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path: root/engines/draci/game.h
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2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28JANITORIAL: Format forward declarations to follow conventionOri Avtalion
2011-04-14ALL: colour -> colorMax Horn
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
2010-06-28Implement 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
2010-04-01Dragon 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
2010-01-10Handle properly shouldQuit()Robert Špalek
svn-id: r47215
2009-12-09DRACI: Reduce header interdependencies; some cleanupMax Horn
svn-id: r46320
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
2009-11-22Remove 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
2009-11-22Only enable changing rooms by left/right arrows when debuggingRobert Špalek
svn-id: r46059
2009-11-12Display/remove the inventory based on mouse "gestures"Robert Špalek
svn-id: r45855
2009-11-12Added runWrapper() calling run() and some actions around it.Robert Špalek
This simplifies a lot of code calling run(). Also, scripts called from the inventory are now called with disabled mouse and title, as desired. svn-id: r45848
2009-11-11Cleaned up searching the closest point.Robert Špalek
The old comments were completely misleading although the algorithm was good. svn-id: r45824
2009-11-10Huge refactoring of data structures.Robert Špalek
Replaced IDs of objects by pointers, which saves many lookups, each of which is horribly ineffective. Moved a lot of code into methods of structs now turned into objects. Tested the new code a lot and seems to work as well as the old code. svn-id: r45799
2009-11-08Removed almost all TODOs from the header filesRobert Špalek
svn-id: r45765
2009-11-07Debugged updating the position of the hero during walking.Robert Špalek
I project the hero immediately to the end of each edge for the time being though. svn-id: r45722
2009-11-07Add helper functions to retrieve dragon position from the animation.Robert Špalek
To implement proper walking, I have to respect the relative shifts defined by the sprites as opposed to apply some constant velocity. svn-id: r45714
2009-11-05Implemented proper walking.Robert Špalek
First shot, not debugged yet, but seems to work (even though a bit hairy)! svn-id: r45688
2009-11-04Implemented and debugged the walking framework.Robert Špalek
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
2009-11-03Implement properly stayOn instead of using walkOnRobert Špalek
svn-id: r45641
2009-11-03Greatly improved the quality of obliqueing the shortest path.Robert Špalek
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
2009-11-02Little clean-up after the refactoring.Robert Špalek
svn-id: r45609
2009-11-02Split loop() into several cleaned helper methodsRobert Špalek
svn-id: r45608
2009-11-02Refactored running loop().Robert Špalek
- 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
2009-11-01Commented the rest of the loop() logicRobert Špalek
svn-id: r45606
2009-11-01Debugged computation and displaying of optimal walking pathsRobert Špalek
svn-id: r45597
2009-10-30Moved all one-line getters/setters to the header filesRobert Špalek
svn-id: r45524
2009-10-30Move WalkingMap instance to Game, and clean up parametersRobert Špalek
svn-id: r45516
2009-10-30Remove most of default parameter values.Robert Špalek
Also, add comments to the last commit. svn-id: r45511
2009-10-30Move WalkingMap into new module.Robert Špalek
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
2009-10-29Implement flipping the QuickHero and SpeedText flags in GPL2.Robert Špalek
All GPL2 callbacks are now fully implemented. It remains to implement proper walking. svn-id: r45501
2009-10-29Fix several palette fading bugs.Robert Špalek
svn-id: r45497
2009-10-28Implement palette fadingRobert Špalek
svn-id: r45455
2009-10-22Implemented GPL2 commands for music.Robert Špalek
Debugged everything. svn-id: r45330
2009-10-13Set all sound/subtitle-related parameters from ConfMan.Robert Špalek
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
2009-10-13Dubbing is played.Robert Špalek
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
2009-10-12Dragon looks into the requested direction.Robert Špalek
Parsing _lookDir and _useDir, and passing it all the way around to walkHero(). Also, added playHeroAnimation() to reduce code duplication. svn-id: r44965
2009-10-12Implemented GPL commands JustTalk and JustStay.Robert Špalek
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
2009-10-12Reduced huge code duplication by introducing Game::stopObjectAnimations()Robert Špalek
svn-id: r44961
2009-10-12Disambiguated _anims.Robert Špalek
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
2009-10-11Reduced code duplication and fixed one deletion bug.Robert Špalek
svn-id: r44959
2009-10-11Implemented a few more harmless GPL2 commandsRobert Špalek
svn-id: r44958
2009-10-08Change doxygen inline comments from "//!" to "///" as proposed on -develMax Horn
svn-id: r44802
2009-10-04Fixed two bugs concerning loading:Robert Špalek
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
2009-10-04Hack Game::_shouldExitLoop.Robert Špalek
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
2009-10-04Load inventory items properly after loading the game.Robert Špalek
This solution is quite hacky, but so is the rest of the code, before a future refactoring done one day. svn-id: r44588
2009-10-04Implemented rudimentary game loading/saving.Robert Špalek
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