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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
2009-11-08Walking animations are fully smooth nowRobert Špalek
svn-id: r45743
2009-11-08Debugged smooth walking except for 1 bug.Robert Špalek
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
2009-11-07Gradual walking implemented.Robert Špalek
It is not fully smooth yet due to rounding errors. However, it otherwise does what it is supposed to including perspective correction. svn-id: r45727
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
2009-11-07The hero turns the right direction after walkingRobert Špalek
svn-id: r45713
2009-11-07Implemented relative animations.Robert Špalek
In these animations, each sprite can specify a relative shift with respect to the previous sprite. Moving animations (such as walking of the dragon) are easily described in this framework. I have sort of hacked their support and it seems to work. The current walking code does not interact with the new code yet, but it will be easy to do. svn-id: r45712
2009-11-07Done research on ignored animation flags and commented the codeRobert Špalek
svn-id: r45711
2009-11-06Add safe-guard against collision of animation IDs.Robert Špalek
When debugging another issue, I preloaded all animations, and horrible things happened that I debugged for a few hours. svn-id: r45695
2009-11-05Fixed several gross walking bugs.Robert Špalek
- SIGSEGV by not stopping walking when changing rooms - reset of the mouse cursor and object title during gate scripts - updating the previous animation phase, also when starting new animation - swapped up and down animations svn-id: r45690
2009-11-05Implemented proper walking.Robert Špalek
First shot, not debugged yet, but seems to work (even though a bit hairy)! svn-id: r45688
2009-11-05Added helper functions for dragon animationsRobert Špalek
svn-id: r45677
2009-11-04Brought back one old line, just to be sure.Robert Špalek
svn-id: r45675
2009-11-04Properly animate the last phase of the walk before running callbacksRobert Špalek
svn-id: r45649
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
2009-11-03Created walking-callback infrastructure and converted the code to use itRobert Špalek
svn-id: r45644
2009-11-03Removed an old FIXMERobert Špalek
svn-id: r45642
2009-11-03Implement properly stayOn instead of using walkOnRobert Špalek
svn-id: r45641
2009-11-03Let setPath() store path with pixel precision, and update the map sprite ↵Robert Špalek
when reloaded svn-id: r45640