Commit Graph

1952 Commits (92ed1537a0e79facded3c81f50f7767962d70d6f)

Author SHA1 Message Date
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
David Dormagen 2ca71d061b chippie: made some particle effects a bit nicer
The death-particles match the color of the chippie better (by mixing in some less pre-modulated graphics). The egg particles are also a bit more intense (as the graphics file is already not full white).
2015-12-13 08:20:38 +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
Sven Eberhardt 9f6c45b832 Fix some simple missing sounds. 2015-12-13 00:47:00 -05:00
Clonkonaut 309aa5416b Melee weapons: reset clonk's running speed if thrown (#1487). 2015-12-12 20:37:42 +01:00
Maikel de Vries 2e297b6563 time isday and isnight return true and false if no time object is present 2015-12-12 18:15:55 +01:00
Clonkonaut 461d147859 Fixing my own stupid crap (coconut). 2015-12-12 16:16:24 +01:00
Clonkonaut f9f7d17208 Coconuts grow in the treetops, fall down after some time. 2015-12-12 16:08:34 +01:00
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
Sven Eberhardt 1dca9cf1b5 FightForGidl: No friendly fire and some AI fixes. 2015-12-12 00:02:31 -05:00
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
Maikel de Vries 6065571742 fix rope particles on ladder and clean up rope related scripts
The ladder only had one of the ropes drawn and the clean up resulted in some small speed up for the rope related objects. See also (#1143).
2015-12-11 23:32:33 +01:00
David Dormagen 8d9d3a1ef9 producer: use infinity symbol instead of text "always"
After some testing, the text turned out to be the worse solution. At least Sven complained that the text was split into two lines on his resolution from 1997.
2015-12-11 20:42:15 +01:00
Clonkonaut fe4fb2cad7 Restart rule: Don't do anything when crew is enabled, don't remove inventory when base respawn rule is activated. 2015-12-10 23:37:51 +01:00
Maikel de Vries 8d8ecb688c add function to dynamite box to set stick count 2015-12-10 00:11:47 +01:00
Maikel de Vries 8ff9dd655d clean up airship pilot check
Makes it easier to appendto a check for NPC pilots in different layers.
2015-12-10 00:11:47 +01:00
David Dormagen cd0e1ef219 cottons: when a fruit pops without being shot, it doesn't drop CottonSeed but directly spawns a plant
This reduces the amount of cotton seeds that lie all over the map. It also eliminates the possibility of being struck dead by falling cotton.
2015-12-09 20:15:05 +01:00
Sven Eberhardt ab47831ab5 Make GUI_Controller->ShowWealth() static and apply to players joining after the call. 2015-12-09 00:40:18 -05:00
David Dormagen 603dd5fda9 coconut: handle ControlUse correctly
Otherwise, more clicking-logic is executed after eating the coconut (i.e. collecting items).
2015-12-08 21:50:12 +01:00
Maikel de Vries 285288546c allow wall jump from rope ladder 2015-12-08 17:22:13 +01:00
Maikel de Vries 64a4d12683 clean up and small speed gain for rope library
Also clean up for related objects, this is still work in progress to fix some bugs and get more speed up.
2015-12-08 16:43:52 +01:00
Maikel de Vries 69de4e72fd grab ladder while in wall jump 2015-12-08 16:26:20 +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
David Dormagen 6c5aaecbed interaction menu: allow objects to hide inventory
Some objects need to accept items (be IsContainer) but want a custom way to display their contents (e.g. because you can't take stuff out). For example the sawmill.
2015-12-07 20:52:14 +01:00
David Dormagen 5770466aa9 Coal is not made from Wood anymore (related to #1481)
The sawmill can saw wooden objects back into wood. Since the coal was made from wood, you could refine a coal back into two wood.
I know of nothing that actually produces coal from two wood and thus the components were rather arbitrary anyway.
2015-12-07 20:36:26 +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
Sven Eberhardt 51651b5b87 Add fuel value to cotton seed. 2015-12-06 17:26:16 -05:00
Sven Eberhardt 54da061196 Airship needs cloth instead of rope. 2015-12-06 15:44:49 -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
Sven Eberhardt 6bcb6bb53e Prevent interaction menu on dead clonks (#1483). 2015-12-06 01:50:38 -05:00
Sven Eberhardt 6b5bd38cc8 Fix aim cancellation by spear AI (#1474) 2015-12-05 21:13:37 -05:00
Clonkonaut 6cd2faf582 Disabled wealth display by default (#1425).
Can be shown by using GUI_Controller->ShowWealth(). Did that for GoldRush but see bug #1477.
2015-12-05 12:42:52 +01:00
Maikel de Vries 042ba9a164 speed up finding flagpole for position 2015-12-05 11:45:43 +01:00
David Dormagen 4f4120b22b pickaxe: made blue sparks when hitting hard material stronger
To satisfy Matthi.
2015-12-05 00:23:54 +01:00
David Dormagen 973ceed23f fix volcanoes leaving behind sky (#1465)
DrawMaterialQuad was probably changed at some point and forgotten here. grep tells me we don't have any other DrawMaterialQuad-calls remaining where a boolean value is passed as the old "fSub" parameter.
2015-12-03 22:13:29 +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 43d10642f1 fix HP bar offset
The HP bar was only centered over the object IFF the object's first vertex was in its center. This was not necessarily true for buildings (e.g. targets in GIDL).
Now the vertex position is taken into account when positioning the bar.
2015-12-02 13:05:19 +01:00
David Dormagen 178a91f338 moved some functions that depend on Object.ocd from the global System.ocg to Objects.ocd/System.ocg (#1473)
The global System.ocg should not cause any errors even if Objects.ocd is not loaded. This means that any functions that depend on certain definitions (e.g. FindLocation) will just not be available.
2015-12-02 12:46:02 +01:00
Clonkonaut df45b58bbd Mushrooms burn (#1362).
Will no longer 'grow' in lava like the bug report stated.
2015-11-30 18:41:19 +01:00
David Dormagen 2e7f44f141 made cotton seed's mesh use transparency (#1456) 2015-11-30 10:18:20 +01:00
David Dormagen 7f5e85a82a interaction menu: do OnClose-callbacks if the Clonk/object moves out of range (#1466) 2015-11-30 10:17:31 +01:00
Maikel de Vries 2280710d39 trajectory takes controller of ranged weapon 2015-11-29 23:35:49 +01:00
David Dormagen 6a6e812a45 smoke bomb: changed smoke effect
It looks more like a smoke screen now and less like little circle-shaped sprites.
2015-11-29 22:30:13 +01:00
David Dormagen af9fe24dac AimManager: catch a nil-pointer
..which could happen if you RemoveObject()'ed an item from the Clonks hands.
2015-11-29 22:25:38 +01:00
David Dormagen ccb9783e43 made capture-the-flag flags brighter
They are the most important item of their respective rounds. They need to stand out from the background as well as possible.
2015-11-29 19:39:57 +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 aec1988722 removed category "vehicle" of several helper objects
Otherwise you can spawn them in the "Playground" scenario.
2015-11-29 18:28:40 +01:00
Maikel de Vries 47ce50d364 status symbol category none instead of vehicle 2015-11-29 11:45:02 +01:00
Maikel de Vries 7a8de4fc55 fix power loss bug when producer moves out of base area (#1447) 2015-11-28 18:05:17 +01:00
Maikel de Vries 004bd3c59e move structure related libraries to separate subfolder 2015-11-28 15:40:25 +01:00
David Dormagen 4f78bf80c6 boompack: hit objects mid-air after rider jumped off (#1449)
This increases the military power and doesn't look as weird: after jumping off, the boompack will explode on IsProjectileTarget or OCF_Alive (like a normal arrow).
OnProjectileHit is called so that e.g. balloons still pop even if the explosion might not damage them.
2015-11-27 20:21:34 +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 ebc9395220 fuzzy logic: added DumpCache debug function
This can be helpful to see why the observed behavior is triggered in some cases (e.g. why a fish swims straight into a wall (hint: because the wall was left AND right)).

DumpCache() can be used like so:
var brain = FuzzyLogic->Init();
// ..do stuff
brain->DumpCache();
2015-11-25 11:02:54 +01:00
David Dormagen a20b9568d9 adjusted fish behavior (#1319)
The main difference is now that the check for walls is only done closer to the fish and, to compensate lacking foresight, walls trigger stronger intention to turn.
Additionally, wall vision works slightly differently now, because it's not one vision set (angle) but two distance sets (left: close/far, right: close/far). This
should enable a wall being both left and right (e.g. when swimming in a tunnel) and hopefully lead to a bit straighter trajectory in such cases.

Also, fishes now don't swim 100% straight when they have no sensory input. That looked rather strange in a huge ocean.
PPS: also reduced slimness of fish. Very slim fish looked stupid.
2015-11-25 11:02:54 +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 02015cb610 interaction menu: properly call/remove menu entry callbacks when readding/removing items 2015-11-23 20:06:25 +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
David Dormagen 2c5d0c6600 producer: stop infinite items jamming the production
When CheckAllComponentsForProduct returned true, but the item could still not be produced (due to missing water etc.), Produce would fail but the queue would not be cycled.
Now CheckAllComponentsForProduct is gone (why was it there anyway?) and if anything happens in Produce, the queue is cycled.
2015-11-22 22:12:13 +01:00
Sven Eberhardt e7a3878406 Fix AI stuck in aiming animation when shooting was cancelled by another AI command. 2015-11-22 14:47:13 -05:00
David Dormagen d21fb63a3b Library_Stackable: properly update stack count in inventory bar
Previously, using a javelin stack would not lower the displayed stack number in the inventory bar.
2015-11-22 11:37:26 +01:00
Maikel de Vries b1228bea2f additional power system test for bug #1447 2015-11-22 11:34:24 +01:00
David Dormagen fb32270106 various foodstuff: handle ControlUse properly
Otherwise other things might happen after consumption. Like, collecting rocks.
2015-11-22 11:18:59 +01:00
David Dormagen 0fc114c075 prevent rolling against movement direction
Previously, you would roll on landing when you had a movement key pressed. However, you would roll into your current direction even if you had the opposite movement key held down. This was one of the remaining possibilities of rolling into the void and being frustrated afterwards because the controls sucked.
2015-11-22 11:13:18 +01:00
David Dormagen 7d6c57c1d2 dynamite box: replace numeric stick count with custom overlay
The box actually does have different images for different stick counts. It's just not very visible there. And the old numbers were obstructed by the stack count anyway.
2015-11-22 11:04:54 +01:00
David Dormagen d7db8a9707 fixed dangling custom overlays
Custom overlays would only be closed when the object was changed. This was not apparent for the loam, because the new overlay would always completely obstruct the old one.
But with the dynamite box displaying the sticks, the old ones never disappeared.

Now the custom overlay is explicitely closed and the update is also done if the slot previously had a custom overlay and no has none.
2015-11-22 11:03:43 +01:00
David Dormagen 601e0e7856 fixed nil access when stacking objects with custom overlay
Line 954 would try to set the stack count text but the structure of the UI windows differed from the normal ones. So things would break.
2015-11-22 11:01:56 +01:00
Maikel de Vries 9d88a259a2 fix flickering of sky in time object 2015-11-22 09:28:53 +01:00
Maikel de Vries 2be6988829 fix updating of time object when set by script 2015-11-21 21:25:16 +01:00
Maikel de Vries 338f3bca9d change airplane id (Plane -> Airplane)
This is for a better distinguising between the Plane property and the airplane
2015-11-21 20:53:19 +01:00
Maikel de Vries d63015065c fix script runtime errors in pipe 2015-11-21 19:32:15 +01:00
Sven Eberhardt b52686a6a7 Fix nil array access when opening interaction menu for unfinished or hostile structures. 2015-11-20 20:59:36 -05:00
Sven Eberhardt 85b739ce1f Fix nil pointer access in basement placement script. 2015-11-20 20:50:26 -05:00
Sven Eberhardt 619cce13ba Fix script error when power levels vary while sawmill (and some other producers) have an active queue but no active production. 2015-11-20 18:36:06 -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 d8ec703f82 dynamite: update description to hint at special use
I just saw a let's play where the player had no clue that the real benefit of the dynamite was accurate mining by sticking it into the ground.
This should make it easier for new players to figure out this specialty. Also, we need to get rid of the notion that "Description" means "Funny Flavour Text". We also need to get rid of having TWO descriptions (aka "UsageHelp").
2015-11-19 18:24:58 +01:00
David Dormagen f7c50ef82d iron bomb: force throw when fused
While not 100% in line with the default behavior (right click = throw), throwing the bomb is basically the ONLY thing you will want to do after fusing it.
So, this change will probably prevent some unecessary suicides especially by new players and thus reduce possible frustration.
2015-11-19 18:21:42 +01:00
David Dormagen a63e53fcd5 zap: randomized pitch of sound 2015-11-14 15:36:27 +01:00
David Dormagen eb2b18457e roll: only roll while direction key is held down
This means that you start a roll currently with walking left/right and tapping [down]. OR falling a great height and just holding left/right when landing. When you let go of left/right, you will instantly walk again. This reduces the possibility of the players rolling into an abyss.
2015-11-14 14:58:02 +01:00
David Dormagen 215c83c79b interaction: allow objects to be at a rect around the Clonk instead of just at the center
This allows to e.g. repair bridge segments on which you stand or interact with other objects that are shorter than half your height.
2015-11-12 10:18:45 +01:00
David Dormagen d82247d86e chippie: fixed German description 2015-11-12 10:17:17 +01:00
David Dormagen a8f7dc6c5e moss: renamed dry moss to "Dry Moss" and fixed stacking dry and wet moss
This gives the player at least SOME feedback about why one can be used as fuel and the other can't.
2015-11-10 19:13:01 +01:00
David Dormagen e29028457e fixed count display of stackable objects
The count was displayed twice in certain situations: in the picture AND as a number.
Now the responsibility for displaying the count is solely on the menus' side. The objects only show an additional overlay when their count is infinite (to not display an arbitrary "50" there).
2015-11-10 17:32:38 +01:00
Sven Eberhardt a43103a93f Fix airplane description.
It wasn't to its property.
2015-11-08 17:14:29 -05:00
Maikel de Vries 9a9486d0fe Do not XOR booleans (Time.ocd) 2015-11-08 22:34:09 +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 5361e0fe87 loam: indicate remaining loam in inventory menus 2015-11-07 22:40:41 +01:00
David Dormagen ad69cd9293 enabled objects to provide a custom overlay for the inventory bar and the interaction menu
This can e.g. be used for the water barrel to show the fill-level. Or by an adventure scenario to highlight quest items.
Or by third-party packs to do other cool stuff.
2015-11-07 21:20:08 +01:00
David Dormagen 712912f670 sword: fixed freezing Clonk in place when deleted during usage
When the sword was deleted while striking (or on hit), the effect that would reset the Clonk's speed was also deleted. The Clonk responded with a general inability to walk.
2015-11-07 21:20:08 +01:00
Armin 1b35755ce4 Fix blinking sky when using the time object. 2015-11-07 11:24:22 +01:00
David Dormagen 0f42015a24 pickaxe: prevent dug-out objects from hitting the Clonk for 30 frames
This should make pickaxing less frustrating as you are not interrupted EVERY TIME you dig out something.
2015-11-07 11:19:57 +01:00
David Dormagen ac8d5934b2 buffed javelin damage a bit more
Due to request from ala. 15 means that "usually" 4 javelins kill. 18 means that now 3 should be enough in most situations.
2015-11-07 10:59:39 +01:00
David Dormagen c1f183aa33 chippies: resist acid
As requested by ala because it might be beneficial to new scenario like Regeneration from CR.
2015-11-05 18:13:58 +01:00
David Dormagen 89d8c41d22 sproutberry: increased mesh size to better match size when attached 2015-11-04 20:21:59 +01:00
WinExploder 7573df69c8 Added new sprout berry graphics, normals and material
squashed:
Fixed Sprout Berry Sprite
Added new sprout berry graphics, normals and material
2015-11-04 20:15:39 +01:00
David Dormagen 507d5a2fb7 sword: increased hitting range to better match visuals
In at least one Let's Play, the player found it weird that the sword has such a short range even though it was (visually) clearly hitting the enemy. I agree.
Also, this is a (major?) sword buff of course.
2015-11-03 21:19:08 +01:00
David Dormagen e4009a683c catapult: cannot shoot yourself into solid material anymore (#1139) 2015-11-03 20:54:11 +01:00
David Dormagen adb828c9fb fixed possible nil-access
This happened to me ingame. I don't know why and I don't know how to reproduce.
So this is a quick in-place fix instead of a solution to the underlying issue of "entries" not being there.
2015-11-01 18:29:26 +01:00
David Dormagen 57b8b0a70b buffed javelin damage
The javelin was one of the hardest weapons to use and didn't even deal a lot of damage (only slightly higher than the arrow, if not less?).
It does a lot more damage now and three javelins should kill a Clonk. Test!
2015-11-01 16:42:06 +01:00
Armin 7993e16bea Change nutritional value of sprout berry and mushroom
squashed:
mushroom: simplified calculation of nutritional value
Fix mushroom nutritional value.
Change nutritional value of sprout berry and mushroom
2015-10-30 19:19:29 +01:00
David Dormagen f3f1eb10eb wheat: made only harvestable with sickle & cast particles when harvested
According to Clonkonaut (and the Library_Crop script) it has always been intended to only be able to harvest wheat with a sickle.
2015-10-30 08:28:51 +01:00
David Dormagen 4b3db94e0b sickle: search with AtRect instead of InRect to not miss wide plants
Even when standing directly over a plant, you would sometimes not harvest it because its midpoint would be out of the Clonk's rectangle. Now the Clonk only has to touch plants.
2015-10-30 08:27:44 +01:00
Armin cb4dbc3609 Foodstuff heals the Clonk over time. 2015-10-29 11:33:31 +01:00
Armin 41e2bd8d6f Fix time controller ignoring custom SkyAdjust (#1311). 2015-10-27 22:52:49 +01:00
David Dormagen 58b633bea4 fixed some HUD items disappearing on GUI_Controller->Reset() (#1415)
This is a definition call. There is no valid "this". The call should go to the fresh object.
2015-10-27 18:44:37 +01:00
David Dormagen b48bb31623 inventory menu: fixed shift+click
RemoveHoles returns the amount of items removed and works in-place. Meh.
It's not required here anyway..
2015-10-26 18:44:33 +01:00
David Dormagen 0f1b48d2c6 structures: update interaction menus when taking damage 2015-10-25 15:57:20 +01:00
Clonkonaut 0e191f2ed6 Fixed mesh rotation. 2015-10-25 14:21:30 +01:00
Clonkonaut 8b65e9f1e2 Fixed mesh material. 2015-10-25 14:21:19 +01:00
Clonkonaut a01d7572c1 Merged the three new trees and the correct normals for Coniferous2 and 3 from the milestone repository.
Tree_Deciduous into Objects
Deco_Tree_Deciduous2 into Decoration
Deco_Tree_Deciduous2 into Decoration
2015-10-25 13:43:54 +01:00
Clonkonaut b17535de4b Break rope when being shot (#1339). 2015-10-24 13:12:41 +02:00
David Dormagen 7baf2bcc1c added wealth display to the buy menu (#1425) 2015-10-24 10:44:01 +02:00
David Dormagen ffe25efdfe construction site: add missing materials to interaction menu (related to #1365 and #1364) 2015-10-23 18:49:12 +02:00
David Dormagen 5266962285 interaction menu: fix script error for sub-menus without extra_data 2015-10-23 18:49:12 +02:00
Sven Eberhardt 789f910213 Clonk 'use' control: Fix nil pointer access when target object of shelved action removes itself. 2015-10-22 23:58:15 -04:00
David Dormagen 08c51288ad added smaller variation of the piranha (new Piranha texture by Matthi) 2015-10-22 10:57:14 +02:00
Sven Eberhardt c7a0f2b580 Fix post-open grid and list menu updates when opened as standalone menus. 2015-10-21 23:56:31 -04:00
Julius Michaelis f356c9053a Invert the functionality of CNAT_CollideHalfVehicle 2015-10-21 22:15:33 +02:00
David Dormagen 0a9b3ebd70 do not force ComDir when rolling (#1395)
Rolling works via SetXDir anyway, so the ComDir change is not necessary. It would just lead to issues because the ComDir would never be reset and the Clonk would keep on walking until the next key press.
2015-10-21 09:39:10 +02:00
David Dormagen f68861b80e goal menu: update only certain properties of menu to not reset tags
The background would always be reset when the menu was updated.
2015-10-20 17:14:50 +02:00
David Dormagen 2f7a0b960c goal menu: do not have pointers to objects in the menu layout anymore (#1420)
This actually led to an infinite recursion in Mine Rescue when clicking on the goal. The goal menu would link to the goal itself which would link to the elevator -> case -> elevator -> case...
Now only layout stuff is in the layout proplists.

I noticed that with multiple goals one always gets a background. But I guess that had already been the case beforehand? Anyway, that's another issue.
2015-10-19 19:07:39 +02:00
David Dormagen 79b9a793f5 fixed not being able to transfer a carry-heavy object into "surrounding"
More a work-around than a fix. I didn't really dive into WHY the problem happened, but you'd always throw away a different item and not the CH one. Probably because either DropInventoryItem or GetItemPos does something weird, but meh..
2015-10-18 08:07:43 +02:00
David Dormagen 1bd3354086 contents menu: changed stacking logic (#1424)
Objects now stack iff CanBeStackedWith returns true. The displayed symbol is now the first object of the stack (instead of the definition).
Also fixed barrel to not overwrite the custom name just after setting it.
2015-10-17 12:09:35 +02:00
David Dormagen a5d7f08e16 close interaction menu when clicking outside
According to Pyrit, this is standard behavior of menus in other games. And as I have no strong feelings regarding that issue, here you go.
2015-10-16 17:07:33 +02:00
Maikel de Vries c2271f743a AI do not use shield on explosives 2015-10-14 20:58:52 +02:00
Maikel de Vries 70875e3465 let the AI attack hostile clonks only 2015-10-14 20:44:38 +02:00
Maikel de Vries e2c5158275 rename S2AI to AI
This in preparation for a more general AI (in the far future).
2015-10-14 20:44:38 +02:00
David Dormagen ba681c8ee4 fixed auto-pickup after using an item that destroys itself or exits the clonk
Steps to reproduce: put shovel on ground. take dynamite. stand on shovel. aim below you. leftclick. leftlick. => dynamite is planted AND shovel is collected.
2015-10-14 20:17:25 +02:00
David Dormagen e93630e083 interaction menu: added "close" button and unified layout of "minimize" and "close" buttons 2015-10-14 11:22:58 +02:00
Clonkonaut f5076cedf3 Do not change picture transformation, not necessary anymore because contents are shown in extra slot (#1147). 2015-10-13 17:32:36 +02:00
Clonkonaut b083c6454e Adjusted footstep sound to running speed (#1124). 2015-10-13 15:11:11 +02:00
Clonkonaut 03ce403002 Added gravestones to Dark Castle (#1235), minor fixes (enemy clonks' skin adjusted to gender of name). 2015-10-13 14:38:41 +02:00
David Dormagen 88d7e1209e producer: added hint to infinite production below menu 2015-10-13 07:35:04 +02:00
Clonkonaut b9da09de4e Krakatoa: Show goal icon depending on difficulty setting. 2015-10-12 22:53:42 +02:00
Clonkonaut 4443298b6d Goal icons added to Krakatoa and Chine (#1142). 2015-10-12 22:30:11 +02:00
Clonkonaut 9580c2f58c Reset clonk's action to Walk when exiting / destroyed (#1411). 2015-10-12 17:26:09 +02:00
David Dormagen 12ef9c243d producer: removed currently unused StringTbl entry 2015-10-12 09:48:29 +02:00
Clonkonaut 414adb2c1c Fix elevator case calling. 2015-10-11 22:28:17 +02:00
Maikel de Vries 8713a74ae1 introduce Place() functionality for Grass 2015-10-11 22:18:25 +02:00
David Dormagen 3258ca003b producer: use shift+click for infinite production (and the usual 'cancel' symbol to reduce the queue count by 1) 2015-10-11 18:31:40 +02:00
Clonkonaut e8ecdb0251 Fix interaction bar hotkeys. 2015-10-11 16:38:33 +02:00
Clonkonaut b9bb89945a Do not unregister producer as power consumer if queue still full (fix sawmill not continuously sawing). 2015-10-11 16:21:23 +02:00
Clonkonaut 84fb478fa2 Fixed trunk not having CreateObjectInTreetop callback.
It's a bad idea to have objects respond to library callbacks and not emulate the whole library (IsTree in this case).
2015-10-11 16:04:10 +02:00
Clonkonaut 1178d8f0ce Prevent dead clonks from sitting upright (#1358).
Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Maikel de Vries b9699aff0f add function to dialogue to find by dialogue name 2015-10-11 09:18:45 +02:00
Clonkonaut ce505a04ae Fix creation of No Power Need Rule with uninitialized power network. 2015-10-11 00:17:01 +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
David Dormagen 4964fb11ce shift+click support: used undocumented GetPlayerControlState instead of own memory for key state
One of Sven's private functions. I also renamed the control to CON_ModifierMenu1 (from CON_ModifierInventory1), because it's actually supposed to be the menu modifier in general - even if it's mapped on the inventory key.
2015-10-10 00:52:43 +02:00
Sven Eberhardt d136dc22c0 Implement landscape inflammation.
It used to create the non-existent FLAM objects from the engine. Use a script callback to a global function that creates Flame objects instead.
2015-10-09 16:24:16 -04:00
Clonkonaut 989e70ccf6 Nicer picture transformation for trees (related to #1152). 2015-10-09 14:52:08 +02:00
David Dormagen b9420ce68c added shift+click support for menus
Or more generally: added support for any modifier key for any other command without the requirement to define a new command based on the old one plus the key. This can be helpful in situations where the player commands are decoupled from the script engine control handling (e.g. with menus).
Currently Shift+Click is only used by the inventory menu to transfer all items of a certain kind.
2015-10-09 13:14:27 +02:00
David Dormagen c6c28b0778 Puka: randomized color of spots and added two possible spot-overlays
All graphics by pluto.
2015-10-08 17:24:48 +02:00
WinExploder ee52ae970e Powder keg: Updated texture 2015-10-08 10:23:59 +02:00
WinExploder 5503a5a7f7 Updated branch texture 2015-10-08 10:23:13 +02:00
WinExploder cbd068cca9 Loom: updated diffuse map 2015-10-08 10:22:23 +02:00
Clonkonaut 446db3bf0a Pitch and blue spark when hitting hard material with pickaxe. 2015-10-08 01:03:28 +02:00
Clonkonaut acec73dd51 New global const FIRE_LIGHT_COLOR. Added fire light color to various objects. 2015-10-07 23:26:03 +02:00
David Dormagen 7060ed214d coral: add randomly attached forks
As originally intended by Matthi. The attachment bones may be off, because I selected the names randomly. I did not have the .blend file and OgreMeshy would crash on me.
2015-10-07 08:27:11 +02:00
David Dormagen 1354c0fd91 split ProjectileHit up into three functions
This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
2015-10-07 07:25:24 +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
David Dormagen 2e977fdf2d renamed Trunk2 to WalkableTrunk and moved it to Environment.ocd
The "Trunk2" had nothing at all to do with the other "Trunk". It's not a tree and can't be chopped. It's not a decorative object either. It's something that the scenario designer most likely has to place on purpose.
The Vegetation.ocd folder should be kept for plants and plant-like stuff that e.g. either grows or can be chopped like a tree and fulfill not another core-role (like being a decorative bridge).

The texture can possibly be scaled down a bit. But because the WalkableTrunk has a width of 264 (x*4 = 1056), I didn't want to change that now without ingame testing.
2015-10-06 18:19:07 +02:00
Clonkonaut e1789c3251 Elevator: No more auto movement but called by interaction. 2015-10-06 15:09:14 +02:00
Clonkonaut 9f7b2fc007 ActionBar: Show description for ACTIONTYPE_EXTRA. 2015-10-06 15:08:50 +02:00
Clonkonaut 0d969e8c7a Different graphics for drain and source pipe (#1230). 2015-10-06 01:34:28 +02:00
Clonkonaut 8c88c141fa Saved without JPG artifacts. Also, sexy mustache for Alchemist. 2015-10-06 00:02:28 +02:00
Clonkonaut 48bcdc84f7 Rotate object before firing (for firing boompacks). 2015-10-05 23:46:31 +02:00
Clonkonaut 9aee7ca973 GUI_Controll_CrewBar: Do not access crew_warnings as array if objects is deleted. 2015-10-05 13:33:36 +02:00
Clonkonaut 0aab3cf4e6 Added new material textures by Nachtfalter and Matthi. 2015-10-05 02:02:36 +02:00
David Dormagen cb58bed40e fuzzy logic library: changed interface & added documentation
The interface now follows the Shape library's interface.
2015-10-04 18:38:05 +02:00
Maikel de Vries 96cf1b23f4 dialogue object: call on dialogue closed 2015-10-04 13:23:59 +02:00
Sven Eberhardt 41d394663b Auto-advance through dialogue options when they're reached multiple times.
This is so you can just fast-forward through long dialogues (e.g. because you've reached them before) by hammering space without getting caught in loops.
2015-10-03 23:16:33 -04:00
Sven Eberhardt c0222974dc Fix transfer from surroundings to container using interaction menu. 2015-10-03 22:26:10 -04:00
Sven Eberhardt acc14ec7c9 Don't show HUD in NO_OWNER viewports (#1414). 2015-10-03 20:49:17 -04:00
Clonkonaut 986917ce13 Crops: Fix endless loop in WaterCheck. 2015-10-04 01:38:24 +02:00
Clonkonaut 60d521836e Wheat: Fix shape & animation. 2015-10-04 01:38:05 +02:00
Maikel de Vries 2bda4c56e8 make clock gui use script menus 2015-10-03 19:51:08 +02:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Peter Wortmann cf4ed1b0b7 Shiny materials, shader reorganisation
This implements the proposal made in the forum for "shiny" materials -
material can now determine the angle at which the most light is reflected.
Shiny materials might set this lower to approximate a "reflection" effect,
and increase the "spottiness" at the same time. To compensate for the
lack of brightness without light, "emittance" can be used.

Not sure this is the most elegant way to model this - the "proper" way
here would be to have emittance, shading and specular as three separate
light parameters instead of molding one into the other and using the third
to compensate.

Furthermore, this reorganises shaders in a major way: We reduce the
number of shader files down to three, pushing a number of possible
configurations into preprocessor. I believe this should be easier to
understand, which for the moment trumps theoretical extensibility
benefits.
2015-10-03 15:32:39 +01:00
David Dormagen 619fc0b65a new animal: puka
Currently only walks around and randomly electrocutes you.
2015-10-03 13:54:19 +02:00
Sven Eberhardt 7211ee171f Follow view of dead clonk for two seconds before respawning with base respawner (#1390). 2015-10-03 02:23:35 -04:00
David Dormagen 910aa4efaa squid: updated behavior & added angry squid
The default squid is still friendly (with a new texture now). Setting friendly=false during Place()ment creates red, angry squids.
Being in an ink blot drains a Clonk's breath faster now (because of the panic and increased heart-rate of course).

The friendly squid texture was created by Matthi as well.
2015-10-02 18:34:48 +02:00
David Dormagen 38397aacaa bubble: fix category
The bubble is definitely not a vehicle.
2015-10-02 17:59:45 +02:00
David Dormagen c1bb8ef34d diamond: fixed graphics file name in material file 2015-10-02 17:16:59 +02:00
Sven Eberhardt 69b3b21766 Remove erroneous IsInteractable from windmill.
It doesn't seem to have an interaction. Pressing [Space] in front of the windmill would just cause a script error.
2015-10-01 23:21:24 -04:00
Sven Eberhardt bffc08c314 Diamonds: More bling when dug out and placement in arbitrary areas.
It was a bit weird when they just "appeared" so now there's also a sound.

Also added a forward for placement directly on Diamond, since sockets are their "natural" placement method.
2015-10-01 22:45:13 -04:00
Randrian45 8076075c5b added firefly and test scenario for it
squashed:
adjusted fireflies to style guidelines
* fireflys emmit light
+ added firefly and test scenario for it
2015-10-01 18:40:14 +02:00
David Dormagen e6e4f06c92 added diamond item 2015-10-01 16:35:58 +02:00
David Dormagen a8943f88d5 added squid
Model and texture by Matthi.
2015-09-30 18:31:44 +02:00
Clonkonaut bfd0bd035d Added magic energy support for 3rd party devs. 2015-09-30 10:20:20 +02:00
Clonkonaut 178e904fdd HUD redesign. Beware!
Added interaction icon to help knowing when interaction is possible.
Limited crew portraits and information to two clonks.
Added additional warnings texts for further clonks (crew count > 2).
Moved inventory from bottom to top.
2015-09-30 10:11:43 +02:00