Age | Commit message (Collapse) | Author |
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This removes the superfluous talkHeight, talkWidth and timeDiff
variables. It also changes _loadedDifferentChapter to be a boolean
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This also fixes a palette glitch when trying to interrupt during
a fade. (The old image would flash before the room changed. It's
possible other such glitches still exist here, but if so they're
much less obvious than that one was.)
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A memory leakage was traced down to a failure to call the engine destructor.
This was due to the engine directly calling OSystem quit() i.e. _system->quit(), rather than
just allowing engine::run() to return.
Have removed this code and implemented the changes required to allow graceful Quit/RTL to occur.
svn-id: r55583
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The workaround is no longer needed since we provide the previously
missing track. It shouldn't break the game if you play from the CD
either, as the timing appears to be hardwired rather than keyed to
the music.
svn-id: r52866
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svn-id: r49718
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svn-id: r49717
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Bug #2826610: "DRASCULA: Graveyard GFX error". Actually it was fixed
by previous commit. Added more responsiveness for this animation.
svn-id: r49710
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Bug #2854303: "DRASCULA: Glitch when using cross on vampire guard".
Apparently during refactoring of animation-related code duplication
the conversion was incorrect. Rewrote relevant function.
svn-id: r49704
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svn-id: r49701
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svn-id: r49194
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svn-id: r40476
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svn-id: r35747
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svn-id: r35648
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svn-id: r34575
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#2111804 - "DRASCULA: Cut scene bugs" and #2059648 - "DRASCULA: VonBraun's song"
svn-id: r34574
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second time
svn-id: r34559
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- Merged copyRect and copyRectClip
- Added enums for all the possible character directions and removed duplicate directions
- Extended the talk sequence commands a bit
- Removed unnecessary buffer faceBuffer and the unneeded casts between byte * and char * that were used
svn-id: r34503
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svn-id: r34494
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- Cleaned up updateDoor()
- Bugfixes to exitRoom() and gotoObject()
- Moved cursor-related functions to interface.cpp
- alapuertakeva -> roomExits
svn-id: r34493
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the game itself (this means that there might be regressions where the cursor is visible when it shouldn't be)
- Removed the textSurface pointer, which was used in the Spanish version. Non-Spanish versions of the game hold the font data in the tableSurface buffer (which contains picture 96). The font data for Spanish versions is in picture 974. Now both versions load their font data from the tableSurface buffer
- hay_que_load -> loadedDifferentChapter
- Merged withoutVerb() and selectVerb()
This is a big change, it might lead to regressions!
svn-id: r34488
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svn-id: r34479
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language strings, not all strings
svn-id: r34472
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- Moved several simple animations out of animation.cpp
- Moved some animations with talk sequences inside drascula.dat
- A new version of drascula.dat is needed (will be uploaded shortly)
svn-id: r34464
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svn-id: r34460
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svn-id: r34190
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talk_baul -> talk_trunk
svn-id: r34182
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svn-id: r34181
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svn-id: r34180
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svn-id: r34154
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Spanish version"
svn-id: r32783
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crash"
svn-id: r32728
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svn-id: r32644
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svn-id: r32609
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svn-id: r32599
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estanteria -> bookcase
svn-id: r32591
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svn-id: r32588
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english updates"
svn-id: r32585
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svn-id: r32581
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frame_x -> frameX
candleX, candleY, pianistX and drunkX are used in more than one place
svn-id: r32580
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- Grouped all the frame_* variables
- Removed the unused mouseY_ant variable
Renamed:
x_dr/y_dr -> drasculaX/drasculaY
x_bj/y_bj -> bjX/bjY
vb -> VonBraun
wolf -> werewolf
pos_cabina -> cabinPos
dir_lectura -> pal
plt -> colorCount
palNegra -> blackPalette
cont_sv -> framesWithoutAction
svn-id: r32577
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svn-id: r32556
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added debug output when they're called
- Simplified calls to converse()
- Removed the useless para_codificar buffers
- Renamed checkFlag -> checkAction
svn-id: r32554
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the sound is active or not)
- mesa -> volumeControls
- Cleanup of volumeControls()
- fliplay -> playFLI, and removed openSSN() and EndSSN()
- Some translations:
button_izq -> leftMouseButton
button_dch -> rightMouseButton
animation_rayo -> animation_ray
hueso -> bone
vuela -> fly
svn-id: r32552
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svn-id: r32542
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