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2348 commits

Author SHA1 Message Date
TerryCavanagh
9a40993b5f Add localisation credits to main menu credits
In addition, this adds Ally and mothbeanie to the Localisation
Implementation page credits. Also updated the game complete credits!
2023-12-05 16:14:06 -08:00
Reese Rivers
79376ae82e Initial implementation of localisation credits
This commit adds translation credits to the game's end credits
screen. Note that this is not implemented into the menu credits
screen yet. The translator name list is subject to tweaks, and
additionally some localised strings ("Localisation Project Led by"
and "Pan-European Font Design by") run off the screen in some
languages (Catalan, Spanish, Irish, Italian, Dutch, European
Portuguese and Ukrainian) and will need to be addressed later.
2023-12-05 16:13:03 -08:00
Dav999
2533e144b6 Fix centering of game complete texts if level font != interface font
Textboxes created with graphics.createtextboxflipme() use PR_FONT_LEVEL
by default, but can be overridden with graphics.textboxprintflags() to,
for example, set PR_FONT_INTERFACE. This happens for the textboxes on
the Game Complete screen, which use interface text. The textboxes are
centered by setting the X position to -1 though, which means they're
solely centered based on the width of the first line, in the level
font (because the font hasn't been changed to the interface font yet).

Normally, this isn't a problem, because in the main game (where the
Game Complete screen usually appears), the level font is always equal
to the interface font. However, in custom levels you can still get it
(by calling gamestate 3500) and in that case some of the text may be
misaligned. This change fixes that by adding graphics.textboxcenterx()
to these textboxes.

As far as I can tell, these are the only textboxes that are centered
by just x=-1 despite changing the font afterwards.
2023-12-04 19:49:17 -08:00
Ethan Lee
2d1009e815 Add "type:" override check for virtual Sony gamepads.
Fixes #1056
2023-12-01 12:08:26 -05:00
AllyTally
b23983c0b8 Fix BG tile bug from switching from pink SS
If you had a pink space station background, and switched to a different
tileset, some solid tiles would be placed instead. This commit fixes
that by transforming the room into the basic autotiling tiles before
changing the tileset itself. The reason why I chose this solution is
because it will help with a future change, being unhardcoding warp zone
backgrounds (which'll help with custom autotiling, if that becomes a
thing.)
2023-11-30 19:17:52 -08:00
AllyTally
96d36f86f0 Change 0s to 713 for lab background
This is so it gets treated as a background tile, so background tiles
don't get thrown away when you shift tilesets.
2023-11-30 19:17:52 -08:00
Dav999
10ed1079ae Fix "he'd be a a big help" typo
Now that the language files are fairly stable, we should be able to do
this without any accidental reverts taking place (if any do happen, it
should be easy to see and prevent)
2023-11-30 08:38:40 -08:00
Misa
af35be5bb6 Name conditionals in text box loop
With the recent change to drawing overlays (images and sprites) from
PR #1058, it's starting to get a bit hairy. This names the conditionals
responsible for determining if the text box is transparent (checking
that all of its RGB is 0) and if overlays should be drawn or not (which
is now either when it's opaque or transparent).
2023-11-28 19:07:49 -08:00
Reese Rivers
44a889efeb Changed timing of textsprites in transparent textboxes
Textsprites and textimages no longer wait for the opacity
value in order to display within transparent textboxes.
Text sprites in normal opaque textboxes are not affected
by this change.
2023-11-28 19:07:49 -08:00
AllyTally
041a81d8de Fix incorrect tiles in outside BG autotiling 2023-11-28 17:21:02 -08:00
Dav999
133adba10e Fix remaining audio speedup/slowdown bug
Fixes #1057.

Based on Ethan's hunch, I simply removed the format comparison that
decides whether to halt and restart, or reuse the voice. Voices are
now always restarted when playing a new track.

This also simplifies the code somewhat: `MusicTrack::musicVoiceFormat`
was now no longer used, and an `if (!IsHalted())` was no longer
necessary because `Halt()` already does that. So those are now removed
as well.
2023-11-28 20:16:38 -05:00
Dav999
61c5e18413 Fix position of crewmate in "You have rescued a crew member!" box
At first my CJK changes also misaligned this sprite, and my solution
that time was to position the textbox higher depending on the height
of the textbox, so it would be centered around the crewmate sprite
(which stayed at a hardcoded place onscreen). Recently, #987 changed
these sprites to be relative to the position of the textbox instead of
relative to the screen, which is much more logical, but it stopped
centering these sprites again. But it's an easy fix: simply account for
the extra-added height when adding the sprite in.
2023-11-27 15:02:47 -08:00
Misa
70357a65bf Fix regression: Warp BG lerps in reverse direction
This fixes a regression caused by PR #923 (the PR that moved rendering
to be GPU-based) where the interpolation of the horizontal and vertical
warp backgrounds (in over-30-FPS mode) was in the wrong direction, which
makes them look blurry.

This happens because the arguments to the `lerp` function were in the
wrong, reverse order.

On the VVVVVV Discord server, Ally raised the argument that they were in
the same order before she made the changes; therefore the previous code
was also incorrect and it wasn't her fault. However, this argument is
incorrect, because in that case, the reverse order _is_ the correct
order.

The reason that it's now the wrong order is because the output of `lerp`
is now being used as the argument to a source rectangle. Previously, the
output of `lerp` was being used as the offset argument to
`ScrollSurface`, which is analogous to being a destination rectangle.

Fixes #1038.
2023-11-27 13:29:06 -08:00
Ethan Lee
8426e0930d VS2010 buildfixes.
The main issue was mostly that we have to build C files as C++ in some
cases, and extern "C" wasn't being used everywhere, so linker errors
popped up. The rest is the usual tedious VS2010 stuff like casting void*
to other stuff, so this commit as a whole is pretty boring!
2023-11-27 12:09:42 -05:00
AllyTally
b7a8bb138c Unhardcode TAB in translation strings
In case we want to make it rebindable in the future, we shouldn't make
translators retranslate these strings.
2023-11-19 17:34:23 -08:00
AllyTally
4df35da0e4 Fix debugging in the tower, update wording
Fixes debugging mouse targets and rendering in the tower. This also
changes "movement" to "gameplay" in the TAB hint.
2023-11-19 17:34:23 -08:00
AllyTally
0804f2d0c0 Add warp background as general information 2023-11-19 17:34:23 -08:00
AllyTally
f7ca850017 Update to latest commit 2023-11-19 17:34:23 -08:00
AllyTally
6b7bf44402 Add gravity line true hitbox visuals 2023-11-19 17:34:23 -08:00
AllyTally
55a05342e9 Replace manual check with SDL_PointInRect 2023-11-19 17:34:23 -08:00
AllyTally
63620efac8 Fix moving entities flashing in over 30fps mode 2023-11-19 17:34:23 -08:00
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