aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2009-08-04* Reverted change that subtracts 1 from font colour indexes for various ↵Denis Kasak
speaking characters; they are 0-based after all. * Fixed font blitting algorithm to allow for both white fonts and transparency. svn-id: r43044
2009-08-03* Fixed bug which made characters talk with the wrong colour; the colour ↵Denis Kasak
indexes are indexed from 1 in the data files so we need to subtract 1. * Turned on font transparency again. svn-id: r43022
2009-08-03Fixed bug in the math expression evaluator; when evaluating operators, ↵Denis Kasak
operands were being popped from the stack in the wrong order. svn-id: r43019
2009-08-02* Fixed bug when reading in persons data. I was reading in coordinates as ↵Denis Kasak
bytes and font colour as int16; it should be the other way around. * Handled the kStatusTalk loop substatus properly inside Game::loop(). * Made Game::walkHero() set the person coordinates for the dragon after it warps him to a new location * Added Game::getPerson() method (used by Script::talk()) * Added Game::setSpeechTick() method (set by Script::talk() and used inside the loop to determine when to switch to new text). svn-id: r42994
2009-08-02* Fixed bug in Font::getStringWidth() which made it miscalculate string ↵Denis Kasak
widths (a temporary variable used for storing the width of the current line was not being reset). * Temporarily disabled font transparency because the dragon's text is rendered hollow (transparency inside glyph bodies). svn-id: r42993
2009-08-02Implemented the Talk GPL command.Denis Kasak
svn-id: r42992
2009-08-02Changed some uint16s to uints (to blend more naturally with the rest of the ↵Denis Kasak
engine). svn-id: r42991
2009-08-02Calculate the character length of Text objects (without the '|' separators) ↵Denis Kasak
when setting a new string. Implemented Text::getLength(). svn-id: r42990
2009-08-02Added the strings archive to DraciEngine.Denis Kasak
svn-id: r42989
2009-08-02Added a dedicated animation for speech text.Denis Kasak
svn-id: r42988
2009-08-01* Made the engine set the appropriate loop status before running a gate ↵Denis Kasak
program or entering the main loop * Removed hack which ran programs for all gates when the room was changed svn-id: r42977
2009-08-01When changing rooms, set the first two game variables to the new room and ↵Denis Kasak
gate number. Also, if the new room is the map room, set the appropriate coordinates for the dragon in the persons array. svn-id: r42972
2009-08-01* Added support for loop substatusDenis Kasak
* Set loop substatus to Ordinary when changing rooms svn-id: r42971
2009-08-01Added archives for item descriptions and images.Denis Kasak
svn-id: r42970
2009-07-31* Added Game::runGateProgram()Denis Kasak
* Added a separate mechanism to Game to keep track both of the current room number and the next room/gate. Periodically, I check whether the new room differs from the old one and, if it does, I do the change. Doing it any other would is nearly impossible because of the way the original scripts were written. * Added GPL command Script::newRoom(). Rooms can now be traversed by clicking on their exits. Also, the intro animation partly works. Some parts go by far too soon. I assume this is because the engine still lacks a dialogue GPL command. * Fixed bug where the gates array of a room was not cleared between uses. * Save old jump value when we enter Script::run() and restore it in the end (mimicking the original engine). * Fixed small bug where the gate was supposed to be stored as the first in-game variable and not the room number. svn-id: r42957
2009-07-30* Woops, Game::getRoomNum() was already implemented. Removed the superfluous ↵Denis Kasak
implementation. * Set the first two game variables to the gate and room number in Game::init() * Fixed compilation svn-id: r42916
2009-07-30* Added support for keeping track of gates (exits from rooms)Denis Kasak
* Added getters and setters for current room and gate numbers svn-id: r42915
2009-07-30Fixed sanity check in Animation::setCurrentFrame().Denis Kasak
svn-id: r42914
2009-07-30* Added Animation::setCurrentFrame()Denis Kasak
* Moved rewinding the animation to the beginning from Animation::nextFrame() to AnimationManager::stop() (fixes the owl animation) svn-id: r42913
2009-07-29Removed some garbage I accidentally pasted into a comment.Denis Kasak
svn-id: r42909
2009-07-29* Removed some code I forgot to remove in Game::startPlay() (a call to ↵Denis Kasak
AnimationManager::play()) * Fixed logic checking for object visibility in various GPL commands (I originally misinterpreted the original engine code). svn-id: r42908
2009-07-29Explicitly set the kDragonObject enum constant value for clarity.Denis Kasak
svn-id: r42906
2009-07-29* Implemented the StartPlay and Play GPL commands properlyDenis Kasak
* Changed Script::load() to use the new animation callbacks svn-id: r42902
2009-07-29Added support for animation callbacks and implemented a few callbacks ↵Denis Kasak
(doNothing, exitGameLoop, stopAnimation). svn-id: r42901
2009-07-29* Made Game::loop() exit conditionally depending on whether the internal ↵Denis Kasak
Game::_shouldExitLoop variable is set. * Added mechanisms for signalling whether the main game loop should exit or not (Game::setExitLoop() and Game::shouldExitLoop()) svn-id: r42899
2009-07-29Fixed text bugs related to the fact that some strings in the data files ↵Denis Kasak
don't end with '|' like they should. svn-id: r42897
2009-07-29* Moved event handling to DraciEngine::handleEvents()Denis Kasak
* Added Game::start() method which is called from DraciEngine::go() * Made Game::loop() suitable for calling from other places (like GPL scripts) by handling events, redrawing the screen, etc from inside. This way it doesn't freeze the game if it doesn't return immediately. * Added Game::shouldQuit() and Game::setQuit() which can be used to signal the engine to quit. * Fixed race condition related to mouse buttons not getting released. * Instead of deleting frames for the title animation and adding a new one, reset the text for its frame. svn-id: r42875
2009-07-29* Implemented GPL function ActPhase (as Script::funcActPhase())Denis Kasak
* Trivial implementation of the Play GPL command * Fixed Script::load() to load animation IDs to objects in increasing order (needed by funcActPhase()) svn-id: r42874
2009-07-29* Added method Animation::currentFrameNum()Denis Kasak
* Renamed Animation::getFramesNum() to Animation::getFrameCount() for clarity. svn-id: r42873
2009-07-27Enabled running of look/use scripts on left/right mouse button press for ↵Denis Kasak
testing (Warning: unstable in some places). svn-id: r42841
2009-07-27Added methods to Mouse for setting the state of the button.Denis Kasak
svn-id: r42840
2009-07-27* Added Game::getObjectWithAnimation() which finds the object that owns an ↵Denis Kasak
animation with a certain ID * Made GameObjects track their titles as Strings rather than byte * * Made the engine display the title of the object under the cursor (added a special animation ID for that, kTitleText) svn-id: r42839
2009-07-27Fixed one more bug related to animations having no frames.Denis Kasak
svn-id: r42838
2009-07-27Fixed segfault when the screen is deleted before animations (the Animation ↵Denis Kasak
destructor still needs to use the screen). svn-id: r42837
2009-07-27* Added AnimationManager::addText() for adding text animationsDenis Kasak
* Added AnimationManager::getTopAnimationID(x, y) which returns the ID of the top layer animation located on a point * Added Animation::getScale{X,Y}() * Fixed a few bugs related to animations sometimes having no frames svn-id: r42836
2009-07-27* Added Sprite::getPixel() (takes into account whether a sprite is mirrored ↵Denis Kasak
or scaled) * Made the Text class internally store a Common::String instead of a byte * svn-id: r42835
2009-07-27* Removed unused variableDenis Kasak
* Fixed unsigned to signed comparison warning svn-id: r42834
2009-07-27* Added Font::getStringHeight()Denis Kasak
* Made Font::getStringWidth() calculate the width of the string properly now that handling of multi-row strings is in * Fixed bug which caused the last column of pixels in the last letter of a string to linger on the screen svn-id: r42832
2009-07-26* Removed friend declarations in Drawable for Sprite and Text, and made ↵Denis Kasak
Drawable's private members protected so they can access them * Added Text::drawScaled() and altered Text::getRect() so Text instances can be accessed through a Drawable pointer. Scaling text is planned for later because it's not essential. svn-id: r42789
2009-07-25Handled the '|' char correctly when drawing text (it serves as both a ↵Denis Kasak
newline and end-of-string marker). svn-id: r42788
2009-07-25Simplified rectangle height and width calculation in Sprite::drawScaled() ↵Denis Kasak
(use methods of Common::Rect instead of doing it manually). svn-id: r42779
2009-07-25Replaced magic constant with enum kWalkingMapOverlay.Denis Kasak
svn-id: r42778
2009-07-25* Moved walking code to Game::walkHero().Denis Kasak
* Implemented WalkOn GPL command. * Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing). svn-id: r42735
2009-07-25Added Movement enum that enumerates the animations for the dragon's movement.Denis Kasak
svn-id: r42734
2009-07-25Made Script::run() manually mark the last animation index before it executes ↵Denis Kasak
a program. This is done to prevent Release wreaking havoc if it is unpaired (i.e. if the script forgot to call a Mark first). svn-id: r42733
2009-07-25Implemented ExecUse, ExecLook and ExecInit GPL commands.Denis Kasak
svn-id: r42732
2009-07-25* Added DraciEngine::_initArchive and made Game use it. Fixes a memory bug ↵Denis Kasak
because Game uses pointers from the init archive which should outlive it (but didn't previously). * Added support for setting loop status to Game. * Made some GPL commands check whether we are in the correct loop status before executing. svn-id: r42731
2009-07-25* Added handlers for the ObjStat and ObjStat_On GPL commandsDenis Kasak
* Removed temporary hack I accidentally committed svn-id: r42730
2009-07-24Temporary mapped GPL command StartPlay to handler for Start and reenabled ↵Denis Kasak
gates' scripts (for added effects and testing). svn-id: r42684
2009-07-24* Added tracking and deleting animations by index (which represents the ↵Denis Kasak
order in which they were loaded). This is needed by some GPL commands. * Added Game::getNumObjects() which returns the number of objects in the game * Fixed segfault (accessing a null Animation *) * Added some docs to various things svn-id: r42683