Age | Commit message (Collapse) | Author |
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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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The regression affected AGOS and maybe some others; specifically,
the real MidiDriver would have been deleted twice -- I previously
missed that the Engine instances takes care of freeing the real
MidiDriver, not the MidiPlayer wrapping it.
This commit should clarify the ownership of the real MidiDriver for
most pseudo MidiDrivers.
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Since DRACI uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
svn-id: r54116
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svn-id: r53925
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svn-id: r53484
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svn-id: r48279
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svn-id: r46320
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without details; help filling these out is welcome)
svn-id: r46128
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svn-id: r46117
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svn-id: r45850
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svn-id: r45849
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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
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The hero does not walk yet (it still teleports to the target immediately),
but that is just because the actual walking algorithm is left trivial first.
However, the main game loop, callbacks, and waiting all already work with
the general framework.
svn-id: r45648
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svn-id: r45524
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Several TODO's added.
svn-id: r45298
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Dubbing is not yet played.
svn-id: r45000
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We initialize them in the DraciEngine constructor, but don't play any sounds
yet. Checked that it works for all existing sound files (required several
work-arounds against unspoken specification).
When copying the interface from barchive.h, I decided to remove some const's
from there, because getFile() wasn't really behaving like const.
Removed some static Common::String instances.
svn-id: r44953
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All currently defined featues will be supported. I have implemented
everything boilerplatish, except for the actual game saving/loading (which
will come in the next commit), getting volumes from the configuration
(because we don't play sounds yet), and changing subtitles.
svn-id: r44583
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Also, started implementing Advanced Engine Features:
- pause support
- RTL support
svn-id: r44575
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Completely changed the interface, removing unused methods and attributes,
renaming other ones to reflect what they do, and moving some methods into the
private section. Code changing the location, originally scattered over many
pieces of code, has been unified into one place. Remember the previous room
when entering the map so that one can return there.
Also, the event handler processes one event at a time, preventing lost clicks
on touchpads.
svn-id: r44508
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svn-id: r44493
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- Remove use of tabs for formatting, now in nearly all cases tabs are only used for indentation
- Use "uint" instead of "unsigned int" in the whole engine for consistency's sake
- Strip some trailing tabs and leading whitespaces
svn-id: r44478
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where lround() is used
svn-id: r44337
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svn-id: r42989
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svn-id: r42970
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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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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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* Added DraciEngine::walkingMapsArchive
* Made Game::loadRoom() read in the current walking map
svn-id: r42541
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svn-id: r42535
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_smallFont and _bigFont so each font can be handled separately.
svn-id: r42514
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svn-id: r42190
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the new API change.
svn-id: r42133
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svn-id: r42091
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svn-id: r42071
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svn-id: r42065
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svn-id: r42035
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code that used those archives to use that instead of opening them manually. Replaced BArchive::operator[] functionality with BArchive::getFile() to prevent ugliness when accessing archives via pointers.
svn-id: r42031
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script on engine startup (previously via gpldisasm(), now via _script->run()).
svn-id: r41921
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read in the list of persons from INIT.DFW. Added Game instance to DraciEngine.
svn-id: r41907
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svn-id: r41840
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because the screen size doesn't change.
svn-id: r41620
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instance. This way the default constructor is invoked in DraciEngine::init() and can properly initialize the fonts because the game data paths are set.
svn-id: r41612
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svn-id: r41604
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handling by replacing the appropriate colours before drawing. Added Font::setColour() method for changing the current font colour. Added include guards to draci/font.h. Moved kFontBig and kFontSmall constants to draci/font.cpp to prevent redefinition errors.
svn-id: r41524
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info from the BAR archiver. Also adjusted numeric debug levels.
svn-id: r41436
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rudimentary GPL disassembler)
svn-id: r41390
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