Age | Commit message (Collapse) | Author |
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svn-id: r34513
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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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- Cleaned up updateDoor()
- Bugfixes to exitRoom() and gotoObject()
- Moved cursor-related functions to interface.cpp
- alapuertakeva -> roomExits
svn-id: r34493
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svn-id: r34491
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svn-id: r34490
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svn-id: r34489
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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: r34460
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latest cleanups
svn-id: r34183
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svn-id: r34181
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svn-id: r33973
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svn-id: r32727
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svn-id: r32644
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svn-id: r32639
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svn-id: r32623
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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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off-by-one error in the PCX decoding routine
svn-id: r32613
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svn-id: r32609
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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: r32599
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