Commit Graph

508 Commits (c00a8cf3c3a33a88c5a8aba152d06d9f483921a5)

Author SHA1 Message Date
Mark 80fda5ae0d Fixed bug in barrel stacking and added a unit test for this use case 2016-02-09 06:43:38 +01:00
Mark c135c2da37 Use property instead of function for barrel intake 2016-02-09 06:27:42 +01:00
Maikel de Vries 159dbf071f make ContactCalls a property instead of DefCore entry
This allows for useful runtime changes, like disabling contact calls when an animal dies.
2016-02-08 21:25:43 +01:00
Mark b0153fbc51 Cleanup
Removed reference to ST-DDT in the tank library, since his code was completely removed. Moved functions in steam engine. Fixed typo in DefCore.txt
2016-02-08 20:54:26 +01:00
Mark cc113a560b Unit test for line connections 2016-02-08 17:45:32 +01:00
Sven Eberhardt 8273dcdf45 Fix cargo attachment vertex in balloon 2016-02-07 14:49:05 -05:00
Sven Eberhardt 3d3e848aeb Target balloon: Allow deployment of any items. 2016-02-07 14:27:51 -05:00
Mark b6476330d4 Barrels function as fuel now.
The steam engine does not remove the barrels, it just empties them. Made power system unit test 19 end if both pumps are pumping, this seems to be the intention of the unit test. Added power system unit test 20: Steam engine fueled by oil barrels.
2016-02-07 17:13:03 +01:00
Mark 46fceea0e0 Barrels accept oil 2016-02-07 16:03:51 +01:00
Maikel de Vries a44b759472 snap digging angle to straight lines with 5 degree margin 2016-02-07 10:24:36 +01:00
Maikel de Vries 978b236596 clean up shovel script 2016-02-07 10:24:36 +01:00
Sven Eberhardt 1e5b04e2d1 WallKit preview: Add function to update independent of position. 2016-02-06 23:53:45 -05:00
Mark ecff731d96 Changed pipe interface
- connect / disconnect callbacks do not include the line anymore
- the drain and source pipes are set to the pipe now, instead of the line
2016-02-06 23:12:26 +01:00
Sven Eberhardt 623f838799 Add sounds: Hits::BucketHit*, Structures::DoorOpen*, Structures::DoorClose* by ala 2016-02-06 14:37:18 -05:00
Mark 58650c5b6e Bugfix: Errors in UnitTest upon destruction of the pipe 2016-02-06 09:06:50 +01:00
Mark aa61a14d3d Bugfix: Message displayed above clonk, instead of connected structure 2016-02-06 08:28:02 +01:00
Mark ec6f26ddd0 Refactoring: Completely remodeled pipe interface
Pipes can connect to nearly anything now. The connecting object is responsible for rejecting the connection.
2016-02-05 23:17:31 +01:00
David Dormagen a13a9036a5 shovel: changed GetModifiedDigSpeed to GetDigSpeed
Half of the callback's work was done outside (fetching the target speed) for no good reason. It's now all done in the callback, making it less weird.
2016-02-05 21:06:30 +01:00
Mark 1603f23514 Analysis: Pipe object
The pipe object is very convoluted at the moment. Worked out some requirements for the object and will implement many things in a clean way.
2016-02-05 06:58:00 +01:00
Mark f5681434dc Refactoring: Pump interface names
The pump uses the same function names as the liquid tank now. This is a preparation for the consolidation of the two.
2016-02-05 06:22:26 +01:00
Mark 788324c077 Connection in Liquid Tank
The liquid tank can connect and deconnect lines properly now
2016-02-04 22:18:40 +01:00
Mark affb034b86 Refactoring: Pump, pipe, better menu handling
The pipe can be connected from the interaction menu now, too. Expanded the disconnection logic, because more problems arise when the pipe can still be connected to other structures - it would be sufficient to remove the line, but that could be annoying:
- if the pipe is connected to a container, then you can disconnect the pipe from that liquid tank and it will still be connected to the pump
- if you disconnect the pipe from the pump, then it will disconnect from the liquid tank as well

Maybe this is confusing to the user, we can still kick that out later again.
2016-02-04 21:37:33 +01:00
Mark 016922fa2c Refactoring: Pimp, Pipe, SteamEngine
Now it is possible to connect lines from a pump to the steam engine. This is achieved by the steam engine being a liquid tank. It did not seem good to allow connection from pumps to all liquid containers (i.e. barrels). A liquid tank is also a liquid container, they share the same interface, but it is also a structure.

It is not yet possible to fill the steam engine with any liquid though, because it is not defined what kind of liquid it accepts. This will be oil in the future. Furthermore, the behaviour when the pump adds incompatible liquid is not defined yet.
2016-02-04 18:25:19 +01:00
David Dormagen 76ac759533 shovel: fix the Destruction functionality
Previously, it was checked incorrectly whether the action was "Dig". Then the check was thrown out completely in https://git.openclonk.org/openclonk.git/commit/39e86474fccbd54eb357175d2b8fbec5c60639ab - which did remove the warning but not solve the defect.
This should be a proper fix. The shovel only does stuff when the user is digging AND actually using this very shovel for it.
2016-02-01 20:15:01 +01:00
Mark 8c883937d4 Refactoring: Renamed Set/GetLiquidName to Set/GetLiquidType 2016-02-01 06:39:21 +01:00
Mark dbf1f0326f Refactoring: Barrel fill with liquid
The function had some crazy checks and delegation, now everything is in one function
2016-02-01 06:28:17 +01:00
Mark 9ee44b39ed Refactoring: Removed old barrel functions
Replaced old barrel functions with the liquid container library calls
2016-02-01 06:28:09 +01:00
Mark 64f7b4152e Library: Liquid Container
Added unit test.
2016-02-01 06:27:35 +01:00
Mark f810f210be Library: Liquid Container
Added a new library for liquid containers that is based on the original barrel script.

Library_LiquidContainer
- Extracted the interface from the barrel. The function names and argument types are not final yet.
- Fixed an inconsistency in the script: There were two ways of determining whether a barrel is suited
   for a material. Either by name, or material index.
- renamed argument names to "liquid_name" for liquids, "amount" for quantities, so that the code is more easily understandable
- replaced comparison 'fill level > 0' with 'is not empty?'
- moved storage variables to a local proplist, so that names do not clash
- Ordered the methods by application and documented each section

Barrel:
- The original barrel functions delegate to Library_LiquidContainer-functions now, so that the original functionality is not disturbed. Obsolete functions are marked with "TODO: deprecated".
- Moved barrel value change to the update function
- Moved hit sound effect to separate function
- Replaced uses of the magic number '3' with a runtime-overloadable call to GetBarrelIntakeY()
- Replaced comparison 'fill level > 0' with 'is not empty?'

MetalBarrel:
- Adjusted the hit function. The difference between this and the normal barrel is the hit sound and material position. These should be constants or functions, instead of magic numbers
- Moved hit sound effect to separate function
- Removed the Hit()-function, because the hit sound is played in a separate function now
- With this change the y-offset of the barrel checking for other liquids on a hit is now 3 instead of 7. This should be ok, because the barrels have the same dimensions, it seemed strange that they would have different offsets
2016-02-01 06:23:44 +01:00
Maikel de Vries a390f8f248 fuse and activate iron bomb on cannon shot, fuse dynamite as well 2016-02-01 00:10:23 +01:00
Maikel de Vries 39e86474fc fix wrong use of GetAction in shovel 2016-01-31 22:40:40 +01:00
Maikel de Vries 273c574dc0 shovel: symmetrize dig angle limits 2016-01-31 09:59:41 +01:00
Sven Eberhardt 1bb78ecd4f Remove some unnecessery animation weights.
These overwrite the animations in their slots while there are no other references to existing animations in the slot.
2016-01-28 23:47:53 -05:00
Sven Eberhardt 920ae9673f Fix animation leaks in bat, chest, grapple bow and tele glove #1647 2016-01-28 23:46:22 -05:00
Sven Eberhardt 380b6df2ac Make GetModifiedDigSpeed runtime-overloadable 2016-01-28 00:37:25 -05:00
Mark 41f00c6c17 Dig speed refactoring
Extracted the dig speed modification part to a separate function, so that other scenarios can easily overload this. Setting the value to 75% of the input speed provided a good handling in my tests. This is not included in this commit, feel free to experiment with it first.
2016-01-28 06:28:04 +01:00
Maikel de Vries ef1d7227f6 release rider from balloon earlier when deflating
This allows for a smoother transition into walking and scaling and leads to less annoying and unexpected deaths.
2016-01-26 23:02:32 +01:00
Maikel de Vries 488201181b improve collision detection of deployed balloon with the landscape 2016-01-24 20:36:17 +01:00
Maikel de Vries d1d019ab09 improve the hitbox of the balloon for projectile targets
This prevents the one hanging on the balloon from shooting himself down with e.g. a bow.
2016-01-24 20:36:17 +01:00
Maikel de Vries 84218d1cbc merge UsageHelp into Description
This is better for the new interaction menu, since only the description is shown for items, but it can be longer now.
2016-01-23 16:28:02 +01:00
Maikel de Vries 686b37660d fix script errors for wrong parameter types in tele glove 2016-01-22 00:14:59 +01:00
Sven Eberhardt 2ce3daf84a Add missing sound for snapping line #1644
Sound original from CosmicEmbers (http://freesound.org/people/CosmicEmbers/sounds/161650/); cropped and pitch adjusted.
2016-01-20 21:24:05 -05:00
Sven Eberhardt 729712fa2f Allow use of bucket, pickaxe, bow, club, grenade launcher, javelin and musket during scale/hangle.
Temporarily disables scale/hangle during usage of these items.
2016-01-17 14:31:51 -05:00
David Dormagen 368eb698ec pickaxe: removed debug message
introduced in https://git.openclonk.org/openclonk.git/commitdiff/796aa7d7c62c5348417d584c9637da61297736d4
2016-01-17 08:11:17 +01:00
Sven Eberhardt 0b6e2015cf Fix shovel shoveling in the wrong direction sometimes #1626 2016-01-16 22:02:32 -05:00
Sven Eberhardt 796aa7d7c6 Fix pickaxe picking in the wrong direction sometimes #1626 2016-01-16 22:02:08 -05:00
Maikel de Vries 4357004dbf prevent picking up heavy objects when on grapple rope and draw in rope when picking up heavy object (#1521)
Maybe there are other places where the controls libraries should make callbacks to control effects. But that is for the future.
2016-01-13 23:13:44 +01:00
Sven Eberhardt a34912d9c2 Individual stacking and name/desc of source and drain pipes. 2016-01-10 21:34:41 -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
Sven Eberhardt d56670c7ce Fix pickaxe killing scaling ability permanently if it is used before any local ActMap modifications #1563 2016-01-10 08:46:20 -05:00
Sven Eberhardt dcefa516f6 GrappleBow: Pull back in if hook did not stick successfully #1546 2016-01-09 16:33:13 -04:00
Maikel de Vries 96344dfc00 disable climbing when swinging pickaxe 2016-01-08 22:43:46 +01:00
Maikel de Vries ee9c44ac75 boompacks are not projectile targets of boompacks
This would be very annoying if you fuse multiple of them at the same time
2016-01-04 21:17:25 +01:00
Maikel de Vries f1c9b042ff killtracing: boompack gets correct controller when hit or incinerated
also add a hitcheck when launched by a projectile hit
2016-01-04 20:43:56 +01:00
Maikel de Vries 7aaa5a6e32 killtracing: pass controller of igniter when fusing dynamite 2016-01-03 20:18:06 +01:00
Maikel de Vries 22d5036e9e killtracing: set killer of balloon rider if balloon is shot 2016-01-03 20:18:06 +01:00
Maikel de Vries 3392921bfe killtracing: windbag set controller for moved objects 2016-01-03 14:31:20 +01:00
Maikel de Vries 64af909a49 killtracing: set controller of keg when incinerated 2016-01-03 12:30:47 +01:00
David Dormagen af576e7468 shovel: improved dust particles slightly
A bit more but smaller particles. Now you can't make out a single sprite easily anymore.
The particles also do not spawn in solid material now.
2016-01-02 17:27:49 +01:00
Günther Brammer 00a4c6c428 Replace BorderBound DefCore value with BorderBound object property 2016-01-01 22:18:41 +01:00
Clonkonaut 1416887a22 Fix possible null pointer when shooting the balloon.
I suspect that when the clonk gets send tumbling, OnUnmount might get called and nil rider.
2015-12-30 03:21:35 +01:00
David Dormagen 9d947c7fb2 make IsProjectileTarget default to true for living beings
..which eliminates the || GetOCF() & OCF_Alive everywhere. It also allows living things to explicitely disable being projectile targets.
This is a lot cleaner imo.
2015-12-28 11:20:11 +01:00
Maikel de Vries 509bdac5bc remove unused Rebuy property from objects 2015-12-28 10:21:49 +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
Maikel de Vries 2a4b92fbab igniter not producible in chemical lab 2015-12-27 23:24:27 +01:00
Maikel de Vries d4a6c50d4d rope bridge can now be placed by a clonk
There are still some things to fix/implement: breaking of bridge ropes when the posts move to far apart, animations for placement and retraction.
2015-12-27 00:18:17 +01:00
David Dormagen 124337a5b5 boompack: fix PictureTransformation
..too not leak out of bounding box.
2015-12-26 18:21:51 +01:00
Maikel de Vries 42cf57afb6 improve drawing speed of ropebridge (and further clean up) 2015-12-26 15:57:30 +01:00
David Dormagen 802c85c8f8 grenade launcher, crate: fix PictureTransformation
For the first, loading and shooting would reset it..
2015-12-25 20:19:48 +01:00
Maikel de Vries 5ffc97f2f0 rope bridge clean up and cleaner way to create a bridge
Now use Ropebridge->Create(x1, y1, x2, y2) to make a bridge, this allows for some more clean up in a commit to follow.
2015-12-25 19:27:00 +01:00
David Dormagen 9f2c60c94e adjusted some more PictureTransformation properties
To either increase the size of the item, center it, or prevent it from going out of the bounding box.
2015-12-25 19:14:52 +01:00
Maikel de Vries e4b1fe94ca clean up grapple bow scripts 2015-12-25 16:11:17 +01:00
Clonkonaut 9f645e3a83 Removed the 2 diamond components for now (see discussion at #1505). 2015-12-22 13:48:35 +01:00
Clonkonaut 7f2f0f2749 Teleglove needs 2 diamonds for production (#1505). 2015-12-22 11:54:38 +01:00
Maikel de Vries 32bc68fdab fix letting go of wall when pulling in grappler rope (1219) 2015-12-21 22:21:32 +01:00
David Dormagen df5a9ebb26 axe: increase damage (against livings)
The axe could always be used as a weapon. It dealt such a low amount of damage that it was basically useless, though. Hits required to kill a Clonk are now 9 (down from 17). The axe is still a lot weaker and slower than the sword.
It's just not ridiculously stupid anymore to try to use the axe as a weapon now.

We are now not trying to deceive the players anymore (who might have actually THOUGHT that the axe was usable as a weapon, because it is used just like the sword).
The alternative would be to disable the weapon-use completely.
2015-12-20 19:17:35 +01:00
David Dormagen abf578ec71 axe: fixed striking time and added "swing" sound
The usage of the wrong constant for the striking time was fixed in https://git.openclonk.org/openclonk.git/commit/65b5c4bef683f6cb1ff4b5732946a803a7c69d94 .
This broke striking with the axe completely, though, because it was just soo annoyingly slow - slow-mo. axe, anyone? And it doesn't even deal damage, wow.
2015-12-20 19:17:35 +01:00
David Dormagen 11927659a0 added new sound when pickaxe hits hard material (by K-Pone, originally "SwordHit1") 2015-12-19 10:17:55 +01:00
Clonkonaut 65b5c4bef6 Fixed axe striking length using the correct const (now Axe_Standard_StrikingLength, was Sword_Standard_StrikingLength). 2015-12-17 19:43:14 +01:00
Maikel de Vries dea3b7f1c3 fix invertion of clonk on top ladder elements (#775) 2015-12-17 19:40:15 +01:00
Maikel de Vries 7e193e1345 make teleglove reach overloadable 2015-12-17 15:55:21 +01:00
David Dormagen 87a03b75e2 added swing (and hit) sounds for sickle and club 2015-12-17 10:58:54 +01:00
Clonkonaut 0e19014740 Renamed the please-don't-windbag-me callback from NoWindbagForce to RejectWindbagForce. 2015-12-16 23:13:08 +01:00
Maikel de Vries b98ab3e699 lantern and torch have call back to indicate them as light sources 2015-12-16 21:06:33 +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
Clonkonaut 309aa5416b Melee weapons: reset clonk's running speed if thrown (#1487). 2015-12-12 20:37:42 +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
Maikel de Vries 8d8ecb688c add function to dynamite box to set stick count 2015-12-10 00:11:47 +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
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
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 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
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 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
Maikel de Vries d63015065c fix script runtime errors in pipe 2015-11-21 19:32:15 +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 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 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
Clonkonaut b17535de4b Break rope when being shot (#1339). 2015-10-24 13:12:41 +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
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 9580c2f58c Reset clonk's action to Walk when exiting / destroyed (#1411). 2015-10-12 17:26:09 +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
WinExploder ee52ae970e Powder keg: Updated texture 2015-10-08 10:23:59 +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 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 0d969e8c7a Different graphics for drain and source pipe (#1230). 2015-10-06 01:34:28 +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
Sven Eberhardt 8073fb3c07 Drop some fused and connected items on death when respawning with inventory. 2015-09-26 17:56:36 -04:00
Sven Eberhardt 14eea60e64 Fix fuse ignition when dynamite igniter or box falls into lava.
The delayed explosion effect introduced some bugs here.
2015-09-26 17:38:17 -04:00
Sven Eberhardt ae87aeea22 Add light effect to TeleGlove during use. 2015-09-25 23:59:37 -04:00
Sven Eberhardt c3579b212a Store wall mounting of torch in saved scenarios. 2015-09-24 22:12:02 -04:00
Sven Eberhardt fe5fe69ce9 Fix metal barrel collectibility.
It was probably missed during CarryHeavy conversion because it includes CarryHeavy only indirectly.
2015-09-23 23:23:55 -04:00
Clonkonaut ea52c9a604 Licensing information. 2015-09-22 18:02:44 +02:00
David Dormagen dcc5d0fe07 bucket: removed ability to place earth chunk
It was rather random whether you would place a chunk of earth or just spill the bucket. And because the spilling yielded so much more earth, placing a chunk was a waste most of the time. If we want placeable earth (which might be a good thing), we should add it to the hammer.
2015-09-20 18:32:58 +02:00
David Dormagen 7a6e8cdf90 interaction menu: simplified object-finding-logic greatly
This is mainly to get rid of IsContainerEx, because wtf.
The only reason why the categories were restricted was to prevent HasExtraSlot-objets from being found. Some C4D_Objects (or with wrong category in general) wanted to be found however. They are now found just like that.. like it was supposed to be.
2015-09-20 17:36:45 +02:00
Clonkonaut a2f2aff572 Fix sickle being able to harvest contents. 2015-09-18 19:42:55 +02:00
Sven Eberhardt 56ff5bbf27 Lantern: Fix attachment on CreateContents, fix scenario saving and remove lantern dummy.
RejectCollect is not called on CreateContents or other forced entry methods but should still cause the lantern to attach. So move any side-effects to Collection2 instead of direct RejectCollect.

The lantern dummy had Timer=1 and wasn't doing anything. Use a simple overlay instead.

Note that interaction menus still show the lantern always with off-material. But that's a bug in the interaction menu.
2015-09-15 22:41:30 -04:00
Sven Eberhardt 94f278ce7f Fix bucket carry transform.
It was upside down.
2015-09-13 13:41:17 -04:00
Sven Eberhardt eb9e640b67 Fix igniter picture in tutorial 0001. 2015-09-13 11:24:28 -04:00
Sven Eberhardt 4e56d94f6f Show interaction menu for crate. 2015-09-13 00:27:14 -04:00
Julius Michaelis 0df19491e7 Get rid of incorrect sRGB headers in png files.
libpng >1.6 keeps nagging because of that.

Quick bash script to do so:
find . -name *.png \
| while read f; do
	n=$(pngcrush -ow -rem allb-reduce "$f" 2>&1 | grep -c 'incorrect sRGB');
	if [[ $n -gt 0 ]]; then
		git add "$f"
	else
		git checkout "$f"
	fi
done
2015-09-12 21:27:53 +09:00
Maikel de Vries 829837c881 fix loosing balloon on tumbling and reject dropping while hanging 2015-09-11 19:16:13 +02:00
Clonkonaut b4905b2bcf Rework of Carry Heavy Objects: Pick up with Shift.
No more interaction necessary!
2015-09-10 01:17:44 +02:00
WinExploder bea2ff5731 Updated torch particle effect
squashed:
improved some technical details about the new torch fire
Updated torch particle effect
2015-09-09 19:52:38 +02:00
Sven Eberhardt b126eb6c48 Add upwards nudge when stuck while trying to dig horizontally.
Falling pixels could sometimes get the clonk stuck in a 1px pit and not moving for no apparent reason.

This change also simplifies digging through earth on top of non-diggable materials such as rock by redirecting the clonk upwards when horizontal movement fails.
2015-09-08 18:23:35 -04:00
Maikel de Vries 28fd18f2c5 do not allow carry-heavy objects to enter the crate (#1367) 2015-09-08 18:11:22 +02:00
Sven Eberhardt e444ec534c Fix script error when bucket is transferred into non-producer container.
IsCollectionAllowed is only defined for producers.
2015-09-07 23:39:35 -04:00
Sven Eberhardt a1981ddb0b Enable clicking on bucket in foundry menu to transfer all its earth without opening the bucket contents menu.
This makes building loam 502% less frustrating.
2015-09-07 21:53:17 -04:00
Sven Eberhardt 9981d6cbcc Update bucket usage and description and display a help message when using it wrong.
The description did not fit the new functionality any more.

The help message might be replaced by a smart tooltip once we have better tooltips.
2015-09-07 21:22:40 -04:00
Maikel de Vries 45feecb555 clonk drops balloon if it tumbles due to external events 2015-09-07 23:18:09 +02:00
Maikel de Vries 733a864b63 adjust value of some tools and weapons 2015-09-07 22:34:53 +02:00
Maikel de Vries c115f25d8d correctly adjust balloon speed 2015-09-07 22:33:45 +02:00
Sven Eberhardt 6b1bf6c4c7 Fix script error in crate.
Although the evidence is overwhelming, this was actually not intentional :(
2015-09-06 21:28:28 -04:00
Sven Eberhardt c77205c06c Add description to crate. (github#4) 2015-09-06 17:21:33 -04:00
Maikel de Vries d58d41e960 clean up balloon script
Was trying to solve bugs, but they are located in other scripts
2015-09-05 23:21:35 +02:00
Sven Eberhardt dd690e62b9 Added anti-clogging mechanism to pump.
Now pipes cycle through several offsets before giving up on the pumping.
2015-09-05 13:10:55 -04:00
Maikel de Vries 881f2f817e fixed using two grapple bows 2015-09-05 16:16:38 +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
Clonkonaut b2cc853887 New hit sound for the lantern. Also, general glass break sound. 2015-08-22 10:45:44 +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
Maikel de Vries 5126e86315 fix wallkit in Krakatoa (#1363) 2015-08-03 20:18:54 +02:00
David Dormagen 36544bd56c Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Foundry.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Branch.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Trunk.ocd/Script.c
	planet/System.ocg/FindLocation.c
2015-08-02 19:24:04 +02:00
Clonkonaut 6c57a940ec Fixed the lantern's texture. 2015-07-26 14:33:57 +02:00
Clonkonaut 609df7df88 Added 3 libraries: Lamp Post, Lamp and Lamp Dummy
Reworked the lantern and buildings to use the libraries.

Lamp Post: Included by buildings if lamps should hang outside.
Lamp: Included by lamps!
Lamp Dummy: Included by the dummy object that resembles the (outisde) hanging lamp.
2015-07-18 13:14:31 +02:00
Clonkonaut f653d4c70c Lantern may now be attached to buildings. Simply put it in the building's inventory. 2015-07-02 22:36:32 +02:00
Clonkonaut 1021c51fe8 Lantern: Simple light source and fire bomb!
Also added a second click sound.
2015-06-28 18:59:02 +02:00
Maikel de Vries 31e0bdcdac airplane: shoot boompacks on right mouse button 2015-06-28 16:29:29 +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
Maikel de Vries a93d96a3ca fix use of hammer in front of damaged structures (#1331) 2015-05-25 11:31:23 +02:00
Maikel de Vries 42a7f03788 kill tracing for incinerated dynamite (box) and iron bomb 2015-05-17 14:01:26 +02:00
Sven Eberhardt 21500a81a9 Fix pump to clear the last row of pixels (#1057) and allow pumping from pump without source pipe.
ExtractMaterial has been changed to be able to slurp in from the most distant horizontal position rather than the closest to the extraction top center.

Also speed up ExtractMaterial for the common case of no required horizontal shifts.
2015-05-01 18:13:41 +02:00
Maikel de Vries 9394909cfb fine-tune windbag force on clonk and objects 2015-04-04 17:15:57 +02:00
Maikel de Vries 3c17ebdc02 make windbag burst more gradual and slightly depend on mass (#1297) 2015-04-03 12:21:28 +02:00
Maikel de Vries 147624f9f5 increase wallkit thickness to make clonks not go stuck 2015-04-02 18:42:42 +02:00
David Dormagen d077d3343e reworked bucket & producer library to work with stackable earth objects instead of magic material amounts 2015-03-26 12:27:10 +01:00
Maikel de Vries a24dd229c4 producer does not depend on partial fuel amounts 2015-03-24 22:39:18 +01:00
Maikel de Vries f9e4b0568b improve dynamite box explosion in lava (delay) and igniter handling 2015-03-12 22:21:51 +01:00
David Dormagen 77e8d77921 make sure all items use the RejectUse callback 2015-03-06 10:38:22 +01:00
Maikel de Vries e5e5665294 add callback to object when it gets controlled by tele glove 2015-02-25 18:44:31 +01:00
Maikel de Vries 41040eebfd clean up dynamite box and fix (#1265) 2015-02-15 21:33:52 +01:00
Sven Eberhardt eda637a108 Fix deep script recursion when lots of stacked dynamite boxes explode. (#1252) 2015-01-28 22:51:22 +01:00
Maikel de Vries c92a5b5652 make dynamite box explode in lava 2015-01-26 18:50:47 +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 4ea0cb0ca6 make ContainBlast a property instead of DefCore entry 2015-01-15 17:46:53 +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
Maikel de Vries 0ecd30ad9e dynamite after fusing not collectible, but can be put into containers 2015-01-07 20:05:25 +01:00
Maikel de Vries 6c4db47f43 added torch with basic functionality 2015-01-04 13:29:13 +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 c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
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
Maikel de Vries d24ae4eb46 allow for infinite gunpowder in the powder keg 2014-09-29 20:10:58 +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
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 8f5b685016 Fix typo in comment in deployed balloon script. 2014-08-12 15:29:20 +02:00
Sven Eberhardt 6e8b6a8e74 Added center vertex to pipe head.
So it doesn't get stuck in places where it cannot pump from.
2014-05-18 22:06:30 +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
Maikel de Vries c70c44387f Fix some DoDamage issues
Fire.c use correct number of parameters
Axe.c implemented FX_Call_DmgChop according to documentation
2014-04-06 17:15:13 +02:00
David Dormagen 5c17b48bc2 Merge branch 'master' into Controls 2014-03-26 23:58:24 +01:00
Maikel de Vries d1485df38a Fixed grapple bow for shot while wall jumping 2014-03-22 19:41:37 +01:00
Maikel de Vries 5ebe30e77c Fixed the pickaxe creating huge amounts of earth (#1030) 2014-02-16 11:58:41 +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 425a221aff adjusted some particles (f.e. smoke slightly brighter, foundry more subtle)
see http://forum.openclonk.org/topic_show.pl?pid=25749#pid25749 for further information
2014-01-25 15:51:05 +01:00
Tobias Zwick 010f8c97eb Make pipe object (aka line kit) only have one vertex (#962) 2014-01-23 20:38:08 +07:00
Sven Eberhardt 84600bef53 Auto-collect firestones if picked free and there's free space in inventory (same as for shoveling). 2014-01-22 21:46:50 +01:00
Tobias Zwick f0223442ab make barrels work with every material
+ replace hardcoded materials the barrels work with with any liquids
+ use SetColor instead of changing mesh materials
+ add a CalcValue function
+ add localization for materials the barrel can be filled with
+ minor refactoring
2014-01-11 22:32:45 +07:00
Tobias Zwick f6e98d61e2 replace sulphur material with firestone material 2014-01-11 22:29:19 +07:00
Sven Eberhardt 57463b61c4 Rework SolidMasks to be defined in a separate SolidMask.png graphics file instead of the main definition graphics. 2014-01-08 01:55:33 +01:00
Sven Eberhardt 5094cc5c1b Reworked "Save as scenario" option in editor to write a script file instead of Game.txt. 2013-12-27 17:10:09 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
David Dormagen 54fdb2cec1 updated some remainers of the old particle system to use the new one 2013-11-28 23:38:26 +01:00
David Dormagen 8461fb9822 changed dynamite/dynamite box/powder keg fuse effect to use the new particle system 2013-11-28 23:29:25 +01:00
David Dormagen 3b296506f5 renamed TeleGlove's "Spark1" and "Spark2" to "ElectroSpark" and adapted TeleGlove to use the new particle system 2013-11-26 21:25:06 +01:00
David Dormagen 1a7cd51bab changed Boompack to use the new particle system 2013-11-26 21:25:03 +01:00
David Dormagen 6c0fb4e4b8 moved Boompack/Thrust particle to Effects.ocd 2013-11-26 21:25:02 +01:00
David Dormagen 28f2aa85ff renamed Particle_WoodChip to Particles_WoodChip for consistency 2013-11-26 21:25:02 +01:00
David Dormagen 81924b1503 adapted Air particle and usages to new particle system 2013-11-26 21:25:02 +01:00