Commit Graph
100 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
Orgad Shaneh a05e54f00c JANITORIAL: Remove trailing whitespaces 2021-05-04 11:46:30 +03:00
Bastien Bouclet 6e0f5c1c3f STARK: Fix the position of some items beoing incorrect in the game files
Based on a list provided by Faberman
2019-05-16 20:02:30 +02:00
Bastien Bouclet b91c4cdf71 STARK: Fix crash when showing exits for items with no animation set
Fixes #1531.
2019-04-08 21:07:01 +02:00
Bastien Bouclet 5c24080eab STARK: Fix incorrectly placed shelves in April's room 2019-02-28 19:50:47 +01:00
Bastien Bouclet f7df0d3f12 STARK: Initial version of the collision avoidance movement 2019-02-06 20:44:25 +01:00
Bastien Bouclet 0dc8726136 STARK: Game view user interface refinements
* Implement the mouse item description delay
* Implement inventory auto close
* Implement action menu auto close
* Implement the action menu item description
2019-01-25 21:02:02 +01:00
Bastien Bouclet e3c6748a7f STARK: Rework skeletal animation blending control
The previous animation blending system had some flows. The
AnimationHandler was owned by the model which was incorrect, since it's
possible to change models during an animation sequence. The
AnimationHandler is now owned by the item, ensuring there is only one
per character instance.

We now ignore animation change requests for one frame. This is because
the scripts often cause an animation change, and request another one the
very next frame. This used to cause issues because we were blending the
latest animation with the previous one which was only active for one
frame, causing a discontinuity. This new solution is kind of a hack.
Hopefully it is good enough and there is no need to implement animation
blending for more than two animations at once.
2019-01-25 09:48:31 +01:00
Bastien Bouclet 24eda9e18d STARK: Adjust a few TODOs 2018-11-22 13:35:47 +01:00
Bastien Bouclet 5373482b90 STARK: Save model item animation properties in the active level
These properties are saved for inactive levels as well. However inactive
level properties are restored too early and would sometimes be
overwritten by the on enter location callback. Now we save the animation
properties in the active level as well. These properties are restored
after the location enter callback.

Fixes #1496.
2018-11-10 21:44:05 +01:00
Bastien Bouclet d708a7f6d9 STARK: Use the action anim if there is one when enabling an item
Fixes #1436.
2018-08-28 21:15:22 +02:00
Douglas Liu 22c6bf8d78 STARK: Move the exit action constant to class PATTable 2018-07-11 21:00:51 +08:00
Douglas Liu 76e305783a STARK: Improve the rendering of exit location symbols 2018-07-10 23:20:40 +08:00
Douglas Liu a16d469231 STARK: Render exit symbols on the screen 2018-07-09 23:49:51 +08:00
Douglas Liu 7001c9c337 STARK: Enable low-quality model setting 2018-05-26 22:10:05 +08:00
Bastien Bouclet 8b5e7433f5 STARK: Change anim hierarchies to override parent animations 2018-05-03 21:04:49 +02:00
Snejp c471d635de STARK: Fix not matching mouse hints
There was not proper text hints in some scenes.
2018-01-27 01:04:04 +01:00
Bastien Bouclet a1f484b85b STARK: Apply April's mesh properties once all the data has been restored
Fixes April having an incorrect texture after loading
2017-06-10 14:35:52 +02:00
Bastien Bouclet a7a7b4468a STARK: Add save state serializers to more entities 2017-06-05 09:44:49 +02:00
Bastien Bouclet 2e8766fbbf STARK: Add state serializers for a number of entities 2017-06-05 09:44:48 +02:00
Bastien Bouclet 0ee5d78473 STARK: Keep track of the inventory item acquisition order 2017-05-31 15:21:30 +02:00
Bastien Bouclet 7d8d14af9b STARK: Add a special case for April's item hotspot name
The original engine does the same
2017-05-28 09:30:46 +02:00
Bastien Bouclet 9e91ad81dc STARK: Don't fetch item titles from templates
This reverts commit 90980231b9.
2017-05-28 09:30:46 +02:00
Bastien Bouclet 1bd4b2ccf9 STARK: Implement random idle action animations 2017-05-25 21:30:03 +02:00
Bastien Bouclet 74704d522a STARK: Implement lipsync 2017-01-02 19:48:24 +01:00
Bastien Bouclet f5e082d13a STARK: Implement skeletal animation blending 2016-04-10 11:35:30 +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
Bastien Bouclet 1d6555fc37 STARK: Remove / update TODOs 2016-01-01 07:30:11 +01:00
Pawel Kolodziejski f9e78dc731 STARK: formating code - whitespaces 2016-01-01 07:30:11 +01:00
Bastien Bouclet c80b4899c0 STARK: Keep the last three locations in memory
Previously we kept only two, but the maintenance tube control
panel access data three locations back.
2016-01-01 07:30:11 +01:00
Bastien Bouclet e873aa7af8 STARK: Enable the talking animation when a speech is active for a character 2016-01-01 07:30:09 +01:00
Bastien Bouclet 51c6cd79f7 STARK: Save some item template properties
Keep April's clothes across game sessions
2016-01-01 07:30:09 +01:00
Bastien Bouclet b048c4ae86 STARK: Add a movement type allowing an item to follow a path 2016-01-01 07:30:07 +01:00
Bastien Bouclet b418e99de1 STARK: Use the first model when several are available by default 2016-01-01 07:30:05 +01:00
Bastien Bouclet da7cb98206 STARK: Save various animation data to the state 2016-01-01 07:30:01 +01:00
Bastien Bouclet e9cf334c7b STARK: Fix leaving a location while a specialized anim was on 2016-01-01 07:30:01 +01:00
Bastien Bouclet 5791f4f9c9 STARK: Add initial support for script triggered animations 2016-01-01 07:30:00 +01:00
Bastien Bouclet 951a69b674 STARK: Fix actor direction placement on some scenes 2016-01-01 07:30:00 +01:00
Bastien Bouclet 1edf28faed STARK: Inital implementation for opUseAnimHierachy 2016-01-01 07:30:00 +01:00
Bastien Bouclet ca39ffdf49 STARK: Make Item::getSceneInstance return an ItemVisual 2016-01-01 07:30:00 +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 db63aae3e9 STARK: Save state for floor positioned items 2016-01-01 07:29:58 +01:00
Bastien Bouclet 918e4320a6 STARK: Implement two walk opcodes 2016-01-01 07:29:58 +01:00
Bastien Bouclet 9f90a97206 STARK: Place April on a default location when none is provided
Useful when changing locations using the console
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 38f417e0c6 STARK: Some renaming for consistency 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
Bastien Bouclet efd9f14936 STARK: Compute the shortest path to the destination when moving April
There's no actual model movement for now
2016-01-01 07:29:57 +01:00