As suggested by Zapper in this posting: http://forum.openclonk.org/topic_show.pl?pid=31073#pid31073.
This way is probably the only way item usage will ever work on Q. For now, this reverses the previous changes. Q will again react on key down.
This makes a very fundamental change with quick switch: The switching action is now performed on the key release instead of the key press. Let's see if this performs badly for players.
Storing the pointer in QModelIndex could sometimes keep invalid memory on the persistent model indices. Because re-organizing these memory locations would be a nightmare and we only go two levels deep anyway, just store the parent index in the internal pointer and look up the actual property on the fly.
It serializes objects using a selective SaveScenarioObjects script callback and then just executes the generated script. This automatically saves important properties, connects switches and doors, etc.
This change also solves the problem that duplicating an elevator plus case would create two elevator cases.
If execution fails (e.g. because of script errors or because a non-saveable object was duplicated), the method falls back to the legacy duplication method of creating objects with the same prototypes at the same position.
This allows to remove the engine functionality and is based on the property Components = [[def1, amount1], [def2, amount2], ...]. Follow up commits will remove the engine functionality.
This makes the special effect properties useable without the "this." prefix,
makes the various useful global functions available as well as
effect-specific functions.
Unfortunately, there doesn't seem to be an easy way to apply
multisampling changes in SDL. As a workaround, a message requesting the
player to restart the game is shown.
- Crosshair doesn't work with a dpad anymore. Supporting dpads adds
unnecessary complexity, as a gamepad user with dpad will never be
competitive with mouse users.
- Crosshair isn't bound to item usage anymore, but will always show
when the analog stick is outside of a deadzone.
Future planned feature: Also use the actual strength to allow
distance input in addition to direction. This is used heavily by
Knüppeln.c4s.
- Add assignments for switching interaction and pickup targets (just
like the keyboard control).
- Remove double assignments of the sticks for walking and aiming. The
left stick is now exclusively for walking and the right stick
exclusively for aiming.
This also removes the controller id from the control definitions,
instead defaulting to 0. This doesn't change anything for now as we only
had definitions for controller 0 anyways.
With the SDL_GameController interface, buttons and axes have actual
names we can refer to. This also allows for advanced mappings using both
sticks (this probably needs script changes) as well as the triggers.
Extracted the buy menu of the flagpole to a library, so that other objects can implement a buy menu without having to duplicate the code. An overview of the changes follows:
Library_Base:
- Moved auto-sell functionality to Library_Vendor
- Moved buy and sell functionality to Library_Vendor
- Removed the old engine menu for buying and selling
Library_Vendor:
- Added proplist for accessing local variables, avoiding variable clashes
- Added interfaces GetBuyValue, GetBuyableItems, GetBuyableAmount, ChangeBuyableAmount, GetSellValue
- Changed DoBuy: it uses the interface functions, instead of hardcoded base material
- Changed / merged the existing sell functionality and the flagpole sell functionality in DoSell:
* does not sell items if QueryOnSell returns true
* sell sound only audible to seller
* the sold object tries selling its contents first (for example a bow, if it ever were sellable. This may not hold in the settlement games, but adventures would allow it)
* the sold object ejects any contents before it is removed. These are usually unsellable objects. Previously they would just be removed together with the object. It has to be tested whether this places the items on the ground or at the center of the sold object
* removed the "sell all" functionality on right-click for the moment.
- Still has some functions from the old base selling: CanStack and GetSellableContents, for the auto-sell functionality
- Fixed a logical error in AllowBuyMenuEntries
- Distinguish between buyer/seller and payer more, so that the logic can easily be changed in one line later
- Allow for runtime overloads of interface functions
- Changed inconsistent variable naming to a more consistent one
- Added namespaces to all sounds, the "UnCash" sound still does not exist
- Added localization strings for insufficient wealth
- Fixed property name error (missing 'e')
- Buy menu is active by default
Flagpole:
- Replaced the custom sell functionality (how many of these do we have actually??) with the sell functionality from Library_Vendor
- Buying menu is allowed if the rule is active
System.ocg/Object.c
- global functions Buy and Sell ask the target if it is a vendor, instead of whether it is a base, and do the callback there.
- renamed the argument so that it is no longer called "base", but "vendor"
The player interface is now similar to how picking up works. This should increase acceptance. Also it was pretty fucked up before. The action bar is gone.
The script logic is now outsourced into a new library similar to the other stuff.
Objects can overload the selector for the new interaction (see "call elevator case").
Additional issues hit and resolved when working on this:
Shifting a cursor did not cancel certain actions (and there was no callback for that). This is now solved by adding two new callbacks.
Issues hit and not resolved:
Certain interactions (calling an elevator case, flipping a construction) are in some control library. They should be in the respective objects (and shown via callbacks etc.). Meh.
The internal interface (declaring interactions etc) has a few places where proplists are just translated because the properties are called differently. This is also a fuckup (i.e. a.interaction_object = b.Object) where the properties should just have been called the same in all places from the beginning.
The name "Action Bar" is pretty misleading now as it is no bar. But that's not something visible to the players. todo: cleanup.
..which eliminates the || GetOCF() & OCF_Alive everywhere. It also allows living things to explicitely disable being projectile targets.
This is a lot cleaner imo.
The global System.ocg should not cause any errors even if Objects.ocd is not loaded. This means that any functions that depend on certain definitions (e.g. FindLocation) will just not be available.
This means that you start a roll currently with walking left/right and tapping [down]. OR falling a great height and just holding left/right when landing. When you let go of left/right, you will instantly walk again. This reduces the possibility of the players rolling into an abyss.
Objects now stack iff CanBeStackedWith returns true. The displayed symbol is now the first object of the stack (instead of the definition).
Also fixed barrel to not overwrite the custom name just after setting it.
One of Sven's private functions. I also renamed the control to CON_ModifierMenu1 (from CON_ModifierInventory1), because it's actually supposed to be the menu modifier in general - even if it's mapped on the inventory key.
Or more generally: added support for any modifier key for any other command without the requirement to define a new command based on the old one plus the key. This can be helpful in situations where the player commands are decoupled from the script engine control handling (e.g. with menus).
Currently Shift+Click is only used by the inventory menu to transfer all items of a certain kind.
This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
It was always either used in conjunction or forgotten. If someone wants invincibility while still allowing fire (e.g. an unkillable fire golem), there's now a parameter to allow it.
Added the global function DoShockwave. Updated documentation. Changed the way explosions deal damage: Every object at the center of the explosion gets full damage. Every object inside the explosion radius gets half damage.
(cherry picked from commit 22298a6d1389b5344ebe7aea56f3c371b5ad845f)
Conflicts:
planet/System.ocg/Explode.c
Added damage override parameter to the explosion functions. Updated the documentation as well.
(cherry picked from commit 59f802c2d3f269d54c12489ac9659ee3ca57a857)
Conflicts:
planet/System.ocg/Explode.c
Merged the three if-blocks in DoExplosion() into one if-block. If there was no container in the first if, there should be no container in the following calls.
(cherry picked from commit d504b1109de115f507a09e9e895104bd9552ac53)
Shift instead of Ctrl is more consistent with dropping items, which is on Shift+Number. Incidentally you can now also decide to drop an item to make space for a new one DURING the collection process. Really rather rad.
People have complained that the implicit roll (if you don't know how it worked) could lead to death and severe injury. The roll is now explicit. Always and everywhere.
It doesn't have any other effect though; todo: reduce hit area and/or squash vertices of Clonk during roll
The old implementation was buggy as it would disallow the location if it had too much space (and PathFree2 returns nil). It also doesn't make sense to ask for a location that has space in either direction of a dimension because the location is not automatically adjusted to lie at the center of that space. For example, it would effectively cause fish to spawn directly at walls sometimes.
CastObjects returns an array now, so that further function calls can be issued on the created objects.
(cherry picked from commit 184943fe6f720ba26402764bb3b182d550370e74)
GetSurfaceVector() and the Coral object now use the array format of the vector library for vectors, instead of proplists.
(cherry picked from commit 03f644e56cdc99a84df57451ed1bac361c0c896d)