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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-07-01 08:58:31 +02:00
Commit Graph

2582 Commits

Author SHA1 Message Date
Dav999
2773dd3537 Improve some Dutch menu strings
I took a very critical look at all the menus, to make sure they're all
clear and easy to read. I mainly simplified some explanations and
solved some small issues.
2023-09-28 23:00:16 -07:00
Dav999
b5032ec0c1 Bring Catalan, Dutch and Esperanto language files 100% up-to-date again
Well, 100% up-to-date with current upstream at least, there's some more
strings to be added soon, including "{area}, {time}" from #1018, a new
menu option related to translatable graphics files, and definitely some
credits stuff.
2023-09-28 23:00:16 -07:00
Dav999
ed02cac3b4 Add Silesian language files
This is the last planned language for 2.4 I think!
2023-09-28 22:54:53 -07:00
Dav999
eeec428d0b Raise limits on three strings in translation files
These were causing false alarms in translations for one reason or
another (either to force translations to not wordwrap for style
reasons, or to stay on the safe side if an adjacent string was also
long), so they can be raised now.
2023-09-20 18:38:16 -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
cbdf888a40 Sync new string from #1002 into languages added by #989
These PRs were open in parallel so this simply syncs the language files
back up.
2023-09-20 18:38:16 -07:00
Dav999
5e2e9e7ce8 Update French to near-latest strings (99.9%), fix issues 2023-09-20 16:54:43 -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
365ac514a6 Sync Polish strings.xml, fix small space issue
strings.xml in Polish didn't yet contain the Steam Deck strings, and a
few limits changes.

Also, "Font: " was translated as "Czcionka:", missing the space. This
is fixed now.
2023-09-20 16:10:16 -07:00
Dav999
c04549541f Apply consistency fix to "FINAL LEVEL MASTERED" in Japanese 2023-09-20 15:58:38 -07:00
Dav999
683f66b4d1 Add Polish language files
One of the last languages for 2.4!
2023-09-20 15:40:50 -07:00
Dav999
b5d13d362f Add edits to Japanese translation by KabanFriends
Japanese is 100% complete now, woo!
2023-09-20 15:29:23 -07:00
Dav999
a78b248aaf Update Turkish translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -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
f240fc517b Update Italian translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
afc2e72897 Update European Portuguese to near-latest strings (99.9%), fix issues
Also, bumped the limit for "Font: " from 14 to 15, the Portuguese
translation is 15 characters and it just fits...
2023-09-20 15:29:23 -07:00
Dav999
4c4a745c56 Update Ukrainian translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
ce8fdc3bbb Update Esperanto language files 2023-09-20 15:29:23 -07:00
Dav999
adf56bdb93 Update Esperanto and Dutch translations to latest strings (100%)
This includes the Steam Deck editor strings.
2023-09-20 15:29:23 -07:00
Dav999
83eaba5436 Add Traditional Chinese language files
And another new language!

This uses the same font as Simplified Chinese. As such, I changed the
displayed name of the font (in the level editor) from 简体中文 to 中文.
2023-09-20 15:29:23 -07:00
Dav999
52b5b47964 Update Brazilian Portuguese translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
1fd37c3276 Add Japanese language files
Another new language! And this is a very interesting one, since it's
based on Nicalis' translation for 3DS and Switch (with their go-ahead).
Which means I had to convert between two completely different
language file formats, which was some work, but it's totally worth it!

Naturally, there are a lot of missing strings, so a translator will
still need to fill in all the blanks (and maintain the translation for
new strings of course)
2023-09-20 15:29:23 -07:00
Dav999
fb0bae7293 Apply Japanese font edits by KabanFriends
- shifted certain "small" variants of katakanas by 1px (ェ, ュ)
- made the ツ and ヅ 1px taller
2023-09-20 15:29:23 -07:00
Dav999
b2b1e47e72 Add Japanese font (8x12)
The next commit will be the initial commit adding the Japanese
translation, so here's the font!

Specifically, it's k8x12L (2021-05-05), and it can be downloaded (in
non-VVVVVV format) from https://littlelimit.net/k8x12.htm
2023-09-20 15:29:23 -07:00
Dav999
c573eb4866 Update Welsh translation to near-latest strings (99.9%), fix issues 2023-09-20 15:29:23 -07:00
Dav999
63a1380595 Update Spanish to near-latest strings (99.9%), fix activity zones 2023-09-20 15:29:23 -07:00
Dav999
711b2e1bb5 Update Russian translation to near-latest strings (99.9%)
Also, the song names are now subtitled.
2023-09-20 15:29:23 -07:00
Dav999
b45d0d8d9d Update German translation to near-latest strings (99.9%), fix issues 2023-09-20 15:29:23 -07:00
Dav999
a200a762c3 Add Korean language files
New language! This uses the 10x10 font added in the previous commit.

This has some minor changes from the delivered version:
- Synced language files, and thus added max_local attributes
- Removed leftover Catalan strings in strings_plural (and reduced to
  just one form)
- Aligned terminal_finallevel
2023-09-20 15:29:23 -07:00
Dav999
68fd718ef8 Add Korean font (10x10)
The Korean localization has been delivered (next commit), so this
commit adds the font for it! The chosen font is Galmuri 9 (specifically
GalmuriMono9, version v2.38.7). It's licensed OFL, and since I had to
convert it to VVVVVV's bespoke font format and shift characters around,
I think we are now bundling a Modified Version of the font, and it has
to use the same license. Including it as font_ko_license.txt and
clearly indicating that the copyright came from the Original Version
should be more than enough.

This version is a bit more polished than the placeholder one posted on
Discord, namely (non-CJK) characters were shifted to fit into their
10x10 bounds as much as possible, and notably the , and . characters
were shifted 2 pixels to the right.
2023-09-20 15:29:23 -07:00
Dav999
5c05c1af48 Sync language files
This adds the following new strings from #993:
- The level editor is not currently supported on Steam Deck, as it
  requires a keyboard and mouse to use.
- The level editor is not currently supported on this device, as it
  requires a keyboard and mouse to use.

Unfortunately this means most languages won't be quite 100% anymore
for a bit, and updates come in which don't have this string yet.
But at least we can track it really well. In the next couple of
commits, when a language is updated with all new strings except for
these, I'll call them 99.9% instead of 100% (I did not get an actual
percentage).
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
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
AllyTally
5b2fbeb6b4 Fix gravity line edgeguides 2023-09-09 16:34:26 -07:00
Dav999
d84ce6b2e8 Add limits check to roomnames and roomnames_special
I kinda forgot about these, but they should be checked.
2023-09-09 16:29:38 -07:00
Ethan Lee
c881f621a3 Handle WiiU/Switch GameCube adapter product ID 2023-09-06 09:56:49 -04:00
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
Ethan Lee
68b6bd07ba Add 8BitDo wireless Xbox product ID to detector 2023-08-28 11:25:17 -04:00
Dav999
4e7bf86722 Change editor unsupported message to only appear when editor is selected
Showing the option on the "play a level" option feels to me as though
inexperienced players would think they're not supposed to open the
player levels, because the message says editor levels are unsupported,
right? But the message is only referring to the level editor, so in my
opinion, it's clearer to only show it there.
2023-08-26 22:53:46 -07:00
AllyTally
6549dc0113 Change lab autotiling 2023-08-25 09:55:17 -07:00
AllyTally
03ee60aea6 Update editor_disabled more often, remove -enable-editor 2023-08-25 09:50:27 -07:00
AllyTally
3ca28a5944 Add check for keyboard_is_active 2023-08-25 09:50:27 -07:00
AllyTally
7f03b00635 Remove unused Unused.h includes 2023-08-25 09:50:27 -07:00
AllyTally
8f3c587f7a Replace no level editor string 2023-08-25 09:50:27 -07:00
AllyTally
4830a6e8c1 Re-add accidentally removed address lines 2023-08-25 09:50:27 -07:00
AllyTally
c4db7ca51a Check SteamDeck in keyboard_is_available 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
Misa
880c7ad8e6 Re-add main menu credits button in M&P
For some reason, the credits button was always specifically removed from
M&P builds. After some discussion with Terry Cavanagh on the VVVVVV
Discord server, we agreed that there was no reason this should be
removed. So, it's getting put back in.
2023-08-24 08:43:04 -07:00
Ethan Lee
c44e8d056a Fix glyphs for 8BitDo Ultimate Wired Controller for Xbox 2023-08-24 09:58:22 -04:00
AllyTally
c3b0a60aa4 Only spawn activity zone if the script exists 2023-08-23 20:16:52 -07:00
AllyTally
02ace10df9 options to spawn entity 21, and no activity zone 2023-08-23 20:16:52 -07:00
AllyTally
b7da899674 Fix UB where image loading fails in certain cases 2023-08-23 17:54:21 -07:00
AllyTally
4148234225 Change if to elseif and remove return 2023-08-23 09:23:10 -07:00
AllyTally
a8bf43adcc Recache textures when returning to ingame from map
Fixes #977.
2023-08-23 09:23:10 -07:00
AllyTally
6952c58878 Fix texture cache missing in certain situations after resizing the window 2023-08-23 09:23:10 -07:00
Ethan Lee
7b40a052ed Controller layout detection 2023-08-22 15:34:03 -04:00
Misa
8e3e29a14c Generalize stretch mode mouse scaling fix
This puts the code to fix mouse coordinates in stretch mode directly
inside KeyPoll::Poll, preventing the need for any other instances of
mouse coordinate usage to copy-paste code.
2023-08-17 19:57:54 -07:00
Dav999
100662612b Apply changes to Irish language files (mainly roomnames)
- Gravity lines are now called "Línte Imtharraingthe"
- There are no longer two rooms called "V"
- Missing character in Rear Vindow fixed
2023-08-12 15:52:58 -07:00
Dav999
6fd0b19175 Fix "+1 Rank!" possibly overlapping with time trial time in CJK font
If this text on the time trial results screen would overlap with the
time value, all rank labels will be displayed on the header line
instead ("TIME TAKEN:" etc). This works because the overlap with the
time most likely only happens with CJK fonts (where the time will be
very wide because of the font size) while strings like "TIME TAKEN"
take up very little space due to only needing 4 characters or so for
the same information.
2023-08-12 15:52:58 -07:00
Dav999
e82e1ee236 Update Chinese with new strings
Also realigned the dimensional stability generator terminal, and
reduced the plural forms to just one.
2023-08-12 15:52:58 -07:00
Dav999
1b9ce57622 Add Irish translation
This is up-to-date with the newest strings.
2023-08-12 15:52:58 -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
Dav999
8d8a5eb605 Make some minor improvements to Dutch translation
Just a few changes mainly to make some things sound more natural.
2023-08-12 15:52:58 -07:00
Dav999
3d7e9a47dd Fix various CJK positioning problems
- ERROR/WARNING screen title was overlapping with message
- Crewmate screen names and rescued statuses were overlapping with each
  other
- Textboxes on Level Complete screen were overlapping with each other
  and the crewmate was not vertically centered in the box
- Some strings were running into each other in flip mode, instead of
  being moved out of each other (PR_CJK_HIGH and PR_CJK_LOW worked the
  wrong way around because of FLIP macros being applied to Y coords)
- In-game esc menu was "bouncy" with selected menu options because of a
  hardcoded 16 pixel offset
- Bindings in the gamepad menu were overlapping with each other
- Some Super Gravitron "Best Time" labels and values were a little too
  close
2023-08-12 15:52:58 -07:00
Dav999
176555c448 Add Simplified Chinese language files
Another new language! And it's a special one, because this is the first
language that uses a non-8x8 font (see previous commit)
2023-08-12 15:52:58 -07:00
Dav999
5b16bde8a7 Add Simplified Chinese font
This will be needed for the Simplified Chinese translation, of which
the first version has just been delivered!

This is the first language with a font bigger than 8x8 (this is 12x12),
so it might be a little rough in some places. Most of the game is
already prepared for it, though!

The only changes I made from the previous version (which was uploaded
on Discord a few times and also sent to the translator) was the …
character - it's often used twice in a row, and it was a little uneven
(looking like -   -  - -   -  - instead of -  -  -  -  -  -); and the
semicolon, which was missing some pixels.
2023-08-12 15:52:58 -07:00
Dav999
37f367af85 Update Catalan language files to latest version (100%) 2023-07-01 20:08:26 -07:00
Dav999
b8dc4a0103 Accommodate for some limit breaks in Welsh
Two changes:
- The labels on the Game Complete! screen for number of trinkets/deaths
  /time etc have been moved two pixels to the right, and had their
  limits increased by 1 character
- The inaccuate limit for "quit to main menu" has been increased
2023-07-01 20:08:26 -07:00
Dav999
9335421783 Made technical fixes to several translations
These are errors and issues that have been reported, but are fixable by
us without needing to involve the translator in the fix, without too
much risk of accidentally breaking grammar rules.

The full list of fixes:
- Fixed some menus going offscreen by removing unneeded words (I'm
  fairly confident after some cross-referencing and research) in
  Portuguese BR, Portuguese PT, Spanish, and French
- Set 0 to singular in numbers.xml in Portuguese BR and French
- Removed the ** from dimensional stability generator to make it not go
  offscreen, and aligned the text better, in Portuguese BR and Spanish
- Fixed some small casing and spacing errors in Portuguese BR, French
  and Welsh. Think of misplaced spaces or sentences starting with a
  lowercase letter
- Fixed a limit break in Spanish (the menu button already drops the
  word "de" in "retraso de la entrada", so the title can too, right?)
- Corrected some typos in French and German (je continuer->je continue,
  9: Finde->9: Feinde and NENÜ->MENU)
- Fixed spacing and alignment in teletype terminals in Welsh (like the
  dimensional stability generator)
2023-07-01 20:08:26 -07:00
Dav999
2667a8a14e Add warning to volunteer translators to README-translators.txt
923efe54d6 added a note to the PR
template, but the best place is probably in the translators readme.
Hopefully this will make sure we no longer get people eager to start
a translation because nobody else had started one yet, and then have to
be disappointed with a reply from us saying we can't accept voluntary
translation contributions.
2023-07-01 20:08:26 -07:00
Dav999
9479a34904 Add Welsh language files
Another new language! It's based off of the old translator pack so
it'll need to be updated later. This commit also includes some fixes
to the originally submitted version, mainly:

- "2.0" and ".99" were broken by excel(?), now fixed
- Removed traces from extraneous rows and columns
- Small human errors

This includes the update received 2023-06-09.
2023-07-01 20:08:26 -07:00
AllyTally
fd4232e9fd Make gravity lines render when screen effects are off 2023-06-15 10:44:40 -07:00
Misa
c1a25aa4c2 CLI: Allow no music to be played if save pos used
If you provided any one of -playx, -playy, -playrx, -playry, -playgc, or
-playmusic in command-line arguments for command-line playtesting, then
the game would always try to play music, even if you passed a negative
-playmusic. This wouldn't do anything in that case, unless you had
MMMMMM installed, in which case it would play MMMMMM track 15
(Predestined Fate Final Level) due to the legacy wraparound bug.

To fix this, only play music if the track provided is greater than -1.
Additionally, to prevent it from playing Path Complete by default if you
specify any of the other save position arguments but n ot -playmusic,
it's now initialized to -1 instead of 0.
2023-06-10 11:41:32 -07:00
AllyTally
a6ff75d32e Remove unused drawing overloads 2023-06-08 15:47:39 -07:00
AllyTally
254c46b846 Fix missing parentheses 2023-06-08 15:47:39 -07:00
AllyTally
aa8e731eb9 Fix a couple issues 2023-06-08 15:47:39 -07:00
AllyTally
b533731108 More misc cleanup 2023-06-08 15:47:39 -07:00
AllyTally
8b1dcecd5a Replace drawrect with draw_rect
Turns out `graphics.drawrect` exists. Well, not anymore!
This was another function from before the renderer rewrite which tried
to draw a rectangle by using four filled rectangles. We can draw
outline rectangles properly now, so let's make sure everywhere does it!
2023-06-08 15:47:39 -07:00
AllyTally
d1b9f4f410 Some formatting fixes 2023-06-08 15:47:39 -07:00
AllyTally
d93d773a8a Remove line_rect and prect
`prect` just wasn't needed as it was used in one place, and
`line_rect` isn't used anymore.
2023-06-08 15:47:39 -07:00
AllyTally
81ad7ed9d6 Clean up background drawing code
As #974 states, the lab background only ever uses the first generated
value from `backboxint`, so let's change it to a normal variable
instead of an array. Also, stars don't need their width/height set to
2 constantly... they never change in the first place, Terry!
2023-06-08 15:47:39 -07:00
AllyTally
5089bc373e Add more draw functions, make less code use rectangles
Some code still used rectangles to draw things like lines and pixels,
so this commit adds more draw functions to support drawing lines and
pixels without directly using the renderer.

Aside from making generated minimaps draw points instead of 1x1
rectangles, this commit also batches the point drawing for an
additional speed increase.
2023-06-08 15:47:39 -07:00
Misa
dc9c51dbf3 Implement haltedsong
This fixes a bug where if a track was resumed, pausing it by unfocusing
the window (if enabled, of course) would not resume it after refocusing
the window.

This happens because resuming the music doesn't change currentsong back
from -1, and the window refocusing code checks that currentsong isn't -1
before resuming music.

haltedsong is only used when resuming music. It is set back to -1 when
resuming music or when playing a new track.
2023-06-08 15:38:26 -07:00
AllyTally
e36c2764fb Add separate tilecol max for direct mode
This commit readds the ability to select the rainbow BG in lab tileset
in direct mode.
2023-06-06 21:46:19 -07:00
AllyTally
17e0d6c330 Don't trigger UB with autotile type none 2023-06-06 21:46:19 -07:00
AllyTally
a37cb4aa5f Rewrite autotiling completely
Autotiling was a mess of functions and if chains and switch statements.
This commit makes autotiling better by assigning each direction to one
bit in a byte, giving each different combination its own value. This
value is then fed into a lookup table to give fine control on which
tiles get placed where.

The lab tileset can now use the single tiles which were before unused
in the autotiler, and the warp zone's background tool now places the
fill used in the main game.
2023-06-06 21:46:19 -07:00
Dav999
84a26986e6 Re-add chars 0x00 - 0x1F to the font
- Some levels used chars < 0x20 as non-collapsible spaces, those would
  now show up as [?]
- I recently found out how making characters < 0x20 6 pixels wide
  doesn't work if they're missing from the font altogether

Therefore, the font now starts at 0x00 again instead of 0x20, like it
used to.

Arguably it was an advantage that the game would look extremely messed
up if you made a mistake with the fonts. In particular, a common
mistake could be to copy the new Unicode font.png, but forget to copy
the corresponding font.txt. However, 2.3 didn't come with the unicode
font, 2.4 will, so it'll be a lot less common for people to need to
manually copy the font. And if they do, it's probably for their own
level, and they have something in mind for the font, and if it doesn't
work they'll know fast enough when whatever they're planning doesn't
work (and it would only affect their own level's text, not any menus).
2023-06-05 19:42:29 -07:00
Reese Rivers
d7fbab9198 Update Esperanto strings to latest version (100%) 2023-06-05 19:42:29 -07:00
Dav999
dde9cbf4c3 Update Dutch language files to latest version (100%) 2023-06-05 19:42:29 -07:00
Dav999
bd2bea5640 Add Ukrainian language files
New language! It's still based off the old translator pack so the
newest strings haven't been translated yet, but the language files are
synced and we still need to get these updated in most other languages
either way.

This does include the update delivered on 2023-05-24.
2023-06-05 19:42:29 -07:00
Dav999
8093874e84 Reword "we forgot to print an error message" error message
It now says "we forgot the error message" to be less technical.
2023-06-05 19:42:29 -07:00
Reese Rivers
a21a4c3c00 Fixed minor translation regression for Esperanto
A little while ago the term "AGOKLAVO" (action-key) was chosen to
replace the older "AGBUTONO" (action-button). However, in a recent
language update, I mistakenly used the older term in a new string.
This has been fixed.

Also note that it's written in the accusative case for this string
(with an "N" suffixed) since it is always used as the object of the
sentence where it appears ("Premu AGOKLAVON..." = "Press ACTION...").
2023-06-05 19:42:29 -07:00
Dav999
dfebb5c82c Update Catalan language files to more recent version
Some more strings have already been added since the update, but it's
easy to track.
2023-06-05 19:42:29 -07:00
Misa
cd713ebc71 Fix regression: Showing teles in customloadquick
This fixes a regression where main game teleporter icons (which would be
target icons if flag 12 was on) would be rendered on the minimap after
loading from a custom quicksave.

This is because this was always enabled when loading from a custom
quicksave, but the game didn't start rendering them until PR #898, which
de-duplicated the minimap rendering code.

The best fix here is to just not enable the teleporters when loading
from custom quicksaves.
2023-06-05 19:21:07 -07:00
Misa
404204172c Fix macOS not liking unconsequential fallthroughs
This is technically a fallthrough, but it is literally inconsequential.
Apparently, though, Apple Clang hates it.
2023-06-05 18:02:24 -07:00
Misa
8e3ec9aeef Use enums for time trial indexes
This adds an anonymous enum for time trial indexes (e.g. the bestrank,
bestlives, etc. arrays and timetriallevel), and replaces all integer
literals with them.

Just like the unlock arrays, these are indexes to an array in XML save
files, so the numbers matter, and therefore should not use strict
typechecking.
2023-06-05 17:57:23 -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
414b0647aa Correct orientation of Game Saved clock in Flip Mode
The clock on the Game Saved quicksave screen has always been upside-down
in Flip Mode. And technically, the trinket was too, but this was
unnoticeable because the default trinket sprite is symmetrical.

To fix this, draw flipsprites.png if these sprites are being drawn in
Flip Mode instead of sprites.png.
2023-06-05 17:57:23 -07:00
Misa
4ea26617b8 Initialize currentsong to -1
There's not any ill effects of it being initialized to 0 that I am aware
of (because in most cases, it either gets overwritten anyways or there
isn't a track playing in the first place), but it shouldn't be 0,
because that's Path Complete, so fixing this just in case.
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
e9eeaa4186 Remove unneeded play()s in intermission menu
For some reason these were here, but they don't do anything, because the
music here should be playing Presenting VVVVVV already.
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
Misa
d841612be2 Prevent deleting saves in special or customs
This prevents deleting telesaves and quicksaves in special modes and
custom levels.

Otherwise, rolling credits in a custom level would still delete the main
game quicksave.
2023-06-05 17:57:23 -07:00
Misa
41126c2097 Fix bug: Unable to skip credits in certain cases
If you had the map button held before the game transitioned to the
credits and ending picture sequences, then you wouldn't be able to skip
them, because those gamemodes don't have logic to detect when you've
released the map button.

To fix this, just implement the map button release logic.

We do need a better input system soon...
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
d09b0d6d84 Fix bug: Playing music during Game Over screen
This fixes a long-standing bug where it's possible to play music during
the Game Over screen in No Death Mode. All you have to do is die while
music is fading out from one area to the next.

The easiest way to do this is in the entrance to Space Station 2, since
there's a music change to Passion for Exploring in Outer Hull (you will
need to go into the zone far enough to activate Pushing Onwards first),
which also contains spikes to die on.

Basically, it's a simple oversight because the nicefade system relies on
music fading out to start playing the next track, but in this case, No
Death Mode fades the music out without accounting for that. It's best to
just disable nicefade entirely when dying in No Death Mode.

Thanks to KSS for reporting this bug.
2023-05-21 23:31:18 -07:00
Misa
7ff4949066 Call savestatsandsettings after unlocking MotU
This calls Game::savestatsandsettings() after unlocking Master of the
Universe (the achievement for completing No Death Mode), instead of
before.

This is not a big deal since Game::savestatsandsettings() is called
anyway whenever the game is gracefully closed since 2.3, but it helps to
make sure people won't lose their achievement data.
2023-05-21 23:08:09 -07:00
Misa
25b4361563 Allow quitting to menu if gamestate is EDITORMODE
Otherwise you wouldn't be able to quit from the editor normally.
2023-05-20 15:22:08 -07:00
Misa
24ef59c65e Prevent other cases of losing unsaved levels by returning to menu
2.3 already made it so that if you ran the `rollcredits` command during
in-editor playtesting, you wouldn't be returned to the title screen
while losing unsaved level changes. But there are plenty of other ways
to go back to the title screen from in-editor playtesting too. Namely,
gamestate 1015 (the gamestate after completing a level) and 82 (time
trial complete).

So just add the appropriate checks to those gamestates, and add a
catch-all check in Game::quittomenu(). Additionally,
Game::updatecustomlevelstats() should not update custom level stats
during in-editor playtesting (otherwise it would still happen even if
the game didn't bring you back to the title screen).

Editor notes will also be shown if the game prevents you from going to
the title screen.

Also, just to make things clear, I also added a level note for when the
level is completed during in-editor playtesting. This is just to make it
clear in cases where it might not be obvious that the game returned you
to the editor for this reason. E.g. you have a terminal that calls
gamestate(1013) in a level with 0 custom crewmates, but when you
activate it, it looks like the terminal didn't work for some reason and
just brought you back to the editor. But that's just only because you
literally just completed the level.
2023-05-18 20:01:03 -07:00
Misa
dea77e98fa Defer hardreset to end of frame in quittomenu
This fixes a bug where the wrong music can play on the title screen, as
reported by AllyTally on Discord.

The bug can be triggered by triggering a room transition right as
game.quittomenu() is called (which is easiest to achieve by placing the
player on an oscillating/"out of bounds" room border in a custom level
so they go back and forth between two rooms every frame, and triggering
gamestate 1013, which starts a fadeout to menu if all custom crewmates
are rescued).

When this happens, game.quittomenu() calls script.hardreset(), but the
rest of the frame still executes, even though we set game.gamestate to
TITLEMODE too (because game.quittomenu() was called by
game.updatestate() which was called by gamelogic(), and game.gamestate
is only checked at the start of the frame). This ends up triggering a
room transition, and since map.custommode is guaranteed to now be off
(because of script.hardreset()), the main game music area code kicks in,
and plays something that isn't Presenting VVVVVV.

The bug here is that we're resetting too early when we still have the
rest of an in-game frame to execute. So, instead, we should only reset
at the end of the frame, and this can be achieved with a defer callback.
2023-05-18 19:11:04 -07:00
Misa
474cdc092e Use levelDirError for graphics errors too
This will actually do several things:

(1) Make the tile size checks apply to the appropriate graphics files
    once again.
(2) Make the game print a fallback error message if the error message
    hasn't been set on the levelDirError error screen.
(3) Use levelDirError for graphics errors too.
(4) Make the error message for tile size checks failing specify both
    width and height, not just a square dimension.
(5) Make the error messages mentioned above translatable.

It turns out that (1) didn't happen after #923 was merged, since #923
removed needing to process a tilesheet into a vector of surfaces for all
graphics files except sprites.png and flipsprites.png. Thus, the game
ended up only checking the correct tile sizes for those files only.

In the process of fixing this, I also got rid of the PROCESS_TILESHEET
macros and turned them into two different functions: One to make the
array, and one to check the tile size of the tilesheet.

I also did (2) just in case FILESYSTEM_levelDirHasError() returns false
even though we know we have an error.

And (3) is needed so things are unified and we have one user-facing
error message system when users load levels. To facilitate this, I
removed the title string, since it's really not needed.

Unfortunately, (1) doesn't apply to font.png again, but that's because
of the new font stuff and I'm not sure what Dav999 has in store for
error checking. But that's also why I did (4), because it looks like
tile sizes in font.png files can be different (i.e. non-square).
2023-05-17 17:11:26 -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
9387186083 Use setLevelDirError for level not found & parse errors
This exports the previously-internal setLevelDirError function in
FileSystemUtils and uses it for if a level is not found or there was a
parsing error. Previously, if a level failed to load in these ways, it
would take you to the error screen with no error, while printing it to
the console. But this makes it more user-friendly.

As a bonus, the text is localizable, just like the existing usage of
FILESYSTEM_setLevelDirError for if a path couldn't be mounted.
2023-05-17 10:09:59 -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
Misa
27aa10a18c Fix regression: Editing script disables mute buttons
This is quite a simple bug: If you edit a script, then close it, you
will no longer be able to use the mute buttons (N and M).

The problem here is that in 2.3, key.disabletextentry() was called when
closing a script. However, #944 removed the call. Therefore, a
regression.
2023-05-15 18:25:43 -07:00
Misa
ec587fc37e Remove bogus warning if CLI playtesting zip level
If you used command-line playtesting to load a level in a zip, the game
would print a warning saying the level wasn't found. This is because the
warning is printed when it tries to load a level before it loads zips,
inside the metadata load function itself.

To fix this, just move the responsibility for printing the error outside
the function, and put it on the caller.
2023-05-15 18:12:28 -07:00
Misa
0f45e0c52e Print binary blob check fails and remove EOF check
This prints all binary blob check fails. It's an error if the game
rejects the header and will refuse to load it at all, and a warning if
the game continues on.

This also removes the EOF check (`offset + header->size > size`) as a
fatal error. It will only print a warning now. If the last header goes
past the end of file, it will be handled gracefully by PhysFS, which is
the same case in VVVVVV 2.2. This actually fixes a regression from 2.3
where certain custom level tracks that were working perfectly fine in
2.2 (e.g. Summer Spooktacular's track 15) refused to play since 2.3.
2023-05-15 18:04:37 -07:00
Misa
8036471e76 Handle cases where less bytes are read than expected
This checks the return value of PHYSFS_readBytes() in all cases, and
uses a wrapper to not duplicate common logic. If the read fails, then it
will vlog an error, else if the amount of bytes read was less than
expected, it will vlog a warning.

Additionally, the space allocated for a file in
FILESYSTEM_loadFileToMemory is SDL_calloc()ed instead of SDL_malloc()ed
so if there are less bytes than expected, the memory will at least be
zeroed. This also means we don't have to do the null termination,
because the last byte will already be zeroed.

The return value of PHYSFS_readBytes() when reading the headers of
binary blobs now assigns to `header->size`, so the call has been placed
after the increment to `offset` because `offset` needs the correct (i.e.
intended) size of the header.
2023-05-15 17:37:07 -07:00
Misa
90c1a39231 Remove UTF8-CPP from non-bundled dependencies
UTF8-CPP was removed but Dav forgot to also remove it from dependencies
if BUNDLE_DEPENDENCIES was disabled.
2023-05-15 16:26:31 -07:00
Reese Rivers
6158c27205 Update Esperanto language files for new strings 2023-05-08 12:59:16 -07:00
Dav999
d072998995 Add section on editing existing strings to README-programmers.txt
In the past I was thinking we could use some kind of feature in VVVVVV
to track outdated strings across language files. But as it turns out, a
manual solution is actually *perfect* (in combination with automatic
syncing): duplicating strings and marking the old one as outdated. We
started doing it in recent PRs, so let's make it official by adding it
to the readme.
2023-05-08 12:59:16 -07:00
Dav999
bfe068096f Update Dutch language files for new strings
These are strings for #944 and #963.
2023-05-08 12:59:16 -07:00
Dav999
943362559c Adapt font size as needed for "Credits" title in rolling credits
In Italian, "Credits" is "Riconoscimenti", which runs offscreen with
the 3x font size that this title uses in the rolling credits at the end
of the game. I'm not sure if the translators saw that specific
instance, or thought the limit complaint was about the main menu button
all along (which is more prominent and *does* stick out far enough that
the complaint could plausibly have been about that, from a translator's
perspective!)

Either way, it's solved now: this string's width is now checked, and if
it will run offscreen at 3x size, it will now be displayed at 2x size
instead. The limit has been increased from 13 to 20 in the language
files accordingly.
2023-05-08 12:59:16 -07:00
Dav999
3b9d3a687b Add |upper to Italian number strings
The translators indicated that they wanted to use |upper here but it
didn't seem to work, therefore they left it as-is because it was minor.
2023-05-08 12:59:16 -07:00
Dav999
4aa576cd66 Update Italian language files
These updates were delivered 14 Apr, with further updates on 18 Apr.
2023-05-08 12:59:16 -07:00
Dav999
78a3dc23d4 Update Portuguese (BR) language files
This already happened on 2023-03-16, but I held off on updating the
repo's version a bit long: I wanted to wait a little to batch it up
with the next update, but the next update only arrived today, so...
2023-05-08 12:59:16 -07:00
AllyTally
6abb76238d Add textboxtimer command 2023-05-08 12:49:05 -07:00
Misa
fb38668182 Fix regression with controller binds on first launch
I noticed that in 2.3, the game would launch with default controller
binds upon first launch (e.g. no pre-existing unlock.vvv or
settings.vvv), but in 2.4, this wasn't the case, and the default binds
would only be set the next time the game was launched. This would result
in you being essentially unable to use the controller on first launch
save for the analogue stick and D-pad to move between menu selections
and move the player.

Bisecting pointed to commit 3ef5248db9 as
the cause of the regression. It turns out returning early upon error or
a file not existing didn't set the default controller binds, because
they were done at the end of Game::deserializesettings(). But the binds
would be set on the next launch because if the file didn't exist, a new
file would be written, not with the default binds, but then the next
launch would read the file, see there were no binds, and then set the
default binds accordingly.

To fix this, I made it so that the default controller binds are set when
Game is initialized. That way, it covers all cases where the game can't
read a settings file.
2023-04-15 11:20:48 -07:00
Dav999-v
4f2fe163bc Fix rebinding "menu" (esc) bindings to different actions
Ever since 2.3, if you bind a controller button to the "menu" action
(i.e. back/escape) you won't be able to change that button to any other
action, because pressing it anywhere in the binding menu will exit to
the previous menu, without applying the binding.

I know action sets will overhaul everything, but 2.4 may (probably
"should") come out before we have action sets. This part is very
broken, and the fix is very easy: just move the bind-assigning code to
above the menu-return-on-esc code, and add a return.
2023-04-15 10:58:57 -07:00
AllyTally
c6ebf5aeda Disable more flashing elements if a11y is on
For some reason, the accessibility option that was meant to disable
flashes doesn't disable ALL flashes, only screen flashes and screen
shaking. This commit disables a lot more, most importantly randomness
in colors, the player flashing on death/respawn, and teleporters
flashing.
2023-04-05 20:02:29 -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
Misa
5fbdf2b663 Fix regression with music fade transitions not working
Unfortunately, 1de459d9b4 caused a
regression where musicclass::niceplay() didn't work, because fading out
the music would cause haltdasmusik() to be called, which would reset the
fade variables.

To fix this, haltdasmusik() will now only reset the fade variables if
it's not called from a fade, which is signaled with a function
parameter.
2023-04-05 19:32:42 -07:00
Misa
c88f249f48 Sync language files after merging #963
This syncs the language files to include the new string about changing
platform speed.
2023-04-02 23:50:11 -07:00
AllyTally
f3cf771cc8 CTRL+, and CTRL+. to modify platv
`platv` is a room property that controls platform speed, and it has
always worked (other than some weird storage issues due to a bug).
However, the editor has no way to edit it currently, so people had to
resort to editing the level file by hand, or with a third-party tool.
This commit simply adds an easy way to modify platform speed.
2023-04-02 23:48:09 -07:00
AllyTally
d328be2a03 Add fill bucket subtool
VED has a fill bucket subtool for tiles and backgrounds, which is
really useful when creating rooms. This commit adds a fill bucket as
well, with an adaptive tool highlight, unlike VED.
2023-04-02 23:48:09 -07:00
Misa
1de459d9b4 Fix nice fade variables persisting when they shouldn't
This fixes a regression from 2.3 where the very beginning of A New
Dimension isn't silent.

A New Dimension's level music is set to Predestined Fate, but there is a
script box the player touches right upon spawning that stops playing
music. Then after the player ascends upwards, they touch a script box
that plays Predestined Fate. But in 2.2 and before, the very beginning
is silent due to the script box that stops music.

However in 2.3, due to the changes made to playing music during a fade,
the initial level music trying to play Predestined Fate during a music
fadeout from the main menu resulted in Predestined Fate being stored in
the nice fade variables, which kicked in after halting the music since
halting didn't reset those variables.

This resets those variables whenever music is halted, and now the
beginning of A New Dimension is back to how it was in 2.2 and before.
2023-03-31 21:39:29 -07:00
Misa
8f23261134 Whiten texture only after loading surface
This fixes a regression where the red channel 0 glitch didn't work,
because the surface was always whitened, because LoadSprites would
whiten the image before converting it to surface.

This regression happened because of #923.

Fixes #962.
2023-03-30 19:54:46 -07:00