Age | Commit message (Collapse) | Author |
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GameManager::airless() determined if the space suit could be taken off
by comparing the current room pointer to the allocated room objects.
This led to indeterministic behavior as sometimes airless() would
falsely return true as the dynamic allocation of the Room objects cannot
be expected to be in a certain order.
Implementing the corresponing RoomID to a Room objects solves this
problem.
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Renaming variables of GameState to avoid ambiguity.
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According to the naming convention class member variables need to be
prefixed with an underscore.
Unfortunately, I already started converting time constants when making
this change so ticksToMsec() and constant changes are sprinkled over
this commit.
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Instead of manipulating C-Strings edit() now takes a Common::String as a
parameter and the terminal input gets redrawn after every keystroke what
simplifies the function greatly.
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While it compiles, it is still WIP.
Also there has been some confusion about the numbering of the
AxacussCorridor classes among other things that need to be done.
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As the TODO says, there are still problems with the function that can be
observed when using the terminal in the sleeping chamber.
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During the gameplay room state is overwritten and needs to be restored
on restart/load. Currently the original room state is not preserved and
thus needs to be destroyed and reinitialized to obtain the original
state.
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GetKeyInput/MouseInput/Input() block until the expected input happens.
GetKeyInput() takes a parameter that checks if the key input is a
'printable' character, backspace, delete, return or escape.
Also, the key state is now stored instead of just the ascii value of the
pressed key.
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The original game's time was stored in 55ms ticks but we just run on
milliseconds. setAnimationTimer() sets the ticks the currrent room's
animation() function will not be called.
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By encapsulating the inventory state in GuiElements we can through out
inventory_object
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Most notably changes are,
Handling of object state when calling drawImage() for
inverse section rendering
Beginning to convert GUI to GuiElements (_guiCommandButton)
Mouse Input handling
This is still WIP but better than the glitchfest before.
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Of course the short description does not adequately describe the changes
made with this commit and I assume this won't be the last big
restructuring unfortunately.
Focus of this commit was to implement/fix the code so the main user
interface can be rendered. Bugs in the core routines for rendering
Messages and Images were fixed as well.
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