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28 commits

Author SHA1 Message Date
fgenesis
7b2fa39428 Move localisation code to BBGE, and allow textures to be localised. 2012-07-10 22:16:48 +02:00
fgenesis
b22ceb2aa0 Fix a problem that prevented loading a saved game of a mod in a zip file, which occured when no patches were loaded. 2012-06-30 00:58:06 +02:00
fgenesis
e924a164c9 Also load localized font files 2012-06-18 18:54:56 +02:00
fgenesis
b5518c28cd Move hardcoded UI strings to stringbank.txt. Patch by Henrik Holst. 2012-06-02 18:58:02 +02:00
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
c02ea1ce83 Re-implement (optionally) pre-decoding audio to reduce disk seek/decoding time.
This was removed in HG changeset 7ec478d993b7, and is now implemented
in a way that is better than before: voice overs and music
no longer cause decoding lag, as they are always decoded on-the-fly.
The additional memory use (~40 MB) should be no problem for anyone.
The default is still to decode everything on the fly.
2012-05-27 04:46:36 +02:00
fgenesis
1350876b3d Restore & correct collision radius rendering. Enabled toggling the debug console on Mac.
Collision rendering is now mapped to Ctrl+Shift+Return instead of capslock.
Also fixed one float->int truncation in script interface,
and removed useless debug message when particle effect "" was supposed
to be spawned (but does never exist).
2012-05-05 17:00:46 +02:00
fgenesis
273b608214 Misc fixes and cleanups; fixed variadic Lua calls to self.
Script interface:
- entity_msg() will no longer corrupt the Lua stack if sending messages to itself.
- added more info to non-critical Lua errors ("attempt to call a nil value", etc)
- replaced many lua_tostring() with getString(), which does never return NULL.
  This prevents possible crashes when a non-string parameter is passed to functions
  expecting a string.

Misc:
- Removed classes BoxElement, DFSprite, Datafile, and related references.
  They were essentially unused.
- Removed unused Element class member variables.
- Show more lines in the in-game console.
2012-03-14 00:58:59 +01:00
fgenesis
9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
2012-02-19 04:57:04 +01:00
fgenesis
ea780f2ac9 Added a blockEditor="1" property to a mod xml. 2012-02-12 01:15:46 +01:00
fgenesis
3f0be8c79e Double the amount of available save slot pages for the non-dev version. 2012-02-11 23:58:08 +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
ed767d150b Little hack to bring audio thread creation down.
Do not play sounds with volume 0 that would never get audible.
This helps against stuttering on maps with many entities that play
sounds in regular intervals, but are too far away to be heard.
This needs to be removed once audio position updating is implemented.
2012-02-06 19:54:28 +01:00
fgenesis
7ff0caaed8 Script interface improvements & extensions.
- Pointer typechecks are now enabled by default.

- enabled all script warnings for non-FULL or DEMO builds by default

- Added generic obj_* functions that operate on any type of RenderObject.
  These give quite low-level control about the renderer, and are quite
  dangerous too.
  Subsequently, many functions sharing the same code (*_setPosition, for example)
  could be removed, and simply call the generic functions after a type check.

- Added interface function deathNotify(). The original logic of death
  notifiers was never used, so i thought i'd make use of it.
  This is useful in scripts to safely drop dangling pointers.

- removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage,
  which were essentially no-ops.

- Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0),
  now it does only push a return value on the stack if the function
  is actually supposed to have a retun value.

- Allow variadic calling of entity_msg(). Now any parameters can be passed
  to the function, and the target entity will receive all of them.
  Any values returned from the entity's msg() callback will be returned
  by entity_msg() to the original caller. This allows nice RPC-like
  entity communication.

- fixed possible crash in debugLog, bone_update, entity_debugText

- added an override function for loadfile() that is case-insensitive like dofile()

- entity_createEntity returns the created entity now

- spawnParticleEffect returns the associated RenderObject

- Added some text rendering functions

- Added beam_setFirer()

- removed the underflow check in avatar_decrLeaches() I added earlier

- added a panic function for Lua.

- added the Lua debug library

- fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate

- misc stuff I forgot
2012-02-05 20:22:54 +01:00
fgenesis
f2d112b693 Minor debug improvements + misc
- Spend less time starting up when not compiled with AQUARIA_FULL/DEMO
- removed entity_setTouchDamage and bone_setTouchDamage, the used variable was never read
- repositioned debug overlay texts, that they are not in the way on wide resolutions
- show used Lua memory in debug text
- very slow slowmo on Shift+F devkey
- fixed RenderObject::isfhr()/isfvr() to be really recursive
  (they were never used until the animation editor fixes - this rotates
   bones on one or more h.flipped parents in the same direction as
   never h.flipped ones)
- removed some unused stuff
2012-01-31 19:25:13 +01:00
fgenesis
b26eac658a Clear recent save slot when entering the title screen or starting a mod.
This fixes a bug where loading a normal saved game and then dying in a mod
(or vice versa) would cause the game to attempt loading the save game
in the wrong context, resulting in a blank error map and many
"tile dummy" error messages.
2011-12-14 19:40:36 +01:00
fgenesis
99e32e0ee7 Positional audio fixup.
- Finetuned default distance by aspect ratio
- Added a hack to allow entity_sound() to use freq values around 1000 instead of changing all related scripts
- Changed anglerfish bite pitch, 40% only sounds awkward
2011-12-13 18:07:23 +01:00
fgenesis
ac2091fb69 Fixed positional audio & pitch shift.
Apparently this was half implemented but not fully finished.
Mono samples work fine, for stereo, L/R panning does not work (due to OpenAL's limitation)
Also fixed: entity sounds should not play if a cutscene is currently skipped.
2011-11-26 21:00:24 +01:00
fgenesis
e6e33f2f9d Little path correction for win32, this repairs screenshot and frame dumping functions. 2011-11-20 23:47:24 +01:00
fgenesis
e64fb75f84 sync with icculus repo 2011-11-20 15:44:17 +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
c78d4d7a11 Fixed some script interface functions, error handling & code cleanups
== Script interface changes: ==

Removed entity_setClampOnSwitchDir(), which was a no-op.

Added entity_getFlag() function, for fairness, as nodes already have one.

Added node_getLabel() function, which does not return the _full_ node string, but only the first part before parameters.

dofile() supports relative paths now, and it is no longer necessary to use appendUserDataPath() + full path from a mod.

entity_color() does now support all interpolation functions that similar vector-manipulation functions support (loop, ping-pong, ease).

added entity_getVel() function (an entity_setVel() can be emulated with entity_clearVel(), followed by entity_addVel()).

*_getNearestNode() and *_getNearestEntity() allow an optional ignore parameter.
node_getNearestNode() allowed to specify a node to exclude from the search,
the others not -- now the interface is more consistent.

Deprecated entity_[incr/decr]TargetLeaches(entity) - the attached leach amount was never handled
by any entity other than Naija. Replaced them with avatar_[incr/decr]Leaches(), but kept the old
ames for now, too. Should be removed in a while.


== Script interface & related fixes: ==

Added bool loudScriptErrors to control displaying script syntax error and global variable usage warnings.
So far, syntax errors always went do debugLog(), but it is less time consuming when writing scripts
to have them displayed right away.

*_getNearestNode now scan by label, and not full name.
This allows searching for nodes but ignoring its parameters. The original game scripts never search
for nodes that have parameters, so this does not break anything,
but allows modding without an exploding amount of specialized node scripts.

entity_setBoneLock() failed for certain entites with throwLuaErrors=true,
allowing to burst through them (gears, grouper, big mithalas jelly, probably more).

Removed unnecessary int-casts in entity_setHealth(), entity_changeHealth(), and a few others,
which truncated float fractional parts.

Fixed possible crashes in many functions due to missing NULL-pointer checks,
if wrong data were passed to Lua.

Optimized entity_getNearestEntity() a little - do nocasecmp() after checking all other params

UPPERCASE global variables as used in mod include files are now tolerated, even with all warnings on.
This makes sense because it was impossible to include a custom flags definition file
(which _must_ have globals, otherwise the including scripts won't see them) in a mod without beeing buried in spam.
They won't change, or clobber any states, and UPPERCASE sort of implies a constant/#define, imho.

Added better control over warnings about not-existing files. map_*.lua and premap_*.lua files are optional,
and no warning should be given if they do not exist. Missing Entity scripts and mod-init.lua must be
warned about, however.

Fixed a crash in global variable access warning (NULL pushed into std::ostringstream)

Fixed 2 random warnings i found in scrips


== Misc stuff: ==

Related to the changes above, cleaned out unused variables from the Entity class,
and removed the code that had to do with them somehow. Some parts of the removed code
were still in use, although totally unnecessary.
Saves a few bytes of memory per entity, and less code that can cause headache.
2011-09-18 23:12:02 +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
7f9af044d7 remove last remains of DRM-related code and cleanup main() a bit 2011-08-11 01:51:03 +02:00
fgenesis
f23b69ffc3 Revert "remove last remains of DRM-related code and cleanup main() a bit"
This reverts commit 9757cb2fca.

Conflicts:

	Aquaria/Main.cpp
2011-08-11 01:38:25 +02:00
fgenesis
9757cb2fca remove last remains of DRM-related code and cleanup main() a bit 2011-08-08 04:14:46 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00