Commit Graph

265 Commits (eabca223f5e7c237f5d3bb88183d38a41cb9bced)

Author SHA1 Message Date
Nicolas Hake eabca223f5 Update all copyright notices for 2016 2016-04-03 20:24:42 +02:00
Nicolas Hake 493c276126 Rewrite header inclusions to #include "path/to/file.h" style 2016-04-03 20:24:42 +02:00
Nicolas Hake 0537df5f23 C4Object: Move C4Def.h dep out of header
C4Def is only ever used as a pointer inside C4Object.h, so we don't need
to include C4Def.h from it.
2016-04-03 13:24:26 +02:00
Nicolas Hake 735f9cc06b C4Landscape: Pull everything private out of the header
Since LTCG is enabled now, we don't have to define every function inside
the headers for ~xXx super speed xXx~, which means we can strip the
headers down to their bare minimum and reduce interdependencies and
therefore recompilation times by a lot.
2016-04-03 13:24:24 +02:00
Lukas Werling 8811356141 Make C4GamePadControl manage all controllers
The available gamepads are distributed automatically among players.

This also implements controller hot-plugging: It is possible to start a
game without a controller and plug it in later, and to reconnect a
controller after plugging it out.
2016-02-23 17:06:59 +01:00
Lukas Werling 9e0143b998 Remove gamepad ids from key codes
We want one gamepad key mapping to work with multiple gamepads, so
including the id there doesn't make sense.

Additionally, the gamepad id may change during the game (controller
hot-plugging).
2016-02-21 18:27:02 +01:00
Lukas Werling 985f1b99e5 Make GetPlayerControlState() query the current controller state
To keep compatibility with scripts which expect only binary buttons,
this adds a third parameter to the function which enables the new
functionality.

Bonus /script to test the controller stick x axis:

    Schedule(GetCursor(), "Message(\"%d / %d\", GetPlayerControlState(0, CON_Left, true), GetPlayerControlState(0, CON_Right, true))", 10, 100000000)

Note that the values will be inconsistent if multiple analog sticks are
bound to the same control, as values from one stick will overwrite those
from the other one. This can happen even if you move only one stick.
2016-02-21 18:26:44 +01:00
Lukas Werling 8dd1450e94 Implement "gamepad stick moved" events for analog input
Analog moved events are only sent once per control frame.
2016-02-21 18:26:18 +01:00
Lukas Werling 9c840724f2 Re-enable gamepad controls 2016-02-13 18:42:23 +01:00
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