Commit Graph

263 Commits

Author SHA1 Message Date
Misa 7088858957 Add textbox indexes, update trinket/crew textboxes
This adds an attribute to textboxclass to allow a text box to keep an
index that references another text box inside the graphics.textboxes
std::vector.

This is needed because the second text box of a "You have found a
shiny trinket!" or "You have found a lost crewmate!" pair of text boxes
explicitly relies on the height of the first text box. With this, I have
moved those text boxes over to the new text box translation system.

Since the update order now matters, I added a comment to
recomputetextboxes() that clarifies that the text boxes must be updated
in linear order, starting from 0.
2024-02-02 18:57:24 -08:00
Misa 28df0148b1 Transfer adjust call to applyposition
This transfers the responsibility of the adjust() call to
applyposition().

This is because cutscene text boxes (TEXTTRANSLATE_CUTSCENE) will have
adjust() called, but all other text boxes won't. And I can't place the
adjust() call inside applyposition(), because adjust() also calls
applyposition(), and that leads to an infinite loop which leads to a
stack overflow, so I had to remove the applyposition() call from
adjust(), and replace the other existing call to
Graphics::textboxadjust() with Graphics::textboxapplyposition(), and
then remove Graphics::textboxadjust() function because it's no longer
used.
2024-02-02 18:57:24 -08:00
Misa de00dd4031 Save special text box state using functions
This adds a way to save the text box state of the crew remaining, ACTION
prompt, etc. text boxes by just letting there be a function that is
called to retranslate the text box when needed.

It also adds a way to ignore translating a text box and to leave it
alone, in case there's actually no text in the text box, which is the
case with Level Complete and Game Complete.

Both ways are now in an enum, TextboxTranslate. The former is
TEXTTRANSLATE_FUNCTION and the latter is TEXTTRANSLATE_NONE. The
existing way of translating text boxes became TEXTTRANSLATE_CUTSCENE,
since it's only used for cutscene scripts.

Here's a quick guide to the three ways of creating a text box now.

- TEXTTRANSLATE_NONE: You must call
  graphics.textboxoriginalcontextauto() to save the existing text to the
  original context of the text box, as that will be copied back to the
  text box after the text of the text box is updated due to not having a
  translation.
- TEXTTRANSLATE_CUTSCENE: Translates the text from cutscenes.xml, and
  overrides the spacing (padding and text centering). Shouldn't need to
  be used outside of scriptclass.
- TEXTTRANSLATE_FUNCTION: You must pass in a function that takes in a
  single parameter, a pointer to the textboxclass object to be modified.
  General advice when retranslating text is to clear the `lines` vector
  and then push_back the retranslated text. The function is also solely
  responsible for spacing.

In most cases, you will also need to call
graphics.textboxapplyposition() or graphics.textboxadjust() afterwards.
(Some text boxes shouldn't use graphics.textboxadjust() as they are
within the 10-pixel inner border around the screen that
textboxclass::adjust tries to push the text box out of.)

This commit doesn't fix every text box just yet, though. But it fixes
the Level Complete, Game Complete, crew remaining, and ACTION prompt
text boxes, for a start.
2024-02-02 18:57:24 -08:00
Misa 0ea0b8e00b Save text box centering state
This is another piece of state that needs to be kept and re-played when
switching language, because a different language could change the
dimensions of the text box, which affects how it's centered.

Also, to make sure that crewmate positions override any text centering,
the scriptclass variables textx and texty should be reset in the
position and customposition commands.
2024-02-02 18:57:24 -08:00
Misa 8b03fbd9f4 Save textbox state, allow lang switches w/ textbox
This allows switching languages while a text box is on screen by saving
the necessary state for a text box to be retranslated when the language
is switched.

This saves the state of the position and direction of the crewmate that
the text box position is based off of (if applicable), and the text
case of the text box, the script name of the script, and the original
(English) lines of the text box. I did not explicitly label the original
lines as English lines except in a main game context, because
technically, custom levels could have original lines in a different
language.

Unfortunately, this doesn't work for every text box in the game.
Notably, the Level Complete, Game Complete, number of crewmates
remaining, trinket collection, Intermission 1 guides, etc. text boxes
are special and require further fixes, but that will be coming in later
commits.
2024-02-02 18:57:24 -08:00
TerryCavanagh cc1528aacc add a one pixel gap between each line in textboxes (main game only) 2024-02-01 20:03:17 +01:00
Misa 1c6cfcd2a5 Remove 'all' argument from setrtl
It doesn't make sense to change the alignment of all existing text boxes
when you're not otherwise able to mutate the text. Whereas the point of
the 'all' argument in setfont is to be able to animate text boxes using
fonts.
2024-01-23 16:53:01 -08:00
Misa a9f0d81804 Properly fix setfont/setrtl in between text boxes
There used to be a problem with the setfont and setrtl script commands.
Namely, if you used them in between text boxes naïvely, without any
careful thought, then the fading out text box would suddenly gain the
font of the new one. A kludge solution to this was implemented by simply
blocking the script until the existing text box faded out before
switching the font or RTL, and shipped for 2.4.0.

However, a better solution is to simply bake the font flags in to the
text box, so that way, if the level font switches, then the text box
keeps its font.

This is only for custom levels, because in the main game, the font in a
text box needs to be able to change depending on language. But it seems
like custom level translations weren't much on the roadmap, and so even
the existing hack didn't support changing the font based on translation
(even though translation of custom level cutscenes is supported). So
baking the font flags into the text box here doesn't make things any
worse.

It also makes things better, arguably, by allowing multiple text boxes
to exist on screen at once with different fonts.

Maybe in the future we'll need a flag that specifies that the font
should change depending on language if a translation in said language
exists for the text box, or something like that.

For people that want to override the fonts of every existing text box on
screen, you can specify "all" as the second parameter of setfont or
setrtl to do so.
2024-01-23 15:33:38 -08:00
Misa 67df8a9679 Add bounds check to textcase() command
This makes it so that only inputs between 1 and 255 inclusive will be
accepted. Otherwise, the command has no effect.

This is because the text case is stored as one byte in a string, and a
value of zero would be the null terminator.

We also want to minimize potential weirdness with integer wrapping if we
accept inputs from outside those bounds. While the textcase variable as
used throughout the codebase is plain unqualified `char` (which, unlike
other integers, exists in a quantum superposition of being signed and
unsigned depending on compiler, machine, and various other stuff) and so
there still might be issues there, we definitely don't want anything
higher than 255.
2024-01-09 23:57:14 -08:00
Misa 858c2cb081 Indicate modes when loading in to gameplay
If you load in to gameplay with invincibility mode, glitchrunner mode,
Flip Mode, or slowdown enabled, then there will be text displayed on
screen for a few seconds that says so.

This is to serve as a useful reminder. A common pitfall with using
invincibility is forgetting to turn it off when you don't want it
anymore. What usually happens is that players forget that they have it
on until they encounter a hazard. Now, they can realize it as soon as
they load in.

See #1091.
2024-01-08 20:01:27 -08:00
Dav999 ed0c9b6b1f Add setrtl(on/off) scripting command
With the <font> tag (which doesn't indicate RTL-ness as explained),
we've had a setfont(font) scripting command. Now we have an <rtl>
tag, so we need a setrtl(on/off) command too to control that.
2024-01-08 19:17:44 -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
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 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 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
Ally 811d2bdcf6 Re-add `fixed` bool
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-09-09 19:19:57 -07:00
Ally a72966426b Apply review suggestion from InfoTeddy
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-09-09 19:19:57 -07:00
AllyTally bcc302bcc2 Fix bug with `destroy(moving)`/`destroy(disappear)`
This commit fixes an obscure bug with `destroy(moving)` and
`destroy(disappear)` where, when looping through entities, the code
doesn't actually check what the entity is before trying to destroy the
block underneath it.

To fix this, we just put the block-destroying code *inside* of the
check, instead of being outside of it.

I also fixed the code style because it was horrible.
2023-09-09 19:19:57 -07:00
Dav999 135934289e Fix setfont() changing font of fading out text boxes
Closes #925.

My fix here is to delay the font change until all fading-out textboxes
have disappeared. See it as adding a sort of `untilbars` or `untilfade`
for text box fadeout, into setfont.

This doesn't prevent every possible way to change the font of an
existing textbox, but you would need to use internal scripting to still
do it (and basically be doing it on purpose) - the problem in
simplified scripting when you simply do textbox-setfont-textbox is
gone.
2023-08-30 16:19:25 -07:00
AllyTally 7f03b00635 Remove unused Unused.h includes 2023-08-25 09:50:27 -07:00
AllyTally a537492d9c Remove NO_EDITOR/NO_CUSTOM_LEVELS, disable editor on Steam Deck
This commit removes the `NO_EDITOR` and `NO_CUSTOM_LEVELS` defines,
which cleans up the code a lot, and they weren't really needed anyways.

This commit also disables the editor on the Steam Deck, and adds a
program argument to re-enable the editor, `-enable-editor`.
2023-08-25 09:50:27 -07:00
Dav999 b9ef6bfc2f Fix iflang, loadtext and setfont not working with uppercase
For example, pt_PT/pt_BR needs to work as well, and now it does.
2023-08-12 15:52:58 -07:00
Misa e931f2a4a1 Use enums for unlock, unlocknotify, unlocknum
This adds an anonymous enum for the unlock and unlocknotify arrays and
unlocknum function, and replaces all integer literals with them.

This is not named and thus cannot be used for strict typechecking
because these are actually indexes into an array in XML save files, so
the numbers themselves matter a lot.
2023-06-05 17:57:23 -07:00
Misa 14d034e4c6 Use enums for swngame
This replaces the swngame int variable with a named enum and enforces
strict typechecking on it.

Strict typechecking is okay here as the swngame variable is not part of
the API surface of the game in any way and is completely internal.

And just to make things clear, I've added a SWN_NONE enum to use for
initialization, because previously it was being initialized to 0, even
though 0 was the Gravitron.
2023-06-05 17:57:23 -07:00
Misa 4058975ce9 Use enums for sound effects
This adds an anonymous enum for sound effects and replaces all calls to
music.playef that use integer literals.

This is not a named enum (that can be used for strict typechecking)
because sound effect IDs are essentially part of the API of the game -
many custom levels use these numbers. This is just to make the source
code more readable without needing a comment to denote what number is
what sound.
2023-06-05 17:57:23 -07:00
Misa cdeca65be7 Use enums for music tracks
This adds an anonymous enum for music tracks and replaces all calls to
music.play and music.niceplay that use integer literals. Additionally,
this is also done for integer literals for cl.levmusic (except 0) and
music.currentsong where appropriate, but _not_ the music areamap because
that would not make it look very aesthetically pleasing in the code.

This is not a named enum (that can be used for strict typechecking)
because music track IDs are essentially part of the API of the game -
almost every custom level uses these numbers. This is just to make the
source code more readable without needing a comment to denote what
number is what track.
2023-06-05 17:57:23 -07:00
Misa ef46dadb68 Show skip prompt during credits and ending picture
This adds a "- Press {button} to skip -" prompt to both the credits and
ending picture sequences.

It was always possible to skip them by pressing Enter, but not many
people knew this. In fact, even I didn't know this until I saw Elomavi
do it a year or so ago. So it's not really intuitive that this is
possible.

The prompt only shows up if you've completed the game before, and
disappears after two seconds similar to the "[Press {button} to return
to editor]" text.

Unfortunately, given how the game works, game completion is detected
based on if you have unlocked Flip Mode or not. At this point, the
unlock for the game being completed (unlock 5) will already be set to
true no matter what during the Plenary fanfare, but the Flip Mode unlock
(unlock 18) won't be until the player hits "play" on the main menu. As a
special case, the prompt will always show up in M&P (because Flip Mode
is always unlocked in M&P).
2023-06-05 17:57:23 -07:00
Dav999 6148550472 Fix setactivityposition still taking two arguments
This command was changed from setactivityposition(x,y) to
setactivityposition(y), but there's a small problem here:

```diff
             else if (words[0] == "setactivityposition")
             {
-                obj.customactivitypositionx = ss_toi(words[1]);
                 obj.customactivitypositiony = ss_toi(words[2]);
             }
```

This meant that the function still took two arguments, the first of
which was unused and the second of which was the Y position of the
activity zone. This is now fixed.
2023-06-04 08:59:40 -07:00
Misa 68199396bd Set custommode and custommodeforreal before loading level
This fixes a bug where if a level errors upon loading, it wouldn't take
you back to the levels list.
2023-05-17 12:12:36 -07:00
Misa 28ef3dd7bf Use quittomenu in gotoerrorloadinglevel
game.quittomenu() correctly resets state, as it's the function that's
always used when quitting to menu. This fixes a bug where if a level
with assets failed to load, it wouldn't unload the assets.
2023-05-17 11:45:21 -07:00
Misa a5eb361448 Set TITLEMODE if loading level results in error
After the scriptclass::startgamemode refactor, a lot of common code is
still being executed even if the level loading failed. This sets the
game-gamestate to TITLEMODE in gotoerrorloadinglevel(), and also returns
early just in case.

Fixes #975.
2023-05-17 08:42:50 -07:00
AllyTally 6abb76238d Add textboxtimer command 2023-05-08 12:49:05 -07:00
Misa 73aee381ad Update lerp positions during VVVVVV-Man transforms
This updates the interpolation positions of the player when transforming
into and out of VVVVVV-Man.

Otherwise, it can be seen that the player "zips" quickly during these
transformations if the Secret Lab entrance cutscene is played with
screen effects off.
2023-04-05 19:51:58 -07:00
AllyTally 07e48565ed Reset textbox colors properly 2023-03-29 13:48:44 -07:00
AllyTally efa1bad449 Unhardcode textbox colors in textbox arguments
There's a few places where textboxes are constructed through code, but
they pass in the color's RGB values in manually. This commit
unhardcodes most of them them, replacing them with a color lookup.

The ones that weren't changed are special cases, like `175, 174, 174`.
2023-03-29 13:48:44 -07:00
AllyTally bd34af32de Remove hardcoded textbox colours
We have a custom textbox colour system, why not use it? This also moves
the map of colours from CustomLevels to Script.
2023-03-29 13:48:44 -07:00
Dav999-v 65d9d9a0d8 Make Violet's button dialogue work in cutscene test
This was easier than I expected - just add an optional buttons="1"
attribute to cutscenes.xml. It's treated like the speaker attribute -
it's only there as context for the translator, and for the cutscene
test.
2023-03-22 16:20:44 -07:00
Dav999-v 620365614d Add textbuttons() script command, make Violet's ENTER dialogue dynamic
Violet's dialogue now looks like this:

squeak(purple)
text(purple,0,0,2)
Remember that you can press {b_map}
to check where you are on the map!
position(purple,above)
textbuttons()
speak_active

The new textbuttons() command sets the next textbox to replace {b_map}
with the map button, and {b_int} with the interact button. The
remaining keys would be added as soon as they need to be added to
ActionSets.h as well.
2023-03-21 19:59:48 -07:00
AllyTally 7ac405c831 Move everything to the editor state system
This commit moves everything left out of the previous commit to the
state system. This means a bunch of new functions were added as well,
to avoid the code in each function becoming too huge. A lot of cleanup
was done as well, simplifying logic, merging duplicated code, etc.

This commit does NOT touch "script hooks", script editor logic and
autotiling, as those seem to be their own separate beasts.
2023-03-21 15:41:49 -07:00
AllyTally 5beaf973ce Strip out old special roomname system
This commit replaces the old system with the new one, making it much
easier to edit the transforming and glitchy roomnames. Additionally,
this syncs flag 72 to finalstretch.

Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-03-02 22:58:12 -08:00
AllyTally dd108a035f Animated roomnames, setroomname command
This commit adds a better system for animated roomnames.

The old system, like many other systems, were very hardcoded, and can be
described as mostly else-if chains, with some fun string comparisons.
The new system uses lists of text for transformations and glitchy names,
making it much easier to add new cases if needeed.

This commit implements the system but does not replace the old system,
where that is done in the next commit.

The settings for special roomnames can be read from level XML, and
`setroomname()` can be used from commands to set a new, static name.
2023-03-02 22:58:12 -08:00
Misa acca4747f7 Remove x-position from `setactivityposition`
After discussing with Ally and Dav, we came to the agreement that this
is basically useless since the prompt will always be centered and take
up most of the horizontal space of the screen.

And the x-position was only added as an offset because at some point,
there was a missing space from the side of the "- Press ENTER to
Teleport -" prompt, and the offset was there so people could mimic the
prompt accordingly. But that was fixed at some point, so it's useless
now.
2023-02-17 20:47:32 -08:00
AllyTally 3d5ba95b96 custom textbox colors
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-02-15 10:39:20 -08:00
Ally 73a80a9b4f Apply suggestions from code review
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-02-14 14:56:27 -08:00
AllyTally 1183083355 Allow a maximum of 26 lines, with L suffix 2023-02-14 14:56:27 -08:00
Dav999-v 9747843c18 Add menu for selecting the level font
By default, when you open the level editor to start a new level, the
level font will now match your VVVVVV language; so if you're, say,
Japanese, then you can make Japanese levels from the get-go. If you
want to make levels for a different target audience, you can change the
font via a new menu (map settings > change description > change font).
The game will remember this choice and it will become the new initial
level font.
2023-02-13 23:27:00 -08:00
Dav999-v b030ce568f Make main game content use interface font instead of 8x8 font
If a custom level doesn't specify a font, it should be the 8x8 font.
But the main game can't specify a font, it's just the interface font
because that's for the language that the game is in.
2023-02-13 23:27:00 -08:00
Dav999-v 25feb9dbb5 Make wordwrapping functions take font arguments
They need to know how wide the text is going to be in a particular
font, so font::string_wordwrap and font::string_wordwrap_balanced now
take a flags argument like all the printing and dimensions-getting
functions. next_wrap and next_wrap_s take a Font* now, they're internal
to Font.cpp so they can take a Font and avoid double flag-parsing. But
if any non-Font.cpp code needs next_wrap/next_wrap_s in the future, I'd
just make a public wrapper that takes a uint32_t flags and passes the
Font* to the internal functions.
2023-02-13 23:27:00 -08:00
Dav999-v cc6b00a711 Add setfont scripting command
The <font> in the level file is basically the starting font, but it can
be changed at any time via scripting.
2023-02-13 23:27:00 -08:00
Dav999-v 48a4e19635 Migrate more prints to font::, determine font for most textboxes
Some textboxes need to be in the level font (like room names, cutscene
dialogue, etc - even in the main game), and some need to be in the
interface font (like when you collect a shiny trinket or crewmate). So
most of these textboxes now have graphics.textboxprintflags(font_flag)
as appropriate.

RoomnameTranslator.cpp is now also migrated to the new print system -
in room name translator mode, the room name is now displayed in the 8x8
font if it's untranslated and the level font if it is.
2023-02-13 23:27:00 -08:00