Commit Graph

906 Commits (03d0bb49dc83ac553e02608dcc1399b78e69e481)

Author SHA1 Message Date
Mark 850bf1b9d4 CreateObject/CreateObjectAbove (#1214)
Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
David Dormagen bc9697ab3a worked on making the order of items in the interaction menu and action bar more consistent; changed some minor things 2015-01-03 15:32:06 +01:00
David Dormagen 8a3c965e3e default to allow collection of objects into non-hand slots if Collect() is called by a script (#959) 2014-12-25 18:40:10 +01:00
David Dormagen d73799ab07 when a currently-used object is suddenly deleted, the usage is quickly cancelled (#899) 2014-12-25 18:04:19 +01:00
David Dormagen 5565c4401c adjusted construction menu to work with arbitrary resolutions 2014-12-25 17:21:39 +01:00
David Dormagen f89b8c8319 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Environment.ocd/Cloud.ocd/DefCore.txt
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/DefCore.txt
	planet/Objects.ocd/Libraries.ocd/PowerConsumer.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/PowerProducer.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/System.ocg/ClonkControl.c
	src/gui/C4MouseControl.cpp
	src/landscape/C4PXS.cpp
2014-12-25 15:24:19 +01:00
Maikel de Vries 1e5d5b56da fix IsPowerAvailable function in power library 2014-12-21 20:20:25 +01:00
Maikel de Vries 2d1647ea77 improved prioritizing of power consumers 2014-12-19 21:47:08 +01:00
Maikel de Vries 289f59a872 moved consumer and producer library into power library folder 2014-12-19 14:59:46 +01:00
Maikel de Vries 22dfab63aa clean up scripts of power library 2014-12-19 14:56:01 +01:00
Maikel de Vries c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
Maikel de Vries 856e37a360 fix c4script error in clonkcontrol library 2014-10-28 18:01:59 +01:00
Maikel de Vries dd239b97a5 fix c4script error when producer creates object that deletes itself 2014-10-28 18:01:12 +01:00
Maikel de Vries f05c5a3439 move ownership radius on movement of the flag 2014-10-20 20:27:14 +02:00
Maikel de Vries b2daf0453d power producers which include flag library are not staticback any more 2014-10-20 18:56:13 +02:00
Maikel de Vries 1d34c12431 fixed underwater dropping of second hand item (#1155) 2014-10-18 12:00:49 +02:00
David Dormagen 6a875a1b29 CustomGuis: renamed several script functions to be more consistent; removed Gui_AddMargin as it is obsolete
All calls that reference an existing Gui window now start with "GuiUpdate" (exception: GuiClose). All other functions are always to be called DURING menu creation and layouting.
The "Margin" property replaces Gui_AddMargin.

find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiOpen/GuiOpen/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiClose/GuiClose/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiSetTag/GuiUpdateTag/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiUpdate/GuiUpdate/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_AddCloseButton/GuiAddCloseButton/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_UpdateText/GuiUpdateText/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_AddSubwindow/GuiAddSubwindow/g'
2014-10-11 11:51:26 +02:00
Sven Eberhardt fe59448c5d Reset cursor view on UnGrab control.
This is to reset the view e.g. after controlling a switch.
2014-10-03 22:34:35 +02:00
David Dormagen 952f06b173 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-09-29 11:47:09 +02:00
Sven Eberhardt e7ac00de4b Added BaseRespawn rule and neutral flagpoles to be used for consistent respawn handling in all missions.
Also changed clonk destruction process to always kill player clonks before removal. This simplifies handling of death e.g. when clonks are contained in an object that falls out of the map.

BaseRespawn adapted from Maikel's base melee repository.
2014-09-22 19:21:28 +02:00
Sven Eberhardt 2a698bb2d9 Fix scenario saving of NoPowerNeed effect 2014-09-22 19:21:28 +02:00
Sven Eberhardt 6766ac1526 Prevent NPCs from accidentally collecting things. 2014-09-21 16:18:43 +02:00
Sven Eberhardt 54dc25947f Fix construction site name.
It was always "Construction Site: %s" without the %s filled in.
2014-09-21 16:18:09 +02:00
Sven Eberhardt 31febf7a40 Fix HUD Adapter recreation on section change 2014-09-12 01:02:13 +02:00
Sven Eberhardt 764f0aedd0 Fix goal graphics in HUD if goal is using multiple graphics and SetGraphics.
We don't have a GetGraphics() function at the moment, so use a small workaround.
2014-08-20 18:06:18 +02:00
David Dormagen 5722339e83 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/gui/C4Gui.h
	src/gui/C4GuiDialogs.cpp
	src/gui/C4GuiWindow.cpp
2014-08-13 11:52:41 +02:00
Sven Eberhardt 308f248421 Library_Tree: Make ChopDown overloadable at runtime. 2014-08-12 19:00:16 +02:00
Sven Eberhardt 32ca09a152 Coral, Fish and Piranha moved from Deep Sea Mining into Objects.ocd 2014-07-10 19:59:39 +02:00
Sven Eberhardt 28ba0ca4c5 DeepSeaMining scenario and game goal reworked.
* Goal is now construction of a communication structure
* Map size halved
* Do not respawn fish in player view range

Constructor: Added some callbacks for custom construction sites
Rubies: Store used graphics in local variable
ContentsMenuController: Added safety checks when host object is deleted in callback
2014-07-03 21:22:37 +02:00
Sven Eberhardt 49327c40a7 Construction site: Added function to disallow site cancellation. Added callback to structure for custom build preview. 2014-06-29 00:08:51 +02:00
Maikel de Vries 09a2033ec0 possibility to attach basement to existing structures
TODO: increased preview size and costs.
2014-05-30 15:18:25 +02:00
Maikel de Vries 7182acbd48 fixed structure energy bars 2014-05-30 10:17:03 +02:00
Maikel de Vries bd8f66d470 fixed construction blocking for below surface structures 2014-05-30 10:17:03 +02:00
Maikel de Vries 66f8454b67 allow for constructing just below surface
Useful for basements and maybe also other structures in the future.
2014-05-26 21:28:07 +02:00
Clonkonaut 0de885a0f7 New feat: Use snow or ice to create loam in the foundry.
Two callbacks added:
IsLiquid - return a string with the material that this object consists of.
GetLiquidAmount - return how many material pixels this object is worth.
2014-04-29 00:25:06 +02:00
Günther Brammer 22016e075f Replace some usages of C4ID with C4Def*
In particular those that made the c4script shell depend on C4Id.cpp.
2014-04-19 19:02:22 +02:00
Maikel de Vries 47fa8ef4a1 Implemented SetBase* for BaseMaterial library 2014-04-17 18:01:18 +02:00
Maikel de Vries 9b96ab2305 Cleaned up base material in library and engine
* rename to cleaner *Base* instead of *HomeBase*
* fixed library implementation
* engine code is now obsolete
2014-04-16 14:07:01 +02:00
Maikel de Vries 4ca1e2e9cb Construction menu now uses GUI_GridLayout 2014-04-09 22:48:06 +02:00
David Dormagen 89878f64ab Clonks can now exit things and do both interactions if an object can be grabbed and entered 2014-03-31 20:46:51 +02:00
David Dormagen 15316003a4 made the producer library do safe calls (->~) for functions like GetPowerNeed to silence compiler warnings if some parameters are not needed in the inheriting objects 2014-03-27 00:04:05 +01:00
David Dormagen 8b0e6e5292 interaction menu: further fixes and cleanups; external menus can now be integrated smoothly into the framework; the production menu is now shown in the interaction menu 2014-03-26 23:55:32 +01:00
David Dormagen afbaf8c6aa contents menu: fix not being able to put stuff into f.e. construction sites by ignoring the OCF check when collecting; allow Clonks to take stuff out of containers even if hand is full 2014-02-28 22:19:30 +01:00
Maikel de Vries c393ba0119 Script menu implementation for constructor library 2014-02-26 18:58:54 +01:00
David Dormagen 0da9293686 allow Clonk::SetMenu to also take a custom GUI ID; cleaned up some menu-related mess (like not handling unclosable menus correctly) 2014-02-26 12:03:27 +01:00
Maikel de Vries c075103bb9 Added GetDescription to all goals
This will be used by the new HUD on the controls branch.
2014-02-17 20:41:02 +01:00
Maikel de Vries 9a862835bb Added GetDescription to all goals
This will be used by the new HUD on the controls branch.
2014-02-17 19:22:35 +01:00
David Dormagen 06ac00ace8 Merge branch 'master' into Controls
Conflicts:
	CMakeLists.txt
	Makefile.am
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Club.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	src/control/C4Control.cpp
	src/control/C4Control.h
	src/gamescript/C4GameScript.cpp
2014-02-15 14:44:57 +01:00
David Dormagen acb35071ad Merge branch 'Controls-fix' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c
2014-02-15 14:42:35 +01:00
David Dormagen 50a6ca214c started work on a new interaction menu - currently only the inventory part works
TODO: add production/buying/etc. - should be easily pluggable into the framework menu
2014-02-15 14:40:53 +01:00
David Dormagen 6d3c42b5b1 added callbacks QueryRejectDeselection and QueryRejectDeparture
removed internal variable Clonk.inventory.forced_ejection (hand never selects next item when throwing now)
2014-02-15 14:32:53 +01:00
David Dormagen 07088b22bf added GetAimPosition which returns the current aiming-angle as a counterpart for SetAimPosition 2014-02-15 14:32:51 +01:00
David Dormagen f7f3420977 correct kill tracing when flinging enemies down cliffs with melee weapons and ApplyWeaponBash 2014-02-15 14:32:48 +01:00
David Dormagen 6a04337f7c intermediate changes [TO AMMEND] 2014-02-15 14:32:42 +01:00
Tobias Zwick ebd14e2339 fix #1012: Construction removed when all materials available
+ Add localized error message when the underground changed and thus the construction cannot be created
+ Add a SetPosition to ensure the construction site is really exactly at the given position
2014-01-25 16:20:27 +07:00
Tobias Zwick f6e98d61e2 replace sulphur material with firestone material 2014-01-11 22:29:19 +07:00
Sven Eberhardt 57463b61c4 Rework SolidMasks to be defined in a separate SolidMask.png graphics file instead of the main definition graphics. 2014-01-08 01:55:33 +01:00
Sven Eberhardt a7fe61bb36 Fix CrewSelector HUD for non-Clonk crew memebers 2014-01-04 14:21:44 +01:00
Sven Eberhardt e52fac76e3 Fix some null pointer errors in power system when objects are destructed. 2014-01-03 19:43:14 +01:00
Sven Eberhardt f12fe2a24a Call MaxContentsCount using this->MaxContentsCount() to allow runtime overload 2013-12-30 13:46:34 +01:00
Sven Eberhardt 649e06039f Fix null pointer in power helper object when power plant is destructed.
The power system isn't written in a very failsafe way when it comes to object destruction. Why are "helper objects" needed now that we have proplists to store such things?
2013-12-29 14:44:14 +01:00
Sven Eberhardt 5094cc5c1b Reworked "Save as scenario" option in editor to write a script file instead of Game.txt. 2013-12-27 17:10:09 +01:00
Martin Plicht d699ba80a5 script: Fix some minor nil/0/parameter passing issues, fix some <variable> = <variable> noop issue and convert some while loop into a for loop 2013-12-21 13:23:51 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
Tobias Zwick 325053410f rename script callback UpdateTransferZone to OnSynchronized (#220) 2013-12-17 23:16:11 +07:00
Tobias Zwick 44f1887003 split up Plants library into crop (harvestable), tree (choppable) and plant (plant reproduction)
This should make the plants not overloaded with functionality so that odd stuff like #904 can happen. I think the plants need more cleanup still.
2013-12-05 11:23:22 +07:00
David Dormagen ef11d1d272 removed some commented-out particle creations 2013-11-26 21:25:05 +01:00
David Dormagen 2139e950f1 adapted Flash particle and usages to new particle system 2013-11-26 21:24:57 +01:00
David Dormagen a4d27cd9a9 replaced Dust and Dust2 usages with new particle system 2013-11-26 21:24:56 +01:00
Gabriel 166c193749 Added new construction site sign graphics.
Each one is unique thanks to the unlimited power of random rotation. Hammer symbol as overlay for better customizability.

Signed-off-by: Tobias Zwick <newton@westnordost.de>
2013-11-11 02:24:20 +07:00
Sven Eberhardt fbdd4f7d6b Fix double-add of flags to linked flags list if flags make up a circle with an even number of elements >2. This would cause an error message somewhere in the power system.
e.g.:
for (var a=0; a<360; a+=360/18) CreateObject(WindGenerator,Sin(a,450)+500,Cos(a,450)+500,player);

The algorithm is still weird. Why are three lists needed to traverse the graph of connected flags?
2013-10-06 11:47:32 +02:00
Sven Eberhardt 2f37347b09 Auto-unstick produced vehicles from landscape by moving them upwards a bit.
Thanks to Ann for reporting this!
2013-10-05 16:11:03 +02:00
Sven Eberhardt 2be918dbde Remove superfluous debuglog. 2013-09-23 01:52:52 +02:00
Clonkonaut cd3f535522 Fixed plant reproduction (FindObject using local coords), Added SeedOffset
The change of FindObject (and similar funcs like ObjectCount) from using always global coords to now use local coords made the search function in the plant library go wrong.
Also, the distance check in the library led to unnecessary removal of new plants. SeedOffset() will give the developer a better way of controling this.
2013-09-22 22:39:43 +02:00
Sven Eberhardt e1b972f960 Added energy radius to power producing buildings.
See forum discussion on flags / energy distribution.
2013-09-16 22:39:56 +02:00
Sven Eberhardt a020cfc867 Fix construction preview of non-flagpole objects 2013-06-22 22:18:31 +02:00
Sven Eberhardt 58a0bf1c24 Flagpole construction: Show arrows pointing to neighboured flags that would be connected if the flagpole were built there.
Allows the player to build his base more efficiently.
2013-06-22 20:01:51 +02:00
Tobias Zwick 9027544c37 Merge branch 'master' into Controls 2013-06-04 20:13:35 +02:00
Tobias Zwick 855ba27d6f tried to refactor pump 2013-05-27 21:51:26 +02:00
David Dormagen 7eaef70af1 Merge branch 'master' into Controls
Conflicts:
	planet/System.ocg/PlayerControls.txt
2013-05-26 18:19:51 +02:00
Tobias Zwick 8f752d1d9e clean up files, make non-transparent textures high-quality JPEGs 2013-05-26 16:48:12 +02:00
David Dormagen de0b22ec1b removed ColorByOwner entry of the flag-marker to suppress warning 2013-05-26 15:21:16 +02:00
David Dormagen 0c23d1b9a6 reimplemented the action bar to use the custom GUIs
action bar now only shows shortly after hitting Interact
2013-05-26 14:59:19 +02:00
Martin Plicht a915cdb15f Make Eclipse happy by changing some zeros to nils and stuff 2013-05-26 00:01:08 +02:00
David Dormagen 6fe8b1719e changed the inventory bar to use the new custom gui system
inventory bar is now at bottom of screen
2013-05-25 21:28:33 +02:00
David Dormagen 00382611be fixed wrapping the hand position around when scrolling to the item before your first item 2013-05-24 23:24:33 +02:00
David Dormagen 2bf88cea5f Clonks' max contents count reduced from 7 to 5 2013-05-24 23:22:16 +02:00
David Dormagen 04c8ad1cac removed CON_Collect (now collects only into empty slots)
fixed inventory shifting
2013-05-24 20:09:19 +02:00
David Dormagen 6c861f9165 removed the hold-number-and-click-mouse controls 2013-05-24 00:00:18 +02:00
David Dormagen 6c64963f1f hammer (Library_Constructor) now uses correct interface 2013-05-23 23:59:50 +02:00
David Dormagen c1d27bc3e9 mouse-wheel now scrolls through inventory (zoom is on shift+mouse-wheel) 2013-05-23 22:46:23 +02:00
David Dormagen 20bfab48b6 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Items.ocd/Tools.ocd/GrappleBow.ocd/Script.c
2013-05-23 17:53:41 +02:00
Sven Eberhardt aa79205da3 Fix power update when sleeping consumer changes consumed amount. 2013-04-28 13:57:53 +02:00
Sven Eberhardt c60220be27 Added some helper functions to Library_Map 2013-03-26 00:46:50 +01:00
Sven Eberhardt fcddb56b04 Some Library_Map extensions 2013-03-22 21:31:56 +01:00
Sven Eberhardt aeeedcd770 Fix script errors in scenarios that don't load Objects.ocd 2013-03-19 19:27:19 +01:00
Sven Eberhardt 57e63a5275 Added support for scripted maps (Map.c) and documentation. 2013-03-19 00:36:06 +01:00
Sven Eberhardt 8f429dc50f GoldSeller checks more frequently 2013-03-03 17:05:53 +01:00
Sven Eberhardt b8753d64f6 Fix flag ownership change to allies when original owner dies.
Change OnOwnerRemoved engine callback to also pass the ally selected as successor for the dead player.

The flag had a callback OnOwnerChange implemented. However, we already have OnOwnerChanged in the engine to do the same thing.
2013-03-02 23:38:29 +01:00
Sven Eberhardt d0933e71c7 Fix GoldSeller interval adjustment 2013-03-02 23:07:48 +01:00
Sven Eberhardt 8fde966ee5 LibraryStackable supports infinite stack counts for tutorials, AI enemies, etc.
Also renamed internal Update() function to avoid name collisions with other scripts/libraries.
2013-02-09 13:35:17 +01:00
David Dormagen 6f9a11b817 further improved the right-click info message for structures 2013-02-02 21:41:20 +01:00
David Dormagen 34fc771911 merged master into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
2013-01-30 21:37:31 +01:00
David Dormagen e6487533c2 added first version of object information dialogue on right-click 2013-01-30 21:27:09 +01:00
David Dormagen 50fd0ebc39 added Rule_EnergyBarsAboveStructures and adjusted Krakatoa to use that 2013-01-22 18:44:29 +01:00
Tobias Zwick b85b08687f fix #907: name of the construction site is not localized 2013-01-13 14:16:43 +01:00
David Dormagen 299cc7e478 when not able to execute an Use-command (f.e. shield when not walking), the command is remembered and executed when possible 2012-12-29 18:42:19 +01:00
David Dormagen 80ac9a9503 more one-hand cleanups 2012-12-29 14:08:53 +01:00
David Dormagen d7eb93be1b split ClonkControl.ocd into five libraries
Library_Inventory: handles slots and an arbitrary amount of hands, generic and not only Clonk-related
Library_InventoryControl: interactions between the user and the inventory
Library_CarryHeavyControl: interaction with carry-heavy-objects
Library_ClonkGamepadControl: gamepad-related stuff
Library_ClonkControl: general Clonk control library
2012-12-25 12:19:23 +01:00
David Dormagen bc4fd5f9ed merged master into Controls 2012-12-23 15:17:23 +01:00
Sven Eberhardt 829e83dcdb Production menu shows missing components/liquids/materials/fuel in red 2012-12-17 14:32:48 +01:00
Nicolas Hake 2e71694710 Producers: consume required material (#885)
Instead of just checking whether the material is available, also
consume it.

I'm not quite certain whether we should return the removed material
along with the amount removed (to match the return value of the barrel's
GetLiquid), but since the bucket is not currently accepting wildcards
I don't think it's necessary.
2012-12-17 02:11:15 +01:00
Sven Eberhardt c3ad022a25 Skylands made a bit easier 2012-12-02 21:33:17 +01:00
David Dormagen 4cdb4a6f3d fixed possible zero pointer error 2012-11-12 18:58:39 +01:00
Charles Spurrill 162e125085 #374 Missing graphics: Scoreboard of Parkour and LastManStanding - Finished 2012-11-11 16:08:48 -08:00
David Dormagen 0b0058da0f removing and adding Rule_NoPowerNeed while consumers are active has now the expected behavior (#828) 2012-11-10 14:19:59 +01:00
Maikel de Vries 2de6c35658 Remove debug log from airship 2012-11-04 15:14:03 +01:00
David Dormagen df3caac0ac rewritten elevator case to be less hacky and adjusted its power-consumption-behavior 2012-11-03 16:17:30 +01:00
Bernhard Bonigl 1011c858cc Introduce QuickSwitch on Q (or Apostrophe for Dvorak)
QuickSwitch changes the current selection of the Inventory to the last selected one.
2012-10-07 15:44:01 +02:00
Bernhard Bonigl 89b035d35e Reduce the Clonks hand-slots to 1.
That means the clonk can only have 1 active item now. The old 2-hand-stuff still
exists and can easily be activated through an appendto for scenarios etc.
2012-10-07 15:12:36 +02:00
Maikel de Vries d2a327fef6 Fixed production menus: show knowledge of accessor (#850) 2012-10-30 21:15:51 +01:00
Charles Spurrill c838ccae94 Fixed flag markers not fading out 2012-10-27 22:05:23 -07:00
David Dormagen 96ac1c6f0d Clonks do not collect stuff when inside a container (f.e. a respawn-helper-object) 2012-10-27 16:34:19 +02:00
Tobias Zwick a2d55ceecc fix #436: throw objects into walls 2012-10-22 00:11:24 +02:00
David Dormagen 9753652821 power system's light bulbs are now in front of game-objects (f.e. trees) 2012-10-24 22:21:24 +02:00
Tobias Zwick 5ad59e3a59 fix #821: Can't release lorry 2012-10-21 21:49:37 +02:00
Maikel de Vries 95a8592b22 Removed debug log in construction site 2012-10-21 12:54:19 +02:00
Tobias Zwick 7498d0bb51 clonk can drop items in the water, similarly to how it worked in CR 2012-10-20 19:32:16 +02:00
Tobias Zwick c6641c9850 nicer lightbulb graphics 2012-10-14 21:51:16 +02:00
David Dormagen 2631e05daa added burned graphics for the Coniferous 2012-10-14 21:51:21 +02:00
David Dormagen 7ac3c30124 ignore successive calls to Library_PowerConsumer which do not change states 2012-10-14 20:30:15 +02:00
Tobias Zwick d7da19b031 fix needed material in construction sites only displayed for first player 2012-10-14 20:00:43 +02:00
Felix Wagner 4235b9f42e Added sickle for harvesting
New callback in the plants library: SickleHarvesting
Set to false to allow harvesting via interact (e.g. Mushroom, Lichen)
2012-10-14 15:43:00 +02:00
David Dormagen efa9aea411 power system indicators fade out a lot slower and display quick changes more consistently 2012-10-14 14:32:52 +02:00
David Dormagen 163ccd8e75 fixed Scoreboard_Relaunch's use of the conditional function of Scoreboard_Death.
This might fix the relaunch elimination bug.
2012-10-14 14:07:46 +02:00
Sven Eberhardt 8b6e697339 PowerConsumer: NoPowerNeed-effect can be used to exclude some buildings from energy need 2012-10-14 13:32:25 +02:00
David Dormagen e0d9a682e6 flag is now static-back on construction; no falling down anymore 2012-10-13 22:42:41 +02:00
David Dormagen b96cec3f26 power system uses small light bulbs as progress bar 2012-10-13 22:42:08 +02:00
Sven Eberhardt 8bd2beb164 Increase Clonk collection radius downwards (#810) 2012-10-13 18:47:31 +02:00
David Dormagen 068f08f34f fixed the sell-message at the flag 2012-10-13 13:45:52 +02:00
Bernhard Bonigl 51e61a485d Move free Objects at the bottom of a construction side up to the surface. 2012-10-10 19:33:51 +02:00
Charles Spurrill 1e85978c40 Fixed carry-heavy library from inserting items into ground on drop 2012-08-07 12:30:35 -07:00
Charles Spurrill a8ea9a0d38 Some fixes to AlignVehicleRotation script 2012-08-07 12:17:52 -07:00
Charles Spurrill e54673962a Added library allowing solidmasked vehicles to 'rotate' parented objects along the z-axis with their rotation. See airship 2012-08-03 14:22:06 -07:00
Günther Brammer 35a0d7b6cd Script: Get/SetGravity use 1/100 px/tick^2 instead of 1/500
The old factor was chosen because the default gravity * 500 was exactly
100. But a lot of other engine interfaces use 1/100 px/tick or px/tick^2,
and that is a common scale for scripts to work in, too.
2012-07-15 22:42:17 +02:00
Charles Spurrill 41f5f59ebf #765: Clonk stops moving when setting down heavy-objects 2012-07-22 17:35:27 -07:00
Koronis c57f05a44f improved tree falling animation and sound 2012-07-22 21:15:49 +02:00
Charles Spurrill 6a13a63ef0 #791: Chopped trees are displayed behind buildings 2012-07-21 09:15:47 -07:00
David Dormagen 8fb926bc0a flag can reset marker's color correctly 2012-07-13 22:32:09 +02:00
David Dormagen 5b4e8c887c when loading (f.e. bow and musket) the inventory slot displays a small loading bar 2012-07-05 20:09:32 +02:00
David Dormagen fdd4aa5553 power system: changed the floating messages on power change into progress bars (also only on power change) 2012-07-03 10:34:33 +02:00
David Dormagen da976b4770 added new scoreboard abstraction layer on top of the engine functions - it scales!
for a complete description see the forum post
2012-06-28 00:17:15 +02:00
David Dormagen 45eb8e16e5 added some zero-pointer safeties after calls to OnSlotFull 2012-06-21 23:40:27 +02:00
David Dormagen a697016c58 reset some more internal variables to nil when cancelling aiming
they could get in the way when re-aiming quickly after a shot
2012-06-19 21:30:14 +02:00
David Dormagen a28cf7008b allow successive calls of CancelAiming (which do not do anything) 2012-06-19 19:55:51 +02:00
Bernhard Bonigl b46e40d78e Experimental: Create Construction-Menu at cursor-position 2012-06-18 19:03:50 +02:00
David Dormagen 79928b4692 flag library: SetFlagRadius now behaves correctly in regards to area markers 2012-06-17 21:37:41 +02:00
David Dormagen a7a16e1f5b clonk control: zero pointer safety, check whether menu exist after trying to create it 2012-06-17 21:37:13 +02:00
Felix Wagner d4fa3e10f3 Added settings parameter to plants' default Place() 2012-06-07 18:29:00 +01:00
Felix Wagner a10ba81b3e Added Place() to plants library 2012-06-07 01:45:38 +01:00
Felix Wagner f77b4134b4 Removed GetConstructionDirection() 2012-05-13 20:54:24 +01:00
Bernhard Bonigl 0729c4577f Fixed Non-Inventory-Contents(CarryHeavy) using up Space in the ContentsMenu (#778) 2012-05-13 20:37:44 +02:00
Maikel de Vries 2710585eed String table for the producer library 2012-05-13 15:18:21 +02:00
Maikel de Vries eff20344d8 Moved construction direction to stucture library 2012-05-12 10:16:33 +02:00
Maikel de Vries 80e1abc808 Implemented a simple Damage>HitPoints -> Destruction mechanism for structures 2012-05-10 21:20:06 +02:00
Felix Wagner 2b83fc9ec9 Produce loam by using the bucket. Use 25 pixels of earth. 2012-05-11 15:07:03 +01:00
Bernhard Bonigl 8bd16da9c4 Added Stringtables to constructing and removed old unused stuff 2012-05-08 20:43:30 +02:00
Bernhard Bonigl c601231960 Added Interaction for flipping construction sites during placement 2012-05-08 20:27:24 +02:00
Bernhard Bonigl 43deb1fc37 Extra-Interactions can now be placed at every position in the actionbar 2012-05-08 20:26:50 +02:00
Bernhard Bonigl c5f4952f76 Carryheavy objects entered via script aren't dropped when lifting is cancelled anymore. 2012-05-07 23:06:19 +02:00
Bernhard Bonigl 90fdc232fa InteractionBar now can display additional interactions from the Clonk via GetExtraInteractions callback.
Also moved carryheavy-dropping from hardcoded to that callback.
2012-05-07 22:57:52 +02:00
Bernhard Bonigl 65c5dfd632 Moved setting of the Tooltip into the GUI-Elements instead the controllers. 2012-05-06 19:20:40 +02:00
Bernhard Bonigl 6a885d33aa Fixed incorrect Selection call to selected item when switching left and right hand.
Sometimes also caused errors.
2012-05-06 18:24:56 +02:00
Maikel de Vries 5c351a0eae Made plant reproduction is more realistic
Plants don't grow as n! and prefer not to grow at the same location.
2012-05-06 13:33:39 +02:00
Maikel de Vries 6fcc0f6d2e Removed TimerCall in favour of AddTimer script implementation 2012-05-05 12:09:44 +02:00
Bernhard Bonigl c576a7bd3f Allow turning while jumping during aiming 2012-04-29 18:09:37 +02:00
Maikel de Vries 5da0847a9a Materials inside the construction site don't burn due to incendiary materials 2012-04-29 16:57:38 +02:00
Bernhard Bonigl 5ae4496d7f Clonk now aborts usage if a related inventory-slot is changed. (e.g. when aiming the bow) 2012-04-29 16:26:32 +02:00
Bernhard Bonigl 38235f762a CarryHeavy doesn't play animation if clonk is inside 2012-04-29 15:05:41 +02:00
Bernhard Bonigl 56809d9e43 Fixed a carryheavy-bug with Collect(x,x, pos) 2012-04-29 15:05:29 +02:00
Bernhard Bonigl 981ce396ec Made ConstructionSite less filled. 2012-04-23 23:19:52 +02:00
Bernhard Bonigl 83ad05b3c0 GUI now takes inventory-size directly from the clonk.
Renamed backpack-stuff to inventory in Controller.
2012-04-23 21:07:11 +02:00
Bernhard Bonigl 12ffe6ab9c Removed overlooked Tube-Updates 2012-04-22 18:48:38 +02:00
Bernhard Bonigl b52dafc7b2 Cleaned up ClonkControls a bit and added more Comments.
Removed unused function HUDShowItems
2012-04-22 18:44:28 +02:00
Felix Wagner e9010b81e9 Construction preview: combining, Elevator: combine two for SUPER elevator 2012-04-22 00:00:41 +01:00
Bernhard Bonigl de19c7432e Made ConstructionSites display material below
Added Stringtables for ConstructionSite
2012-04-17 18:18:28 +02:00
Bernhard Bonigl fa46079626 Added wireframe preview for Construction Site 2012-04-17 18:08:39 +02:00
Bernhard Bonigl e8ef7a9537 Made ConstructionSite compatible with dir-flipping-preview
Fixed ConstructionSite not removing on build fail
2012-04-17 18:08:23 +02:00
Bernhard Bonigl 4c38caaf27 Merged default into Controls 2012-04-17 17:37:52 +02:00
Bernhard Bonigl c6fe70d251 Fixed plants continuing growing after beeing chopped down 2012-04-17 14:28:37 +02:00
Felix Wagner 5ba322b417 Fixed mixed up language 2012-04-16 21:36:52 +01:00
Felix Wagner 366d96680a Rotate your buildings in the construction preview using Space! 2012-04-16 16:31:38 +01:00
Bernhard Bonigl b7fba5ee29 Introduce RefuseTransfer(object) callback. Allows to refuse transfer out of a Container via ContentsMenu. 2012-04-15 18:32:38 +02:00
David Dormagen 6517b230e6 added NoPowerNeed rule, made requesting 0 power possible 2012-04-15 17:02:47 +02:00
Bernhard Bonigl 9236cde273 Fixed faulty productio-time in Producer-Library 2012-04-15 15:11:18 +02:00
Bernhard Bonigl 1c91495eb5 Merged default into Controls 2012-04-15 13:22:38 +02:00
Tobias Zwick cdaabca574 deleted descriptions for libraries 2012-04-15 13:13:41 +02:00
Tobias Zwick 038ef1b4b6 descriptions for structures 2012-04-15 13:13:14 +02:00
Bernhard Bonigl b5f099be79 Hardcoded Construction-Site Intersections. 2012-04-15 00:29:38 +02:00
Bernhard Bonigl a687b0f85c Added simple construction-site-blocking check 2012-04-14 23:37:12 +02:00
Bernhard Bonigl a56c684a19 Fixed Construction sites moving containers into them, instead of their contents. 2012-04-14 23:16:17 +02:00
Bernhard Bonigl 75ec1ed63c Changed ConstructionSite Icon 2012-04-14 22:54:18 +02:00
Bernhard Bonigl 9da6d67c80 Space now also closes menus 2012-04-14 22:53:36 +02:00
Bernhard Bonigl c4e782e713 Moved Close() into Menu.ocd 2012-04-14 22:53:17 +02:00
Bernhard Bonigl 83a972cced Introduced GetInteractionCount(object) to prevent infinite loops 2012-04-14 22:53:02 +02:00
Bernhard Bonigl fefb8b4de8 Added Multi-Interaction-Support for Script (Objects can have multiple interactions) 2012-04-14 22:30:02 +02:00
Bernhard Bonigl e025aed501 Merged default into Controls 2012-04-14 21:55:16 +02:00
Bernhard Bonigl b4fb51249e Controls now tries to handle first actionbar-item before using hardcoded behaviour on pressing Space 2012-04-14 18:41:56 +02:00
Bernhard Bonigl deec6a902a Fixed Bug with CarryHeavy-Display and reaction 2012-04-14 16:51:30 +02:00
Bernhard Bonigl 0bac82bcc3 Fixd UI-Updates with CarryHeavy on Clonk-Selection
Added CarryHeavy to the Contentsmenu
2012-04-13 20:24:41 +02:00
Bernhard Bonigl 71dd5fc64d Fixed display-problems with CarryHeavy 2012-04-13 19:14:55 +02:00
Bernhard Bonigl 9a4295f745 Fixed beeing able to drop carryheavy in non-walk 2012-04-13 17:49:09 +02:00
Martin Plicht 7ffa6e58bc Base.ocd: Call Sell with correct? parameters 2012-04-12 20:12:36 +02:00
Martin Plicht a4194c22e9 Replace 0 with nil wherever string/object/array is expected 2012-04-12 11:48:23 +02:00
David Dormagen 99638db4c9 fixed shield exploit: limited the maximum damage of the sword on one target to 9 damage every 15 frames 2012-04-10 23:31:46 +02:00
Felix Wagner 5247e5e769 Merge with default 2012-04-08 22:49:06 +01:00
Bernhard Bonigl de3e9ed9aa Fixed Carryheavy-Animation bugs
Re-enabled beeing able to grab stuff with carryheavy
2012-04-08 01:43:15 +02:00
Bernhard Bonigl 45cf4ff147 Reworked Carryheavy:
* It doesn't need inventory-slots
* It has HUD-Support
* It has a drop-button in the interaction bar
2012-04-07 23:31:59 +02:00
Maikel de Vries 35f8d6a454 Removed Goal.c and reimplemented effect in Goal library 2012-04-03 20:21:49 +02:00
Bernhard Bonigl 6bece40590 Forgot to add necessary files for ConstructionSites. Fix when merging to default! 2012-04-02 23:57:27 +02:00
Bernhard Bonigl 6ecb036554 Changed Construction-Sites to be containers where material needs to be put into.
They still construct themselves.
2012-04-02 23:49:39 +02:00
Bernhard Bonigl 1f41511289 Merged default into Controls 2012-04-02 21:21:21 +02:00
Felix Wagner 527bac9d85 Fixed construction preview in front of tunnel material 2012-04-03 15:11:27 +01:00
Felix Wagner b8be22d9e3 Uncloseable menu for weapon chooser. 2012-04-03 14:51:38 +01:00
Felix Wagner bf795164f2 Resolved all warnings due to global function in included scripts. 2012-04-03 02:12:44 +01:00
Benjamin Herr cdaee93c94 Rename all the drag/drop script callbacks to OnMouseDr*
MouseDrag is already a property, and would overwrite the callback
functions. Renamed MouseDragDone and MouseDrop for consistency.
2012-04-01 20:42:14 +02:00
Bernhard Bonigl 093c169a1e Constructions sites removed. You need all ressources on-site to create a construction.
Locations taken into account: Clonk Inventory, stuff lying around, containers/lorries
2012-03-29 22:08:54 +02:00
Bernhard Bonigl 71061c8d4b Allowed movement during construction-preview (for better positioning) 2012-03-28 19:39:00 +02:00
Felix Wagner 98f422a2ac Construction preview for the hammer. 2012-03-27 19:10:44 +01:00
David Dormagen 3788bada43 plants will now stop growing for ten seconds after taking damage 2012-03-24 16:18:55 +01:00
Bernhard Bonigl 25fec934d6 Removed all Hacks with Interaction. Enter/Exit also works now. 2012-03-22 20:26:06 +01:00
Bernhard Bonigl b6731b1dc8 Inventory now updates when an object is removed (Loam, Constructing stuff,...) 2012-03-21 21:55:34 +01:00
David Dormagen d0aac358a4 plant library uses IsWalking callback now instead of checking procedure 2012-03-20 19:01:39 +01:00
Bernhard Bonigl 46a1f003b6 Fixed Collecting putting an item onto the selected AND the last slot. 2012-03-18 22:50:03 +01:00
Bernhard Bonigl bd7dd4ec63 Fixed items beeing picked up into the wrong slot when hand was empty. 2012-03-18 21:46:08 +01:00
Bernhard Bonigl 54bc0e0c80 Backed out changeset: ad89e9a64847
(Construction Menu doesn't use fancygrid anymore)
2012-03-18 21:34:13 +01:00
Armin Burgmeier d7af22ba81 Merge default into Controls 2012-03-11 17:50:38 +01:00
Sven Eberhardt 151fed2348 New rule: Rule_BuyAtFlagpole
Allows you to buy objects directly at flagpole
2012-03-11 00:55:45 +01:00
Bernhard Bonigl 80070b1b46 Merged default into Controls 2012-03-10 19:14:29 +01:00
Maikel de Vries d6f2a8bd1b Fixed fuel consumption of producers
The fuel amount of the fuels are reset to the original and correct values, adapted the steamengine a little for that.
2012-03-10 17:33:57 +01:00
Bernhard Bonigl 0fcffec3bb Removed the huge GUI background and hand-display at the bottom 2012-03-09 23:00:05 +01:00
Bernhard Bonigl 7255a8abec ConstructionMenu uses adapted FancyGridMenu now 2012-03-09 21:50:37 +01:00
Bernhard Bonigl 94dafb00b9 Fixed Construction-Menu creating deleted-object warnings due to Close + inherited 2012-03-04 23:45:14 +01:00
Maikel de Vries 9543c10cad Sawmill is not be accessible as a container.
If one takes wood from the sawmill during production this triggers the infinite sawing loop.
2012-03-04 17:12:39 +01:00
Bernhard Bonigl 72b34d7485 Created a general Menu Library_Menu. The menus themself only take care of display now.
Moved MenuItem to Library_Menu
Moved the lift-off effect in the CircleMenu from the MenuItem to the CircleMenu
2012-03-03 19:12:57 +01:00
Bernhard Bonigl 25675d1c52 Renamed Menu to CircleMenu 2012-03-03 18:57:38 +01:00
Bernhard Bonigl 8359ed8fcb ConstructionMenu: Added a bigger display for the selected item and displaying power production/consumption 2012-03-01 20:57:40 +01:00
Bernhard Bonigl 7d3d47e477 Implemented IsPowerConsumer/Producer callback in corresponding libraries
Added a fancy green power-symbol to Library_PowerProducer
2012-03-01 20:56:44 +01:00
Bernhard Bonigl aee33ae415 Added a temporary hack for grabbing stuff with space alone until Controls are fixed (for playtests) 2012-02-28 20:57:57 +01:00
Bernhard Bonigl 893746f641 Clicking or selecting a slot via hotkey that already is assigned to the other hand switches hands now. 2012-02-28 20:18:52 +01:00
Bernhard Bonigl e76ba4076c Removed Backpack-Control (Q-Key) 2012-02-28 19:53:47 +01:00
Bernhard Bonigl 8924d1ae10 Cleaned up ClonkControls and refactored collecting 2012-02-28 19:52:15 +01:00
Bernhard Bonigl cd30fbaeb2 Merge with default 2012-02-27 21:51:08 +01:00
Bernhard Bonigl 9480a701c4 ContentsMenu takes order in clonk-inventory into account 2012-02-27 21:17:23 +01:00
Bernhard Bonigl b8b4ee03f8 Changed Shift+Hotkey to Space+Hotkey for Interaction
Space now interacts on release instead of press
Shift now works as a drop/throw modifier
Shift+Hotkey now drops that inventory slot
Non-Forced Throws/Drops (without Shift) now automatically select the next non-selected non-free Slot
2012-02-27 16:24:34 +01:00
Bernhard Bonigl ee3913714e Items now can't be held in both hand at the same time 2012-02-27 14:07:47 +01:00
Bernhard Bonigl db53603396 Hotkeys select the item at release now
Holding hotkey + left/right mouse button selects it into the corresponding hand
2012-02-26 16:19:52 +01:00
David Dormagen 1963fa61ba fixed dropping of stuff 2012-02-26 15:54:09 +01:00
Bernhard Bonigl a0e9ef1406 Fixed Actionbar-Hotkeys not working (Shift+(1-0)) 2012-02-26 14:26:23 +01:00
Maikel de Vries 7e864912df Implemented MouseOver in favour of UpdateCursor to show menu infos 2012-02-26 14:15:42 +01:00
Bernhard Bonigl f8200180ab Clonk collects items automatically if HandSlot is empty now 2012-02-26 14:13:14 +01:00
Bernhard Bonigl 5587ed0618 Backback and Hands share one Inventory now
New Inventory Display at the left side
Inventory fades out if not locked
Inventory fades in if something changes, or mouse hovers there
Left/Right Mouse Click on an Inventory-Slot selects it for the corresponding hand
Icons to show which Slot is selected by left/right hand
Inventory can be reordered via Drag&Drop
Dragging an Item from a Slot onto the Landscape drops it
Changed Shift+Number to Ctrl+Number for selecting crew
Changed Number to Shift+Number for using Action-Bar
Changed Number to select inventory-slots now
2012-02-26 01:48:58 +01:00
David Dormagen 4169a9232c swapped parameters of GetIndexOf 2012-02-25 21:57:39 +01:00
Armin Burgmeier 9d94b1da6e For scaled sprite graphics, don't interpret Picture coordinates as scaled
Otherwise an object with a scale of 5 and a picture of 64x64 (such as the
Metal and the GoldBar objects) cannot properly set the picture rectangle.
2012-02-25 17:35:24 +01:00
Maikel de Vries c3b57957c4 Coniferous tree seeds faster, this is needed in for rounds like Goldmine
Also some more trees and gold in goldmine.
2012-02-25 16:15:17 +01:00
David Dormagen 8f13c3c791 fixed Steam Engine to only burn fuel when needed, adjusted fuel values for coal and wood 2012-02-23 21:44:10 +01:00
David Dormagen d458eca6c4 ownable objects now have the right owner after construction 2012-02-23 21:42:15 +01:00
Felix Wagner eb6b7be7ee Fixed various unused vars 2012-02-20 11:58:58 +00:00
Felix Wagner 1c4deede8c Fixed Code never reached warnings 2012-02-20 11:25:43 +00:00
David Dormagen 3b093ac0de changed need-power-indicator to the classic blinking symbol
power messages fade out a lot faster
messages are also shown when a producer/consumer returns to giving/needing 0 power
2012-02-19 17:02:29 +01:00
David Dormagen e9bf6a3096 fixed the flag when constructed before using the power system 2012-02-19 00:49:13 +01:00
David Dormagen 5cbaa697f0 changed power system to transfer power freely in a base and get rid of power lines
power now is either available or not - there is no "produce X power and save it somewhere" anymore
2012-02-18 22:50:18 +01:00
Maikel de Vries c68b5b2920 Menus: implemented closing when clicked in the landscape 2012-02-01 22:29:49 +01:00
Felix Wagner a059f0f64a DisregardsKnowledge -> IgnoreKnowledge, NeedsRawMaterial -> NeedRawMaterial 2012-01-19 22:31:05 +00:00
Felix Wagner 72bf39f915 ProducerLib: Production costs include need for fuel, power and liquids 2012-01-19 16:18:24 +00:00
Felix Wagner 4cc20755fe Production/ConstructionMenu: Show components when hovering instead of rightclick 2012-01-19 15:04:22 +00:00
Felix Wagner d8f852b56a Fixed throwing on backpack closing 2012-01-19 14:03:36 +00:00
Felix Wagner f76a41da66 Producer will by default only display those products in the owner's knowledge
(everything if NO_OWNER)
2012-01-16 23:32:19 +00:00
Maikel de Vries a675400f8a Loam can be produced at the foundry with water
still need to display water needs
2012-01-12 19:23:35 +01:00
Felix Wagner cc37156db7 + Library_ElevatorControl, for all vehicle to be snatched by the elevator case 2012-01-11 02:02:59 +00:00
Felix Wagner b5ba1c4a6c PowerCheck checks whether the EnergyNeed effect is already present 2012-01-10 16:50:01 +00:00
Maikel de Vries 356d6ae5b3 Fixed collection of componenents of products for producers 2012-01-08 19:43:28 +01:00
Maikel de Vries 42cfc76a90 Show construction costs for construction menu 2012-01-08 15:22:26 +01:00
Maikel de Vries 6ab411ac78 Only slightly agitated http://wiki.openclonk.org/w/C4Script_Style_Guidelines 2012-01-06 21:37:25 +01:00
Tobias Zwick baa9cfd06b clonk's contents are not displayed stacked but for each object one menu item 2012-01-06 00:48:37 +01:00
Maikel de Vries b622ea4834 Implemented drag and drop for production menu
Only partially, and also rightclick to show resource need (graphics needed)
2012-01-05 23:36:41 +01:00
Tobias Zwick 0a8731affc fix interacting doesn't hold as handled control 2012-01-05 22:10:41 +01:00
Maikel de Vries b2f723c4e1 Removed obsolete ShowNeededMaterial
We want to get rid off the old menus(including MessageWindow), also fixed a stupid ctrl+v mistake
2012-01-02 13:48:51 +01:00
Maikel de Vries 7bcb72ab7b Hammer construction menu replaced by drag&drop menu
This to get rid completely of the old menus, there is still work to do on the drag&drop menu though
2012-01-02 03:14:57 +01:00
Maikel de Vries 17bf15adb1 Fixed opening and closing of menus
Also reduced the amount of local variables in ClonkControl.ocd, which makes sense at this location, cause additional menus my implemented similar to the production menu.
2012-01-02 00:00:13 +01:00
Maikel de Vries 16c50a07a0 Mining now has a larger tolerance for single pixels when mining large amounts
Also removed some dead code and tuned Iron Peak a little
2011-12-31 16:25:23 +01:00
Maikel de Vries ba8b011b8c Production queue gets rid off redundancies automatically 2011-12-31 15:00:05 +01:00
Maikel de Vries a9a317d5c1 Production menus are now updated if the production queue gets an "outside" change 2011-12-30 20:32:13 +01:00
Maikel de Vries 1d994a32b9 Fixed disabling CON_GUICursor after closing backpack
This caused problems with grabbing and pushing vehicles.
2011-12-30 18:53:25 +01:00
Maikel de Vries df4f81b41c Vehicles are placed outside producers normally 2011-12-30 17:16:09 +01:00
Maikel de Vries e1da36219f New implementation for the production menu, similar to contents menu 2011-12-29 16:59:07 +01:00
David Dormagen 90427fced6 Gold Idol is not C4D_Vehicle anymore 2011-12-30 03:22:38 +01:00
David Dormagen 65d47779cd GoldSeller checks for controller instead of owner 2011-12-29 21:53:44 +01:00
Armin Burgmeier e11ac0c937 By default, put produced items into the producer after production 2011-12-29 20:35:14 +01:00
David Dormagen 2c2cc44b15 GoldSeller library added (used by flag to autosell gold/valuables)
Cash sound added
2011-12-29 16:06:12 +01:00
David Dormagen 9be1e3beda first flag changes in order to support power flow 2011-12-28 18:50:32 +01:00
Maikel de Vries 93481ed972 Remove Library_ItemContainer in favour of content menu (open with E)
It should work sufficiently well to use this from now on, for the next release it still needs some work though.
2011-12-28 19:25:00 +01:00
Maikel de Vries 85cbefe808 Content menu can now handle the clonk's backpack
Also did some cleanup
2011-12-28 11:49:38 +01:00
Maikel de Vries 7371d37325 Content menu opens now for "IsContainer" 2011-12-08 23:26:18 +01:00
Tobias Zwick 682e59ac2d preliminary commit of content menus 2011-12-08 19:57:14 +01:00
Tobias Zwick 32e95ff61d c4script menu: cursor updates optional 2011-11-20 22:09:53 +01:00
Felix Wagner 7a74abae0d Typo 2011-11-05 01:47:09 +00:00
Charles Spurrill d9a02eaf14 Carry-Heavy system added 2011-10-26 14:03:12 -07:00
Felix Wagner abcee8afa3 Plant library: RootSurface() limits for positioning added 2011-10-21 21:16:44 +01:00
Felix Wagner cf71fb48b6 Plant library: renamed CanBeHarvested -> IsCrop 2011-10-21 21:14:51 +01:00
Daniel 79d44490b6 Liquid Pipe System Update 2011-10-12 00:32:46 +02:00
Felix Wagner 865b91849b The axe can now chop trees and split them into wood (lossy) 2011-10-14 01:04:33 +01:00
Maikel de Vries 527845f32e Objects: Production library now takes into account power 2011-10-11 14:20:25 +02:00
Maikel de Vries e89caa464a Objects: Moved actual production into producer library
Energy handling is still to be done + some other stuff as well
2011-10-09 14:13:55 +02:00
Richard Gerum 031ad320d2 #637 clonks rotation again adapted to the rope ladder 2011-10-09 11:16:35 +02:00
Maikel de Vries 4adf230b94 Objects: Made production library work again 2011-10-07 17:38:34 +02:00
Maikel de Vries a8f9e573cf Objects: Remove autoproduction library
Not needed anymore with the new settlement concept.
2011-10-06 14:48:48 +02:00
Felix Wagner 67a9708720 + HasCNAT() in Commits.c, prevent endless loop in plant 2011-10-05 04:47:07 +01:00
Felix Wagner 727cb7398a Partly rewrite of plants library. Harvesting included. 2011-10-05 04:31:06 +01:00
Maikel de Vries 59c1aefad9 Objects: All Versions to 5,2,0,1 2011-10-01 10:54:15 +02:00
Maikel de Vries a7763beb25 Objects: Interactables return true on Interact() 2011-09-29 23:23:06 +02:00
Maikel de Vries 8f4d300a3f HUD: Some clean up in scripts and files
Moved all HUD elements to Elements.ocd, this should have been quite obvious in the first place.
Cleaned up health and breath tube, scripts were unreadable.
Breath tube doesn't stay when swimming, swimming and breath are unrelated quantities and should be treated accordingly, but more important the bar in the crew selector and the HUD now behave the same.
2011-09-28 19:55:01 +02:00
David Dormagen 8774235f82 breath tube shows again 2011-09-24 12:56:40 +02:00
Maikel de Vries 6a03498136 HUD: More safety checks for non-crewmembers 2011-09-22 17:18:37 +02:00
Maikel de Vries 99494e504a Objects: Prevent HUDadapter from throwing runtime errors for non-crewmember clonks 2011-09-18 22:03:08 +02:00
David Dormagen e3a1cdcc3f the HUD optimizations now mostly use the old callbacks 2011-09-18 19:15:31 +02:00
David Dormagen 352dd93c8f HUD fix 2011-09-18 13:44:14 +02:00
David Dormagen 0f450aab2e helper library for the HUD added 2011-09-18 10:59:25 +02:00
Charles Spurrill 8a9afde9ea Some new graphics for scoreboard icons 2011-09-13 00:23:00 -07:00
Felix Wagner 324d27f412 The HUD now works with cursors that do not have breath or healt and as well not
"GetItem". Cursors wanting to show their items need to have HUDShowItems()
implemented with return value true.
Otherwise every non-clonk cursor object causes a lot of errors!
2011-09-04 18:42:43 +01:00
Felix Wagner 550409166d Backed out everything concerning Railways from Objects.ocd 2011-08-31 01:24:57 +02:00
Tobias Zwick 361d7fdfe5 more detailed crosshair graphic 2011-08-18 19:07:25 +02:00
Tobias Zwick c2cefe2e4f new control: collect (into backpack) 2011-08-11 16:37:46 +02:00
David Dormagen f34d82171a renamed some effect variables to have more meaningful names 2011-08-03 21:58:50 +02:00
Tobias Zwick 480ff384f8 refactored most effects to use meaningful names for their variables 2011-07-31 17:59:51 +02:00
Maikel de Vries e2db1bc85a Actions default to COMD_Stop, Decel for float and swim procedures
With this change everything should behave as normal, still not a fan of these numerous float hacks.
2011-07-06 19:11:12 +02:00
MimmoO 256ffd869e Flag: Changed Marker visuals 2011-06-29 00:35:28 +02:00
David Dormagen 53e743b4d0 first version of flagpole and flag-libraries added 2011-06-18 15:22:34 +02:00
Maikel de Vries a10d1ad5ac Script: Removed obsolete Completion callback
Already marked obsolete in the docs for quite a time.
2011-06-10 16:31:00 +02:00
Maikel de Vries 950ad4caaa Libraries: Replaced two obsolete graphics with empty ones 2011-06-07 16:41:55 +02:00
David Dormagen 9100a44d88 fixed the visuals of the sword's downwards-stab a bit 2011-06-05 01:08:54 +02:00
Charles Spurrill b7bc9bc755 Clonk can jump off walls (with new animation). 2011-06-03 12:11:23 -07:00
Maikel de Vries 971b330288 Objects: Removed superfluous parameters in function calls
Caused a few warnings recently.
2011-05-12 17:01:54 +02:00
Maikel de Vries 7fe24131c7 Objects: Cable network producers now request other producers for objects
Foundry does not produce automatically anymore.
2011-04-22 16:48:35 +02:00
Maikel de Vries 40f2950baa Objects: Fixed 4 warnings in cablestation library
Libraries should in principle not depend on objects outside the libraries.
2011-04-19 18:18:02 +02:00
Maikel de Vries b98b5acecc Objects: Cable cars only access stations inside their own network and vice versa 2011-04-18 19:01:45 +02:00
Felix Wagner 989f1925f1 Forgot to remove the foo, bar crap 2011-04-11 22:31:48 +02:00
Maikel de Vries d515df6055 Objects: Some fixes to cable network
Removed some erroring code from the libraries.
2011-04-11 18:08:57 +02:00
Maikel de Vries 5da93528c6 Objects: Introduced delivery system for the cable network
Based on the concept of automatic production in buildings, and the current network capacities. Cable cars receive requests from producers and try to fulfill these request by transporting objects in the network.
2011-04-07 16:04:29 +02:00
Maikel de Vries 1ce2c16c36 Objects: Enhanced Producer library and adapted tool workshop 2011-04-07 16:02:35 +02:00
Maikel de Vries ad15a6ed4f Objects: Library for object production
Adapted foundry to library, should ultimately interact with cable network.
2011-04-02 18:17:24 +02:00
Felix Wagner b425cf71da Reworked the pathfinding data assembly, various name changings in the variables
I did not made some benchmarks...old system still exists
Removing of cables missing but working on that
2011-04-11 13:43:46 +02:00
Felix Wagner f45799fd16 Removed some crossing specific code from the lib, more shifting to come 2011-04-05 17:56:53 +02:00
Maikel de Vries b1c7096132 Objects: Code from crossing to library_cablestation
This is only the movement, many implementation details are still missing in the library.
2011-03-29 18:51:30 +02:00
Maikel de Vries 7474031691 Objects: Moved cable car library from tests to libraries
Needed to create cable station library.
2011-03-29 18:48:14 +02:00
Armin Burgmeier 675c077ed2 Change .c4d extension to .ocd 2011-03-13 16:55:00 +01:00