Age | Commit message (Collapse) | Author |
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svn-id: r54385
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avoid using 'using'
svn-id: r54323
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svn-id: r52144
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Now even the length of a compressed stream is measured precisely and
the dubbing sounds exactly like the original.
svn-id: r50618
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svn-id: r50409
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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
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svn-id: r46320
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svn-id: r46299
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not enough)
svn-id: r46101
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With the previous code, the position of the animation was doubled (due to
counting the position twice, the second time being a relative shift), which
put it mostly outside the screen. This is because one-time hero animations
are actually stored using absolute coordinates.
svn-id: r46057
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svn-id: r45850
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svn-id: r45849
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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
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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
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svn-id: r45771
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svn-id: r45768
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This makes the hero's walk even smoother.
svn-id: r45763
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Also, named correctly GPL2 parameter types.
This fixes all FIXMEs
svn-id: r45762
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Pressing Q during the game enables/disables faster walking; all animation
phases are flipped after one refresh instead of after given delay.
svn-id: r45748
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Adjusting to the edge is done such that it respects slight sideways movements of the dragon.
Fixed rounding issues in the whole game. Improved debug messages. Made sure that the dragon
does not turn like crazy around when clicking on the same pixel: the final point is always the
clicked one although the middle points made by shifted to make the animations smooth, and
preserve the dragons direction if he has not walked.
There is a bug with running turning animations as they seem to disappear for 1 frame and have
incorrect Z coordinate. Will investigate it next.
svn-id: r45742
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I project the hero immediately to the end of each edge for the time being
though.
svn-id: r45722
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svn-id: r45711
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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: r45642
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svn-id: r45641
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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: r45604
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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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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: r45389
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Debugged everything.
svn-id: r45330
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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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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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svn-id: r44963
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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: r44959
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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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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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