Age | Commit message (Collapse) | Author |
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First shot, not debugged yet, but seems to work (even though a bit hairy)!
svn-id: r45688
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svn-id: r45649
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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: r45644
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svn-id: r45641
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when reloaded
svn-id: r45640
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The current algorithm is much better than the original player'ss one and it
find really nice curved paths.
Also, started preparing interface for actually walking along this path.
svn-id: r45622
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svn-id: r45609
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svn-id: r45608
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- shouldExitLoop() is a bool again and introduced new flag isReloaded() instead
of adding special hacky value 2
- loop() accepts 2 parameters: loop substatus and shouldExit flag, because each
caller previously had to set and restore these manually. loop() now also
tests whether the substatuses are properly nested. reordered the
loop-exitting code.
- renamed loop substatuses to logical names
- enterNewRoom() returns bool whether loop() should continue so that start()
doesn't have to test and clear shouldEndProgram(). it doesn't need
force_reload as a parameter anymore.
- dialog selections use new inner substatus instead of outer substatus, for
consistency
svn-id: r45607
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svn-id: r45606
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svn-id: r45604
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svn-id: r45602
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PathVertex replaced by Common::Point. Do not update the path sprites if
not in the debugging mode.
svn-id: r45598
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svn-id: r45597
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svn-id: r45596
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svn-id: r45595
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svn-id: r45525
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svn-id: r45524
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svn-id: r45516
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They usually just add unnecessary confusion and this is definitely such
an example. Removal will clarify the code.
svn-id: r45512
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Also, add comments to the last commit.
svn-id: r45511
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Also, fix a bug when loading the default walking map (wasn't implemented)
and setting font size. The reason I move this code into a new module is
because I will augment it with other walking-related algorithms soon.
svn-id: r45510
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svn-id: r45505
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All GPL2 callbacks are now fully implemented. It remains to implement
proper walking.
svn-id: r45501
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svn-id: r45497
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svn-id: r45455
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svn-id: r45453
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(Most objects were not loaded due to incorrect cleaning of a flag). Also,
clean up accessing some boolean attributes.
svn-id: r45452
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svn-id: r45451
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svn-id: r45389
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Debugged everything.
svn-id: r45330
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Several TODO's added.
svn-id: r45298
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Made it intelligent so that when, for example, the dubbing file doesn't exist,
we don't fail, but instead always show subtitles even if the GUI settings
says dubbing only, etc.
svn-id: r45002
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I haven't implemented switching dubbing and subtitles on/off according to
the config manager nor the speed of the subtitles, yet.
svn-id: r45001
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Dubbing is not yet played.
svn-id: r45000
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Parsing _lookDir and _useDir, and passing it all the way around to walkHero().
Also, added playHeroAnimation() to reduce code duplication.
svn-id: r44965
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The basic commands are done. It remains to implement handling music (after
we play it at all), fading palette, and controlling the quick-hero and
speed-text flags (after I find out what they do).
Now the dragon switches between talking and staying during dialogs. However,
the left/right direction doesn't work yet, because we don't respect _lookDir
and _useDir yet.
svn-id: r44964
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After inspection, I assert that it isn't true that the _anim array needs to
be sorted. In fact, sorting ruins the ordering of the dragon's animations,
which corresponds to enum Movement.
After fixing this, let the dragon have a rest instead of constantly walking
down.
svn-id: r44962
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svn-id: r44961
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It's both a pointer to an AnimationManager and list of animation ID's fo
each object. The latter renamed to _anim so that I can easily search for
them.
Also, fixed the bug promised in the previous commit.
svn-id: r44960
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svn-id: r44958
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The sounds are not played yet, but the infrastructure is getting ready.
svn-id: r44957
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1. a room need to be reloaded by force when the loaded game is in the same
room as the game before the load
2. objects from the last room and their animations must be deallocated
before I change the room number
svn-id: r44638
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Immediate exit needed when loading a savegame hurts waiting in an inner
(strange) loop inside a GPL program, because animations don't progress at
all. Reverted to the previous behavior and kept the immediate exit as a
hack for loading the game.
svn-id: r44590
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This solution is quite hacky, but so is the rest of the code, before a
future refactoring done one day.
svn-id: r44588
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Fixed many bugs in the boilerplate. Saving (only) things that really need to
be saved. Loading seems to work modulo dialogs and (possibly) inventory.
svn-id: r44586
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Clamping on the border of the screen works precisely. When switched to the
inventory, titles of game items are displayed instead of a (sticky) title of
the last object before entering the inventory. Put some const's where
appropriate.
svn-id: r44550
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My yesterday's fix on handling 1 event per call caused the game to be
unbearably slow on Linux. The old way was much faster. I have solved too
fast a succession of mouse button down and up by not clearing the mouse flag
when the button goes up instead.
Fixed a memory leak and uninitialized variable after my refactoring of game
location changes; found by ValGrind.
svn-id: r44525
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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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