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2014-06-22CGE2: Fix formatting in FXP.uruk
2014-06-22CGE2: Fix some formatting in Hero.uruk
2014-06-22CGE2: Remove double definition kMaxTry.uruk
2014-06-22CGE2: Rework Hero::len().uruk
2014-06-22CGE2: Remove useless variable declarationsStrangerke
2014-06-22CGE2: Implement snSwap().uruk
2014-06-22CGE2: Fix mapCross().uruk
2014-06-22CGE2: Implement snGive() and snRmNear().uruk
2014-06-21CGE2: Reduce the scope of some variablesStrangerke
2014-06-21CGE2: Avoid some signed/unsigned comparisonsStrangerke
2014-06-21CGE2: Implement "quit menu".uruk
Now the "main switch" on the menu panel is working. Also move a couple of defines from cge2_main.h to cge2.h during the process.
2014-06-19CGE2: Implement optionTouch().uruk
Add stubs for called functions.
2014-06-19CGE2: Implement Hero::fun().uruk
2014-06-19CGE2: Implement snMouse().uruk
2014-06-19CGE2: Implement Sprite::works().uruk
Now Anna is also reachable/playable.
2014-06-19CGE2: Implement showing the selected item in the inventory.uruk
Now the selected item's picture is blinking until deselected.
2014-06-19CGE2: Comment out code and add TODO in switchScene().uruk
2014-06-19CGE2: Implement inf().uruk
2014-06-18CGE2: Implement offUse().uruk
2014-06-18CGE2: Implement snKeep().uruk
Now the inventory system is (at least partially) working.
2014-06-18CGE2: Implement functions connected to inventory handling.uruk
Also move closePocket() closer to the others and fix the stub message in busy().
2014-06-18CGE2: Fix coords of misplaced speech bubbles.uruk
The origin of the bug is that when we added the command (triggered by a mouse-click on a sprite) to display a speech bubble we checked the command's reference wrong and didn't bind (by modifying the reference) the bubble to a certain hero. So they just appeared randomly above the sprites what triggered the event, or even in worse places.
2014-06-17CGE2: Fix initialization of _posTab.uruk
Fixes a possible memory leak.
2014-06-17CGE2: Implement switching between scenes.uruk
Minor modification in Spare again to do so.
2014-06-15CGE: Remove (broken) variable length specificationStrangerke
2014-06-15CGE2: Rework show() and hide() in Bitmap to use V2Ds as parameters.uruk
2014-06-15CGE2: Rework Sprite::touch to use V2D for coords.uruk
2014-06-15CGE2: Fix compilation broken by previous commit.uruk
2014-06-15CGE2: Rename caves to scenes.uruk
2014-06-15CGE2: Fix coordinates of mouse handling.uruk
Now infoLine is working properly. Rework solidAt() to achieve that. Also move spriteAt from talk.cpp to cge2_main.cpp, and remove the older version which didn't use V2D as a parameter.
2014-06-15CGE2: Rework EventManager::handleEvents().uruk
Also add and implement spriteAt() during the process.
2014-06-15CGE2: remove useless code related to boolean valuesStrangerke
2014-06-15CGE2: Change the Flags structure to make use of booleansStrangerke
2014-06-14CGE2: Fix loading of fixed-point integer valuesPaul Gilbert
2014-06-14CGE2: Implement snWalk().uruk
2014-06-14CGE2: Implement snReach() and connected functions.uruk
2014-06-14CGE2: Rethink Spare::dispose().uruk
2014-06-13CGE2: Fix vertical screen clipping in Bitmap::show and Bitmap::hidePaul Gilbert
2014-06-13CGE2: Rename setCave() to setScene().uruk
2014-06-13CGE2: Implement snCover and snUncover.uruk
Also add and implement expandSprite().
2014-06-13CGE2: Stub snSay again.uruk
2014-06-13CGE2: Fix Sprite::touch().uruk
Not it only takes action if the user actually clicked.
2014-06-13CGE2: Implement releasePocket().uruk
2014-06-13CGE2: Implement Hero::turn().uruk
2014-06-13CGE2: Implement Hero::hStep().uruk
2014-06-13CGE2: Reimplement Hero::setCave().uruk
2014-06-13CGE2: Fix Sprite::ghost and snGhost().uruk
2014-06-13CGE2: Implement Hero::tick().uruk
2014-06-13CGE2: Implement snKill().uruk
Add and implement Sprite::setCave() during the process.
2014-06-13CGE2: Fix initialization of HeroTab.uruk