Julie Marchant
b4ccaf61ab
Use XDG environment varaible standards, plus Windows env variable for win32
...
The Windows variable is untested, but hopefully should work and be
better than all that Windows API nonsense.
2019-07-03 17:00:46 -04:00
Julie Marchant
759bed096a
Removed the attempt at Windows API code.
2019-07-03 13:20:18 -04:00
Julie Marchant
5594529239
Fixed some things for dist, plus a case mistake for the Windows code.
2019-06-30 10:26:08 -04:00
Julie Marchant
c142191f6f
Restore "always ignore bad targets" for Classic difficulty.
2019-06-22 08:48:06 -04:00
Julie Marchant
122624f89e
Change the method for determining Sid's good targets outside Classic difficulty.
...
The original method just looked for non-firing targets, which caused
Sid to piss around a bit with the non-target transports. This new
method just targets the specific classes Sid is always going after,
cargo ships and bosses.
2019-06-22 08:44:54 -04:00
Julie Marchant
75327aa3f8
Allow aliens to attack "less desirable" targets if they can't find a good one.
...
The way it previously was, in particular, Sid 100% refused to attack
fighting vessels and Phoebe and Ursula 100% refused to attack
non-fighting vessels. This was most notable with the Urusor mission,
where Sid would just become completely idle after disabling the last
non-combat vessel and would often just drift off into the distance
as a result (especially annoying in Classic difficulty as this
could make it very difficult to find the remaining enemies).
So now, instead these targets are treated as "undesirables", which
normally will be avoided but will be accepted after 30 frames.
This stops allies from idling around forever.
This rule has also been applied to a rule that didn't allow targeting
enemies beyond a particular distance.
I'm keeping it in Classic difficulty for now, but might add an
exception later.
2019-06-22 08:34:57 -04:00
Julie Marchant
cda23d7f7c
Whitespace
2019-06-20 22:19:34 -04:00
Julie Marchant
8f0013ac6b
Whitespace
2019-06-20 12:28:54 -04:00
Julie Marchant
8ca0fd45a5
Revert the thing where an extra surf was created for rendering radio messages.
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It caused the text to be poorly rendered.
2019-06-19 21:29:02 -04:00
Julie Marchant
c0216735db
Fixed barriers bouncing off and killing each other.
2019-06-19 17:55:59 -04:00
Julie Marchant
f2ef6a50df
Fixed unicode shadows possibly being separated from real text.
2019-06-15 14:26:50 -04:00
Julie Marchant
c1aea797b1
Render mission planet names as Unicode.
2019-06-13 12:51:57 -04:00
Julie Marchant
9b782de4e4
Fixed the collision-caused segfault.
2019-06-13 12:02:42 -04:00
Julie Marchant
f43c81ec07
Switch back to SDL_UpdateTexture.
...
Hopefully temporary until I findout what I'm doing wrong.
2019-06-13 11:39:45 -04:00
Julie Marchant
28c68842a1
Fixed some size/position things
...
Now I gotta figure out why renderer_reset double-frees, and why
the collision behavior is causing segfaults...
2019-06-13 02:25:58 -04:00
Julie Marchant
e9e5e43452
Fixed completion screen not showing up
2019-06-13 01:34:41 -04:00
Julie Marchant
373f87de0c
Added a condition I forgot
...
The collision behavior in the original had an exception for Ellesh.
Added this exception in.
2019-06-12 17:53:23 -04:00
Julie Marchant
d262806105
Added back in collision support (Classic difficulty only)
...
I completely forgot about this stupid feature of the original game.
Nonetheless, it's a part of the original experience and thus has
been added back in, albeit implemented in a slightly different way
(the result is still the same). Because this is such a stupid and
badly designed mechanic, this is of course in Classic difficulty
only.
2019-06-12 17:49:09 -04:00
Julie Marchant
98afecf1c3
Fixed some translation documentation, updated POT and en.po
2019-06-12 11:50:38 -04:00
Julie Marchant
a2d9120903
Dynamically choose the number of credits by checking the number of lines.
...
That's the last of our FIXME, XXX, and TODO! Woohoo! ^o^
2019-06-12 11:25:03 -04:00
Julie Marchant
604443c4b3
Fixed the positioning of the "Plasma Cells" and "rockets" shop texts.
2019-06-12 10:57:16 -04:00
Julie Marchant
c323e17c2e
Replaced SDL_UpdateTexture with SDL_LockTexture.
...
The SDL wiki indicates that this is the preferred way to do this
for textures like renderer_texture that are updated often, since it
is faster.
2019-06-12 10:46:56 -04:00
Julie Marchant
5434ce43c4
MOAR MOAR
2019-06-11 20:08:29 -04:00
Julie Marchant
cea10fd3fb
Moar translation support
2019-06-10 09:23:56 -04:00
Julie Marchant
f205d7cc44
Plural support for "x more" messages, plus fixed those problems from last commit
2019-06-10 01:08:01 -04:00
Julie Marchant
cc80af45ab
Yes, I know it's broken. Missing semicolons. Will fix next commit.
2019-06-09 16:08:30 -04:00
Julie Marchant
d8d8d9cab2
Moar translations!
2019-06-07 17:08:35 -04:00
Julie Marchant
268637343c
Everything is translatable! (I think)
2019-06-07 00:18:24 -04:00
Julie Marchant
94f23dc39e
More cleanup
2019-06-06 09:46:30 -04:00
Julie Marchant
3f1febc2fc
Some code cleanup.
2019-06-06 09:30:22 -04:00
Julie Marchant
caf963ba19
Added translation support.
...
No, really, just added the whole thing. This took literally the
entire day. I'm soooo glad it's working now!
Also includes tons of other small fixes I didn't bother to keep
track of.
2019-06-05 22:13:48 -04:00
Julie Marchant
24e565680b
Lots of Unicode usages, + title screen efficiency
2019-06-04 19:10:24 -04:00
Julie Marchant
c665d2451d
FINALLY fixed the unicode rendering! 100% good now!
...
Font switched to TakaoGothic. May change again later, we'll see.
I think I'll make it so that translations can specify a custom font.
2019-06-04 11:45:57 -04:00
Julie Marchant
4ca7cbe0c9
Fixed coloring.
2019-06-04 09:49:26 -04:00
Julie Marchant
d675800a17
Fixed the text breaking part.
...
Now for the rendering... Seems to be a font issue.
2019-06-04 09:31:45 -04:00
Julie Marchant
c798d0d7ec
Starting to fix the core problem.
...
Using Pango's pango_get_log_attrs function.
Not finished yet, but this is the start of it.
2019-06-03 22:36:03 -04:00
Julie Marchant
0a522faea6
Ugh, it doesn't work at all.
2019-06-03 21:05:38 -04:00
Julie Marchant
1f3f1d46b1
Turn on use of Unicode. (Still not actually used.)
2019-06-03 20:20:13 -04:00
Julie Marchant
edd1239f01
Finally fixed, I think.
2019-06-03 15:54:02 -04:00
Julie Marchant
8a7edc7202
Completely reworked that. Hopefully good now? Will test later.
2019-06-03 14:05:31 -04:00
Julie Marchant
a3e2867ae9
Ugh, this is broken beyond belief...
2019-06-02 23:37:40 -04:00
Julie Marchant
1b8581f471
A bit more
2019-06-02 19:53:03 -04:00
Julie Marchant
1af6cfd75b
Boy was I wrong...
...
Not surprising. Anyway, made some further progress.
2019-06-02 17:40:32 -04:00
Julie Marchant
f23307f34c
A little more progress
2019-06-02 14:39:52 -04:00
Julie Marchant
24f44e509f
Implemented Unicode text rendering... I think?
...
I'm in a bit of a rush so I can't check yet (also it's deactivated
for now). But I think I'm finished? Will check later.
2019-06-02 11:30:39 -04:00
Julie Marchant
e17247aa99
Always update options surface.
2019-06-02 07:39:54 -04:00
Julie Marchant
56ac26c794
Improved the pause screen somewhat when resizing.
...
I unfortunately can't make it perfect because rendering is too
closely tied into game logic, but this way, you at least see the
"PAUSED" text.
2019-06-01 23:42:13 -04:00
Julie Marchant
47e2aa7a40
Fixed status screen.
2019-06-01 23:28:54 -04:00
Julie Marchant
ee3ba27fe8
Fixed copyright text in title screen.
2019-06-01 23:06:52 -04:00
Julie Marchant
4a2b05b6d6
Updated all remaining blitTextInPlace calls. Removed legacy function.
2019-06-01 23:04:19 -04:00