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author | Martin Kiewitz | 2016-01-29 13:13:40 +0100 |
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committer | Martin Kiewitz | 2016-01-29 13:22:22 +0100 |
commit | 8a595e7771aa89d06876e13d7ab6751e26da8982 (patch) | |
tree | dfc61e112c9f7e5b1d9e295fbb60edf4ae1b65f3 /engines/agi/objects.cpp | |
parent | 1e73796bd0b17740ca4c35b9a7bd1882f9de6a37 (diff) | |
download | scummvm-rg350-8a595e7771aa89d06876e13d7ab6751e26da8982.tar.gz scummvm-rg350-8a595e7771aa89d06876e13d7ab6751e26da8982.tar.bz2 scummvm-rg350-8a595e7771aa89d06876e13d7ab6751e26da8982.zip |
AGI: graphics rewrite + cleanup
- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
using Common::String c_ptr()
Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
access in the original code, when saving a game
- sev for help out with reversing the Amiga transition
currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
Diffstat (limited to 'engines/agi/objects.cpp')
-rw-r--r-- | engines/agi/objects.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/agi/objects.cpp b/engines/agi/objects.cpp index 27cde61065..b6c628c32d 100644 --- a/engines/agi/objects.cpp +++ b/engines/agi/objects.cpp @@ -144,28 +144,28 @@ void AgiEngine::unloadObjects() { } } -void AgiEngine::objectSetLocation(unsigned int n, int i) { - if (n >= _game.numObjects) { - warning("AgiEngine::objectSetLocation: Can't access object %d.\n", n); +void AgiEngine::objectSetLocation(uint16 objectNr, int i) { + if (objectNr >= _game.numObjects) { + warning("AgiEngine::objectSetLocation: Can't access object %d.\n", objectNr); return; } - _objects[n].location = i; + _objects[objectNr].location = i; } -int AgiEngine::objectGetLocation(unsigned int n) { - if (n >= _game.numObjects) { - warning("AgiEngine::objectGetLocation: Can't access object %d.\n", n); +int AgiEngine::objectGetLocation(uint16 objectNr) { + if (objectNr >= _game.numObjects) { + warning("AgiEngine::objectGetLocation: Can't access object %d.\n", objectNr); return 0; } - return _objects[n].location; + return _objects[objectNr].location; } -const char *AgiEngine::objectName(unsigned int n) { - if (n >= _game.numObjects) { - warning("AgiEngine::objectName: Can't access object %d.\n", n); +const char *AgiEngine::objectName(uint16 objectNr) { + if (objectNr >= _game.numObjects) { + warning("AgiEngine::objectName: Can't access object %d.\n", objectNr); return ""; } - return _objects[n].name; + return _objects[objectNr].name; } } // End of namespace Agi |