Commit Graph

343 Commits (3b0891ba89f7a75f832032036a6aefa2573e325d)

Author SHA1 Message Date
Maikel de Vries 17c4049563 separate library for power storage 2015-02-04 10:35:15 +01:00
Maikel de Vries c0ff94eb75 normalize power values to multiples of ten
This makes it easier for internal calculations and that value of 10 now represents a single light bulb. It is advisable to only use multiples of 10 for production and consumption values.
2015-02-04 10:35:15 +01:00
Maikel de Vries e7fa8621e2 fix power consumption of elevator 2015-02-04 10:35:15 +01:00
Maikel de Vries c5e36d8f1f fixed object placement in power test after rebase 2015-02-04 10:35:15 +01:00
Maikel de Vries 9d0e079d7d power library local variables in a single proplist
This prevents clashes, all libraries could use a single proplist named lib_*
2015-02-04 10:35:15 +01:00
Maikel de Vries 2c317888ca wind mill is only power producer for itself 2015-02-04 10:35:15 +01:00
Maikel de Vries 86a7728650 add new power test for power producing pumps 2015-02-04 10:35:15 +01:00
Maikel de Vries eec38a9f17 reimplement power network handling by the flag library 2015-02-04 10:35:14 +01:00
Maikel de Vries ac5f9dbce7 correctly implement handling of steady power producers 2015-02-04 10:35:14 +01:00
Maikel de Vries 2d00588dff new power system (work in progress) 2015-02-04 10:35:14 +01:00
David Dormagen 4c69e19219 custom guis: correctly respect margins in grid layout and vertical layout 2015-01-20 20:44:13 +01:00
Sven Eberhardt 3286095755 AI can use grenade launcher. 2015-01-18 19:13:10 +01:00
Maikel de Vries 8b5a1f7e18 fix AI test scenario 2015-01-18 12:47:00 +01:00
David Dormagen bd04722553 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/Controller.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
	src/game/C4GraphicsSystem.cpp
	src/game/C4GraphicsSystem.h
	src/game/C4Viewport.cpp
	src/gui/C4GameMessage.cpp
2015-01-15 19:57:01 +01:00
Maikel de Vries 75cb5ce800 more tests for exploding containers 2015-01-15 18:31:23 +01:00
Maikel de Vries a0faaf9082 add Test scenario for explosions in containers 2015-01-15 17:46:54 +01:00
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
Mark 10b343dba9 Append and include skeletons (#1180)
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton

This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)

Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
2015-01-06 18:25:08 +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 2d1647ea77 improved prioritizing of power consumers 2014-12-19 21:47:08 +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 d72338f167 add test scenario for power system 2014-10-18 15:41:49 +02:00
David Dormagen c09e9880e2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-10-13 18:54:05 +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
David Dormagen 049088be78 CustomGUIs: major rework of layouting & controls; better integration of C4GUI 2014-10-11 11:29:02 +02:00
Armin Burgmeier af6163b797 Add test scenario for many lava PXS and smoke particles 2014-10-08 18:33:46 -04:00
Sven Eberhardt d4eb45f6b2 Set titles for a few scenarios in Tests.ocf.
So you can distinguish between them in the startup menu.
2014-10-03 21:58:33 +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 3308503381 Improve parameter test scenario 2014-09-26 22:11:11 +02:00
Sven Eberhardt abab7be591 Added scenario achievements displayed as small symbols beside the scenario name in the startup selection screen.
They can be used e.g. to show that you have finished a scenario on different difficulty levels.
2014-09-24 23:08:40 +02:00
Sven Eberhardt 378bda5546 Added custom scenario parameters (SCENPAR_*).
Can currently only be set in network games in the lobby. In the future, maybe we can find a place somewhere in the scenario selection dialogue.
2014-09-23 23:02:52 +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 220617655b Merge branch 'underwater' 2014-07-10 23:13:55 +02:00
David Dormagen 75e776cb04 custom GUIs: added "Margin" property
The property can be used to give GUI windows a margin. Either the same margin in all directions (Margin = "1em") or different margins (Margin = ["1em", "2em", "10$", "0.5em"] - [left, top, right, bottom]).
2014-02-26 22:37:12 +01:00
David Dormagen 4346da8e4e custom GUIs: replace position properties X/Y/Wdt/Hgt with Left/Right/Top/Bottom that take strings instead of arrays, also change absolute unit from pixels to em
Before you'd define the X coordinate of the top-left corner of a window with X = [500, -40], now you do Left = "50%-4em". The em values currently do not scale with font-size yet, but it is important to do the formal change as early as possible to not have to do all work twice. Scaling of font and thus menus can be implemented later.
2014-02-17 15:46:36 +01:00
David Dormagen fa4638d6c0 custom GUIs: change order of arguments of GuiAction_SetTag from (target, id, tag) to (tag, id, target) 2014-02-16 17:18:34 +01:00
David Dormagen a0a76c051d custom GUI: removed "CreateCustomMenu" which was only a wrapper for "CreateObject" - use "CreateObject" now
This should reduce the confusion about why the function behaves so differently from Gui_Open: the style objects only provide an interface for those easy GUIs, they are not really part of the GUI system.
2014-02-15 18:59:33 +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 5fa7c54842 MenuTest scenario: minor visual tweaks 2014-02-15 14:40:51 +01:00
David Dormagen 410a0ff5cb made the user-data parameter of a GUI_Call-action-callback the first (before player number, menuID etc.) to be more intuitive 2014-02-15 14:39:56 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
Tobias Zwick a54eed6b9b add name to One Million Particles so it can be found from ingame gui 2013-12-05 10:39:45 +07:00
David Dormagen 3c34857c0f added particle test scenario that spawns a million particles (and heavy effects afterwards)
The honorable goal of the particle system should be that this scenario always runs fluently. Even though optimizing the drawing will not be possible after a certain point, the particle system should scale down the drawing automatically to allow for a fluent game.
2013-12-01 23:50:54 +01:00
Sven Eberhardt af52ef8dca GrappleBow test: Sandbox scenario for using the grapple bow on various landscape shapes. 2013-09-08 13:00:37 +02:00
David Dormagen 7b0e614564 added (first) Coral 2013-07-11 21:11:55 +02:00
David Dormagen d5fbb5f17d the water in the underwater-testscenario does not freeze anymore, killing all the fishes gruesomely 2013-07-07 15:53:28 +02:00
David Dormagen fde942790e added Fish, Piranha, Testscenario and FuzzyLogic library 2013-07-02 21:33:57 +02:00
David Dormagen 337126fcb9 renamed MenuWindow to GuiWindow
added HP-Bar-test to MenuTest.ocs
bugfix
2013-05-09 13:28:45 +02:00
David Dormagen dd851fbea2 Merge branch 'master' into Menus 2013-04-28 17:07:56 +02:00
David Dormagen 792ea0809c draw Decoration border outside of window rectangle (this is probably what the user would expect) 2013-04-28 17:03:32 +02:00
Sven Eberhardt 24264a04e1 Tests: Pumps 2013-04-28 14:03:24 +02:00
David Dormagen 9ad9a67939 Merge branch 'master' into Menus
Conflicts:
	src/script/C4StringTable.cpp
	src/script/C4StringTable.h
2013-04-07 23:02:36 +02:00
David Dormagen 1c05f22d41 added OnClose callback
more tests
minor fixes
2013-04-07 22:52:45 +02:00
David Dormagen c2ba7e65d7 improved menu functionality; added test scenario and helper objects 2013-04-04 18:36:27 +02:00
Sven Eberhardt 5101147b5f Test scenario: Local defs only 2013-03-19 19:29:50 +01:00
Günther Brammer 1cf1be1c6d Hold a reference to the temporary proplist used in case of script errors
The parser does not know whether the constant proplist it is about to fill
is missing because it was overwritten by a later local/constant, or because
the preparser was interrupted by a script error and didn't store its
proplist. Thus, the parser cannot simply give up at that point, and in
order to keep things simple it creates a throwaway proplist. This proplist
was thrown away too soon, though.

Thanks to Zapper for the testcase.
2013-02-12 01:11:31 +01:00
Sven Eberhardt 0b5e5cd020 AI test scenario 2013-01-27 17:21:30 +01:00
Günther Brammer ce87faaf9e Fix #including a definition that has local variables with proplists
The missing break meant that the freshly created copy of the proplist would
get overwritten by the original, which was thankfully caught and announced
with "internal error: constant proplist has the wrong parent".

Thanks to Zapper for the testcase.
2013-01-18 01:45:06 +01:00
Günther Brammer 0f48d92036 Move Minimal.ocs back to Tests.ocf
Minimal.ocs is not at all experimental. It has two uses: Testing aspects of
the game that do not depend on the scenario in a clean environment, and
checking that the default scenario settings still work.
2012-12-02 17:48:34 +01:00
Maikel de Vries 9489759d3a Renamed Tests.ocf to Experimental.ocf
This scenario folder is now intended more towards scenario testing purposes rather than containing random development stuff.
Both Experimental.ocd and Experimental.ocf should never be included in releases.
2012-12-02 16:55:53 +01:00
Maikel de Vries 365c6e94c6 Moved Experimental.ocd out of Tests.ocs to planet
This is necessary such that these objects are not automatically loaded for scenarios inside Tests.ocs
2012-12-02 16:42:37 +01:00
Maikel de Vries db9093c2d5 Renamed Lines.ocs to Playground.ocs
This is supposed to be a scenario where the player has access to all objects and can try them to his liking.
2012-12-02 16:39:17 +01:00
Maikel de Vries 016c616d1e Fixed a script error in Lines.ocs 2012-12-02 16:21:17 +01:00
Maikel de Vries 6a0e920879 Removed Settlement.ocs from Tests.ocf
And again, this is nowhere near releasing.
2012-12-02 16:20:52 +01:00
Maikel de Vries 529aef6941 Removed Materials.ocs from Tests.ocf
What was this even used for? I think a single material can be tested locally.
2012-12-02 16:13:19 +01:00
Maikel de Vries 50eabaf952 Removed MeleeMoutain.ocs from Tests.ocf
This scenario is not release material currently and has not been maintained in a long time.
2012-12-02 16:13:19 +01:00
Maikel de Vries 3224f4bf85 Removed MossTest.ocs from Tests.ocf and moved Moss.ocd to Experimental.ocd 2012-11-27 23:24:42 +01:00
Maikel de Vries ed30e35c30 Removed GrappleRace.ocs from Tests.ocf
Not maintained, nor near releasable.
2012-11-27 23:19:31 +01:00
Maikel de Vries 65acfd0867 Removed AirRace.ocs from Tests.ocf
Not maintained anymore and not close to publishing.
2012-11-27 20:24:26 +01:00
Maikel de Vries e14680de87 Removed PoT.ocs from Tests.ocf
This scenario is not used any more and outdated.
2012-11-27 20:21:38 +01:00
Maikel de Vries 6b53e21ea8 Removed Pyramid.ocs from Tests.ocf
This scenario is not maintained and outdated.
2012-11-27 20:20:15 +01:00
Sven Eberhardt 8fcd8e9fac Stormy Skylands: Added some missing files 2012-11-27 20:03:59 +01:00
Sven Eberhardt 555caffabd Stormy times in Skylands! 2012-11-26 23:15:26 +01:00
Charles Spurrill 3bc2b3474a Added Hatch.ocd to Tests 2012-11-15 15:20:13 +01:00
Tobias Zwick c57fa4f013 adapt cycle speed to new meaning 2012-10-30 00:08:01 +01:00
Felix Wagner 20b704ffe1 Removed lift tower copy from Experimental.ocd 2012-10-21 16:23:43 +02:00
Felix Wagner 7a1a63a40d LiftTower changed to Touchable = 2; (#748) 2012-10-21 15:41:47 +02:00
Sven Eberhardt 65b09ca9e2 Skylands: Some minor tweaks 2012-10-14 01:07:32 +02:00
Sven Eberhardt 3ee51eaf8e Skylands: Fixed LiftTower (for now....) 2012-10-14 00:00:09 +02:00
Maikel de Vries 67589cf86a Refactor scenarios: Others
blabla hg
2012-10-09 21:05:50 +02:00
Günther Brammer 2510734ad3 Script: Damage callback changed to Damage(Change, Cause, CausedByPlr) 2012-05-06 14:45:35 +02:00
Maikel de Vries c567e6c9a4 Fixed some errors in Tests.ocf
CableLorries.ocs remains for the diehard.
2012-05-05 19:50:51 +02:00
Maikel de Vries 6fcc0f6d2e Removed TimerCall in favour of AddTimer script implementation 2012-05-05 12:09:44 +02:00
Maikel de Vries 4a56f8d7c1 Replaced defcore values related to fire with properties 2012-04-28 16:17:38 +02:00
David Dormagen 6517b230e6 added NoPowerNeed rule, made requesting 0 power possible 2012-04-15 17:02:47 +02:00
Martin Plicht a4194c22e9 Replace 0 with nil wherever string/object/array is expected 2012-04-12 11:48:23 +02:00
Maikel de Vries 3b84fdb582 Earthquake uses definition call in scenarios
Somehow I like this method, and I will use it for all disasters and maybe other environment objects as well.
Launching earthquakes is still possible via a global function though. Still needs sound...
2012-04-11 22:32:01 +02:00
Maikel de Vries 32baccea4f Clouds are created via definition calls in scenarios
This to get rid off NoRain.c appendtos, see scenarios for examples. Maybe we should also use this interface for other environment objects.
2012-04-03 19:13:07 +02:00
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
Felix Wagner b61a44d7fa last fixes to make Eclipse happy 2012-02-20 12:27:14 +00:00
Felix Wagner eb6b7be7ee Fixed various unused vars 2012-02-20 11:58:58 +00:00
Felix Wagner 67efb5c7e1 Fixed undefined field [Physicals] 2012-02-20 11:29:01 +00:00
Felix Wagner 1c4deede8c Fixed Code never reached warnings 2012-02-20 11:25:43 +00:00
Maikel de Vries 4d1b10a23a Removed Cable reel and power line 2012-02-19 00:45:10 +01:00
Felix Wagner 3211605f40 Tweaks for the lift tower. 2012-02-08 01:28:22 +00:00
Felix Wagner 0aefa9cdb0 bugfix 2012-01-17 22:39:10 +00:00
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 2078e47558 Elevator in cable lorries, testing purpose 2012-01-10 16:50:16 +00:00
Felix Wagner 3f85fac869 Old changes to the lift tower, I played around trying to make it work (still not satisfying) 2011-12-29 16:53:36 +00:00
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 4f6ee17884 Objects: Weapons are armory products
Also boolean functions should return booleans
2011-10-14 00:03:55 +02:00
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 5762344f0b Lift Tower, very experimental. Pulls C4D_Vehicle with a rope but rope fails(?) 2011-10-10 01:46:13 +01:00
Felix Wagner ac416cfb6e Foodstuff: bread, cooked mushroom, flour (needs graphic) 2011-10-09 01:19:58 +01:00
Günther Brammer 9bfd8097ae Minimal.ocs can rely on Definition1 default 2011-06-07 01:13:35 +02:00
Maikel de Vries 59c1aefad9 Objects: All Versions to 5,2,0,1 2011-10-01 10:54:15 +02:00
Felix Wagner 72ee751a20 Just some minor edits, nothing specially important. Want to clean up my repos 2011-09-17 13:50:03 +01:00
Maikel de Vries fe8e2cdfe2 Materials: Brick uses Smoother Shape, adapted scenarios accordingly.
This implies removing a lot of brickedges. Still BrickSoft needs to be moved between liquids and earth in the TexMap for best convenience.
2011-09-07 16:19:19 +02:00
Maikel de Vries ca1fc50b52 Engine: MapZoom defaults to 8
This goes better with 512x512 textures(brick), we still need to adapt some scenarios. In the future we should release only scenarios with MapZoom = 8
2011-09-02 14:35:43 +02:00
Felix Wagner 550409166d Backed out everything concerning Railways from Objects.ocd 2011-08-31 01:24:57 +02:00
Tobias Zwick 5a2096a393 replaced some textures 2011-08-28 23:19:03 +02:00
Tobias Zwick 480ff384f8 refactored most effects to use meaningful names for their variables 2011-07-31 17:59:51 +02:00
Tobias Zwick 24f2b12c79 crlf 2011-07-26 00:38:44 +02:00
Tobias Zwick 9089694052 power of two test scenario 2011-07-26 00:37:19 +02:00
Richard Gerum 2a0ddd34f9 added graphic rotation during scaling and animation for scaling top corners 2011-07-20 17:09:41 +02:00
Sven Eberhardt 90240f21ae Test scenario for shape texture 2011-07-17 13:17:13 +02:00
David Dormagen 53e743b4d0 first version of flagpole and flag-libraries added 2011-06-18 15:22:34 +02:00
Richard Gerum c9039a4655 added some deco (see lines.ocf for test) 2011-06-17 12:37:44 +02:00
Richard Gerum 2f68cc6e64 ropebridge planks can fall out on explosion (or it the bridge is set to fragile) 2011-06-13 15:33:32 +02:00
Richard Gerum 501ab13b11 the front line of the ropebridge is now foreground 2011-06-13 11:00:32 +02:00
Richard Gerum 4aeed96f89 added ropebridge 2011-06-12 13:29:15 +02:00
Charles Spurrill 7b7c1f5e89 Removed Clonk50.ocs, removed that damn wolf, and cleanup in tests 2011-05-31 09:36:58 -07:00
MimmoO ea6c0944d9 Improved Moss: can be harvested with sword. 2011-05-24 21:32:13 +02:00
MimmoO 1a436f3248 MIMMO_MOSS_FAIL 2011-05-24 19:08:46 +02:00
MimmoO 53cf29ce5e Added test scenario for Moss 2011-05-24 17:55:43 +02:00
Maikel de Vries cbbee52179 Objects: Fixed a few warnings
Removed some MaxUserSelects and another superfluous function parameter.
2011-05-13 12:45:26 +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 09cc74e91c CableLorries: Changed scenario to provide for a good test environment
Should be extended in the future whenever production lines and buildings become available.
2011-04-17 13:58:50 +02:00
Günther Brammer 426f8b0816 Add a Test scenario demonstrating the engine defaults 2011-04-14 16:23:26 +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
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
Felix Wagner 8e92f1904c Cables break on bending and when reaching max range (200 pixels so far), presumably unoptimised stuff 2011-03-30 01:37:13 +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
Maikel de Vries 84411c3106 Tests.ocf: Moved scenario local objects to Experimental.ocd
This to assure that general purpose objects can be tested throughout different scenarios and in combination with different objects.
2011-03-23 15:16:52 +01:00
Felix Wagner a36470c558 You can now manually engage the lorry to the cable, grab the lorry, push it to a station, interact while grabbing
You can then select a destination, select with left/right, start with leftclick/space, cancel with rightclick
2011-03-23 03:09:09 +01:00
Felix Wagner c8bc3f8621 Fixed station overlay, now working 2011-03-21 21:38:10 +01:00
Felix Wagner 64f1f88b8d Code cleaning, sourced the lorry stuff out into its own library, comments added 2011-03-21 18:49:49 +01:00
Armin Burgmeier 675c077ed2 Change .c4d extension to .ocd 2011-03-13 16:55:00 +01:00
Armin Burgmeier eaf62f71f9 Change .c4f extension to .ocf 2011-03-13 16:38:33 +01:00