Age | Commit message (Collapse) | Author |
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svn-id: r43488
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previously called "icons" as in the original player. This commit also renamed every such instance to the proper "item".
svn-id: r43487
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* Added AnimationManager::addItem() for adding inventory items animations.
svn-id: r43486
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* Stop calling Mouse::setPosition() on EVENT_MOUSEMOVE since it's not needed (the engine warps the mouse automatically; I still left the method for situations when we want to warp the mouse explicitly).
svn-id: r43484
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svn-id: r43424
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svn-id: r43392
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* Used a more natural condition (whether the scheduled room number is different from the current room number) instead of the _roomChange hack.
svn-id: r43391
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separately but the whole string at once. Also removed the markDirty parameter from Font::drawChar() since it's not needed anymore.
svn-id: r43368
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svn-id: r43365
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has only one frame because such animations may need to have callbacks called too. Fixes intro freeze during mother's lecture.
svn-id: r43313
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svn-id: r43312
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svn-id: r43311
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svn-id: r43310
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svn-id: r43309
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them back to 1-based indexing so they play well with the rest of the scripts. This fixes a number of bugs, e.g. the dragon now appears automatically when the game starts and the question mark animation in the intro is played / stopped at an appropriate time.
* Removed hack from Script::start() which loaded animation 657 before playing it to stop a crash. The fix above seems to fix this bug as well.
svn-id: r43308
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high-five scene between Bert and Eveline which ended too fast).
svn-id: r43306
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two separate concepts
* Fixed slight glitch where object titles (which normally disappear when objects are used/looked at) reappeared for a moment after the script has finished
svn-id: r43305
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that needed to be set).
svn-id: r43297
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svn-id: r43295
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svn-id: r43256
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svn-id: r43255
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svn-id: r43254
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svn-id: r43253
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archive because every item has a highlighted and a non-highlighted version.
svn-id: r43185
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svn-id: r43176
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to Game::start() (just after running the gate program). This fixes a black cursor bug when the game starts (the cursor should not be even displayed then).
svn-id: r43162
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* Implemented GPL commands Script::loadMap() and Script::roomMap().
* Added temporary HACK to change some speech texts to use the small font because some strings overflow the screen (as stored in the data files).
svn-id: r43161
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* Extracted title updating from the main loop to a new method, Game::updateTitle().
* Added Game::updateCursor().
* Restructured the main loop to fix many subtle bugs and enable some new functionality concerning object scripts (like support for room-global use scripts).
* Added support for tracking currently selected icons (items, probably should be renamed).
* Changed walkDir, lookDir and useDir members of GameObject to int and adjusted them for zero-based indexing.
* Added Game::getCurrentIcon().
* Return from WalkingMap::findNearestWalkable immediately if the starting point is walkable.
svn-id: r43160
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svn-id: r43159
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use the same hotspot (the center of the sprite).
svn-id: r43158
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(warning: this will break many things currently working until I implement IsIcoAct in my next few commits).
* Removed old HACK note because look / use scripts are now more properly implemented.
svn-id: r43130
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svn-id: r43129
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obsolete documentation.
svn-id: r43128
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from the original game that attempts to find walkable spots near the given point
* Implemented moving to the right place when looking / using objects.
svn-id: r43125
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svn-id: r43109
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svn-id: r43087
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via Script::endCurrentProgram().
svn-id: r43086
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svn-id: r43085
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anticipation of a smart finding a walkable point) and disabled walking during script execution / inventory.
svn-id: r43084
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svn-id: r43083
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svn-id: r43082
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times during talking or executing look/use scripts. Previously, the loop could be called nested arbitrarily many times.
svn-id: r43081
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and uint16 -> uint)
* Added enum constant kNoEscRoom for rooms that have no escape room defined
* Fixed crash when ESC is pressed in rooms which have no escape room defined
* Renamed kNotFound (used as a return value for Game::getObjectWithAnimation) to kObjectNotFound for clarity.
svn-id: r43072
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user switch to another location (or skip the intro) by pressing ESC (the escRoom for every location is stored in the data files).
* Reworked the left and right arrow key commands so they don't call changeRoom() themselves but instead schedule the room change via Game::setRoomNum(). In this way, changing rooms like that is still a hack but a bit more "natural", since the loop doesn't get skipped, the gate scripts get run, etc.
svn-id: r43065
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* Added proper colouring of the title animation fonts
* Added Game::getEscRoom().
svn-id: r43063
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* Handled title positioning
* Cleaned up the main loop a bit (comments, stylistic changes, shortened some lines, etc)
* Fixed setting the dragon's feet position (the x coordinate should be at the midpoint of the animation)
svn-id: r43059
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svn-id: r43058
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* Changed Font::getStringWidth() and Font::getStringHeight() to return uint instead of int.
* Made the Font::drawString() overload which accepts a Common::String the "default" one. The overload accepting a (byte *) now calls that one (it was the other way around before).
* Added proper line centering to the Font::drawString() routine.
svn-id: r43053
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svn-id: r43052
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svn-id: r43051
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