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path: root/engines/sci/graphics/animate.cpp
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2011-03-20SCI: Added a new console command, "animate_list" or "al"md5
This shows the current animation list, along with object properties, positions and the scripts they belong to
2011-03-02SCI: Change workaround for hoyle3-demo's rendering orderWillem Jan Palenstijn
This behaviour much more closely matches SSCI.
2011-02-27SCI: Renamed SCI_VERSION_1_EGA to SCI_VERSION_1_EGA_ONLYmd5
This renaming allows us to better distinguish that this version is for games that only had an EGA version, and avoid confusion with newer SCI1 game releases with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2, a SCI1 EGA game with a parser. Also, added some games for each SCI version.
2011-02-26SCI: Slight cleanup in the animate codemd5
2011-02-23SCI: Don't name a variable the same as its functionMatthew Hoops
Silences a gcc warning
2011-02-23SCI: Added a workaround for bug #3036763 - "HOYLE3 Demo: Bad Dialog Priorities"md5
2011-02-23SCI: Cleaned up and segmented the animate code in order to make it a bit ↵md5
more readable
2010-12-26SCI: A more efficient solution for bug #3037874 (SCI high CPU usage), which ↵Filippos Karapetis
will hopefully not clash with the speed throttler. This is a more proper fix for bug #3058865, and a partial fix for bug #3127824 svn-id: r55046
2010-10-26SCI: removing unneeded callMartin Kiewitz
was a left-over from debugging svn-id: r53857
2010-10-26SCI: fix gfx issues when giving out cards hoyle4Martin Kiewitz
bit 2 actually triggers special drawing of cels in sierra sci svn-id: r53855
2010-10-26SCI: kAnimate bit 2 is hoyle 4 exclusiveMartin Kiewitz
adjusted comments about that and also renamed the bit, also added additional TODO, because hoyle 4 has special code that gets into action, when bit 0 is not set, but bit 2 is svn-id: r53853
2010-10-26SCI: little cleanup kAnimateMartin Kiewitz
svn-id: r53852
2010-10-26SCI: fixing bug #3091767 by reverting r52820Martin Kiewitz
interpreters should get checked for that hoyle 4 code, comment added svn-id: r53851
2010-10-25SCI: fix comment in kAddToPicMartin Kiewitz
svn-id: r53828
2010-10-24SCI: fixing obvious kAddToPic regressionMartin Kiewitz
caused by r53068, triggered bug #3092840 (SQ5 genetix lab scaled incorrectly when laying course) - thx to digitall for bisect svn-id: r53775
2010-10-10SCI: Fix warning about uninitialized variableMax Horn
svn-id: r53140
2010-10-08SCI: add global scaling again to kAddToPicMartin Kiewitz
fixes regression of r52887 - lb2 actors not scaled correctly bug #3083577 needs to get backported svn-id: r53068
2010-09-25SCI: little optimization in kAddToPicMartin Kiewitz
definitely save to backport, belongs to r52887 svn-id: r52888
2010-09-25SCI: changes to kAddToPicMartin Kiewitz
kAddToPic doesnt do loop/cel fixups, it also doesnt support global scaling and will only set nsRect on scaled Cels, not reusing fill() of kAnimate anymore, but doing those things separately fixes kq6 - 2nd window shown instead of peppermint bush (bug #3070465) should be save to backport svn-id: r52887
2010-09-20Make r52818 general on trunkLars Skovlund
svn-id: r52820
2010-09-20SCI: Handle bit 2 of scaleSignal by not updating nsRect values whenLars Skovlund
it's set. Currently game-specific for Hoyle4; fixes bug #3038424. But other SCI1.1 games should be tested with a general version of this to see whether it fixes relevant bugs. svn-id: r52818
2010-09-05SCI: dont do global scaling on non-scaleable viewsMartin Kiewitz
lb2floppy: scripts get confused in the rat scene, when scaleX/Y are set with applied global scaling. This results in kInitBresen to get called almost endlessly, which results in ego slowing down to a crawl and not being able to reach the upper right exit - fixes bug #3050606 svn-id: r52559
2010-08-29SCI: Throttle the invocations of Engine::shouldQuit()Filippos Karapetis
SCI constantly invoked Engine::shouldQuit(), which in turn called 2 virtual functions. This added a significant overhead, as this was called constantly without any throttling whatsoever. Now, the invocation of shouldQuit() is throttled to be on each frame update (i.e. at a rate of 60fps). Thanks to wjp for profiling this. svn-id: r52431
2010-08-25SCI: adding detection for freddy pharkas "fred"Martin Kiewitz
fixes blop not appearing during intro song, because game thought we were too slow (bug #3051514) svn-id: r52392
2010-08-11SCI: properly doing kAnimate loop/cel fixingMartin Kiewitz
really weird, but it works now. Bug #3037578 (kq5 trunk), bug #3043286 (lb1 knight) svn-id: r52007
2010-08-11SCI: revert r51969Martin Kiewitz
broke laura bow 1, need to figure out whats exactly wrong svn-id: r52004
2010-08-11SCI: kAddToPic only wrote nsRect in sci1.1Martin Kiewitz
fixes regression of r51952 and bug #3042957 svn-id: r51971
2010-08-11SCI: kAnimate invalid loop/cels now correctly fixedMartin Kiewitz
fixes kq5 trunk getting closed again during intro - is actually a script bug that sets cel to some really high number - bug #3037578, may also fix other similar issues svn-id: r51969
2010-08-10SCI: kAddToPic(list) set fixed priority flagMartin Kiewitz
svn-id: r51954
2010-08-10SCI: add scaling support to kAddToPicMartin Kiewitz
fixes laurabow2 bug #3041226 svn-id: r51952
2010-08-10SCI: adding workaround for kq5Martin Kiewitz
when giving the tambourine to the monster - bug #3041262 svn-id: r51950
2010-08-03SCI: adding jones/talkie speed throttler viewMartin Kiewitz
fixes bug #3038989, regression of r51544 svn-id: r51714
2010-08-02SCI: adding non-scaleable view capabilityMartin Kiewitz
fixes laura bow 2 (especially floppy but CD is also affected somewhat by this) svn-id: r51660
2010-07-31SCI: adding detection for benchmark viewsMartin Kiewitz
and enable speed throttler when just one regular cel was drawn, fixes eco quest 2 ego getting light-speed fast in village (bug #3036805) =this could cause regressions like disabled animations in games= svn-id: r51544
2010-07-31SCI: kAnimate - limit update of nsRect when scaledMartin Kiewitz
only set nsRect when being drawn later (scaled only), fixes sq5 instant-death in elevator shaft svn-id: r51534
2010-07-31SCI: fix kAddToPic called with view dataMartin Kiewitz
and adding workaround for pq2 when showing windows with pictures change to kAddToPic fixes bad coordinates of cels when restoring the game (should also fix lsl2) svn-id: r51526
2010-07-30SCI: Add comment about stability requirements in makeSortedList.Johannes Schickel
svn-id: r51523
2010-07-29SCI: updating screen within kAnimate as well - fixes pseudo hang in eq1 ↵Martin Kiewitz
credits (bug #3036154) svn-id: r51459
2010-07-27SCI: sci1.1 priority bands now changing in kDrawPicMartin Kiewitz
fixes qfg3: right guard on top of the palace having wrong priority fixes sq5 and all sorts of sci1.1 games: when loading wrong priority for some actors that fixed itself after one frame svn-id: r51397
2010-07-22SCI: Remove sanity check introduced in rev 51154. When a node is deleted via ↵Filippos Karapetis
kDeleteKey, the successor is set to NULL, thus list processing stops (which is what SSCI is doing). svn-id: r51157
2010-07-22SCI: Added a sanity check for rev 51152. If a node has been deleted, it ↵Filippos Karapetis
shouldn't have a successor node svn-id: r51154
2010-07-22SCI: Fixed the crash in LSL2, room 42 (when arriving at the island). ↵Filippos Karapetis
kAnimate may refer to unfrozen objects which have been deleted, thus handle that case accordingly. svn-id: r51152
2010-06-29SCI: Rename listEntry -> 'it' for better readabilityMax Horn
svn-id: r50498
2010-06-29SCI: Simplify List::iterator usage in GfxAnimateMax Horn
svn-id: r50497
2010-06-29SCI: Simplify GfxAnimate code, get rid of _listDataMax Horn
svn-id: r50496
2010-06-28SCI: kAnimate resetting _lastCastCount all the timeMartin Kiewitz
svn-id: r50453
2010-06-28SCI: Add const qualifiers to many GfxView methods and their return values.Max Horn
This helps to ensure proper data encapsulation. Also reformatted some overlong comments to 80 chars per line, and fixed some other code formatting issues. svn-id: r50421
2010-06-26Further improve readabilityWillem Jan Palenstijn
svn-id: r50345
2010-06-26Improve readabilityWillem Jan Palenstijn
svn-id: r50340
2010-06-25When loading a game, stop all running VMs recursively, and also stop ↵Filippos Karapetis
kAnimate's current recursion. This fixes the invalid execution stack frame in SQ1, when loading from the death screen after dying from the acid drops in Kerona. This should also fix the invalid hunk pointers, thus the warning about invalid hunk pointers has been turned into an error, as it shouldn't occur anymore svn-id: r50277