Age | Commit message (Collapse) | Author |
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things)
svn-id: r44495
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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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svn-id: r44474
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I left draw() as is for now, although it could also be similarly simplified.
Also, one could easily completely get rid of columnIndices[], but I was too
tired for the time being.
svn-id: r44457
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svn-id: r44456
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* Added const to some methods of Game.
* Removed some code cruft from Game::walkHero() (duplicate calculations and variables).
* Fixed small bug which prevented talking text from being centered above the dragon.
svn-id: r44455
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Game::getHeroY() and implemented correct positioning of all dragon animations. Fixed exiting the inventory by right-clicking outside it.
svn-id: r44453
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svn-id: r44447
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svn-id: r44434
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svn-id: r44433
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svn-id: r44430
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svn-id: r44422
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where lround() is used
svn-id: r44337
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svn-id: r44331
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non-C99 compilers (e.g. VS)
svn-id: r44328
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getters/setters.
svn-id: r43492
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previously called "icons" as in the original player. This commit also renamed every such instance to the proper "item".
svn-id: r43487
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svn-id: r43392
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* Used a more natural condition (whether the scheduled room number is different from the current room number) instead of the _roomChange hack.
svn-id: r43391
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svn-id: r43312
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svn-id: r43311
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svn-id: r43310
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svn-id: r43309
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them back to 1-based indexing so they play well with the rest of the scripts. This fixes a number of bugs, e.g. the dragon now appears automatically when the game starts and the question mark animation in the intro is played / stopped at an appropriate time.
* Removed hack from Script::start() which loaded animation 657 before playing it to stop a crash. The fix above seems to fix this bug as well.
svn-id: r43308
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high-five scene between Bert and Eveline which ended too fast).
svn-id: r43306
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two separate concepts
* Fixed slight glitch where object titles (which normally disappear when objects are used/looked at) reappeared for a moment after the script has finished
svn-id: r43305
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svn-id: r43295
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svn-id: r43256
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svn-id: r43253
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to Game::start() (just after running the gate program). This fixes a black cursor bug when the game starts (the cursor should not be even displayed then).
svn-id: r43162
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* Extracted title updating from the main loop to a new method, Game::updateTitle().
* Added Game::updateCursor().
* Restructured the main loop to fix many subtle bugs and enable some new functionality concerning object scripts (like support for room-global use scripts).
* Added support for tracking currently selected icons (items, probably should be renamed).
* Changed walkDir, lookDir and useDir members of GameObject to int and adjusted them for zero-based indexing.
* Added Game::getCurrentIcon().
* Return from WalkingMap::findNearestWalkable immediately if the starting point is walkable.
svn-id: r43160
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(warning: this will break many things currently working until I implement IsIcoAct in my next few commits).
* Removed old HACK note because look / use scripts are now more properly implemented.
svn-id: r43130
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obsolete documentation.
svn-id: r43128
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from the original game that attempts to find walkable spots near the given point
* Implemented moving to the right place when looking / using objects.
svn-id: r43125
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svn-id: r43085
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anticipation of a smart finding a walkable point) and disabled walking during script execution / inventory.
svn-id: r43084
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svn-id: r43083
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times during talking or executing look/use scripts. Previously, the loop could be called nested arbitrarily many times.
svn-id: r43081
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and uint16 -> uint)
* Added enum constant kNoEscRoom for rooms that have no escape room defined
* Fixed crash when ESC is pressed in rooms which have no escape room defined
* Renamed kNotFound (used as a return value for Game::getObjectWithAnimation) to kObjectNotFound for clarity.
svn-id: r43072
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* Added proper colouring of the title animation fonts
* Added Game::getEscRoom().
svn-id: r43063
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* Handled title positioning
* Cleaned up the main loop a bit (comments, stylistic changes, shortened some lines, etc)
* Fixed setting the dragon's feet position (the x coordinate should be at the midpoint of the animation)
svn-id: r43059
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speaking characters; they are 0-based after all.
* Fixed font blitting algorithm to allow for both white fonts and transparency.
svn-id: r43044
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indexes are indexed from 1 in the data files so we need to subtract 1.
* Turned on font transparency again.
svn-id: r43022
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bytes and font colour as int16; it should be the other way around.
* Handled the kStatusTalk loop substatus properly inside Game::loop().
* Made Game::walkHero() set the person coordinates for the dragon after it warps him to a new location
* Added Game::getPerson() method (used by Script::talk())
* Added Game::setSpeechTick() method (set by Script::talk() and used inside the loop to determine when to switch to new text).
svn-id: r42994
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svn-id: r42988
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program or entering the main loop
* Removed hack which ran programs for all gates when the room was changed
svn-id: r42977
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gate number. Also, if the new room is the map room, set the appropriate coordinates for the dragon in the persons array.
svn-id: r42972
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* Set loop substatus to Ordinary when changing rooms
svn-id: r42971
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* Added a separate mechanism to Game to keep track both of the current room number and the next room/gate. Periodically, I check whether the new room differs from the old one and, if it does, I do the change. Doing it any other would is nearly impossible because of the way the original scripts were written.
* Added GPL command Script::newRoom(). Rooms can now be traversed by clicking on their exits. Also, the intro animation partly works. Some parts go by far too soon. I assume this is because the engine still lacks a dialogue GPL command.
* Fixed bug where the gates array of a room was not cleared between uses.
* Save old jump value when we enter Script::run() and restore it in the end (mimicking the original engine).
* Fixed small bug where the gate was supposed to be stored as the first in-game variable and not the room number.
svn-id: r42957
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