Commit Graph

130 Commits (0a81206b7e2eb8c192f9437008bdf9748bc2faaa)

Author SHA1 Message Date
Clonkonaut bfd0bd035d Added magic energy support for 3rd party devs. 2015-09-30 10:20:20 +02:00
David Dormagen eda0f80a46 added description to Clonk to prevent displaying (null) in buy menu 2015-09-11 20:51:03 +02:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Armin Burgmeier 0cdafc278b Transform all mesh data to Clonk reference frame on load
Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.

As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
David Dormagen a27888a623 the Clonk now performs a roll when pressing [down] (even when walking)
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
2015-08-07 16:12:41 +02:00
Maikel de Vries 180e0088db make clonk controls more snappy with higher Decel value
This will also fix bug (#1312).
2015-06-08 21:21:48 +02:00
David Dormagen 196f528201 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
	planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
	planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
	planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
	src/game/C4Game.cpp
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
David Dormagen 7d1d70f017 removed NoCollectDelay from engine; it's now handled by script
Which allows a lot more fine-grained controls as all the control and UI stuff is now also in script anyway.
2015-03-26 12:23:20 +01:00
David Dormagen ebcc397221 add proper support (inventory & interaction-menu contents) for extra slot library
Also fix bug with GuiScriptWindow where scrollbars would not be hidden in some cases (f.e. no-crop parent and negative-top child).
2015-03-19 16:22:06 +01:00
David Dormagen d740a79ba5 polished the updating behaviour of the interaction menu; added "Your Environment" tab into interaction menu 2015-03-05 18:53:52 +01:00
Maikel de Vries c303b745f5 remove unused pInventory variable in clonk script 2015-03-01 21:22:40 +01:00
Sven Eberhardt 4d1d869760 Add editor commands to clonks to enable enemy AI. 2015-01-17 22:36:19 +01:00
Sven Eberhardt f69872c401 AI guard range can be adjusted via drag+drop in editor.
Just select the clonk and move the corner markers.
2015-01-17 21:22:29 +01:00
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
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 bb96406262 Fix scenario saving of clonk skin 2014-07-13 14:37:47 +02:00
Sven Eberhardt 5cd9b915b0 Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
I would prefer to render the models for speaker portraits directly. However, it seems like it's not currently possible to clip or render models to offscreen surfaces.
2014-07-05 15:25:30 +02:00
David Dormagen ad1c2760b0 added callback IsPrey() to the Clonk so that future evil predators can only search for IsPrey and will attack both Clonks and cute little animals 2014-06-27 20:25:21 +02:00
Clonkonaut d70f8e1de2 Removed 4 lines of useless code. 2014-05-02 00:53:56 +02:00
Clonkonaut c35c352c46 Fixed clonk freezing in mid-run when building loam bridges (#943). 2014-05-02 00:52:20 +02:00
Sven Eberhardt 07ee3ee4e1 Objects levitated by TeleGlove do not hit Clonks while they're being held and 5 frames after release.
Previously, the TeleGlove was just stupidly strong for fighting. You can still fling the object and have it hit the enemy after release, but you cannot just follow the enemy to cause permanent tumbling.
2014-04-20 19:04:17 +02:00
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
Sven Eberhardt 2f0ea1ec09 Always save direction of Clonks when saving scenarios.
Direction is randomized at creation and there's no good way to find out if the user wanted that specific direction. So just always save it, because that's what scenario designer usually wants.
2013-12-29 17:54:36 +01:00
Sven Eberhardt 27f8647a55 Clonk can consume bubbles while swimming to regain breath. 2013-06-10 19:53:56 +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
Clonkonaut d3fc01abd5 Clonks hold breath for 20 seconds 2013-05-23 17:25:13 +02:00
Sven Eberhardt 3937fcd3b1 Sorted all playable scenarios from experimental folder into settlement/parkour/arena folders 2013-05-16 19:33:10 +02:00
Sven Eberhardt b02676a6e7 Auto-collect fragile objects (i.e.: Firestones) when digging.
See http://www.clonkspot.org/comic/1
2013-02-20 21:12:50 +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
Charles Spurrill f37c461d31 Clonk: All skins share Clonk.ocd directory and Clonk.skeleton. Nicer looking pickaxe animation. 2012-11-01 01:20:26 -07:00
Maikel de Vries db5ce4ffd9 Fixed gravestone rule and added it to the arenas 2012-10-22 20:05:23 +02:00
Sven Eberhardt b01ee77095 Fix Clonk skin selection for skin==0 2012-10-15 10:55:40 +02:00
Charles Spurrill c28ef14f00 #752: Gravestones Rule Added. On clonk death, a gravestone is created (collecting the clonk's corpse to hide it) 2012-07-26 15:01:23 -07:00
Günther Brammer 24bfd6345d Use Action.Attach even when Action.Procedure is not nil
But default to the previously used value when Attach is not set. Use 0 to
override the default.
2012-06-16 03:01:47 +02:00
Felix Wagner 36e55443e1 GetPlrClonkSkin returns nil on NO_OWNER, fixed clonk's gender setting. 2012-05-12 15:56:41 +01:00
Maikel de Vries 37b5bb9c6d Clonk closes eyes on death (#752) 2012-04-29 13:27:50 +02:00
Maikel de Vries 4a56f8d7c1 Replaced defcore values related to fire with properties 2012-04-28 16:17:38 +02:00
Bernhard Bonigl 367af8ba9f Fixed error when updating attach before attaching 2012-04-14 16:51:01 +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 a78d8a1858 IsJumping now returns true only for actions that contain "Jump" (used to return true for Tumble) 2012-04-10 23:29:31 +02:00
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
Maikel de Vries b1adfde389 Allow clonk to use tools during wall jumps 2012-02-13 20:13:13 +01:00
Felix Wagner cdd1f5f358 CrewExtraData overrides GetPlrClonkSkin 2012-01-31 13:58:43 +00:00
Felix Wagner 5a28794482 +GetPlrClonkSkin(iPlr) 2012-01-29 02:17:00 +00:00
Charles Spurrill b585d25295 Gender-neutral munching sounds 2011-10-14 01:44:54 -07:00
Julius Michaelis 0f12b3485e Find sounds with all extensions instead of only wav, so Sound() does no longer require .ogg extensions
Do not replace * with ? in sound name wildcards anymore, adjust scripts
2011-10-12 23:09:22 +02:00
Felix Wagner d29a81646e Proper eating animation 2011-10-08 22:28:49 +01:00
Felix Wagner 07ad0805a4 Eat(object) for clonk, munch sound! 2011-10-08 20:48:18 +01:00
Richard Gerum 3cde4e3922 seperated animations from clonks script 2011-10-08 19:04:57 +02:00
Charles Spurrill 2f77fa18df Newcomer: The Farmer Clonk! (skin index is 3) 2011-10-08 08:30:02 -07:00
Felix Wagner 15d8caead4 imported patch Footsteps.diff 2011-10-08 05:16:35 +01:00
Charles Spurrill 0469fe5c81 Drive animation/pose for plane; clonk doesn't swim inside containers 2011-10-01 08:34:35 -07:00
Charles Spurrill 677ff6b691 fixed wall-jump 2011-09-20 11:04:48 -07:00
Richard Gerum 1fc5addd10 655#: no jumping backwards 2011-09-19 12:53:58 +02:00
Charles Spurrill 1a3b8aef94 Fixed bug where spawned clonks used default skin instead of the defined one:
moved the skin-setting script to Recruitment instead of Construction, since it is crew data queried
2011-09-18 18:30:24 -07:00
David Dormagen e3a1cdcc3f the HUD optimizations now mostly use the old callbacks 2011-09-18 19:15:31 +02:00
David Dormagen 170c61226d performance optimizations for the backpack and health/breath tubes 2011-09-18 10:56:43 +02:00
Charles Spurrill 1b22905492 Update clonk data to work with catapult 2011-09-13 00:22:40 -07:00
Charles Spurrill 415aae6c53 Save selected skin to crew-member extra-data 2011-09-10 00:51:47 -07:00
Charles Spurrill 6555edab8a Fully implemented clonk alchemist skin 2011-09-06 10:53:25 -07:00
Tobias Zwick 258c82604d moved RelaunchPlayer callback to engine 2011-08-02 15:46:24 +02:00
Tobias Zwick 480ff384f8 refactored most effects to use meaningful names for their variables 2011-07-31 17:59:51 +02:00
Richard Gerum 3cd964b3bd fixed jump animation again (thanks to ringwaul for the merge) 2011-07-25 10:06:15 +02:00
Maikel de Vries 964ba3a62a Objects: Fixed wave color for liquids other than water 2011-07-20 17:27:35 +02:00
Richard Gerum 2a0ddd34f9 added graphic rotation during scaling and animation for scaling top corners 2011-07-20 17:09:41 +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
Maikel de Vries d550f7c7da Differentiate between COMD_None and COMD_Stop
Was necessary after 267ebb600481 and current abuse of FLOAT procedure. None keeps the current motion, Stop halts the current motion of a procedure.
2011-07-06 18:13:39 +02:00
Charles Spurrill b7bc9bc755 Clonk can jump off walls (with new animation). 2011-06-03 12:11:23 -07:00
Charles Spurrill 6a901fa9c0 Tweak: Clonk rolls a shorter distance 2011-05-31 06:27:34 -07:00
Charles Spurrill 2c4196a02d Add skin changer function; differentiate gender for vocal sounds 2011-05-31 03:20:02 -07:00
Charles Spurrill 15c61d3216 The Clonk can roll! Oh my god! 2011-05-31 03:08:45 -07:00
Charles Spurrill 648ca5ce43 Animation overhaul for jump and kneel. Roll animation added, though not yet used. 2011-05-29 23:34:30 -07:00
Tobias Zwick 54bd6ca4f5 adjust clonk's backpack display a bit 2011-05-20 15:38:28 +02:00
Tobias Zwick 0f1c572c56 adjusted size of clonk's backpack 2011-05-14 21:53:58 +02:00
Charles Spurrill 04cc6a26b9 Merge of late commit 2011-05-12 19:33:01 -07:00
Charles Spurrill e7b567863e Created and implemented backpack-graphic for clonks in-game. 2011-05-12 19:11:03 -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
Charles Spurrill c5dc03879b added chop animation, dive animation, and fixed some other anims like the landing-crouch, and improved others that I've since forgotten 2011-03-15 02:37:02 -07:00
Armin Burgmeier 675c077ed2 Change .c4d extension to .ocd 2011-03-13 16:55:00 +01:00