Sven Eberhardt
92e03d8fdd
Remove unused variable in C4ControlScript::Execute()
2016-02-02 21:51:51 -05:00
Günther Brammer
e5f75c5a44
Remove a bunch of dead code, mostly player control related
2016-02-03 03:17:23 +01:00
Günther Brammer
03d11cd596
Merge script branch
2016-01-31 21:51:58 +01:00
Günther Brammer
d3428003a8
Fix navigation in player menus with more than one column/row
2016-01-30 16:03:22 +01:00
Sven Eberhardt
36489145b6
Fix automatic engine detection of melee-like scenarios to allow team selection.
2016-01-24 22:13:21 -05:00
Günther Brammer
68c436576e
Simplify construction of C4AulParSets
2016-01-25 00:00:57 +01:00
Günther Brammer
20c22582ec
Move DirectExec from C4AulScript to C4AulExec
...
In the long term, there is no reason DirectExec should be concerned with
C4AulScript/C4ScriptHost. In the meantime, the lookup code from Fneval can
be moved into the function.
This allows eval in scenario script to access scenario script locals, but
that seems harmless.
2016-01-24 12:27:23 +01:00
Günther Brammer
4c01592196
Move C4AulScriptFunc into its own source file
2016-01-24 12:27:23 +01:00
Günther Brammer
ca9d95b25f
Replace various C4AulFunc::Exec with C4PropList::Call
...
In C4Control.cpp, this improves correctness by selecting the right global
function instead of a random function.
2016-01-24 12:27:23 +01:00
Sven Eberhardt
e94c0e38fc
Add scenario core field "Mode" (in [Game]) to allow setting game mode independent of goal objects.
...
To be used by the league so you can properly host race scenarios in the open melee league.
2016-01-23 21:19:22 -05:00
Sven Eberhardt
afab6ef464
func PlayerControl: Send nil instead of 0 for non-mouse controls.
...
The main script function always assumed this, but it was not actually implemented that way.
2016-01-16 22:06:19 -05:00
Armin Burgmeier
bd4551c6d4
Disable gamepad controls ( #1536 )
...
Gamepad support is currently not working properly as many menus cannot be
navigated with a gamepad. Simply don't load any control assignment sets that
have gamepad enabled.
2016-01-11 18:11:44 -08:00
Nicolas Hake
9b34bf2634
Remove arbitrary inline forward declarations of StdBuf (and derivatives)
2015-12-29 21:42:46 +01:00
Nicolas Hake
c0befc6ba0
Remove C4RTF
...
The only use of C4RTF in its final moments was parsing out plain text
from RTF files anyway, so why even go to all the trouble instead of just
storing plain text in the beginning?
2015-12-29 17:51:43 +01:00
David Dormagen
dcfb986e34
moved sounds into subfolders
...
This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Sven Eberhardt
6e4c7a2c2d
Lobby ready button: Prevent message spam, improve icon updating and some small fixes.
...
* Show max one message per second per client
* Do not show ready message locally
* Fix observer flag reset by ready state change
* Reflect ready state change in client list immediately
2015-11-21 23:58:40 -05:00
dylanstrategie
d284f49b6b
Add "ready" button for clients in game lobby.
...
Signed-off-by: Sven Eberhardt <sven2@goldwipf.de>
2015-11-18 22:49:59 -05:00
Nicolas Hake
24b54211c5
Drop Min, Max, Swap for std::min, std::max, std::swap
...
The C++ standard library comes with perfectly fine implementations of
these functions, so there's no point in reimplementing them just for the
hell of it.
2015-11-15 13:53:01 +01:00
Peter Wortmann
f0030e33e0
Warning fixes
...
Actually pretty sure a few of them were bugs. Hopefully no new
ones were introduced here.
2015-10-03 15:32:39 +01:00
Nicolas Hake
d1313f622f
Drop hack that allowed taking a reference to a temporary value
...
This has never been legal C++, and the compilers where it was necessary
are no longer supported.
2015-09-20 13:27:13 +02:00
Armin Burgmeier
fd285f6656
Create mipmaps only for static textures that are expected to be zoomed
...
Hopefully fixes #1403 .
2015-09-18 21:10:39 -04:00
Sven Eberhardt
e3213812a9
Implement GetStartupTeamCount() script function ( #1246 ).
...
Returns number of teams containing active players at game start.
2015-09-06 23:29:22 -04:00
Sven Eberhardt
c22157c04b
Simplified implementation of StartupPlayerCount.
...
Setting it by player filenames in the beginning is not necessery (and wrong for invalid files). Also copying it through C4S.Head didn't serve any purpose because PlayerInfo is synchronized in network and replays and startup player count can be deduced from that.
Tested in standalone, network, savegames, runtime join and replays from standalone, savegames and runtime join (Some replays of network games were bugged but that's an unrelated error).
2015-09-06 22:31:04 -04:00
Sven Eberhardt
3e4b30b2ba
Added parentheses to clarify when an assignment result was intentionally used as truth value.
...
To silence some warnings.
2015-09-03 22:54:08 -04:00
Sven Eberhardt
20d3de46cd
Fix some unused variables.
2015-09-03 21:26:49 -04:00
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
Sven Eberhardt
15a1a62521
Automatically deduce shift state in combo keys with Control/Shift combo.
2015-09-01 19:11:13 -04:00
Armin Burgmeier
3ec53c2c40
Update GTK+ editor so that one can draw background materials
2015-08-04 21:21:24 -04:00
Armin Burgmeier
54666aeb2d
Introduce background landscape
...
The background landscape is a 8-bit landscape which stores the material
that a particular pixel will be replaced with when it is cleared, e.g.
by digging or blasting.
This is just the groundwork for this and does not offer much advantage
over the IFT flag that was used previously for that purpose. However,
additional features such as keeping the background material/texture
fixed when loam bridges are built, PXS are incorporated into the landscape
or the massmover is moving things around can be added.
See http://bugs.openclonk.org/view.php?id=1338 for more details.
2015-08-04 21:20:06 -04:00
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
Nicolas Hake
5562b09dc4
Remove a lot of disabled legacy code, round 2
...
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
Nicolas Hake
e21a5bdd44
Rename BoundBy to Clamp
...
"BoundBy" sounds like a predicate. "Clamp" is a common function name for
the operation in graphics processing, so it should be familiar to users.
2015-02-12 23:05:55 +01:00
Nicolas Hake
e2a8f6d303
Reorder some declarations and initializations to avoid order mismatch
...
While none of the mismatches were having a side-effect, this silences a
number of -Wreorder warnings which were drowning out potentially
important diagnostics.
2015-02-04 22:12:42 +01:00
Günther Brammer
5bcedb5bbf
Remove some redundant #includes
2015-01-25 18:53:48 +01:00
Nicolas Hake
2ef2c637a7
Remove several instances of disabled legacy code
2015-01-18 22:59:45 +01:00
Sven Eberhardt
f815d7ea6c
Fix EditCursor selection and deselection callbacks when duplicating objects.
2015-01-17 22:53:21 +01:00
Sven Eberhardt
2cde706611
Object movement in editor respects Def->HorizontalFix and attachment procedure.
...
When moving attached objects, it will now move the attachment target along with the object. This makes moving elevator cases and wind generators a lot easier.
2015-01-17 21:19:56 +01:00
Sven Eberhardt
cf9aca70fe
Add callback EditCursorMoved.
2015-01-17 20:53:45 +01:00
Sven Eberhardt
c00d8c7a4d
Add next_selection parameter to EditCursorDeselection.
...
If an object is deselected due to a new object selection, that newly selected object is passed as next_selection.
2015-01-17 20:37:54 +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
Tobias Zwick
d59b1e5e5b
reduce version numbering from x.y.z (x does never changes) to y.z
2014-12-12 21:57:52 +01:00
Martin Plicht
03f43f462b
C4ObjectList: Replace trivial cases of manual list traversal with iterator usage
2014-10-25 21:25:52 +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
2a78b77bda
renamed C4GuiWindow to C4ScriptGuiWindow to increase expressivness and reduce similarity with C4Gui*
2014-10-13 18:48:03 +02:00
Sven Eberhardt
828eb7f82a
Don't save ControlTick and SyncRate in network savegames ( #1058 ).
2014-10-03 23:12:55 +02:00
Sven Eberhardt
91800fcfec
Implement setting for forced values of parameters in league games.
2014-10-03 14:02:28 +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
3fc1f02c6d
Implement custom scenario parameter selection in startup scenario selection dialogue and by command line.
2014-09-27 16:05:32 +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