Age | Commit message (Collapse) | Author |
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- Allow more than one script work at once
- Proper implementation of address methods
some opcodes may be broken - cause work in progress
todo: rewrite opcodes with new address functionality
svn-id: r16604
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one case where the original didn't use its own colour constants, so I had
to add a new one, kITEColorLightGrey, for colour 4.
svn-id: r16603
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svn-id: r16602
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original code read "LLogic.Logic_up( (*params*65536)+2);".
I don't know where this opcode is actually used, though.
svn-id: r16600
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svn-id: r16599
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stay in each scene except intro and fade-in/fade-outs.
o Implemented status text coloring during work of auxiliary scripts.
svn-id: r16598
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svn-id: r16597
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Actors & Objects can be hited
svn-id: r16596
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svn-id: r16595
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- objectMap responds to mouse move (but respond script not run well ?)
loadStrings add some special count check
- so all other LUT based resource should implement this technique
svn-id: r16594
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svn-id: r16593
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- remove ActionMap.h & ActionMap.cpp
- ObjectMap names move to Scene::_sceneStrings as in original engine
- fix wrong StringsTable::stringsCount calculation
svn-id: r16592
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svn-id: r16591
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svn-id: r16590
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Things which are missing:
(a) mouse support due to incomplete interface implementation
(b) arrows do not pop up by same reason mentioned above
(c) scrolling does not work
(d) kReplyOnce flag is missing due to wrong threads memory implementation
svn-id: r16589
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'scene_change 33' in debugger.
svn-id: r16588
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svn-id: r16587
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difference
o Fix regression in Mac titles where scene LUT wasn't conversed
o Fix sound types in many games. Old Win demo is still wrong.
svn-id: r16586
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svn-id: r16585
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svn-id: r16584
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already, let it continue playing rather than restarting it. (I've been
meaning to make this change for some time, but now it appeared on the TODO
list as well. :-)
svn-id: r16583
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svn-id: r16582
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svn-id: r16581
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svn-id: r16580
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the reason the ITE intro crashed for me.) I still get read warnings in
Sprite::decodeRLEBuffer() though.
Also added a couple of hacks to keep the IHNM intro alive. Once we support
IHNM actors, we'll be able to remove them.
svn-id: r16579
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svn-id: r16578
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-pathfind speedup
svn-id: r16576
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svn-id: r16575
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test: in ITE type "scene_change 130" at console
svn-id: r16574
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The first IHNM script does not use random branching after all.)
svn-id: r16573
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implementation is only right for ITE, disable it for IHNM for now.
svn-id: r16572
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svn-id: r16571
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svn-id: r16570
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svn-id: r16569
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supported)
svn-id: r16568
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svn-id: r16567
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svn-id: r16566
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svn-id: r16565
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svn-id: r16564
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svn-id: r16563
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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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interpreter. Supposedly these colours will stay fairly constant throughout
the game, in which case we no longer need to repaint it with the "best
white" colour every time the palette changes.
svn-id: r16561
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NULL it'll use the English string instead. It seems unnecessary to store
the same string twice, even if it's possible that the compiler is smart
enough to eliminate the duplicates.
Either way it doesn't make much difference now, but we may want to add the
intro strings to the getTextString() mechanism eventually. In that case
most of the credits would be duplicates, for instance.
svn-id: r16560
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svn-id: r16559
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IHNM script seems to use it, but doesn't get that far because it terminates
on an unknown script function.
svn-id: r16558
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svn-id: r16557
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hardcoded, but I'll save that for later :)
o Eliminated all leftovers of previous language loader. If you'll spot another
one, just remove it silently.
svn-id: r16556
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svn-id: r16555
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corresponding string array)
- first step in verb implementation: proper button draw, keyboard respond 'w','l' &etc
- added comments and some fields to GameDisplayInfo
svn-id: r16554
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svn-id: r16553
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