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2013-08-05ZVISION: sscanf to a uint first instead of directly to a boolrichiesams
2013-08-05ZVISION: Conform to gcc template spacing requirementsrichiesams
2013-08-05ZVISION: Use videoDecoder.getTimeToNextFrame() to calculate the frame delayrichiesams
2013-08-05ZVISION: Change _pausedTime to be a reference to when time was paused, ↵richiesams
instead of accumulation of time
2013-08-05ZVISION: Fix index out of range errorrichiesams
2013-08-05ZVISION: Add ActionMusicrichiesams
2013-08-05ZVISION: Pass the scr fileName as a const referencerichiesams
2013-08-05ZVISION: Check if a key exists before returning _globalState value.richiesams
operator[] creates a key value pair if it doesn't exist. So blindly returning a value without checking if the key exists could result in undefined behavior, depening on what the value is initialized to in its constructor
2013-08-05ZVISION: Add support for engine pausing from higher up (GMM, phone call, etc.)richiesams
2013-08-05ZVISION: Make _clock a member variable instead of a pointer to the heaprichiesams
2013-08-04ZVISION: Make the return from makeRawZorkStream more specificrichiesams
2013-08-04ZVISION: Make video code blocking.richiesams
The script system requires that all ResultAction::execute() block until they finish. The video system *was* 'asyncronous' in that you would just start a video and then run() would finish processing it. This code forces the video to complely finish before playVideo returns. The Clock object is used to keep track of deltaTime while the video is playing.
2013-08-04ZVISION: Create console method for dumping a file by namerichiesams
2013-08-04ZVISION: Create Clock class to handle deltaTime while pausing and unpausing ↵richiesams
the game
2013-08-04ZVISION: Remove extraneous commentsrichiesams
2013-08-04ZVISION: Offset the RenderTable index by the normalized coords, not the ↵richiesams
subRect coords
2013-08-04ZVISION: Create class definitions for mutliple ResultAction childrenrichiesams
2013-08-04ZVISION: Add ActionSetScreenrichiesams
2013-08-04ZVISION: Create RenderManager method to set the current background imagerichiesams
2013-08-04ZVISION: Add logic to check _referenceTable Puzzles every time a globalState ↵richiesams
is changed
2013-08-04ZVISION: Convert _activeNodes and _activeControls to Lists of SharedPtrrichiesams
2013-08-04ZVISION: Overload renderImageToScreen to handle fileNames and ReadStreamsrichiesams
2013-08-04ZVISION: Make panorama and tilt control generate the RenderTable after ↵richiesams
setting all the settings
2013-08-04ZVISION: Fix typo in panarama and tilt control parsingrichiesams
2013-08-04ZVISION: Add console cmd for changing locationrichiesams
2013-08-04ZVISION: Fix sscanf formatting errorsrichiesams
2013-08-04ZVISION: Remove ResultAction clone member functionrichiesams
Puzzle now uses smart pointers so clone is no longer necessary
2013-08-04ZVISION: Sort using iterators instead of the actual elementsrichiesams
Also convert the argument to a reference instead of a pointer
2013-08-04ZVISION: Convert ResultAction pointers to SharePtrrichiesams
This gets rid of the need for specific destruction as well as making the copy swap operations in the ScriptManger _referenceTable more efficient
2013-08-04ZVISION: Fix unsigned/signed mismatch warningrichiesams
2013-08-04ZVISION: Initialize iteratorrichiesams
2013-08-04ZVISION: Remove superfluous commarichiesams
2013-08-04ZVISION: Fix typo in format stringrichiesams
2013-08-04ZVISION: Initialize _needsScreenUpdate in RenderManagerrichiesams
2013-08-04ZVISION: Add filename parsing for ActionPlayAnimationrichiesams
2013-08-04ZVISION: Update module.mk with current objrichiesams
2013-08-04ZVISION: Remove redundant class qualifierrichiesams
2013-08-04ZVISION: Convert _blockSize to an anonymous enumrichiesams
2013-08-04ZVISION: Initialize the iteratorrichiesams
2013-08-04ZVISION: Convert sscanf formats to follow new int lengthsrichiesams
2013-08-04ZVISION: Convert String pointers to const referencesrichiesams
2013-08-04ZVISION: Optimize integer type usagesrichiesams
The general thought is int is faster than int16 or byte. So if you can afford the space, use it over int16 or byte. Also, only use int32 when you specifically need the 32 bits.
2013-08-04ZVISION: Add detection entry and directories for ZGIFilippos Karapetis
2013-08-04ZVISION: Move CriteriaOperator, Criteria, and StateFlag inside the Puzzle classrichiesams
2013-08-04ZVISION: Move Puzzle logic into a .cpp filerichiesams
2013-08-04ZVISION: Make ActionNode::process() pure virtualrichiesams
2013-08-04ZVISION: Create ScriptManager member function to change locationrichiesams
2013-08-04ZVISION: Modify Control parsing to use new Control class structurerichiesams
2013-08-04ZVISION: Rename parseResult() to parseResults()richiesams
2013-08-04ZVISION: Add 'reverse' to _tiltOptions and _panoramaOptions to handle ↵richiesams
Control options