Einar Johan Trøan Sømåen
109dbdb5b7
GRIM: Initialize Costume::_components in Costume::load
...
Presumably the indata always defines the parents before
the children, but nevertheless doesn't hurt to fix this,
if nothing else to make tools like Coverity happy.
Fixes COVERITY: 1470594
2022-10-02 00:50:42 +02:00
Paweł Kołodziejski
06902574b4
GRIM: Janitorial
2022-06-08 01:12:00 +02:00
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
Vincent Pelletier
6519558046
GRIM,EMI: Drop Grim::Component::setupTexture
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This method is never implemented, so drop its declaration and callers.
2016-07-05 23:13:11 +00:00
Joseph Jezak
99fa91053c
MATH: Rename XYZ Rotation Functions to Euler to better describe the function.
2014-09-11 13:38:28 -04:00
Joni Vähämäki
3adbd1fdcf
EMI: Implement head tracking.
2014-07-02 22:43:50 +03:00
Joel Teichroeb
b5070bb790
GRIM: Remove _matrix from Component
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Mesh is the only component that actually usees _matrix, and it
has it's own local _matrix variable. This remove the confusion over
which _matrix variable is actually used and removes saving _matrix
for all the components that don't use it.
2014-06-25 17:39:10 -07:00
Joseph Jezak
76d36f676b
MATH: Add a selectable Euler Order to Rotation3D.
2014-06-23 09:04:25 -04:00
Joel Teichroeb
f106e23a21
GRIM/EMI: Do not check if _chores is null as it does not matter
2014-06-20 11:00:49 -07:00
Joni Vähämäki
b5cdd1240f
EMI: Only draw models for actors inside the view frustum.
...
This adds math classes for doing frustum culling in software. These could be used for optimizing performance in many other places as well. For example, if an actor is outside the view frustum, it may not be necessary to do expensive keyframe animation and vertex skinning calculations for that actor.
2014-06-16 15:42:18 +03:00
Joni Vähämäki
de3c68d89c
GRIM: If ActorLookAt is called with an actor as the target, look towards the actor's head instead of their origin. Fixes #887
2014-05-31 15:59:55 +03:00
Joel Teichroeb
0f3da43694
GRIM: Change NULL to nullptr.
2014-05-30 17:43:08 -07:00
Joni Vähämäki
3e322b67ba
Revert "EMI: Fix missing hold chores"
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This reverts commit 863b33e803f17503d5983a9f99cdd8dd71ec7543.
Conflicts:
engines/grim/actor.cpp
engines/grim/actor.h
engines/grim/costume.cpp
engines/grim/costume.h
engines/grim/costume/chore.h
engines/grim/emi/costumeemi.cpp
engines/grim/emi/costumeemi.h
2014-05-31 03:05:30 +03:00
Joni Vähämäki
a180b3b562
EMI: Chore fading fixes.
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Fading out chores remain in playing state until they have completely faded out. Also using StopChore on a fading out chore will actually stop the chore, unlike in Grim where the chore will keep fading out.
2014-05-31 03:05:17 +03:00
Pawel Kolodziejski
8759900b6a
ALL: synced with ScummVM
2014-04-05 18:18:42 +02:00
Joel Teichroeb
7390c8974b
GRIM: Make sure that we have a valid chore when setting the type. Fixes #843
2014-03-09 14:03:36 -07:00
Christian Krause
b35bdd2ddf
EMI: Don't stop looping chores in StopAllChores
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Some chores need to stay active even after a call to
StopAllChores(). E.g. the hold chores should stay active
even after changing the set (which calls StopAllChores()).
It looks like that the previously unknown boolean paramter
of StopAllChores() controls that behavior. If set to TRUE,
stop only the non-looping chores.
This patch fixes:
- hold chore was lost when switching sets
- blue painting did not show the ultimate insult when opening
the inventory
2014-02-21 20:13:11 +01:00
Christian Krause
863b33e803
EMI: Fix missing hold chores
...
The hold chore was always lost after e.g. turning left or right.
Although that chore was still in _playingChores, it was not shown.
The patch uses the following order for drawing the chores:
- wear chores
- rest chores
- walk/turn chores
- other chores (in order of the playChore calls)
2014-02-21 20:13:05 +01:00
Einar Johan Trøan Sømåen
20809707ab
GRIM: Initialize more members in Costume's constructor, and move _fname initialization to initalizer list.
2014-01-07 12:36:16 +01:00
sietschie
d06762ec52
EMI: removed unnecessary comments, made getBoundingBox const
2013-12-12 14:46:53 +01:00
sietschie
98e9b41010
EMI: Implement GetBoundingPos for EMIModel
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Added the ability to compute the bounding boxes of models so that the
text can be correctly placed near the actors.
2013-12-10 17:19:07 +01:00
Ingo van Lil
8a9a24c527
EMI: Allow resetting actor turn chores
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EMI scripts use nil in SetActorTurnChores() to reset the turn chores,
e.g. when Guybrush picks up the hot coal in wed.lua.
2013-12-01 00:36:36 +01:00
Ingo van Lil
81e65b0c70
EMI: Save/restore state of costumes
...
EMICostume overrides the parent class's saveState/restoreState methods with
NOP functions, causing a great number of graphical glitches after restoring
a savegame. EMI costumes do not seem to have any additional dynamic state,
so the parent save and restore methods work just fine.
2013-11-26 20:37:31 +01:00
Joel Teichroeb
4e6378be14
GRIM: Do not need to check if a pointer is NULL before deleting it as nothing will happen if it is NULL
2013-07-07 21:11:34 -07:00
Giulio Camuffo
920875909d
GRIM: Make TextSplitter tell the file name on error
2013-02-04 21:36:38 +01:00
Giulio Camuffo
aabd36493d
GRIMDEMO: New AnimComponent for 'anim' components instead of using BitmapComponent.
2013-01-09 00:14:41 +01:00
Giulio Camuffo
dd8c779a24
Revert "GRIM: New Component::stop function, used by some components instead of reset()."
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This reverts commit cbf454d4d88dd9a558298e2b2c95e4bd26b524c0.
2013-01-07 17:18:32 +01:00
Giulio Camuffo
b7394cad1f
Revert "GRIM: Don't reset the components when stopping all the chores."
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This reverts commit 7525b67087029ea0719daf7dcadb795a9c52ecc3.
2013-01-07 17:18:32 +01:00
Giulio Camuffo
bc47b5fdc8
Revert "GRIM: Don't animate hidden models."
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This reverts commit f694563d1c9edce97f3e7cf181fd877f61d0e751.
2012-12-23 23:30:01 +01:00
Giulio Camuffo
cbf454d4d8
GRIM: New Component::stop function, used by some components instead of reset().
2012-12-20 18:29:18 +01:00
Giulio Camuffo
f694563d1c
GRIM: Don't animate hidden models.
2012-12-20 15:31:13 +01:00
Giulio Camuffo
7525b67087
GRIM: Don't reset the components when stopping all the chores.
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Fix Glottis head disappearing when singing rusty anchor and some other
similar cases.
2012-12-20 14:56:53 +01:00
Paweł Kołodziejski
175620b62a
ALL: change license headers from LGPL to GPL, and few updates
2012-12-19 23:15:43 +01:00
Dries Harnie
b9fc80b5ee
EMI: Support looping chores
2012-07-12 19:58:55 +02:00
Joel Teichroeb
e92d894691
EMI: Remove useage of dynamic_cast
2012-05-02 20:10:34 -07:00
Joel Teichroeb
62136ea1ff
GRIM: Add isComponentType to Component to provide cleaner tag checking
2012-05-02 18:13:58 -07:00
Joel Teichroeb
68b21782c8
GRIM: Only fix the endianness of a components tag once.
2012-05-02 18:07:56 -07:00
Joel Teichroeb
6e4add8ab8
GRIM: Remove usage of dynamic_cast
2012-04-30 22:36:46 -07:00
Joel Teichroeb
083d1b4ff5
GRIM: Clean up chore somewhat
2012-04-28 14:17:08 -07:00
Joel Teichroeb
3e2cb21d30
EMI: Partially implement AdvanceChore
2012-04-28 11:47:24 -07:00
Joel Teichroeb
b306a1c52a
GRIM: Fix indentation
2012-04-28 11:13:21 -07:00
Joel Teichroeb
0dcfaf8fb1
GRIM: Do not include unneeded headers
2012-04-04 16:11:05 -07:00
Joel Teichroeb
63938ba499
GRIM: Clean up unneeded includes and fix some trailing whitespace
2012-03-26 20:12:00 -07:00
Dries Harnie
f21f2867fb
EMI: Support strings as walk/rest/mumble/turn chores
2012-03-04 22:52:49 +01:00
Joel Teichroeb
7ff91c5817
GRIM: Various cleanups to code
2012-02-04 18:07:24 -08:00
Joel Teichroeb
1226e45ac3
EMI: Initial work on getting costumes to draw animations.
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Also, an initial split-off for EMI from the costume-class,
now uses it as a base class. (somaen)
2012-02-02 22:01:09 +01:00
Einar Johan T. Sømåen
27d82c192e
EMI: Add a component for the animations in emi.
2012-01-30 22:24:09 +01:00
Einar Johan T. Sømåen
24ac27d1ad
EMI: Move the emi-costumes into the EMI-subfolder
2012-01-29 16:43:17 +01:00
Giulio Camuffo
9771492e6c
GRIM: Push savegame version to 21.
2012-01-28 10:03:27 +01:00