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29 commits

Author SHA1 Message Date
fgenesis
c2506d5bb2 Make some ints floats. 2013-07-20 20:17:57 +02:00
fgenesis
3ad6eedd37 Add support for suppressing game actions from being handled, minor changes to actions
This allows to e.g. prevent ACTION_TOGGLEHELPSCREEN from being handled by
the game, and instead use a node's catch action functionality to handle the event.

Add related Lua functions:
- setIgnoreAction()
- isIgnoreAction()
- sendAction()
2013-07-11 23:49:39 +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
c62d9f2370 Re-introduce AfterEffect shader functonality, part 1.
This repairs pixel/vertex shader code that was seemingly
experimented with during testing, but it was never used and no
shaders ever made it to the data files.
2013-05-10 22:22:35 +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
1168eaf1d9 Remove some dead code + fix clang warning. 2013-04-12 09:17:45 +02:00
fgenesis
eef2289fb2 allow mods to use treasure scripts + remove debug spam in entity_getID() 2013-03-01 01:14:59 +01:00
fgenesis
0f13f08357 Remove unused stuff
- entity group IDs
- entity node groups (?!)
- WaterFont.[cpp|h]
2012-12-13 19:57:30 +01:00
fgenesis
b242d80c75 Some fixes (...)
- Get colliding hair segment
- drop AnimatedSprite & Interpolator classes
- repair entity_setAutoSkeletalUpdate()
- remove some old code
2012-12-13 18:45:07 +01:00
fgenesis
1fdae0c128 Replace #pragma once with #ifndef/#define pairs (to avoid warnings on gcc 2.95) 2012-09-23 04:51:13 +02:00
fgenesis
5d41c93c5b Little SceneEditor on-sreen text enhancement, regarding (auto-)save 2012-09-02 02:29:12 +02:00
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
88a62567ed Fix some bugs introduced in my prev. commits:
- Game::reconstructEntityGrid() now really clears only entity grid,
and not the tile grid as well
(Added OT_INVISIBLEENT do further distinguish entity from tile obstruction)

- Invalid script pointers should not pop up message boxes

- Lost an include and CMakeLists changes
2012-02-10 01:06:44 +01:00
fgenesis
9e675be651 Fix obstruction grid edge rendering.
This patch adds the functionality of the removed hack added in 07bc370c1680,
but without the runtime performance impact.
OT_* obstruction types are now a bitmask; as a side effect,
Game::baseGrid is no longer needed, which reduces memory usage by
4 MB.
2012-02-07 22:25:17 +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
9dbdac547e Corrected shot bouncing logic
There was a problem calculating how shots with the BOUNCE_REAL attribute
would bounce off walls. The calculation was triggered when the shot
was already obstructed, which possibly got the shot stuck,
and later killed by a wrong obstruction check, which almost always killed
fast shots in narrow tunnels.

Also added some const.
2012-01-10 22:27:52 +01:00
fgenesis
becd31770c Fix some small performance bottlenecks:
- Vector interpolation. Also removed unused interpolation trigger events.
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
- very minor misc things
2012-01-02 21:34:29 +01:00
fgenesis
16ae453431 Revert "Fix some small performance bottlenecks:"
This reverts commit 2d7eeb4781.
2012-01-02 16:02:32 +01:00
fgenesis
2d7eeb4781 Fix some small performance bottlenecks:
- Vector interpolation. Also removed unused interpolation trigger events.
- Game::collideCircleWithGrid()
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
2011-12-13 21:43:27 +01:00
fgenesis
d903e74bf6 Core: tgaSave() should free memory passed in. SceneEditor: Add support for grid map dumping (in TGA format).
This allows reconstructing the map templates, which were never shipped with the game.
This patch also fixes insane memory leaking when taking screenshots, or dumping screen frames.
2011-11-20 22:58:36 +01:00
fgenesis
32f78fac61 Revert "SceneEditor: Add support for grid map dumping (in TGA format)."
This reverts commit 1ee532f39e.
2011-11-20 18:22:32 +01:00
fgenesis
1ee532f39e SceneEditor: Add support for grid map dumping (in TGA format).
This allows reconstructing the map templates, which were never shipped with the game.
2011-11-20 17:49:32 +01:00
fgenesis
e64fb75f84 sync with icculus repo 2011-11-20 15:44:17 +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
2bc86c21ee Some scene editor enhancements.
Added Shift+Mousewheel as faster alternative to E and R for tile selection
(had to change the undocumented and probably unused Shift+R action to Alt+R).

Allow applying element effects (numpad 0-9) to multiple selected tiles,
and not only one.

A new node does no longer have "NewPath" as default text when created,
which always forces the user to hammer backspace 6 times before own text can be entered.
2011-09-18 22:02:29 +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
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