Age | Commit message (Collapse) | Author |
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speaking characters; they are 0-based after all.
* Fixed font blitting algorithm to allow for both white fonts and transparency.
svn-id: r43044
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indexes are indexed from 1 in the data files so we need to subtract 1.
* Turned on font transparency again.
svn-id: r43022
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operands were being popped from the stack in the wrong order.
svn-id: r43019
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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
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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
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svn-id: r42992
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engine).
svn-id: r42991
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when setting a new string. Implemented Text::getLength().
svn-id: r42990
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svn-id: r42989
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svn-id: r42988
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program or entering the main loop
* Removed hack which ran programs for all gates when the room was changed
svn-id: r42977
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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
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* Set loop substatus to Ordinary when changing rooms
svn-id: r42971
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svn-id: r42970
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* 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
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implementation.
* Set the first two game variables to the gate and room number in Game::init()
* Fixed compilation
svn-id: r42916
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* Added getters and setters for current room and gate numbers
svn-id: r42915
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svn-id: r42914
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* Moved rewinding the animation to the beginning from Animation::nextFrame() to AnimationManager::stop() (fixes the owl animation)
svn-id: r42913
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svn-id: r42909
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AnimationManager::play())
* Fixed logic checking for object visibility in various GPL commands (I originally misinterpreted the original engine code).
svn-id: r42908
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svn-id: r42906
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* Changed Script::load() to use the new animation callbacks
svn-id: r42902
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(doNothing, exitGameLoop, stopAnimation).
svn-id: r42901
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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
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don't end with '|' like they should.
svn-id: r42897
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* 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
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* 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
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* Renamed Animation::getFramesNum() to Animation::getFrameCount() for clarity.
svn-id: r42873
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testing (Warning: unstable in some places).
svn-id: r42841
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svn-id: r42840
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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
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svn-id: r42838
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destructor still needs to use the screen).
svn-id: r42837
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* 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
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or scaled)
* Made the Text class internally store a Common::String instead of a byte *
svn-id: r42835
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* Fixed unsigned to signed comparison warning
svn-id: r42834
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* 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
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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
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newline and end-of-string marker).
svn-id: r42788
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(use methods of Common::Rect instead of doing it manually).
svn-id: r42779
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svn-id: r42778
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* Implemented WalkOn GPL command.
* Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing).
svn-id: r42735
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svn-id: r42734
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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
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svn-id: r42732
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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
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* Removed temporary hack I accidentally committed
svn-id: r42730
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gates' scripts (for added effects and testing).
svn-id: r42684
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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
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