Commit Graph

330 Commits (92ed1537a0e79facded3c81f50f7767962d70d6f)

Author SHA1 Message Date
Maikel de Vries c0382ceb7f correctly place/preview basement for elevator (#1534) 2016-02-14 13:35:45 +01:00
Maikel de Vries 60c5fb99a2 add power information to interaction menu for flagpole (#1579) 2016-02-14 13:24:25 +01:00
Maikel de Vries e9e06263a8 fix shape of basement construction preview and site (#1586) 2016-02-14 13:18:36 +01:00
Clonkonaut 47820691d0 Elevator construction preview shows placement of the case (#1534).
Structures can use the definition call ConstructionPreview(Previewer Object, Overlay, Direction) to add any overlay to the previewer. It will be coloured accordingly.
2016-02-14 13:08:19 +01:00
Sven Eberhardt 37f774cfb3 Foundry: Do not show power consumer symbol in construction menu #1580 2016-01-10 22:20:48 -05:00
Sven Eberhardt 3dad1c6d81 Turn MaxContentsCount and HandObjects into properties instead of callbacks (Possibly fixes #1553) 2016-01-10 10:41:34 -05:00
Maikel de Vries f99db85c97 add more bottom vertices to structures to prevent falling down 2016-01-08 19:46:28 +01:00
David Dormagen a3e4b620b9 reworked interactions (grabbing etc.)
The player interface is now similar to how picking up works. This should increase acceptance. Also it was pretty fucked up before. The action bar is gone.
The script logic is now outsourced into a new library similar to the other stuff.
Objects can overload the selector for the new interaction (see "call elevator case").

Additional issues hit and resolved when working on this:
Shifting a cursor did not cancel certain actions (and there was no callback for that). This is now solved by adding two new callbacks.

Issues hit and not resolved:
Certain interactions (calling an elevator case, flipping a construction) are in some control library. They should be in the respective objects (and shown via callbacks etc.). Meh.
The internal interface (declaring interactions etc) has a few places where proplists are just translated because the properties are called differently. This is also a fuckup (i.e. a.interaction_object = b.Object) where the properties should just have been called the same in all places from the beginning.
The name "Action Bar" is pretty misleading now as it is no bar. But that's not something visible to the players. todo: cleanup.
2016-01-02 13:02:45 +01:00
Günther Brammer 00a4c6c428 Replace BorderBound DefCore value with BorderBound object property 2016-01-01 22:18:41 +01:00
Maikel de Vries ede6078c75 move out of solidmask as structure library function 2015-12-29 22:40:52 +01:00
Maikel de Vries 5a95f215a7 add wooden bridge
Parts of the scripts by Pyrit and graphics by Randrian.
2015-12-29 22:40:52 +01:00
David Dormagen 4a2643d432 elevator: make ropes match when flipped (#1517) 2015-12-28 10:21:19 +01:00
Maikel de Vries 8e8a66df76 category for non-structures to C4D_None
These objects are not intended to be constructed as structures (the hammer menu) and should therefore not be structures.
2015-12-28 00:31:15 +01:00
David Dormagen 9c3b437059 armory: add PictureTransformation
..so that the mesh is not clipped in the production menu anymore.
2015-12-24 14:58:31 +01:00
David Dormagen 3899add001 wind generator: changed word "efficacy" to "efficiency"
See Maikel here http://forum.openclonk.org/topic_show.pl?pid=30564#pid30564 .
2015-12-23 13:42:08 +01:00
David Dormagen 2b92a4aeef wind generator: show current efficacy in interaction menu
See http://forum.openclonk.org/topic_show.pl?tid=3222
2015-12-22 13:59:59 +01:00
Maikel de Vries 414d1c4e3a elevator add function to get case 2015-12-20 16:40:47 +01:00
Maikel de Vries f28029923c improve the moving out of basement of objects on construction 2015-12-14 18:13:18 +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 40f46403ba Move sound author attribution from Objects.ocd into main Sound.ocg (where the sounds now reside). 2015-12-13 01:09:48 -05:00
David Dormagen dd3fc7610e sawmill: fix missing info menu
The production menu was used for showing information. Now the sawmill is no producer anymore and thus has no production menu. Instead, the sawmill adds the hint manually now.
2015-12-12 12:06:14 +01:00
Clonkonaut 680505c078 Sawmill now independent from Producer library.
This was hacky to begin with and often caused problems. Lately it made the saw blade spin down after each piece of wood was cut which was something I had fixed before. This won't happen anymore.
I also made the sawing a little bit nicer by adding an engine sound. I WILL MOVE THIS TO SOUND.OCG WHEN ITS DONE
2015-12-12 01:34:08 +01:00
David Dormagen 70b4b6633e sawmill: hide inventory and display remaining wood to be ejected somewhere else (#1481)
The sawmill splits up objects on Collection(). That means you could put trees into the sawmill and even without power could you then take out the wood (that was yet to be ejected).
This is solved by this commit as you cannot take objects out of the sawmill manually anymore. The sawmill still displays the wood that is to be produced (because I found that cool).
2015-12-07 20:55:14 +01:00
Sven Eberhardt 7f6c13084a Register definition-local sounds into definition namespace (id::Soundname) #1185.
Also move all object sounds to global Sound.ocg so they are still played.

This is to prevent naming collisions. All sounds are moved because otherwise all scripts would have to be adjusted. Also, the distinction between sounds in definitions and sounds in Sound.ocg was rather arbitrary.

It will also ensure most sounds are reloaded when sound is turned off temporarily, although that should better be fixed properly.
2015-12-07 00:08:24 -05:00
Sven Eberhardt c5f12523aa Fix ruby sale goal counting gems twice (#1489). 2015-12-06 21:45:06 -05:00
David Dormagen 7a0b170075 interaction menu: made menu-rejection errors a callback
Objects that prevent interaction just in some situations (hostility, dead Clonks, ..) should always be shown in the interaction menu (because otherwise players might suspect bugs) and TELL the player WHY they want no interaction.
For that, they might need to specify own error messages.

Known issues:
* The "OnOpen" callback is done even if interaction is disallowed, however just simply removing the callback might not be sufficient, because we might get a callback disbalance if objects change their attitude while the menu is opened and the menu is closed again.
* Some objects (which should) do not include the Library_Ownable. However, we have no base melees atm and since this might introduce new errors, postpone it to 8.0.
2015-12-06 21:28:03 +01:00
David Dormagen c02cce2c0c interaction menu: allow transfer of items only into IsContainer (#1484) 2015-12-06 16:55:48 +01:00
David Dormagen 34291a0d98 respawn points are called "Respawn" instead of "Flagpole" now
This should give players a hint about what they are used for without actually having to die first.
2015-12-02 22:11:23 +01:00
David Dormagen fb3a1468a0 added texture for gold idol
The idol was once just a temporary placeholder that was to be replaced immediately. But apparently, we won't replace it anytime soon.
So we should at least give it a basic texture for the next release...
2015-12-02 13:55:39 +01:00
David Dormagen 714ad4bc7b elevator case: do not throw error on ControlUp/Down without elevator
Which can hopefully only happen when you spawn the case in the "Playground" scenario. Or maybe as a decoration object.
2015-11-29 18:30:45 +01:00
David Dormagen b7f72085ff stone door: dig free on movement & particles when destroyed (#1443) 2015-11-26 21:08:20 +01:00
David Dormagen 95285c6f9e pump: added info about state to interaction menu
The pump is rather complex. This should allow for (new) players to figure out faster whether e.g. the drain pipe is clogged (as opposed to them doing anything wrong).
2015-11-25 12:05:26 +01:00
David Dormagen 8ad1ccf633 compensator: made sparkle prettier 2015-11-24 23:24:09 +01:00
David Dormagen 72f7ea9c1e buy menu: always properly refresh when money becomes available & slight color change of wealth bar (#1457) 2015-11-23 20:07:32 +01:00
David Dormagen d3bc228f9b interaction menu: added callback when viewing objects (e.g. for chest opening animation) (#1450)
OnContentMenuOpen is not used anymore.
There is a small issue: the callback is also done when the object can actually not be interacted with (e.g. because it's hostile / unfinished). Gotta think about that. But this should solve all our issues for now.
2015-11-22 22:37:58 +01:00
Sven Eberhardt 85b739ce1f Fix nil pointer access in basement placement script. 2015-11-20 20:50:26 -05:00
David Dormagen c247d6f145 added new chest model + alternative skins
The chest is a pretty important object and something a player sees over and over again. This patch adds some detail to the mesh which should look better with the new lighting we have. Additionally, the texture's resolution has been bumped up a little.
2015-11-20 20:05:53 +01:00
David Dormagen cb2b189ff9 removed Library_GoldSeller
Valuables are now solely sold by putting them into the flag. This is consistent with everything else now.
2015-11-07 22:56:57 +01:00
David Dormagen 7baf2bcc1c added wealth display to the buy menu (#1425) 2015-10-24 10:44:01 +02:00
Clonkonaut 414adb2c1c Fix elevator case calling. 2015-10-11 22:28:17 +02:00
Clonkonaut 3c97c25301 Make big vehicles (catapult) control a double elevator but not a single one. 2015-10-11 00:16:14 +02:00
Clonkonaut 819731f78a No more (far too loud in this case) WoodHit sounds on ContactTop/Bottom. 2015-10-10 23:45:50 +02:00
Clonkonaut a69812900e Fix double elevator. 2015-10-10 23:43:21 +02:00
Clonkonaut b60cd9d1b5 Eleveator case checking pathfree for interaction. 2015-10-10 23:19:54 +02:00
Clonkonaut 070236a6de Make the elevator better at catching vehicles with ElevatorControl. 2015-10-10 23:18:23 +02:00
Randrian45 3e361c903b elevator: back weel also turns 2015-10-10 17:05:05 +02:00
WinExploder cbd068cca9 Loom: updated diffuse map 2015-10-08 10:22:23 +02:00
Clonkonaut 3ec8683d45 Elevator: Use ActMap Speed, Accel, Decel. Implemented wheel animation. 2015-10-07 02:00:35 +02:00
Clonkonaut a8c85ff766 Made elevator more usable when swimming. 2015-10-07 01:10:32 +02:00
Clonkonaut e1789c3251 Elevator: No more auto movement but called by interaction. 2015-10-06 15:09:14 +02:00