Age | Commit message (Collapse) | Author |
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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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svn-id: r44414
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parameter.
svn-id: r44413
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coordinate for strings that are too long. Resolves the crash caused by the English data files containing strings which are improperly line-breaked. Ideally, the engine should do the line-breaking itself when the string does not fit.
svn-id: r44376
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svn-id: r44362
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where lround() is used
svn-id: r44337
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svn-id: r44331
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svn-id: r44329
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non-C99 compilers (e.g. VS)
svn-id: r44328
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svn-id: r44327
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getters/setters.
svn-id: r43492
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svn-id: r43488
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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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* Added AnimationManager::addItem() for adding inventory items animations.
svn-id: r43486
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* Stop calling Mouse::setPosition() on EVENT_MOUSEMOVE since it's not needed (the engine warps the mouse automatically; I still left the method for situations when we want to warp the mouse explicitly).
svn-id: r43484
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svn-id: r43424
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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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separately but the whole string at once. Also removed the markDirty parameter from Font::drawChar() since it's not needed anymore.
svn-id: r43368
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svn-id: r43365
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has only one frame because such animations may need to have callbacks called too. Fixes intro freeze during mother's lecture.
svn-id: r43313
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svn-id: r43312
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