* (Bugfix) Fixed a script crash. This bug was also in the legacy dink
* (Windows) "Tap to continue" is no longer shown when waiting for a keypress, but will still be shown on touch-devices * Fixed bug where any DMOD directory starting with "dink" was ignored from the internal DMOD listing screen. Oops, that was a pretty bad one, sorry dinkcrft. git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1489 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
parent
7cf47c2919
commit
0bf781e005
7 changed files with 64 additions and 13 deletions
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@ -109,4 +109,11 @@ www.rtsoft.com
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* (Bugfix) Fixed horrible issue where the last line in a script might not get run. This fixed the intro screen to Lost Forest Romp
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* (Bugfix) Rewrote some nasty code that I could no longer understand, THE LAST QUEST (part 2)'s cool room slide/warp effect now works right
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* Added "Debug DinkC Toggle" to cheat menu, it shows collision boxes and causes the log (log.txt or choose view log from debug menu)
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* If fullscreen is at a weird size it will now just force it to 1024X768. If that fails, well, it won't be good
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- Note: Save state format has been changed again, so old save states won't load
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------ Change log for 1.7.4 ----------
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* (Bugfix) Fixed a script crash. This bug was also in the legacy dink
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* (Windows) "Tap to continue" is no longer shown when waiting for a keypress, but will still be shown on touch-devices
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* Fixed bug where any DMOD directory starting with "dink" was ignored from the internal DMOD listing screen. Oops, that was a pretty bad one, sorry dinkcrft.
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@ -180,8 +180,8 @@ App::App()
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m_bDidPostInit = false;
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m_bHasDMODSupport = true;
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//for mobiles
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m_version = 1.72f;
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m_versionString = "V1.7.2";
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m_version = 1.74f;
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m_versionString = "V1.7.4";
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m_build = 1;
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m_bCheatsEnabled = false;
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@ -372,6 +372,18 @@ void GetParsedDMODInfo(string dmodPath, string &nameOut, float versionOut, strin
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}
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bool EndsWith(std::string const &fullString, std::string const &ending)
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{
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if (fullString.length() >= ending.length())
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{
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return (0 == fullString.compare(fullString.length() - ending.length(), ending.length(), ending));
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}
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else
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{
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return false;
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}
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}
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void DMODMenuAddScrollContent(Entity *pParent)
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{
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pParent = pParent->GetEntityByName("scroll_child");
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@ -427,8 +439,9 @@ void DMODMenuAddScrollContent(Entity *pParent)
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{
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#ifdef WIN32
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if ( IsInString(files[i], "/audio") || IsInString(files[i],"/dink" )|| IsInString(files[i] ,"/game") || IsInString(files[i],"/interface")) continue;
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if (IsInString(files[i] ,"/develop") ) continue;
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if (EndsWith(files[i], "/audio") || EndsWith(files[i],"/dink" )|| EndsWith(files[i] ,"/game") || EndsWith(files[i],"/interface")) continue;
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if (EndsWith(files[i] ,"/develop") ) continue;
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#else
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if (IsInString(files[i],"/Snapshot") || IsInString(files[i], "/Snapshots")) continue;
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#endif
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@ -537,9 +537,12 @@ void BuildShowingBMPControls(float fadeTimeMS)
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pButtonEntity->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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if (!IsDesktop())
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{
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Entity *pLabel = CreateTextLabelEntity(pBG, "label", GetScreenSizeXf() / 2, iPhoneMapY(285), "(tap to continue)");
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SetAlignmentEntity(pLabel, ALIGNMENT_CENTER);
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}
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}
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void BuildControls(float fadeTimeMS)
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@ -1558,7 +1558,7 @@ bool LoadSpriteSingleFrame(string fNameBase, int seq, int oo, int picIndex, eTra
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//assert(!g_dglos.g_picInfo[g_cur_sprite].pSurface);
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SAFE_DELETE(g_pSpriteSurface[picIndex]);
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#ifdef _DEBUG
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if (seq == 471)
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if (seq == 60 && oo == 2)
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{
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LogMsg("Woah, ");
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}
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@ -1909,7 +1909,7 @@ void ReadFromLoadSequenceString(char ev[15][100] )
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strcpy(g_dglos.g_seq[seqID].m_fileName, ev[2]);
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#ifdef _DEBUG
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if (seqID == 423)
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if (seqID == 59)
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{
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LogMsg("He");
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}
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@ -3064,6 +3064,22 @@ void kill_script(int k)
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if (g_script_debug_mode) LogMsg("Killed script %s. (num %d)", g_scriptInstance[k]->name, k);
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//tell associated sprite that it no longer has a script
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assert(C_MAX_SPRITES_AT_ONCE < 1000 && "I think 1000 has a special meaning so you better not do that? Or was that -1000. I dunno");
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/*
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//NOTE: This would fix a bug where a script doesn't properly remove itself from an owner sprite but.. could cause behavior differences so not enabling it for now
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if (g_scriptInstance[k]->sprite > 0 && g_scriptInstance[k]->sprite < C_MAX_SPRITES_AT_ONCE)
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{
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if (g_sprite[g_scriptInstance[k]->sprite].active && g_sprite[g_scriptInstance[k]->sprite].script == k)
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{
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//um.. guess we should tell the sprite it no longer has an associated script, right?!
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g_sprite[g_scriptInstance[k]->sprite].script = 0;
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}
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}
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*/
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g_scriptInstance[k] = NULL;
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free(g_scriptInstance[k]);
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g_scriptInstance[k] = NULL;
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free(g_scriptBuffer[k]);
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@ -9491,6 +9507,12 @@ LogMsg("%d scripts used", g_dglos.g_returnint);
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LogMsg("Compare sprite script says: Sprite %d has no script.",g_nlist[0]);
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return(0);
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}
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if (!g_scriptInstance[g_sprite[g_nlist[0]].script])
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{
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LogMsg("Compare sprite script says: Sprite %d says it has script %d, but actually it's null, so no?", g_nlist[0], g_sprite[g_nlist[0]].script);
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return(0);
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}
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if (compare(slist[1], g_scriptInstance[g_sprite[g_nlist[0]].script]->name))
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{
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g_dglos.g_returnint = 1;
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@ -3674,7 +3674,9 @@
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<Text Include="..\script\win_installer\readme.txt" />
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</ItemGroup>
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<ItemGroup>
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<Xml Include="..\android\AndroidManifest.xml" />
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<Xml Include="..\android\AndroidManifest.xml">
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<SubType>Designer</SubType>
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</Xml>
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<Xml Include="..\android\build.xml" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\html5\build_release.bat" />
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<None Include="..\html5\UploadToWebsite.bat" />
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<None Include="..\html5\UploadToWebsiteFinal.bat" />
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<None Include="..\Info.plist" />
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<None Include="..\OSX\Info.plist" />
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<None Include="..\Info.plist">
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<SubType>Designer</SubType>
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</None>
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<None Include="..\OSX\Info.plist">
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<SubType>Designer</SubType>
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</None>
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</ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="winRTDink.rc" />
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@ -7,6 +7,6 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug GL|Win32'">
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<LocalDebuggerWorkingDirectory>$(ProjectDir)</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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<LocalDebuggerCommandArguments>-game dmods/mayhem</LocalDebuggerCommandArguments>
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<LocalDebuggerCommandArguments>-game dmods/dinkcrft</LocalDebuggerCommandArguments>
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</PropertyGroup>
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</Project>
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