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2009-11-08Items put into inventory are placed correctly.Robert Špalek
Also, named correctly GPL2 parameter types. This fixes all FIXMEs svn-id: r45762
2009-11-08added set_ons command to consoleVladimir Menshakov
svn-id: r45761
2009-11-08fixed more village glitchesVladimir Menshakov
svn-id: r45760
2009-11-08fixed wrong debug outputVladimir Menshakov
svn-id: r45759
2009-11-08clear current_event only on async messagesVladimir Menshakov
svn-id: r45758
2009-11-08fixed typoVladimir Menshakov
svn-id: r45757
2009-11-08implemented async messages (some animation requires it), added custom ↵Vladimir Menshakov
positioning. svn-id: r45756
2009-11-08removed font::color, added debugger console with ↵Vladimir Menshakov
enable_object/disable_object commands. svn-id: r45755
2009-11-08adding proper dialog colors, various fixes.Vladimir Menshakov
svn-id: r45754
2009-11-08Fix running clearing IsReloaded().Robert Špalek
Currently, if gate programs used loop(), they exitted immediately due to not having cleared this flag. svn-id: r45753
2009-11-08Silence gcc warning by putting parentheses around an && expression nested in ↵Johannes Schickel
an || expression. svn-id: r45752
2009-11-08removed noisy debug messageVladimir Menshakov
svn-id: r45751
2009-11-08restart default animation in the slot after custom animation has ended.Vladimir Menshakov
svn-id: r45750
2009-11-08Fix enabling mouse cursor when entering a room.Robert Špalek
It used to have a wrong palette. svn-id: r45749
2009-11-08Implement QuickHero walking.Robert Špalek
Pressing Q during the game enables/disables faster walking; all animation phases are flipped after one refresh instead of after given delay. svn-id: r45748
2009-11-08Do not immediately clear the path when it has just 1 vertex.Robert Špalek
This fixes the previous bugfix, which causes that I could not re-run the same program (e.g., by repeatedly clicking on the hollow tree) if the hero did not move at least one pixel. svn-id: r45747
2009-11-08Fixed mistake with two inner loop caused by not clearing the path.Robert Špalek
Also, optimize play() and stop() svn-id: r45746
2009-11-08Tuned Z-coordinate of the dragon.Robert Špalek
Adding +1 made the dragon sometimes flip before an object when it should have been behind. svn-id: r45745
2009-11-08Renumbered path segments.Robert Špalek
Increasing _segment by 1 makes the code much simpler. svn-id: r45744
2009-11-08Walking animations are fully smooth nowRobert Špalek
svn-id: r45743
2009-11-08Debugged smooth walking except for 1 bug.Robert Špalek
Adjusting to the edge is done such that it respects slight sideways movements of the dragon. Fixed rounding issues in the whole game. Improved debug messages. Made sure that the dragon does not turn like crazy around when clicking on the same pixel: the final point is always the clicked one although the middle points made by shifted to make the animations smooth, and preserve the dragons direction if he has not walked. There is a bug with running turning animations as they seem to disappear for 1 frame and have incorrect Z coordinate. Will investigate it next. svn-id: r45742
2009-11-07fixed rendering orderVladimir Menshakov
svn-id: r45735
2009-11-07Fix some delays in Kyrandia 1 when clicking very often, while a sequence plays.Johannes Schickel
svn-id: r45731
2009-11-07Access _keyMap a little different, so that no additional entries are ↵Johannes Schickel
created, when an unmapped key is pressed. svn-id: r45730
2009-11-07Formatting.Johannes Schickel
svn-id: r45729
2009-11-07do not bail out from the waitAnimation event if restart frame requested.Vladimir Menshakov
svn-id: r45728
2009-11-07Gradual walking implemented.Robert Špalek
It is not fully smooth yet due to rounding errors. However, it otherwise does what it is supposed to including perspective correction. svn-id: r45727
2009-11-07skip intro only by escapeVladimir Menshakov
svn-id: r45726
2009-11-07added waitForLanAnimationFrame() everywhereVladimir Menshakov
svn-id: r45725
2009-11-07implemented waiting for the particular frame in animation.Vladimir Menshakov
svn-id: r45724
2009-11-07Debugged updating the position of the hero during walking.Robert Špalek
I project the hero immediately to the end of each edge for the time being though. svn-id: r45722
2009-11-07removed background bartender animation, played by mistakeVladimir Menshakov
svn-id: r45720
2009-11-07added default delays for the messagesVladimir Menshakov
svn-id: r45719
2009-11-07improved walking codeVladimir Menshakov
svn-id: r45718
2009-11-07added actor position, orientation and dump() to hotspot structVladimir Menshakov
svn-id: r45717
2009-11-07removed magic coordinatesVladimir Menshakov
svn-id: r45716
2009-11-07"constify" dump and save methods, added intersects_hline/intersects_vlineVladimir Menshakov
svn-id: r45715
2009-11-07Add helper functions to retrieve dragon position from the animation.Robert Špalek
To implement proper walking, I have to respect the relative shifts defined by the sprites as opposed to apply some constant velocity. svn-id: r45714
2009-11-07The hero turns the right direction after walkingRobert Špalek
svn-id: r45713
2009-11-07Implemented relative animations.Robert Špalek
In these animations, each sprite can specify a relative shift with respect to the previous sprite. Moving animations (such as walking of the dragon) are easily described in this framework. I have sort of hacked their support and it seems to work. The current walking code does not interact with the new code yet, but it will be easy to do. svn-id: r45712
2009-11-07Done research on ignored animation flags and commented the codeRobert Špalek
svn-id: r45711
2009-11-07Set date for release 1.0.0Eugene Sandulenko
svn-id: r45709
2009-11-06Correct a few items.Travis Howell
svn-id: r45702
2009-11-06Sync with the NEWS file in the 1.0.0 branch.Matthew Hoops
svn-id: r45700
2009-11-06Commit digitall's patch for bugs #2892510 and #2892510 with an additional ↵Johannes Schickel
comment. svn-id: r45697
2009-11-06Add safe-guard against collision of animation IDs.Robert Špalek
When debugging another issue, I preloaded all animations, and horrible things happened that I debugged for a few hours. svn-id: r45695
2009-11-06update readme for releaseKostas Nakos
svn-id: r45691
2009-11-05Fixed several gross walking bugs.Robert Špalek
- SIGSEGV by not stopping walking when changing rooms - reset of the mouse cursor and object title during gate scripts - updating the previous animation phase, also when starting new animation - swapped up and down animations svn-id: r45690
2009-11-05Fixed compilation when INCLUDE_OLDGFX isn't definedFilippos Karapetis
svn-id: r45689
2009-11-05Implemented proper walking.Robert Špalek
First shot, not debugged yet, but seems to work (even though a bit hairy)! svn-id: r45688