1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-29 22:35:45 +00:00
Commit graph

994 commits

Author SHA1 Message Date
fgenesis
1217432561 allow arbitrary damage type IDs in shots instead of only "DT_*" string constants 2013-03-13 23:28:38 +01:00
fgenesis
0784d1b9df Shot Lua API update + related internal changes.
With this change, shots are no longer stored in a std::list.
In the current code, the global shot store may be modified while iterating,
this did not cause problems with the list implementation,
but would easily crash if a shot is removed while iterating.
To fix this, a 2nd vector stores shots to be deleted from the global store
and does so when no iteration is in progress and modifying the vector is
safe.

Added functions:

getFirstShot -- for iterating over all shots on the map
getNextShot
shot_setFirer
shot_setExtraDamage
shot_getExtraDamage
shot_getDamage
shot_getDamageType
shot_getName
2013-03-06 02:06:52 +01:00
fgenesis
eef2289fb2 allow mods to use treasure scripts + remove debug spam in entity_getID() 2013-03-01 01:14:59 +01:00
fgenesis
23e0707c5b Add Lua func entity_getSkeletalName() and do not abort when a skin file is not found. Also warn on missing skeletal file. 2013-02-27 01:54:38 +01:00
fgenesis
aa60f7cac2 Fix oversight in the Lua interface that would cause certain quad_*() functions not to be registered.
Really wonder why this never failed, and I just noticed this by accident...
2013-02-27 00:06:16 +01:00
fgenesis
ab6e92f256 Add EV_NOAVOID and bone_lookAtPosition() 2013-02-06 21:01:22 +01:00
fgenesis
4433237f3a Add more script functions + little fix in entity poisoning
shot_getEffectTime()
shot_isIgnoreShield()
shot_getFirer()
shot_setTarget()
shot_getTarget()
getLastCollideTileType()
collideCircleWithGrid()
entity_getMaxHealth()
entity_setPoison()
entity_getPoison()
OT_* constants
2013-02-04 15:16:57 +01:00
fgenesis
188469102b add 3 new Lua functions:
entity_getAnimationLoop()
entity_getAnimLayerTimeMult()
obj_getLayer()
2013-02-03 16:13:54 +01:00
fgenesis
76c31f8147 minor fixups (Entity::revive() and some skeletal stuff) 2013-02-03 16:13:07 +01:00
fgenesis
3dbc92b16e readme update 2013-02-03 16:12:19 +01:00
fgenesis
cbd3658b27 Fix *_setRenderPass() regression from 7ff0caaed8. Remove obj_setRealRenderPass() again.
This corrects render pass overriding, especially Li's arm, which was supposed
to be in front of the hug; and being eaten by a grouper, where Naija stayed
visible because the grouper skeletal's render pass was not set correctly.
2013-01-03 02:43:33 +01:00
fgenesis
8712657e75 vcproj update 2013-01-03 00:36:33 +01:00
fgenesis
32aca3b768 Move hair functions to Entity; add quad_setSegs() & obj_setRealRenderPass() 2013-01-03 00:36:24 +01:00
fgenesis
366838d800 little enhancement to scene editor: show more entity details 2012-12-23 22:43:46 +01:00
fgenesis
c358c98256 add some Lua constants 2012-12-23 22:42:34 +01:00
fgenesis
f9ce5c0172 Animation editor enhancement: Move/rotate bones across all keyframes 2012-12-23 22:32:19 +01:00
fgenesis
9eb5b9828a clean out some dead code and some old commented out code 2012-12-19 06:23:51 +01:00
fgenesis
b6ae2a6baa Fix problems intended to fix in (reverted) 8b67ece. 2012-12-15 23:08:59 +01:00
fgenesis
ad4bc9bd21 Revert "Changed a bunch of enums in Entity.h"
This reverts commit 8b67ece907.
2012-12-15 22:46:39 +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
8b67ece907 Changed a bunch of enums in Entity.h
This simplifies a few things. First, the values of DamageType are now continous,
with the benefit that they can now be stored in a std::bitset.
Second, this repairs entity_getNearestEntity(..., ET_AVATAR) or DT_ENEMY as param,
because these were 0, but the game expected -1 as universal value.
This way, any entity was returned when querying for ET_AVATAR or DT_ENEMY.
Now, 0 is the universal/NONE value, which should avoid mistakes like this.
2012-12-13 19:48:47 +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
5d74665323 Faster mousewheel zoom for SceneEditor + reload songbank when reloading a map in the editor 2012-12-13 18:36:13 +01:00
fgenesis
1705b091aa Fix influenced particles not positioned correctly if SpawnLocal = 1 2012-12-13 18:33:58 +01:00
fgenesis
ecbf727078 Merge branch 'master' of file:///Users/User/code/coding/Aquaria_fg_clean 2012-10-14 03:44:53 +01:00
fgenesis
c5700f9c35 Little things to make the world map more user friendly:
- Map markers are now spawned on the player position, not above
- 66% alpha for world map icons, this way some of the stuff below the icon
  can be seen.
- Unified and increased zoom-in distance. This way the view no longer forcefully
  resets to another zoom level when selecting maps of different layers
  (i.e. first an interior map, then zoom in, then select a regular map),
  which was a little jarring. The increased zoom level is useful for
  close-ups on tiny areas like the sun temple.
2012-10-14 03:51:02 +02:00
fgenesis
416c47b4e9 Make world map reveal method configurable via user settings,
and add the possibility for mods to override this setting.
2012-10-14 03:46:47 +02:00
fgenesis
8cad58f0c4 Implement new (optional) world map reveal method.
This one doesn't give the whole map away already just after entering it.
2012-10-13 05:43:47 +02:00
fgenesis
6f05249fdc Fix crash in RenderObjectLayer::moveToBack() 2012-10-09 00:57:34 +02:00
fgenesis
66d3b90473 Fix two sound looping bugs.
The first one caused the music to stop randomly on scene changes,
reproducible by changing maps with different music while holding 'G'
button to speed up time.
For some reason this caused the music to stop playing during the crossfade.
Wasn't able to find the root cause, so I added a little hack to kick the
music back on track if it stops unexpectedly.

The second one was a simple string case issue; mostly noticable because of
map background sounds not playing in loop mode.
(this is possibly a regression from an earlier patch, not sure)
2012-10-07 00:05:17 +02:00
fgenesis
ac6ca117aa vcproj update 2012-09-24 02:32:21 +02:00
fgenesis
cd6d9ae2c5 Update libvorbis to 1.1.3 2012-09-24 02:27:51 +02:00
fgenesis
823290201d Stop complaining, MSVC 2012-09-24 02:26:39 +02:00
fgenesis
8ac5cf69ab Initial Haiku support 2012-09-23 05:31:29 +02:00
fgenesis
31930051d5 More compile fixes for gcc 2.95 2012-09-23 05:30:47 +02:00
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
f369fa48c8 Update libpng to 1.5.12 2012-09-23 04:49:13 +02:00
fgenesis
cb745baa5e Fix crash in script warning 2012-09-23 03:48:14 +02:00
fgenesis
e29d4e65bd Allow using super-wide resolutions.
Super-tall resolutions break horribly, however.
2012-09-21 02:18:51 +02:00
fgenesis
dec7707562 Fix camera constrain logic for very wide resolutions.
This affected all standard wide resolutions too, but wasn't noticed
because the camera wasn't positioned very far off.
2012-09-21 01:28:25 +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
755cc9c50f Fix possible crash when moving the Y-axis of camera out of bounds when zoomed out.
This was a regression from my earlier GridRender optimization patch.
2012-09-17 03:32:18 +02:00
fgenesis
82e0be355c Fix possible crash on End key in SceneEditor (thx KS-10 for reporting).
This was due to a logic bug mistaking tile indices with array indices.
2012-09-17 03:25:13 +02:00
fgenesis
42f4c2d1e6 Hopefully fix the old "song control hint white box" problem, now also for win7.
Has been working fine for XP, though.
2012-09-15 15:37:23 +02:00
fgenesis
f97fe12462 Load a mod's elementeffects.txt if provided 2012-09-02 02:29:33 +02:00
fgenesis
5d41c93c5b Little SceneEditor on-sreen text enhancement, regarding (auto-)save 2012-09-02 02:29:12 +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
9e4fe3809e Fix crash added with last commit, thx KS-10 for pointing 2012-07-23 05:06:01 +02:00
fgenesis
9c76fa7ed4 Fix one oversight that prevented localizing scripts properly 2012-07-22 17:53:21 +02:00
fgenesis
8bd1454eee Related stringbank.txt update, thx KS-10 2012-07-22 03:40:58 +02:00