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path: root/engines/draci/game.cpp
AgeCommit message (Collapse)Author
2018-08-17JANITORIAL: Removing trailing spaces after int castsPaul Gilbert
2018-05-07DRACI: Enforce code formatting guidelinesAdrian Frühwirth
2014-05-25DRACI: Initialize a variable, some rework on the initialization of pointers ↵Strangerke
and booleans
2014-05-20DRACI: Add missing _isPositionLoaded initialization.D G Turner
Fixes CID 1003405.
2014-04-28DRACI: Inventory opening after finished callback.lukaslw
2014-04-28DRACI: Opening inventory during movements and actions.lukaslw
2014-03-08DRACI: Fading out improvements.lukaslw
2014-03-08DRACI: Saving improvements (item in hand and hero position).lukaslw
2014-02-18DRACI: Make GPL headers consistent in themselves.Johannes Schickel
2013-11-24DRACI: Janitorial - Fix spacing errorsStrangerke
2013-10-18DRACI: Initialized class variables. CID 1003405Eugene Sandulenko
2013-10-18DRACI: Fix negative array index read. CID 1003548Eugene Sandulenko
2013-10-17DRACI: Fix uninitalized variables. CID 1003405Eugene Sandulenko
2013-10-17DRACI: Fix potential negative array index read. CID 1003548Eugene Sandulenko
2011-09-08DRACI: Made some static data const.Johannes Schickel
2011-06-02DRACI: Remove all instances of s(n)printfMax Horn
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-14ALL: colour -> colorMax Horn
2011-02-07ALL: Fix whitespaces / indentionMax Horn
svn-id: r55818
2010-11-19COMMON: Split common/stream.h into several headersMax Horn
svn-id: r54385
2010-10-23ALL: Fix indention (whitespaces -> tabs)Max Horn
svn-id: r53738
2010-06-30Generalize the sound archive framework to be able to open new formatsRobert Špalek
svn-id: r50519
2010-06-28Fade palette in/out when entering/leaving a locationRobert Špalek
svn-id: r50409
2010-06-28bugfix for the item fast-switching commitRobert Špalek
svn-id: r50408
2010-06-28Implement shortcuts for switching items in the inventoryRobert Špalek
slash: switch between the last held item and normal mouse comma, period: replace the currently held item with the previous/next item in the inventory Also, commented a bit better what happens when ESCAPE is present with respect to map programs and cut-scenes. svn-id: r50407
2010-06-27Run possible cut-scenes before each location change.Robert Špalek
This is the behavior of the original player. It is not necessary to click on the hero. svn-id: r50361
2010-04-19Fix static initializationRobert Špalek
svn-id: r48722
2010-04-11Fix bug 2983187 on continuing palette changeRobert Špalek
svn-id: r48615
2010-04-01Dragon History: fixing properly bug 2976774Robert Špalek
The previous bugfix just hid the problem by removing an assert, but it might demonstrate itself in another way later. This is a proper bugfix. svn-id: r48460
2010-03-31Basic correction for bug #2976774 "DRACI: Segfault Crash When Leaving ↵David Turner
Inventory". This patch corrects the valgrind fault, but may not be the ultimate fix. This should be reviewed before backport to v1.1.0 branch. svn-id: r48434
2010-01-25Strip trailing spaces/tabs.Johannes Schickel
svn-id: r47541
2010-01-10Handle properly shouldQuit()Robert Špalek
svn-id: r47215
2009-12-09Silence gcc warning.Johannes Schickel
svn-id: r46326
2009-12-09DRACI: Reduce header interdependencies; some cleanupMax Horn
svn-id: r46320
2009-11-30Removed <cmath> includes since a) not a part of Symbian OS b) Compiles fine ↵Lars Persson
without it (at least with Symbian OS GCCE 3.4.3 and CW 2) svn-id: r46213
2009-11-28Hopefully fix switching to the map right after switching the locationRobert Špalek
It seems that the mouse was simply on the below line and triggered the switch to the map without the user realizing. svn-id: r46171
2009-11-22Move setIsReloaded(false) in enterNewRoom() to the right place.Robert Špalek
Last commit moved it below, but that cancelled GPL2 programs run right after loading the game. svn-id: r46099
2009-11-22Remove obsolete and unneeded logic bypassing reloading a location.Robert Špalek
I have tested that this could only possibly happen when the game has been loaded with last location being the map. Then pressing Escape calls enterNewRoom() and this superfluous optimization takes place. It is harmless to simply reload the map. After having removed it, enterNewRoom() needs not return any return value, because the test at the tail can be done by the caller. I have then restructured the code a little to make it cleaner. svn-id: r46098
2009-11-22Further cleaned up the hack with removing old animations.Robert Špalek
Now only a long-term (complete rewrite) TODO is left in the code, but nothing urgent to solve. svn-id: r46097
2009-11-22Make sure hands are empty after loading the gameRobert Špalek
(otherwise we could have in our hands an unreachable object). This works thanks to moving clearing _currentItem into putItem(), which gets called in inventoryReload(). svn-id: r46096
2009-11-22Clearing object animations in a cleaner wayRobert Špalek
Verified that we really do not need object animations even if they are in a different location, and clearing them thus regardless of their location. Although the game was not crashing due to previous work-arounds at this moment, this cleanup obliterates the most horrible hack and makes sure animations will never get stale. svn-id: r46095
2009-11-22Fixed assert() on already loaded animationRobert Špalek
Now the game seems fully playable with crazy loading all the time, even though it is a hacky solution. Updated the TODOs svn-id: r46094
2009-11-22Updated an urgent TODO to make the game playableRobert Špalek
svn-id: r46070
2009-11-22Fix SIGSEGV by an absolutely brutally horrible hackRobert Špalek
I have thoroughly documented why this hack is needed and added ideas how to fix it properly. svn-id: r46068
2009-11-22Opening the inventory stops hero walkingRobert Špalek
(otherwise the relative animation would repeat itself unhandled until the hero disappears from the screen.) svn-id: r46058
2009-11-22Fix positioning of one-time hero animations.Robert Špalek
With the previous code, the position of the animation was doubled (due to counting the position twice, the second time being a relative shift), which put it mostly outside the screen. This is because one-time hero animations are actually stored using absolute coordinates. svn-id: r46057
2009-11-21Fixed re-entering the same room using a different gateRobert Špalek
svn-id: r46044
2009-11-12Handled loading/saving from the map locationRobert Špalek
svn-id: r45876
2009-11-12Implementing switching to/from the map room by mouseRobert Špalek
svn-id: r45872
2009-11-12Display/remove the inventory based on mouse "gestures"Robert Špalek
svn-id: r45855