable the language option if a textbox is displayed.
(like how the map menu only has the save option if a script is running)
2023-09-20 16:20:24 -07:00
Dav999
700aa4aaa0 Make activity zone prompts loc::gettext'ed at display time
The translations for the prompts used to be looked up at creation time
(when the room is loaded or the activity zone is otherwise spawned),
which meant they would persist through changing the language while
in-game. This would look especially weird when the languages you switch
between use different fonts, as the prompt would show up in the old
language in the new language's font.

This problem is now fixed by letting the activity zone block keep
around the English prompt instead of the translated prompt, and letting
the prompt be translated at display time. This fixes a big part of the
reason I was going to disable changing the language while in-game; I
might only need to do it while textboxes are active now! :)
2023-09-20 16:20:24 -07:00
Dav999
fd84922a92 Add warning messages for missing fonts/lang folders
If someone makes a build of the game without copying the correct
folders, their version will have no translations, and display some text
wrong (like credits or button glyphs, or any custom levels that rely on
characters in the fonts being there). So I added a message in the
bottom left corner of the title screen to warn for that.
2023-09-20 16:20:24 -07:00
Dav999
da13f39f5d Fix "no language files found" title screen bug
If you've never set a language before (<lang_set> is not 1), then the
language screen will show up before the title screen. Selecting the
language will then make the title screen show up.

If no language files are present, the old logic for handling this was
to simply show the language screen at startup anyway, and let it
display the error message that language files are missing, as a warning
that the game is not packaged correctly. However, this logic has two
flaws:

- If the user has ever had language files and set a language before
  (in a VVVVVV on that computer), the warning element is gone because
  the language screen is not shown in that case - the game is simply in
  English

- If the user has never set a language before, and then goes to the
  language screen later via the menu, they will be sent to the title
  screen, even if they were in-game. The main menu will also be broken.

The new way is to not show the language screen at startup if language
files are missing, and to change the logic so that you will only be
sent to the title screen if you actually haven't seen the title screen
yet.

I will also add a proper warning that fonts or language files are
missing by adding a message in the bottom left corner (in place of the
MMMMMM installed message).
2023-09-20 16:20:24 -07:00
Dav999
74a94ae1a8 Reference both cases for "Complete the game" in code
We had two separate cases for translators for this string (a
"TO UNLOCK:" one and a secret lab trophy one) but I forgot to use
the latter in the code, so both places in the game were using the
former. This is now fixed.
2023-09-20 15:29:23 -07:00
Dav999
d741b3aa27 Fix double return when pressing Esc in editor font menu
The line that checked if the current menu is the font menu ended up
below the code that returned a menu, so this was an easy fix.

Closes #1017.
2023-09-13 23:58:34 -07:00
AllyTally
3f69b64a09 Fix yellow lab autotiling
A few autotile entries were missing.
2023-09-09 23:04:47 -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