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48 commits

Author SHA1 Message Date
fgenesis
0b4e6854f7 Fix lost health refill on save.
The old HP (before health refill) ended up in the save file.
Loading a save would therefore continue with the HP the player
had before saving.
2014-04-15 21:01:18 +02:00
fgenesis
c6ae568ed8 More Lua functions; allow specifying ingredient type by ID
- avatar_setBlockBackflip()
- avatar_isBlockBackflip()
- inv_getNumItems()
- inv_getItemName()
- getIngredientDataSize()
- getIngredientDataName()
2013-07-21 04:28:45 +02:00
fgenesis
153dd522c9 Fixed handling of IET_SCRIPT, rename Lua callback func getIngredientString() to getIngredientEffectString(), compile fix 2013-06-26 00:34:35 +02:00
fgenesis
7dca65351c Implement loading/saving some more state data.
This is the final commit for android savegame compatibility.
Thanks to Andrew Church for explaining the new attributes
and their format.
2013-06-23 22:28:46 +02:00
fgenesis
26d056d924 Slightly more sensible error/msgbox handling 2013-06-23 18:50:10 +02:00
fgenesis
7faee73f14 Android save compat: Support "ch" (current health) value, and make maxHealth float. 2013-06-23 04:43:24 +02:00
fgenesis
318811f92d Savefile: Use ingr only if ingrNames does not exist.
Using ingrNames is a lot safer for changing ingredients.txt.
2013-06-23 03:18:23 +02:00
fgenesis
2c99f010a4 Fixes to scripted ingredients, now it actually works 2013-06-21 03:33:35 +02:00
fgenesis
46516eefc8 ooops 2013-06-21 00:41:07 +02:00
fgenesis
fe5f6faa46 More save data compat with android version (world map gem data) 2013-06-21 00:40:19 +02:00
fgenesis
416b521a12 Initial support for loading android save files.
Apparently there is a new map with the index 55 -- a related entry was
added to the worldmap.txt file to prevent data loss, just in case.
<StartData ch=... /> field is not yet handled missing.
Hopefully the resulting format can be loaded on android without problems,
especially because both "ingr" and "ingrNames" fields appear in the
StartData tag now.
2013-06-20 21:39:17 +02:00
fgenesis
54d609a8b5 Make avatar respect maxspeed lerp, allow changing speed multiplier via script. Some extra functions.
Add one additional not-timed speed multiplier that also ignores influence by currents.
Lua functions added:
- avatar_setSpeedMult(num, time)
- avatar_setSpeedMult2(num)
- avatar_getSpeedMult()
- avatar_getSpeedMult2()
- entity_isInCurrent(entity)
- entity_getNumTargetPoints(entity)
2013-06-20 20:01:51 +02:00
fgenesis
1bbd9e097d Initial supported for scripted ingredients, not fully tested.
This adds a few additional interface functions, to be defined in:
scripts/global/cooking.lua, or
_mods/XYZ/scripts/cooking.lua

Added functions:
cookFailure(a,b,c) - Called when no recipe could be found for ingredients a,b,c
getIngredientString() - Called by the menu. Expected to return effects description
                        for scripted ingredient..
useIngredient(name) - Called when a scripted ingredient will be eaten.
                      Return true to eat.

Use a line like this in ingredients.txt:
LuaLoaf sealoaf Loaf (script)
to enable calling useIngredient() upon eating.
2013-06-20 04:49:20 +02:00
fgenesis
e8a7889f82 Decouple form specific effects from the actual form.
Most hardcoded form == FORM_* checks all over the place have been replaced.
Now, forms change certain avatar properties, which are in turn checked
in the places that previously had these explicit form checks.
This allows specifying functionality via scripting, for additional forms
with new effects or a new combination of existing effects.

OT_HURT now deals damage of type DT_WALLHURT,
and by setting avatar->setDamageTarget(DT_WALLHURT, false) collision
with walls can be made harmless (exactly as nature form used to be).

Add related Lua functions:
+ setWorldType() - Change WT without actually switching to spirit form
+ setCanActivate()
+ avatar_setCanBurst()
+ avatar_canBurst()
+ avatar_setCanLockToWall()
+ avatar_canLockToWall()
+ avatar_setCanSwimAgainstCurrents()
+ avatar_canSwimAgainstCurrents()
+ getSceneColor()
+ DT_WALLHURT
2013-04-26 00:34:06 +02:00
fgenesis
55ead19076 Remove spirit form dependency on WorldType, and add related Lua interfaces.
This commit introduces a second pause mode:
Full game pause (as in menu), and world pause (as in spirit form).
All related checks are no longer done against WT_* constants,
but against the new world pause which is functionally equivalent,
but more flexible. Continuity::worldType is now only used to toggle
world pause correctly, and to apply some related graphical effects.
The world pause can also be controlled via script without actually
switching forms.
Added Lua functions:
+ node_setSpiritFreeze()
+ quad_setPauseLevel()
+ isWorldPaused()
+ setWorldPaused()
2013-04-25 02:51:54 +02:00
fgenesis
3ed40e73d3 Minor refactor & add Lua funcs:
+ avatar_setShieldActive()
+ entity_isFillGrid()
* entity_setBoneLock() code made easier to read and not warn on no lock entity
+ entity_getMaxSpeedLerp()
+ entity_isEntityInside()
2013-04-24 04:51:26 +02:00
fgenesis
65b1983c61 Make script="x" setting in songs.xml accept other values than boolean.
The value 2 is now used to indicate that both script and internal handler
should be called.
2013-04-22 02:42:53 +02:00
fgenesis
1168eaf1d9 Remove some dead code + fix clang warning. 2013-04-12 09:17:45 +02:00
fgenesis
eaa7c27f82 Clear beast form eats in continuity reset.
This fixes eats carrying over into mods.

Also revert one related change from 84c49e5ce0 obsoleted in 3bdb0d6bc6.
2012-09-21 03:02:54 +02:00
fgenesis
3bdb0d6bc6 Fix regression added in "Fix loading world map data when loading a mod's saved game" (459a41e1f6)
Loading world map data would reset the visited world map tiles.

Also little fix in savegame loading: Load mod data before reset,
so it knows we're preparing to load a mod.
2012-09-02 02:27:23 +02:00
fgenesis
8084a4c613 Fix loading stringbank.txt form a mod when loading a saved game, and load treasures.txt from mods if it exists. 2012-07-13 16:10:07 +02:00
fgenesis
918c69d15b Some simplifications in ingredient name handling, by Henrik Holst 2012-07-11 22:00:14 +02:00
fgenesis
459a41e1f6 Fix loading world map data when loading a mod's saved game 2012-07-11 04:42:53 +02:00
fgenesis
84c49e5ce0 Fix wrongly adding shield song when loading a savegame. Also add obj_getTexture() function. 2012-07-10 22:50:31 +02:00
fgenesis
7b2fa39428 Move localisation code to BBGE, and allow textures to be localised. 2012-07-10 22:16:48 +02:00
fgenesis
98c5cefed7 Ingredient name localisation somewhat works, not fully tested yet 2012-06-18 18:54:41 +02:00
fgenesis
a6fc88d885 Two little localzation patch additions, by Henrik Holst. 2012-06-13 23:37:21 +02:00
fgenesis
cd18ef2a43 Small fix for non-MSVC 2012-06-01 18:43:41 +00:00
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
2278e55d0c Multi-language patch by Henrik Holst 2012-05-21 04:05:44 +02:00
fgenesis
4891fcc339 Fix "tile dummy" error.
When a mod without a world map was loaded from a saved game,
and the player died and respawned at the last save, the game
would spam this error message.
Now it loads world map explored data only if a world map is present.
2012-03-11 18:48:18 +01:00
fgenesis
75e7b137d6 Drop use of tempfiles when loading compressed files.
Also simplified .zga texture and .aqs savegame loading.
Dropped support for "crunched" .sav files (those were never used),
and the corresponding crunch functions.

To be done: Temp files are still used when compressing files,
will address this in a later commit.
2012-02-10 00:10:50 +01:00
fgenesis
0d4e9f33e2 Use mods root dir for the files that were in data/ subdir before. Little correction for my prev. patches for compatibility with the iPad version. 2011-11-20 17:33:42 +01:00
fgenesis
b250d4c1bd Added support for world maps in mods.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.

Fixed an oversight that the world map visited area was updated
while the editor was open.
Fixed missing field in worldmap.txt saving.
Removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.

The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.

Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.

Improved the builtin worldmap editor a little.
2011-11-20 17:16:48 +01:00
fgenesis
e64fb75f84 sync with icculus repo 2011-11-20 15:44:17 +01:00
fgenesis
fa844f29dd Use mods root dir for the files that were in data/ subdir before. Little correction for my prev. patches for compatibility with the iPad version. 2011-11-07 20:23:54 +01:00
fgenesis
54199272e8 If Aquaria is playing a mod, try to load the file "data/ingredients.txt"
in the mod first, then load the main ingredients file if nothing has been loaded

 (Original patch by Yogoda)
2011-11-07 15:21:37 +01:00
fgenesis
7039f1d2cc Enable radial blur post processing effect for spirit form.
Code for this existed, but it was wrong and never enabled.
This replaces most of the code, and makes it work on widescreen.
2011-10-31 18:28:57 +01:00
fgenesis
f7f0a9ff7c fixed loading custom songs when loading a mod's saved game 2011-10-10 18:01:29 +02:00
fgenesis
b20ae992a6 Added support for world maps in mods.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.

Fixed an oversight that the world map visited area was updated
while the editor was open.
Fixed missing field in worldmap.txt saving.
Removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.

The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.

Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.

Improved the builtin worldmap editor a little.
2011-09-18 23:23:02 +02:00
fgenesis
7d0c2351ed Revert "Added support for world maps in mods."
This reverts commit b0d9fdc1cc.
2011-09-18 22:32:25 +02:00
fgenesis
b0d9fdc1cc Added support for world maps in mods.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.
Fixed an oversight that the world map visited area was
updated while the editor was open; fixed worldmap.txt saving;
removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.
Improved the builtin worldmap editor a little.
The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.
Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.
2011-09-18 20:53:27 +02:00
fgenesis
d4282221fc Revert "Revert "move around some files to keep the size of the next commit down""
This reverts commit b2abcff02d.
2011-09-15 20:17:23 +02:00
fgenesis
b2abcff02d Revert "move around some files to keep the size of the next commit down"
This reverts commit 0951283b31.
2011-09-15 19:19:14 +02:00
fgenesis
56c6833220 Revert "added partial VFS support - enough to read static data from any source"
This reverts commit fa3e9e7329.
2011-09-15 19:18:53 +02:00
fgenesis
fa3e9e7329 added partial VFS support - enough to read static data from any source 2011-09-15 18:33:13 +02:00
fgenesis
0951283b31 move around some files to keep the size of the next commit down 2011-08-13 14:50:47 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00