| Age | Commit message (Collapse) | Author | 
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svn-id: r44648
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svn-id: r44645
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consistency
svn-id: r44634
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svn-id: r44493
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- Remove use of tabs for formatting, now in nearly all cases tabs are only used for indentation
- Use "uint" instead of "unsigned int" in the whole engine for consistency's sake
- Strip some trailing tabs and leading whitespaces
svn-id: r44478
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svn-id: r44431
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parameter.
svn-id: r44413
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svn-id: r44362
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svn-id: r44331
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previously called "icons" as in the original player. This commit also renamed every such instance to the proper "item".
svn-id: r43487
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* 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
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svn-id: r43255
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svn-id: r43253
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svn-id: r43176
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* 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
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svn-id: r43129
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via Script::endCurrentProgram().
svn-id: r43086
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svn-id: r42992
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* 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
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* Changed Script::load() to use the new animation callbacks
svn-id: r42902
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* 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
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* Implemented WalkOn GPL command.
* Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing).
svn-id: r42735
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svn-id: r42732
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* Removed temporary hack I accidentally committed
svn-id: r42730
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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
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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
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* 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
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svn-id: r42245
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svn-id: r42191
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its implemented).
svn-id: r42188
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svn-id: r42183
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svn-id: r42102
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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
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the GPL program execution. Also, the init script for the dragon object is now run inside Game::Game().
svn-id: r41928
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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
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svn-id: r41920
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svn-id: r41919
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intepreter.
svn-id: r41918
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