Commit Graph
86814 Commits
Author SHA1 Message Date
Denis Kasak 20baaf93f5 * Moved walking code to Game::walkHero().
* Implemented WalkOn GPL command.
* Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing).

svn-id: r42735
2009-07-25 04:36:43 +00:00
Denis Kasak 22c372137f Added Movement enum that enumerates the animations for the dragon's movement.
svn-id: r42734
2009-07-25 04:23:59 +00:00
Denis Kasak ceb9f18132 Made Script::run() manually mark the last animation index before it executes a program. This is done to prevent Release wreaking havoc if it is unpaired (i.e. if the script forgot to call a Mark first).
svn-id: r42733
2009-07-25 03:41:28 +00:00
Denis Kasak ed59a12d53 Implemented ExecUse, ExecLook and ExecInit GPL commands.
svn-id: r42732
2009-07-25 03:37:22 +00:00
Denis Kasak d28658984d * Added DraciEngine::_initArchive and made Game use it. Fixes a memory bug because Game uses pointers from the init archive which should outlive it (but didn't previously).
* 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
2009-07-25 03:28:04 +00:00
Denis Kasak b7e97efb7f * Added handlers for the ObjStat and ObjStat_On GPL commands
* Removed temporary hack I accidentally committed

svn-id: r42730
2009-07-25 02:23:00 +00:00
Johannes Schickel bbc8021182 Add enum which marks global priorites of the EventManager event dispatcher.
svn-id: r42729
2009-07-25 01:01:41 +00:00
Johannes Schickel 901f2d5836 - EventDispatcher is no longer a singleton.
- Add "getEventDispatcher" method to EventManager.

svn-id: r42728
2009-07-25 01:01:22 +00:00
Johannes Schickel ef71667403 - Adapt DefaultEventManager to use Common::ArtificialEventSource
- Adapt Keymapper to implement EventMapper interface

svn-id: r42727
2009-07-25 01:01:05 +00:00
Johannes Schickel eeaafdf4ee Moved ArtificialEventSource to common/events.h.
svn-id: r42726
2009-07-25 01:00:47 +00:00
Johannes Schickel 141ded3063 Change DefaultEventManager to use EventDispatcher.
svn-id: r42725
2009-07-25 01:00:37 +00:00
Johannes Schickel 38309da521 - Add marco to easily access the EventDispatcher instance.
- Add events.cpp to module.mk

svn-id: r42724
2009-07-25 01:00:24 +00:00
Johannes Schickel dafd5d509b Made DefaultEventManager a subclass of EventObserver.
svn-id: r42723
2009-07-25 01:00:12 +00:00
Johannes Schickel 60e7faf9b6 Replaced "_artificialEventQueue" by an EventSource.
svn-id: r42722
2009-07-25 00:59:53 +00:00
Johannes Schickel f037536726 Prevent EventMapper events from being mapped.
svn-id: r42721
2009-07-25 00:59:39 +00:00
Johannes Schickel b4a1bceeac Add function "allowMapping" to EventSource, for testing whether the event source allows mapping (via the Keymapper for example.)
svn-id: r42720
2009-07-25 00:59:30 +00:00
Johannes Schickel 7905bbbc5b Got rid of EventManger::artificialEventQueue.
svn-id: r42719
2009-07-25 00:59:18 +00:00
Johannes Schickel ba7e01ad7c Replace "EventProvider" class of the DefaultEventManager implementation with "Common::EventSource".
svn-id: r42718
2009-07-25 00:59:03 +00:00
Johannes Schickel 908af0a37f Add new event dispatching API.
svn-id: r42717
2009-07-25 00:58:44 +00:00
Sven Hesse da747553d8 Merging Map_v4 into Map_v2
svn-id: r42716
2009-07-24 21:36:59 +00:00
Sven Hesse 3668895abc CoktelVideo cleanup: Splitting up some IMD methods and removing the obsolete notifyPaused()
svn-id: r42715
2009-07-24 21:36:42 +00:00
Sven Hesse 54b63ac239 Moving all implementations into the cpp
svn-id: r42714
2009-07-24 21:36:16 +00:00
Sven Hesse c4baedc6db Renaming getAnchor() to getFrameCoords()
svn-id: r42713
2009-07-24 21:35:57 +00:00
Sven Hesse 8396e20713 Fixing bytes per pixel detection
svn-id: r42712
2009-07-24 21:35:06 +00:00
Sven Hesse 6a28c0af12 Added a method to easily dump resources to file
svn-id: r42711
2009-07-24 21:34:43 +00:00
Sven Hesse b2154f612d Adding stubs for newer VMDs found in Addy 5
svn-id: r42710
2009-07-24 21:34:17 +00:00
Sven Hesse 90d8dcca5f Adding ADL playback to the demoplayer
svn-id: r42709
2009-07-24 21:33:55 +00:00
Sven Hesse 6e79ba66c9 Properly reading the video codec fourcc, in case we need other codecs in the future
svn-id: r42708
2009-07-24 21:33:22 +00:00
Sven Hesse bf768ecfb7 Calculating the number of data bytes per initial sound slice, because relying on the standard amount doesn't work for some videos
svn-id: r42707
2009-07-24 21:32:45 +00:00
Sven Hesse 02ca620d7c Caching the subtitle font and color, because some don't assign those
svn-id: r42706
2009-07-24 21:31:58 +00:00
Sven Hesse adc537161a Adding subtitle support to Woodruff
svn-id: r42705
2009-07-24 21:31:00 +00:00
Sven Hesse 44fb798a3a Adding support for ADPCM sound data (yet another IMA ADPCM variant). What we've called ADPCM before is more like DPCM
svn-id: r42704
2009-07-24 21:29:41 +00:00
Eugene Sandulenko b36a1ccd11 re-enable SCI engine
svn-id: r42701
2009-07-24 20:21:49 +00:00
Eugene Sandulenko 2e60a20ea2 This is 1.1.0svn
svn-id: r42699
2009-07-24 19:56:46 +00:00
Torbjörn Andersson c247e98827 Removed unused variable.
svn-id: r42697
2009-07-24 19:24:15 +00:00
Willem Jan Palenstijn 441ae56ea9 SAGA: Instead of trying to detect duplicate glyphs,
simply generate duplicate outline glyphs.
This should fix #2826697.

svn-id: r42696
2009-07-24 18:58:15 +00:00
Travis Howell 035dad7b3c Adjust workaround for bug #2826144, to use hard coded offset, that should be safe in all language versions.
svn-id: r42695
2009-07-24 13:30:26 +00:00
Travis Howell 171061894b Add workaround for bug #2826144 - SAM: Game hangs when talking to bigfoot guard.
svn-id: r42693
2009-07-24 12:28:53 +00:00
Sven Hesse c78ed9e423 Adding transparency for VMD video block type 2, fixing bug #2037158 ("n-Game animation shifted(?)"). The problem was that the animation in question has an one pixel wide transparent bar on the left
svn-id: r42690
2009-07-24 10:45:25 +00:00
Travis Howell 3efecb3afc Fix cursor position, when entering a save game name in HE games.
svn-id: r42685
2009-07-24 05:20:44 +00:00
Denis Kasak 5faceb595f Temporary mapped GPL command StartPlay to handler for Start and reenabled gates' scripts (for added effects and testing).
svn-id: r42684
2009-07-24 05:07:27 +00:00
Denis Kasak c1ad0c3926 * Added tracking and deleting animations by index (which represents the order in which they were loaded). This is needed by some GPL commands.
* Added Game::getNumObjects() which returns the number of objects in the game
* Fixed segfault (accessing a null Animation *)
* Added some docs to various things

svn-id: r42683
2009-07-24 05:00:53 +00:00
Travis Howell 211869d02e Bear Stormin' is the full mini game, and not a demo.
svn-id: r42681
2009-07-24 04:59:21 +00:00
Denis Kasak a2bca06b3f Added support for per-animation scaling (via scaling factors). I have decided to go for a mixed approach (where Animation has a global scaling factor for the whole animation which is separate from Drawable's scaled width and height) so the animation can be scaled more naturally when the scale often changes (like with perspective when the dragon is walking). Previously, one had to alter the sizes of each frame of the dragon's animation whenever the dragon moved which was unclean.
svn-id: r42680
2009-07-24 01:54:13 +00:00
Sven Hesse 01b8320367 Fixing a bug in the V4 save file handler, produced by a "neat" feature in Woodruff: The saves remember their position within the list and use that information to load the "correct" screen properties, making it impossible to load reordered saves correctly -.-
svn-id: r42679
2009-07-23 19:50:13 +00:00
Travis Howell 33929b5248 Only autosave in supported scenes.
svn-id: r42677
2009-07-23 10:54:12 +00:00
Paul Gilbert 53783575d8 Bugfix for player blocking room entrance causing NPCs trying to enter getting an excessive number of action entries
svn-id: r42676
2009-07-23 10:49:30 +00:00
Travis Howell c8d7b677f8 Fix bug #1726909 - HE Games: Glitches after loading saved games, by restircting HE games to their original load/save interface.
svn-id: r42675
2009-07-23 10:33:13 +00:00
Travis Howell 68a75c2170 Remove keyboard support for mouse buttons, since it interferes with load/save scripts in HE games and input scripts in others games (COMI, FT). It isn't much use anyway, since we dropped support for cursor movement via keyboard long ago.
svn-id: r42674
2009-07-23 10:31:06 +00:00
Travis Howell 870e0341bb Correct error in revision 26678.
svn-id: r42673
2009-07-23 07:49:28 +00:00