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path: root/engines/cge2/cge2_main.cpp
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2014-07-15CGE2: Get rid of _mode.uruk
2014-07-15CGE2: Remove unnecessary comment from sceneUp().uruk
2014-07-14CGE2: Unstub showTitle().uruk
2014-07-14CGE2: Unstub movie().uruk
2014-07-09CGE2: Remove unnecessary stub from loadHeroes().uruk
2014-07-09CGE2: Remove unused local variable from loadScript().uruk
2014-07-09CGE2: Remove unnecessary stub from cge2_main().uruk
2014-07-09CGE2: Implement Sound::open(), add stub for checkSaySwitch().uruk
2014-07-09CGE2: Rework number().uruk
2014-07-09CGE2: Implement switchVox() and switchCap().uruk
2014-07-09CGE2: Implement switchColorMode().uruk
2014-07-08CGE2: Rework CGE2Engine::locate().uruk
2014-07-07CGE2: Replace NULL with nullptr everywhere.uruk
2014-07-04CGE2: Implement loading from the Launcher.uruk
2014-07-04CGE2: Remove unnecessary warning and debug info from showTitle().uruk
2014-07-04CGE2: Fully implement the save/load system.uruk
Now the toolbar is working too after loading.
2014-07-04CGE2: Rename saveHeroPos() to storeHeroPos().uruk
2014-07-04CGE2: Partially working save/load system.uruk
There's a mayor bug which blocks the toolbar from interaction after loading. To be investigated during the upcoming days.
2014-07-04CGE2: Heavily rework memory management of Sprites.uruk
Hopefully it will solve a bunch of memory leak problems. Now Spare is a central container, which stores pointers to every Sprite currently used by the engine. Because of that, there's no more need for Queue's clear(). In case of snKill(), it's just a safeguard, since it's only used by the engine to "kill" the speech bubbles, but we will check Spare anyway, so it's the safest this way.
2014-07-04CGE2: Add, implement and use saveHeroPos().uruk
2014-06-29CGE2: Call loadPos() from loadHero() instead of loadUser().uruk
2014-06-29CGE2: Add skeleton for save/load system.uruk
Also rename loadGame() to loadHeroes().
2014-06-26CGE2: Hopefully fix compilation for GCCStrangerke
2014-06-24CGE2: Implement a couple of stubsStrangerke
2014-06-23CGE2: Add a big hack to work around the coordinates issueStrangerke
2014-06-23CGE2: Fix releasePocket().uruk
Now the inventory system is working as intended.
2014-06-23CGE2: Implement busy() and revise connected parts of the engine.uruk
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 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
2014-06-18CGE2: Implement offUse().uruk
2014-06-18CGE2: Implement functions connected to inventory handling.uruk
Also move closePocket() closer to the others and fix the stub message in busy().
2014-06-17CGE2: 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.
2014-06-15CGE2: Rework Sprite::touch to use V2D for coords.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.
2014-06-14CGE2: Fix loading of fixed-point integer valuesPaul Gilbert
2014-06-14CGE2: Rethink Spare::dispose().uruk
2014-06-13CGE2: Fix Sprite::touch().uruk
Not it only takes action if the user actually clicked.
2014-06-13CGE2: Implement releasePocket().uruk
2014-06-12CGE2: Get somewhat better valuesStrangerke
2014-06-12CGE2: Implement FXP code. Still WIP, loadTab to be fixedStrangerke
2014-06-09CGE2: Simplify if-statements.uruk
2014-06-09CGE2: Fix endless loop regarding kCmdWait.uruk
2014-06-08CGE2: Rework empty-checks of strings.uruk
2014-06-08CGE2: Add, implement and use Map.uruk
2014-06-07CGE2: Remove unnecessary variable from System::touch().uruk
2014-06-07CGE2: Implement System::touch().uruk