Age | Commit message (Collapse) | Author |
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svn-id: r44645
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consistency
svn-id: r44634
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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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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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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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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: r44434
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svn-id: r44433
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svn-id: r44431
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coordinates and scaling.
It is no longer needed to modify the underlying animations when drawing them
on the screen or testing pixels in them. Read access is enough, because
the displacement of the object is passed as a parameter.
Added some more const's where they logically belong.
svn-id: r44419
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parameter.
svn-id: r44413
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svn-id: r44362
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svn-id: r44331
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svn-id: r44329
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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: r43365
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svn-id: r43312
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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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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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that needed to be set).
svn-id: r43297
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svn-id: r43255
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svn-id: r43254
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svn-id: r43253
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svn-id: r43176
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* Implemented GPL commands Script::loadMap() and Script::roomMap().
* Added temporary HACK to change some speech texts to use the small font because some strings overflow the screen (as stored in the data files).
svn-id: r43161
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svn-id: r43129
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via Script::endCurrentProgram().
svn-id: r43086
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svn-id: r43058
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svn-id: r43052
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operands were being popped from the stack in the wrong order.
svn-id: r43019
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svn-id: r42992
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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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svn-id: r42909
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AnimationManager::play())
* Fixed logic checking for object visibility in various GPL commands (I originally misinterpreted the original engine code).
svn-id: r42908
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* Changed Script::load() to use the new animation callbacks
svn-id: r42902
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* Trivial implementation of the Play GPL command
* Fixed Script::load() to load animation IDs to objects in increasing order (needed by funcActPhase())
svn-id: r42874
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* Implemented WalkOn GPL command.
* Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing).
svn-id: r42735
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a program. This is done to prevent Release wreaking havoc if it is unpaired (i.e. if the script forgot to call a Mark first).
svn-id: r42733
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svn-id: r42732
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because Game uses pointers from the init archive which should outlive it (but didn't previously).
* Added support for setting loop status to Game.
* Made some GPL commands check whether we are in the correct loop status before executing.
svn-id: r42731
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* Removed temporary hack I accidentally committed
svn-id: r42730
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gates' scripts (for added effects and testing).
svn-id: r42684
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order in which they were loaded). This is needed by some GPL commands.
* Added Game::getNumObjects() which returns the number of objects in the game
* Fixed segfault (accessing a null Animation *)
* Added some docs to various things
svn-id: r42683
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* Added WalkingMap::isWalkable()
* Renamed remaining _priority identifiers to _z which were left by mistake in the previous commit
svn-id: r42546
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to int
* Modified Game::loadRoom to load gates and execute their scripts
* The first room loaded is now Game::_info._startRoom instead of 0
* Fixed reading of _pers0 and _persStep from the data files (they are 6 instead of 12 bytes)
* Added more debug info to Script and Game
svn-id: r42515
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