Age | Commit message (Collapse) | Author |
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svn-id: r40521
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svn-id: r40476
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svn-id: r39003
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implemented by calling the existing init&go methods; to be cleaned up by engine authors
svn-id: r39002
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svn-id: r35747
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game names lags"
svn-id: r35221
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svn-id: r34916
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- Allowed to disable subtitles from options dialogs including RTL.
svn-id: r34675
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- Moved grr() to talk.cpp
- Removed the unnecessary parameter length from isTalkFinished()
svn-id: r34577
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more sense, and matches the way that the original printed text on screen (in most cases)
Fixes bugs #2102657 - "DRASCULA: Crash when talking to the piano player" and #2111820 - "DRASCULA: Dialog texts too long"
svn-id: r34558
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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: r34480
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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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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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and DRASCULA engines can not be compiled"
svn-id: r32777
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crash"
svn-id: r32728
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John's hands (new version of drascula.dat needed)
svn-id: r32657
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svn-id: r32644
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svn-id: r32634
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- Removed the rest of the game static data (staticdata.h)
- Some naming convention fixes (added underscore to some shared variables)
- Renamed objeto -> object
svn-id: r32628
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svn-id: r32622
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svn-id: r32620
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for decodeOffset (as it can incorrectly write beyond 64000 bytes, up to 64256)
svn-id: r32619
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Des_RLE -> decodeRLE
Des_OFF -> decodeOffset
Lenght -> length
Removed duplicate code for RLE decoding
svn-id: r32617
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svn-id: r32616
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- Renamed loadPCX -> showFrame
- Removed WaitForNext()
- Cleaned up the PCX frame loading code
svn-id: r32615
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svn-id: r32614
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off-by-one error in the PCX decoding routine
svn-id: r32613
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svn-id: r32612
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svn-id: r32605
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DISCLAIMER: this is too far from finished. From now drascula.dat is required to
run the game, but in the meantime you have to make it by yourself. Do not
update DRASCULA_DAT_VER as I want it to be version 1 once all loading will
be implemented, but that may lead to some changes similar to r32602.
svn-id: r32603
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svn-id: r32590
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Merged a lot of code of talk_pianist, talk_drunk, talk_werewolf and talk_mus
svn-id: r32589
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svn-id: r32588
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english updates"
svn-id: r32585
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- Removed the unneeded AuxBuffLast buffer (this one is really not necessary :) )
- Simplified some more room actions
svn-id: r32583
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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: r32573
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svn-id: r32571
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svn-id: r32567
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