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252 commits

Author SHA1 Message Date
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
Dav999-v
6ca83114bc Start using level-specific font where needed, make CJK tweaks
Level text such as room names, text box content, and the contents of
the script editor need to be displayed in the level-specific font, and
tweaked to look right. This involves displaying less lines in the
script editor, making text boxes bigger, displaying some text higher
and some text lower. This is still unfinished, but it's the real start
of a migration to font::print functions!
2023-02-13 23:27:00 -08:00
Dav999-v
159c70dade Move wordwrapping functions and len to Font.cpp/font:: namespace
The following functions were moved directly:
- next_wrap
- next_wrap_s
- string_wordwrap
- string_wordwrap_balanced
- string_unwordwrap

These ones will probably still need get a flags argument, except for
string_unwordwrap (since they need to know what font we're talking
about.

The implementation of graphics.len has also been moved to Font.cpp,
but graphics.len still exists for now and is deprecated.
2023-02-13 23:27:00 -08:00
Misa
b29f3e2fae Silence various warnings in builds removing content
The MAKEANDPLAY, NO_CUSTOM_LEVELS, and NO_EDITOR defines remove content
or features. However, they then raise several warnings because of some
cases, functions, or variables that end up not being used.

This silences them by using the UNUSED macro, or by adding a default
catch-all case if the define is defined (so unhandled cases will still
raise warnings in a build that doesn't have these defines).
2023-02-04 00:14:04 -08:00
Misa
6665f4f8f6 Prioritize loading processed script names
This makes it so that whenever the game loads a script as directed by a
script command, it will first try to load the script from the processed
argument, and if that fails only then will it try to load the script
from the raw argument.

This fixes a regression reported by Dav999 in the custom level "Vungeon"
created by Dynaboom, where a script `ifflag`s to `aselectP1.1` even
though the actual script name is `aselectp1.1`. In 2.3, it would
lowercase `aselectP1.1` and load the script properly, but previous to
this commit it would try to load the script with a capital name and then
fail.
2023-01-31 20:09:44 -08:00
AllyTally
19b2a317f1 Move from surfaces to the SDL render system
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer.

Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit.

- `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer.

- This commit also removes a bunch of surface functions which are no longer needed.

- This also recaches target textures in certain places for d3d9.

- graphics.images was converted to a fixed-size array.

- fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles

- Update my name in the credits
2023-01-28 14:36:28 -08:00
Dav999-v
3937a12a85 Add cutscene test menu
This allows translators to test all text boxes in the scripts. It
doesn't run the scripts themselves - it only shows the basic appearance
of each text box individually, so context may be lost but it's good to
have a way to see any text boxes that might otherwise not be easily
seen because they require specific circumstances to appear.
2022-12-31 20:04:56 -08:00
Dav999-v
80b9bcf0dd Add level exploring menu for translators
I would, of course, recommend translators to translate the roomnames
while playing the full game (optionally in invincibility) so they can
immediately get all the context and maybe the most inspiration. And if
you want to go back into a specific level, then there's always the time
trials and intermission replays which will give you full coverage of
all the room names.

However, the time trials weren't really made for room name translation.
They have some annoying features like the instant restart when you
press ENTER at the wrong time, they remove context clues like
teleporters and companions, but the worst problem is that the last room
in a level is often completely untranslatable inside the time trials
because you immediately get sent to the results screen...

So, I added a new menu in the translator options, "explore game", which
gives you access to all the time trials and the two intermissions, from
the same menu. All these time trials (which they're still based off of,
under the hood) are stripped of the annoying features that come with
time trials. These are the changes I made to time trial behavior in
translator exploring mode:

- No 3-2-1-Go! countdown
- No on-screen time/death/shiny/par
- ENTER doesn't restart, and the map menu works. The entire map is also
  revealed.
- Prize for the Reckless is in its normal form
- The teleporters in Entanglement Generator, Wheeler's Wormhole and
  Level Complete are restored as context for room names (actually, we
  should probably restore them in time trials anyway? Their "press to
  teleport" prompt is already blocked out in time trials and they do
  nothing other than being a checkpoint. I guess the reason they were
  removed was to stop people from opening the teleporter menu when that
  was not specifically blocked out in time trials yet.)
- The companions are there at the end of levels, and behave like in no
  death mode (become happy and follow you to the teleporter). Also for
  context.
- At the end of each level, you're not suddenly sent to the menu, but
  you can use the teleporter at your leisure just like in the
  intermission replays. In the Final Level, you do get sent to the menu
  automatically, but after a longer delay.

I made another mark on VVVVVV: don't be startled, I added gamestates.
I wanted all teleporters at the end of levels to behave like the ones
at the end of the intermission replays, and all handling for
teleporting with specific companions is already done in gamestates, so
rather than adding conditional blocks across 5 or so different
gamestates, it made more sense to make a single gamestate for
"teleporting in translator exploring mode" (3090). I also added an
alternative to having to use gamestate 3500 or 82 for the end of the
final level: 3091-3092.

One other thing I want to add to the "explore game" menu: a per-level
count of how many room names are left to translate. That shouldn't be
too difficult, and I'm planning that for the next commit.
2022-12-31 20:04:56 -08:00
Dav999-v
df76145314 Make some hardcoded room names (and some special ones) translatable
This involves loc::gettext_roomname and loc::gettext_roomname_special.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
70a6cf407c Script.cpp: make whole file translatable (except for a Welcome Aboard)
This mainly adds loc::gettext calls.

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Dav999-v
ec611ffa9d Add localization "foundation" (many code changes)
This commit adds most of the code changes necessary for making the game
translatable, but does not yet "unhardcode" nearly all of the strings
(except in a few cases where it was hard to separate added
loc::gettexts from foundational code changes, or all the localization-
related menus which were also added by this commit.)

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
2022-12-31 20:04:56 -08:00
Misa
3758d61fe9 Axe scriptclass::resetgametomenu
This creates the game over screen for dying in No Death Mode. It's three
lines long and it's only called once. There's no reason it has to be a
separate function. From the name it sounds like it was meant to be a
generic function but it's anything but that. So just inline it in to
where it's called.
2022-12-29 15:51:16 -08:00