Age | Commit message (Collapse) | Author |
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svn-id: r45142
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svn-id: r45137
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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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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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We initialize them in the DraciEngine constructor, but don't play any sounds
yet. Checked that it works for all existing sound files (required several
work-arounds against unspoken specification).
When copying the interface from barchive.h, I decided to remove some const's
from there, because getFile() wasn't really behaving like const.
Removed some static Common::String instances.
svn-id: r44953
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svn-id: r44802
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lead to compilation issues in ports, which should be trivial to fix, though
svn-id: r44793
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svn-id: r44648
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svn-id: r44645
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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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consistency
svn-id: r44634
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svn-id: r44633
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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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All currently defined featues will be supported. I have implemented
everything boilerplatish, except for the actual game saving/loading (which
will come in the next commit), getting volumes from the configuration
(because we don't play sounds yet), and changing subtitles.
svn-id: r44583
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Also, started implementing Advanced Engine Features:
- pause support
- RTL support
svn-id: r44575
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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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svn-id: r44499
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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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anything, but modifying a data structure while traversing it can be a bit
tricky...
svn-id: r44469
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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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svn-id: r44454
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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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and added some animation debug info.
svn-id: r44452
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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: r44432
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svn-id: r44431
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svn-id: r44430
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svn-id: r44422
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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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