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2009-12-07For consistency, make F5 bring up the main menu in the Draci engine too, justTorbjörn Andersson
like megath just did in the TeenAgent engine. svn-id: r46284
2009-11-30Removed <cmath> includes since a) not a part of Symbian OS b) Compiles fine ↵Lars Persson
without it (at least with Symbian OS GCCE 3.4.3 and CW 2) svn-id: r46213
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
2009-11-28Fixed bug with exhausting sound handlesRobert Špalek
It was caused by forever re-starting the same sample when the animation was stopped and the same frame got displayed over and over, each time triggering playing the same sample. svn-id: r46168
2009-11-26Fix SIGSEGV found by ValGrindRobert Špalek
svn-id: r46142
2009-11-24Added Doxygen comments for the various engine namespaces (currently mostly ↵Max Horn
without details; help filling these out is welcome) svn-id: r46128
2009-11-23DRACI: Reduce header interdependencyMax Horn
svn-id: r46117
2009-11-23Fixed breaking long lines instead of using smaller font (which is sometimes ↵Robert Špalek
not enough) svn-id: r46101
2009-11-22Move setIsReloaded(false) in enterNewRoom() to the right place.Robert Špalek
Last commit moved it below, but that cancelled GPL2 programs run right after loading the game. svn-id: r46099
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
2009-11-22Make sure hands are empty after loading the gameRobert Špalek
(otherwise we could have in our hands an unreachable object). This works thanks to moving clearing _currentItem into putItem(), which gets called in inventoryReload(). svn-id: r46096
2009-11-22Clearing object animations in a cleaner wayRobert Špalek
Verified that we really do not need object animations even if they are in a different location, and clearing them thus regardless of their location. Although the game was not crashing due to previous work-arounds at this moment, this cleanup obliterates the most horrible hack and makes sure animations will never get stale. svn-id: r46095
2009-11-22Fixed assert() on already loaded animationRobert Špalek
Now the game seems fully playable with crazy loading all the time, even though it is a hacky solution. Updated the TODOs svn-id: r46094
2009-11-22Updated an urgent TODO to make the game playableRobert Špalek
svn-id: r46070
2009-11-22Fix SIGSEGV by an absolutely brutally horrible hackRobert Špalek
I have thoroughly documented why this hack is needed and added ideas how to fix it properly. svn-id: r46068
2009-11-22Only enable changing rooms by left/right arrows when debuggingRobert Špalek
svn-id: r46059
2009-11-22Opening the inventory stops hero walkingRobert Špalek
(otherwise the relative animation would repeat itself unhandled until the hero disappears from the screen.) svn-id: r46058
2009-11-22Fix positioning of one-time hero animations.Robert Špalek
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
2009-11-22Fixed Animation::getTopAnimation()Robert Špalek
It does not return kTitleText and others. This caused flickering of speech texts on/off when the title got displayed under the mouse. svn-id: r46056
2009-11-21Fixed re-entering the same room using a different gateRobert Špalek
svn-id: r46044
2009-11-12Handled loading/saving from the map locationRobert Špalek
svn-id: r45876
2009-11-12Removed 2 old TODOsRobert Špalek
svn-id: r45874
2009-11-12Implemented "Mute All"Robert Špalek
svn-id: r45873
2009-11-12Implementing switching to/from the map room by mouseRobert Špalek
svn-id: r45872
2009-11-12Display/remove the inventory based on mouse "gestures"Robert Špalek
svn-id: r45855
2009-11-12Removed 2 TODOsRobert Špalek
svn-id: r45851
2009-11-12Fixed Script::icoStat()Robert Špalek
svn-id: r45850
2009-11-12Subtitles are positioned correctly in the inventoryRobert Špalek
svn-id: r45849
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
2009-11-11Refactored draw() according to drawReScaled()Robert Špalek
svn-id: r45826
2009-11-11Documented palette shiftRobert Špalek
svn-id: r45825
2009-11-11Cleaned up searching the closest point.Robert Špalek
The old comments were completely misleading although the algorithm was good. svn-id: r45824
2009-11-10Fixed walking to unreachable positionsRobert Špalek
svn-id: r45823
2009-11-10Fixed two bugs.Robert Špalek
Putting items back to the inventory into clipped coordinates, and exiting running GPL2 programs when the game engine it to be interrupted. svn-id: r45822
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
2009-11-09GPL2 callbacks accept const Array& instead of Queue&Robert Špalek
svn-id: r45771
2009-11-08Updated the list of TODOsRobert Špalek
svn-id: r45768
2009-11-08Removed almost all TODOs from the header filesRobert Špalek
svn-id: r45765
2009-11-08Fixed aligning items in the inventoryRobert Špalek
svn-id: r45764
2009-11-08Removed old hack for cyclic animations.Robert Špalek
This makes the hero's walk even smoother. svn-id: r45763
2009-11-08Items put into inventory are placed correctly.Robert Špalek
Also, named correctly GPL2 parameter types. This fixes all FIXMEs svn-id: r45762
2009-11-08Fix running clearing IsReloaded().Robert Špalek
Currently, if gate programs used loop(), they exitted immediately due to not having cleared this flag. svn-id: r45753
2009-11-08Silence gcc warning by putting parentheses around an && expression nested in ↵Johannes Schickel
an || expression. svn-id: r45752
2009-11-08Fix enabling mouse cursor when entering a room.Robert Špalek
It used to have a wrong palette. svn-id: r45749
2009-11-08Implement QuickHero walking.Robert Špalek
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
2009-11-08Do not immediately clear the path when it has just 1 vertex.Robert Špalek
This fixes the previous bugfix, which causes that I could not re-run the same program (e.g., by repeatedly clicking on the hollow tree) if the hero did not move at least one pixel. svn-id: r45747
2009-11-08Fixed mistake with two inner loop caused by not clearing the path.Robert Špalek
Also, optimize play() and stop() svn-id: r45746
2009-11-08Tuned Z-coordinate of the dragon.Robert Špalek
Adding +1 made the dragon sometimes flip before an object when it should have been behind. svn-id: r45745
2009-11-08Renumbered path segments.Robert Špalek
Increasing _segment by 1 makes the code much simpler. svn-id: r45744