Age | Commit message (Collapse) | Author |
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it and made it int instead of uint16
* Implemented variable accessing by the math evaluator
* Fixed bug from previous commit (should have used && when checking for ending instructions, not ||)
svn-id: r42242
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upper left corner. Replaced some more instances of magic numbers with kDragonObject. Made Game::init() a bit more readable.
svn-id: r42237
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Script::start() a bit more readable.
svn-id: r42236
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svn-id: r42225
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deleted before a new room is loaded) and set up a quick demonstration (left click advances to the next room, right click goes back).
svn-id: r42224
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* Added Game::getRoomNum() which returns the current room number
* Made Game::loadRoom() execute the room's startup script, load the room's objects and run their init scripts as well
svn-id: r42194
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the new API change.
svn-id: r42133
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each instance handles its own animation. Animation handles adding, fetching and deleting of AnimObjs (probably needs a namechange).
* Implemented actual animation (previously only the first frame was display)
* Implemented animation starting, stoping, looping
* Loaded looping dragon animation as a test
svn-id: r42114
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playing animations as soon as they're loaded from Game::loadAnimation().
svn-id: r42111
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(loading objects, changing rooms)
* Made Game::load*(), Game::getObject() and Game::changeRoom() methods public
* Stopped specifying Z coordinate when creating some Sprites (which I forgot in my previous commit)
svn-id: r42101
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game::loadOverlays(). Game::changeRoom() now calls them instead.
* Added Game::loadAnimation()
* The engine now stores "real" indexes (zero-based) instead of Pascal's because the previous approach was messy.
svn-id: r42092
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loading overlays.
svn-id: r42072
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svn-id: r42071
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svn-id: r42070
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svn-id: r42036
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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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Made Game keep a list of all the game's objects. Added Game::getObject() method for fetching a pointer to a particular object. Changed Game::loadObject() to not accept a pointer to a GameObject struct anymore.
svn-id: r42026
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(previously I thought that the 'word' type in the original engine was 32 bits). Removed a FIXME concerning struct size mismatch (matches when the previous sentence is taken into account). GameInfo::_numDialogBlocks is now calculated, not read in (it wasn't stored in the data files at all).
svn-id: r41966
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svn-id: r41965
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the GPL program execution. Also, the init script for the dragon object is now run inside Game::Game().
svn-id: r41928
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pointer and a length. Also, Script::run() now executes the GPL program until a gplend instruction rather than to the end of the whole program. Modified GameObject according to the new changes.
svn-id: r41927
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in-game objects' info). Added Game::loadObject() for loading such objects into memory. Made Game's constructor load the object for the main hero.
svn-id: r41925
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offsets, variables, item status, object status).
svn-id: r41908
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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: r41906
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