Commit Graph

834 Commits

Author SHA1 Message Date
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 922c33d5a3 Updated Makefile.am to include all necessary files for dist. 2019-06-30 09:15:28 -04:00
Julie Marchant 97c284a97b Added a note about the XCode files not working anymore. 2019-06-30 09:08:43 -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.
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 cd49905aee Fixed misspelling in credits. 2019-06-12 17:26:32 -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 919a8da5d0 Modified and documented SF_RUN_IN_PLACE 2019-06-12 11:03:24 -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 3a590d9c47 Updated POT/PO 2019-06-09 07:57:04 -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