commit 3d6802add8
Author: Dav999 <dav999.tolp@gmail.com>
Date: Thu Oct 19 17:16:01 2023 +0200
Change AVOID to FAINIC in Irish
commit 21fd84f479
Author: Dav999 <dav999.tolp@gmail.com>
Date: Thu Oct 19 17:04:27 2023 +0200
Partial final strings for Esperanto
This does not yet include the new localization credits, but I already
had all the other strings.
commit 45382a358c
Author: Dav999 <dav999.tolp@gmail.com>
Date: Thu Oct 19 17:01:30 2023 +0200
Final strings for Dutch
I also decided to change AVOID from ONTWIJKEN to ONTWIJK, to make it
a bit more fitting as if it's an actual word enemy with length
restrictions, heh. (Not that it's an abbreviation - it's just an
imperative instead of an infinitive. And those terms I had to look up)
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.
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.
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)
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.
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.
`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.
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.
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>.
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
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).
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)
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?
Since #1047 was merged, we now make the user build the SDL prefab
themselves (as SDL does not publish Maven packages yet). Here are some
instructions for doing that.