Age | Commit message (Collapse) | Author |
|
svn-id: r44431
|
|
parameter.
svn-id: r44413
|
|
svn-id: r44362
|
|
svn-id: r44331
|
|
previously called "icons" as in the original player. This commit also renamed every such instance to the proper "item".
svn-id: r43487
|
|
* Used a more natural condition (whether the scheduled room number is different from the current room number) instead of the _roomChange hack.
svn-id: r43391
|
|
svn-id: r43255
|
|
svn-id: r43253
|
|
svn-id: r43176
|
|
* Implemented GPL commands Script::loadMap() and Script::roomMap().
* Added temporary HACK to change some speech texts to use the small font because some strings overflow the screen (as stored in the data files).
svn-id: r43161
|
|
svn-id: r43129
|
|
via Script::endCurrentProgram().
svn-id: r43086
|
|
svn-id: r42992
|
|
* Added a separate mechanism to Game to keep track both of the current room number and the next room/gate. Periodically, I check whether the new room differs from the old one and, if it does, I do the change. Doing it any other would is nearly impossible because of the way the original scripts were written.
* Added GPL command Script::newRoom(). Rooms can now be traversed by clicking on their exits. Also, the intro animation partly works. Some parts go by far too soon. I assume this is because the engine still lacks a dialogue GPL command.
* Fixed bug where the gates array of a room was not cleared between uses.
* Save old jump value when we enter Script::run() and restore it in the end (mimicking the original engine).
* Fixed small bug where the gate was supposed to be stored as the first in-game variable and not the room number.
svn-id: r42957
|
|
* Changed Script::load() to use the new animation callbacks
svn-id: r42902
|
|
* Trivial implementation of the Play GPL command
* Fixed Script::load() to load animation IDs to objects in increasing order (needed by funcActPhase())
svn-id: r42874
|
|
* Implemented WalkOn GPL command.
* Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing).
svn-id: r42735
|
|
svn-id: r42732
|
|
* Removed temporary hack I accidentally committed
svn-id: r42730
|
|
order in which they were loaded). This is needed by some GPL commands.
* Added Game::getNumObjects() which returns the number of objects in the game
* Fixed segfault (accessing a null Animation *)
* Added some docs to various things
svn-id: r42683
|
|
IsObjOff, IsObjAway
* Changed GameObject::_location to an int since we sometimes use location -1.
* Some more uint <-> int changes to prevent comparisons between signed and unsigned.
svn-id: r42452
|
|
* Implemented c_If, c_Goto and c_Let opcodes
* Changed the interpreter to work with signed ints instead of uints (the interpreter uses negative values sometimes)
* Fixed documentation of Script::run() which said it is a disassembler (forgot to change it earlier)
svn-id: r42249
|
|
svn-id: r42245
|
|
svn-id: r42191
|
|
its implemented).
svn-id: r42188
|
|
svn-id: r42183
|
|
svn-id: r42102
|
|
DraciEngine * member to Script, added Script::setupCommandList() which initialises the command list array, added Script::dummy() callback for the Load command for testing).
svn-id: r42090
|
|
the GPL program execution. Also, the init script for the dragon object is now run inside Game::Game().
svn-id: r41928
|
|
pointer and a length. Also, Script::run() now executes the GPL program until a gplend instruction rather than to the end of the whole program. Modified GameObject according to the new changes.
svn-id: r41927
|
|
svn-id: r41920
|
|
svn-id: r41919
|
|
intepreter.
svn-id: r41918
|