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2005-05-08Changed error() to warning() since it appears to be relatively harmless. IsTorbjörn Andersson
the 'start' field even used? Anyway, the entrance to the forest can now be entered. The animation code will produce an "Anim::play: Error decoding frame 40!" warning in addition to the previous one, but I don't see any visible errors in the scene. svn-id: r17968
2005-04-16Implement sfGetDeltaFrame and sfEnableZone. Fixes freeze when sanctuaryEugene Sandulenko
gates open and also used in world map. Spelling and indentation fixes here and there. svn-id: r17640
2005-01-12Slight adjustment to previous commit.Torbjörn Andersson
svn-id: r16549
2005-01-12There was a slight but noticeable pause in linked animations at the momentTorbjörn Andersson
it changes to the link. I'm guessing that the last frame in the animation is identical to the first frame in the link. The original calls SetAlarm(&deltaAlarm[i], delta->timer) between each frame, but amends itself by calling SetAlarm(&deltaAlarm[i], 0) when the link happens. I'm trying to simulate that effect by using 0 as frame time instead of anim->frame_time. I think that's the right thing to do. svn-id: r16548
2005-01-11- remove game.h & image.hAndrew Kurushin
- all display information of current game goes to SagaEngine - remove GameFontIds - hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType() svn-id: r16545
2005-01-09- GameModule is goneAndrew Kurushin
- structures renamed - SagaEngine class gives all current game descriptions regression : "verb" is broken cause work in progress svn-id: r16511
2005-01-03Fixed a regression where - I think - the last animation frame wasn'tTorbjörn Andersson
displayed. This was most noticeable in looping animations, in particular the spinning "Dreamer's Guild" logo in the IHNM intro. In the process I changed the name of 'n_frames' and 'nframes' to 'maxframe' since that's what they are. I could, of course, have added 1 to the value instead, but that would have introduced a subtle difference compared to the original code. Probably not a good idea at this stage. svn-id: r16417
2005-01-02Changed "sizeof x" to "sizeof(x)" for consistency with the rest of ScummVM,Torbjörn Andersson
and used ARRAYSIZE() instead in two cases. svn-id: r16408
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-28Partial fix for Mac intro. Sprites are still incorrect because of lack ofEugene Sandulenko
m68k asm knowledge :) svn-id: r16356
2004-12-28Implement rest of animation-related opcodes.Eugene Sandulenko
svn-id: r16353
2004-12-28o Fixed animation playbackEugene Sandulenko
o Implemented almost all animation opcodes svn-id: r16352
2004-12-22o Fix regression with Mac versionsEugene Sandulenko
o Normalize GIDs and GTypes o Introduce MD5-based game detection. Now only 2 games should be ordered. Linux demo should go before Win32 newer demo o Fix sound in Mac versions svn-id: r16262
2004-12-22o Moved GAME_* to SagaEngine objectEugene Sandulenko
o Renamed GAME_ITE_* to GID_ITE_* o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM svn-id: r16258
2004-12-15Patch #1081904 ITE: MAC demo supportEugene Sandulenko
o Endianness-aware resource loading o Removed ys_dl_list in favor of our object implementation o Cleanup in actor code o Partial support for ITE Mac rereleased demo svn-id: r16051
2004-12-03First pass at migrating from the old Reinherit console to the ScummVMTorbjörn Andersson
console. Some things are likely to have broken. For instance, I believe the old console was could be visible during gameplay, while ScummVM's is modal. So any place where we output something to the console during gameplay should probably be removed. Some things I've stubbed out. Basically any code that registers a variable. Most of the debugging commands are untested. Syntax may have changed because of different command-line parsing. (I never actually used the old console, so I don't know for sure. :-) Actually, I'm not that interested in reproducing the old console commands faithfully. What we should do now is to make the immediately useful console stuff work. Anything that remains unimplemented should probably be removed. svn-id: r15976
2004-10-27removed R_ prefix with few r_ tooPaweł Kołodziejski
svn-id: r15690
2004-08-27R_GAMETYPE -> GID, remove unused supported flag and trim some unused bits of ↵Jonathan Gray
GAME svn-id: r14793
2004-08-10Improved intro. Now it correctly shows game title.Eugene Sandulenko
svn-id: r14544
2004-08-10Move EVENT_* to a class.Eugene Sandulenko
svn-id: r14539
2004-08-10Move CON_* to a class.Eugene Sandulenko
svn-id: r14538
2004-08-02Fix #include paths.Eugene Sandulenko
svn-id: r14443
2004-08-01Pass SagaEngine object to Anim and ActionMap objectsEugene Sandulenko
svn-id: r14422
2004-08-01merge gfx_mod.h into gfx.h and stick functions into a classJonathan Gray
svn-id: r14419
2004-08-01prune uneeded codeJonathan Gray
svn-id: r14418
2004-08-01Oh the beauty of stack based objects: they free themselves automatically, so ↵Max Horn
you don't leak them all the time (fixed 10e6 object leaks :-) svn-id: r14417
2004-08-01try to stop the abuse of MemoryReadStream (ie actually delete the memory ↵Jonathan Gray
when we're done with it) svn-id: r14415
2004-08-01More correct Anim destructorEugene Sandulenko
svn-id: r14410
2004-08-01Initialize Anim object properly.Eugene Sandulenko
svn-id: r14409
2004-08-01merge reinherit.h into saga.h and gfx_mod.h, note the error loading ↵Jonathan Gray
animations wasn't caused by this commit :) svn-id: r14405
2004-07-31Extended CVAR_RegisterFunc with callback object parameter.Eugene Sandulenko
Got rid of static structure in animation.cpp svn-id: r14397
2004-07-31Objectize render.cppEugene Sandulenko
svn-id: r14395
2004-07-31Fix warning (static functions are source/object file local; declaring them ↵Max Horn
in a header makes no sense anyway :-) svn-id: r14393
2004-07-31merge animation.h and animation_mod.h into a classJonathan Gray
svn-id: r14388
2004-06-27Cleanup for MemoryReadStream; made it match the File-class interfaceMax Horn
svn-id: r14086
2004-05-05Replaced R_printf() with debug() and warning(). There are still a couple ofTorbjörn Andersson
standard printf()s left, though. svn-id: r13791
2004-05-04Move from ys_binread.cpp and ys_binwrite.cpp to MemoryReadStream.Eugene Sandulenko
In fact there were no binary writes at all. svn-id: r13773
2004-05-01Proper #includes everywhereEugene Sandulenko
Improved game detector svn-id: r13724
2004-05-01indentPaweł Kołodziejski
svn-id: r13688
2004-04-30Move from custom unsigned types to those provided by main config.hEugene Sandulenko
svn-id: r13687
2004-04-12WIP for SAGA engine.Eugene Sandulenko
o text formatting is not consistent with rules, just indent utility is too dumb for that o it does not use OSystem, i.e. it runs on direct SDL calls o it may not even compile on your box o if you enable it, expect zillions of warnings o no sound Now it runs ITE intro as reinherit did svn-id: r13564