Commit Graph
29 Commits
Author SHA1 Message Date
Paweł Kołodziejski 20cb0ae228 ALL: Cleanup ResidualVM -> ScummVM 2021-12-26 21:19:38 +01:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Bastien Bouclet c5ea4db2c9 STARK: Only 3d model items should be used for collision checks
Previously the fact machine was checked when Zak was entering his room
in the border house.

Fixes #1549.
2019-06-02 09:34:53 +02:00
Bastien Bouclet f7df0d3f12 STARK: Initial version of the collision avoidance movement 2019-02-06 20:44:25 +01:00
Bastien Bouclet 85c669b35d STARK: Add basic collision handling, used by NPCs 2019-02-06 20:44:25 +01:00
Bastien Bouclet 8b5e7433f5 STARK: Change anim hierarchies to override parent animations 2018-05-03 21:04:49 +02:00
Bastien Bouclet c08e0f5f1d STARK: Prevent segfault when the walk destination is not on the walkmesh 2017-06-10 14:35:53 +02:00
Bastien Bouclet d287dc93d8 STARK: When unable to find which floor face contains an item, keep the previous value
Works around draw order glitches due to items not having a floor face
2017-06-10 14:35:53 +02:00
Bastien Bouclet a7a7b4468a STARK: Add save state serializers to more entities 2017-06-05 09:44:49 +02:00
Bastien Bouclet b5baf28155 STARK: Make the actor rotation speed framerate independent 2017-05-28 09:30:46 +02:00
Bastien Bouclet 3150543c9a STARK: Fix walking to faces with disabled edges
Prefer enabled edges in the same face when possible
2016-04-16 08:58:08 +02:00
Bastien Bouclet 75daf54503 STARK: Reaching the walk target should resume a script successfully
Previously the script would be resumed successfully even when
the item could not reach its walk destination.
2016-01-17 15:29:05 +01:00
Pawel Kolodziejski f9e78dc731 STARK: formating code - whitespaces 2016-01-01 07:30:11 +01:00
Bastien Bouclet 3d4a9d7850 STARK: Allow the walk code to work even when the item has not yet been placed 2016-01-01 07:30:11 +01:00
Bastien Bouclet ee597dea52 STARK: Don't crask when there is no path to the walk destination 2016-01-01 07:30:10 +01:00
Bastien Bouclet b36300c23f STARK: Always remove the walk animation when the movement stops 2016-01-01 07:30:09 +01:00
Bastien Bouclet 1f1a208676 STARK: Add an opcode to change the walk target 2016-01-01 07:30:09 +01:00
Pawel Kolodziejski 18d646b72d STAR: fixed newline warnings 2016-01-01 07:30:07 +01:00
Bastien Bouclet c733a5ab59 STARK: Change the Movement base class to only keep an ItemVisual pointer 2016-01-01 07:30:06 +01:00
Bastien Bouclet 68c84381a6 STARK: Add script driven location scrolling 2016-01-01 07:30:05 +01:00
Bastien Bouclet ce691bc239 STARK: Only update the walk direction when it is set 2016-01-01 07:30:04 +01:00
Bastien Bouclet 17bec93f72 STARK: Anim subtype 2 have a movement speed as well 2016-01-01 07:30:03 +01:00
Bastien Bouclet 4f9a04a077 STARK: Change the walk code to go to the exact target location
This is what some game scripts expect
2016-01-01 07:30:01 +01:00
Bastien Bouclet df63cf29a6 STARK: Make characters turn on themselves when walking in a too different direction 2016-01-01 07:29:59 +01:00
Bastien Bouclet 1b95553169 STARK: Allow April to run 2016-01-01 07:29:59 +01:00
Bastien Bouclet 75e0c4803d STARK: Use Vecort3d::getDistanceTo to simplify some code 2016-01-01 07:29:59 +01:00
Bastien Bouclet ac4e0e8072 STARK: Follow a string pulled path when walking 2016-01-01 07:29:58 +01:00
Bastien Bouclet 7653c5cbf5 STARK: First iteration of actually walking 2016-01-01 07:29:57 +01:00
Bastien Bouclet e67c821646 STARK: Initialize the item movement infrastructure
Items now have a movement property that is updated
on game loop
2016-01-01 07:29:57 +01:00