Commit Graph

214 Commits

Author SHA1 Message Date
Robert Špalek
196f033e93 Fix static initialization
svn-id: r48722
2010-04-19 16:38:41 +00:00
Robert Špalek
c66e47cad4 Fix bug 2983187 on continuing palette change
svn-id: r48615
2010-04-11 06:02:41 +00:00
Robert Špalek
2d8b25f656 Dragon History: fixing properly bug 2976774
The previous bugfix just hid the problem by removing an assert, but it might demonstrate
itself in another way later.  This is a proper bugfix.

svn-id: r48460
2010-04-01 22:01:40 +00:00
David Turner
1fb60b4990 Basic correction for bug #2976774 "DRACI: Segfault Crash When Leaving Inventory".
This patch corrects the valgrind fault, but may not be the ultimate fix.

This should be reviewed before backport to v1.1.0 branch.

svn-id: r48434
2010-03-31 03:19:01 +00:00
Johannes Schickel
aed02365ec Strip trailing spaces/tabs.
svn-id: r47541
2010-01-25 01:39:44 +00:00
Robert Špalek
96068d30d9 Handle properly shouldQuit()
svn-id: r47215
2010-01-10 01:25:37 +00:00
Johannes Schickel
9e04ca3633 Silence gcc warning.
svn-id: r46326
2009-12-09 23:05:36 +00:00
Max Horn
f3420c6372 DRACI: Reduce header interdependencies; some cleanup
svn-id: r46320
2009-12-09 21:03:22 +00:00
Lars Persson
61d68b9d4a Removed <cmath> includes since a) not a part of Symbian OS b) Compiles fine without it (at least with Symbian OS GCCE 3.4.3 and CW 2)
svn-id: r46213
2009-11-30 08:09:39 +00:00
Robert Špalek
63a6480057 Hopefully fix switching to the map right after switching the location
It seems that the mouse was simply on the below line and triggered the switch
to the map without the user realizing.

svn-id: r46171
2009-11-28 00:57:42 +00:00
Robert Špalek
604ed73b87 Move setIsReloaded(false) in enterNewRoom() to the right place.
Last commit moved it below, but that cancelled GPL2 programs run right
after loading the game.

svn-id: r46099
2009-11-22 21:27:30 +00:00
Robert Špalek
f6f8b66d45 Remove obsolete and unneeded logic bypassing reloading a location.
I have tested that this could only possibly happen when the game has been
loaded with last location being the map.  Then pressing Escape calls
enterNewRoom() and this superfluous optimization takes place.  It is harmless
to simply reload the map.  After having removed it, enterNewRoom() needs not
return any return value, because the test at the tail can be done by the
caller.  I have then restructured the code a little to make it cleaner.

svn-id: r46098
2009-11-22 21:12:23 +00:00
Robert Špalek
d3d16422e0 Further cleaned up the hack with removing old animations.
Now only a long-term (complete rewrite) TODO is left in the code, but nothing
urgent to solve.

svn-id: r46097
2009-11-22 20:44:37 +00:00
Robert Špalek
772b89682d Make sure hands are empty after loading the game
(otherwise we could have in our hands an unreachable object).  This works
thanks to moving clearing _currentItem into putItem(), which gets called
in inventoryReload().

svn-id: r46096
2009-11-22 20:25:27 +00:00
Robert Špalek
00063b1423 Clearing object animations in a cleaner way
Verified that we really do not need object animations even if they are in
a different location, and clearing them thus regardless of their location.
Although the game was not crashing due to previous work-arounds at this
moment, this cleanup obliterates the most horrible hack and makes sure
animations will never get stale.

svn-id: r46095
2009-11-22 20:17:39 +00:00
Robert Špalek
3d687d07f5 Fixed assert() on already loaded animation
Now the game seems fully playable with crazy loading all the time, even
though it is a hacky solution.  Updated the TODOs

svn-id: r46094
2009-11-22 20:02:13 +00:00
Robert Špalek
4bd395a1ee Updated an urgent TODO to make the game playable
svn-id: r46070
2009-11-22 09:21:40 +00:00
Robert Špalek
2397efd730 Fix SIGSEGV by an absolutely brutally horrible hack
I have thoroughly documented why this hack is needed and added ideas how to
fix it properly.

svn-id: r46068
2009-11-22 09:13:05 +00:00
Robert Špalek
5b9bfaee2b Opening the inventory stops hero walking
(otherwise the relative animation would repeat itself unhandled until the
hero disappears from the screen.)

svn-id: r46058
2009-11-22 05:35:36 +00:00
Robert Špalek
0ee8f879fa Fix positioning of one-time hero animations.
With the previous code, the position of the animation was doubled (due to
counting the position twice, the second time being a relative shift), which
put it mostly outside the screen.  This is because one-time hero animations
are actually stored using absolute coordinates.

svn-id: r46057
2009-11-22 05:10:31 +00:00
Robert Špalek
9297e62aed Fixed re-entering the same room using a different gate
svn-id: r46044
2009-11-21 18:18:09 +00:00
Robert Špalek
de6dc9a784 Handled loading/saving from the map location
svn-id: r45876
2009-11-12 23:33:22 +00:00
Robert Špalek
fc0c195ea3 Implementing switching to/from the map room by mouse
svn-id: r45872
2009-11-12 22:41:14 +00:00
Robert Špalek
44afaf9bf1 Display/remove the inventory based on mouse "gestures"
svn-id: r45855
2009-11-12 09:27:41 +00:00
Robert Špalek
13a2b24ab5 Removed 2 TODOs
svn-id: r45851
2009-11-12 03:25:10 +00:00
Robert Špalek
d281fe4717 Added runWrapper() calling run() and some actions around it.
This simplifies a lot of code calling run().  Also, scripts called from the
inventory are now called with disabled mouse and title, as desired.

svn-id: r45848
2009-11-12 00:45:28 +00:00
Robert Špalek
78a10999ab Cleaned up searching the closest point.
The old comments were completely misleading although the algorithm was good.

svn-id: r45824
2009-11-11 00:19:23 +00:00
Robert Špalek
dea7e18172 Fixed walking to unreachable positions
svn-id: r45823
2009-11-10 23:23:40 +00:00
Robert Špalek
9ba6e8138c Fixed two bugs.
Putting items back to the inventory into clipped coordinates, and exiting
running GPL2 programs when the game engine it to be interrupted.

svn-id: r45822
2009-11-10 23:21:29 +00:00
Robert Špalek
e2ca397e63 Huge refactoring of data structures.
Replaced IDs of objects by pointers, which saves many lookups, each of which
is horribly ineffective.  Moved a lot of code into methods of structs now
turned into objects.

Tested the new code a lot and seems to work as well as the old code.

svn-id: r45799
2009-11-10 05:16:34 +00:00
Robert Špalek
e9c6fd5e39 Fixed aligning items in the inventory
svn-id: r45764
2009-11-08 21:44:30 +00:00
Robert Špalek
abbb3dccd7 Items put into inventory are placed correctly.
Also, named correctly GPL2 parameter types.

This fixes all FIXMEs

svn-id: r45762
2009-11-08 21:26:04 +00:00
Robert Špalek
121baa2660 Fix running clearing IsReloaded().
Currently, if gate programs used loop(), they exitted immediately due to not
having cleared this flag.

svn-id: r45753
2009-11-08 18:55:41 +00:00
Robert Špalek
75bbe04280 Fix enabling mouse cursor when entering a room.
It used to have a wrong palette.

svn-id: r45749
2009-11-08 06:56:30 +00:00
Robert Špalek
a4393d46b2 Do not immediately clear the path when it has just 1 vertex.
This fixes the previous bugfix, which causes that I could not re-run the same
program (e.g., by repeatedly clicking on the hollow tree) if the hero did not
move at least one pixel.

svn-id: r45747
2009-11-08 06:30:10 +00:00
Robert Špalek
bea00d86cb Tuned Z-coordinate of the dragon.
Adding +1 made the dragon sometimes flip before an object when it should
have been behind.

svn-id: r45745
2009-11-08 05:47:39 +00:00
Robert Špalek
354d7f6366 Debugged smooth walking except for 1 bug.
Adjusting to the edge is done such that it respects slight sideways movements of the dragon.
Fixed rounding issues in the whole game.  Improved debug messages.  Made sure that the dragon
does not turn like crazy around when clicking on the same pixel: the final point is always the
clicked one although the middle points made by shifted to make the animations smooth, and
preserve the dragons direction if he has not walked.

There is a bug with running turning animations as they seem to disappear for 1 frame and have
incorrect Z coordinate.  Will investigate it next.

svn-id: r45742
2009-11-08 03:16:22 +00:00
Robert Špalek
0b67aa406e Debugged updating the position of the hero during walking.
I project the hero immediately to the end of each edge for the time being
though.

svn-id: r45722
2009-11-07 11:45:13 +00:00
Robert Špalek
f534c12289 Add helper functions to retrieve dragon position from the animation.
To implement proper walking, I have to respect the relative shifts defined
by the sprites as opposed to apply some constant velocity.

svn-id: r45714
2009-11-07 04:56:28 +00:00
Robert Špalek
638305fcbb The hero turns the right direction after walking
svn-id: r45713
2009-11-07 01:54:47 +00:00
Robert Špalek
357d9989d4 Implemented relative animations.
In these animations, each sprite can specify a relative shift with respect
to the previous sprite.  Moving animations (such as walking of the dragon)
are easily described in this framework.  I have sort of hacked their support
and it seems to work.

The current walking code does not interact with the new code yet, but it will
be easy to do.

svn-id: r45712
2009-11-07 01:28:27 +00:00
Robert Špalek
fdad4e7b54 Done research on ignored animation flags and commented the code
svn-id: r45711
2009-11-07 00:36:23 +00:00
Robert Špalek
881bf37554 Add safe-guard against collision of animation IDs.
When debugging another issue, I preloaded all animations, and horrible things
happened that I debugged for a few hours.

svn-id: r45695
2009-11-06 16:48:37 +00:00
Robert Špalek
73cf7a55fc Fixed several gross walking bugs.
- SIGSEGV by not stopping walking when changing rooms
- reset of the mouse cursor and object title during gate scripts
- updating the previous animation phase, also when starting new animation
- swapped up and down animations

svn-id: r45690
2009-11-05 23:59:26 +00:00
Robert Špalek
f8a19bb4a9 Implemented proper walking.
First shot, not debugged yet, but seems to work (even though a bit hairy)!

svn-id: r45688
2009-11-05 14:22:39 +00:00
Robert Špalek
f147fbb936 Properly animate the last phase of the walk before running callbacks
svn-id: r45649
2009-11-04 04:27:31 +00:00
Robert Špalek
14f2685134 Implemented and debugged the walking framework.
The hero does not walk yet (it still teleports to the target immediately),
but that is just because the actual walking algorithm is left trivial first.
However, the main game loop, callbacks, and waiting all already work with
the general framework.

svn-id: r45648
2009-11-04 00:42:37 +00:00
Robert Špalek
930910fe5c Created walking-callback infrastructure and converted the code to use it
svn-id: r45644
2009-11-03 22:13:37 +00:00
Robert Špalek
0071829aee Implement properly stayOn instead of using walkOn
svn-id: r45641
2009-11-03 21:30:24 +00:00
Robert Špalek
9ad5e7461f Let setPath() store path with pixel precision, and update the map sprite when reloaded
svn-id: r45640
2009-11-03 21:05:26 +00:00