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
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
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
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
- 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
* Added enum constant kNoEscRoom for rooms that have no escape room defined
* Fixed crash when ESC is pressed in rooms which have no escape room defined
* Renamed kNotFound (used as a return value for Game::getObjectWithAnimation) to kObjectNotFound for clarity.
svn-id: r43072
* Reworked the left and right arrow key commands so they don't call changeRoom() themselves but instead schedule the room change via Game::setRoomNum(). In this way, changing rooms like that is still a hack but a bit more "natural", since the loop doesn't get skipped, the gate scripts get run, etc.
svn-id: r43065
* Added Game::start() method which is called from DraciEngine::go()
* Made Game::loop() suitable for calling from other places (like GPL scripts) by handling events, redrawing the screen, etc from inside. This way it doesn't freeze the game if it doesn't return immediately.
* Added Game::shouldQuit() and Game::setQuit() which can be used to signal the engine to quit.
* Fixed race condition related to mouse buttons not getting released.
* Instead of deleting frames for the title animation and adding a new one, reset the text for its frame.
svn-id: r42875
* Added support for setting loop status to Game.
* Made some GPL commands check whether we are in the correct loop status before executing.
svn-id: r42731
* Made Game::load*(), Game::getObject() and Game::changeRoom() methods public
* Stopped specifying Z coordinate when creating some Sprites (which I forgot in my previous commit)
svn-id: r42101