Age | Commit message (Collapse) | Author |
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svn-id: r53952
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Only allow const access through Map::getWayPoint()
svn-id: r53949
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- Move enum Direction out of class Map
- Convert kLeft et al into a proper enum RelativeDirection
svn-id: r53946
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Make the direction a named enum and create a function moveDirection()
for increasing coordinates according to a direction.
svn-id: r53791
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svn-id: r53787
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svn-id: r45616
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#2005965)
svn-id: r32895
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This should make Woodruff playable on big-endian systems.
svn-id: r32352
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svn-id: r31937
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svn-id: r31791
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Still far from being complete (and correct), but it's a start...
- Only VMD "command" -3 is followed
- Not all animation types are working
- Timing is still off in most cases
- Offsets are generally OK, but not always
- No sound yet
- Shouldn't segfault randomly, but I'm not entirely sure ;)
svn-id: r31750
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stairs (see bug report #1888627)
svn-id: r30874
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svn-id: r30238
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been updated.
svn-id: r28966
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- Yet another safety check
- Removed another hard-coded screen height
svn-id: r28205
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26436
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- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
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- Added Inter_v3 (for new opcode o3_getTotTextItemPart)
- Some fixes to let Gob3 start with the first screen
svn-id: r26383
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- Cutting down the code-dup
- Plucking leaks
- Removing dead/unused code
- Properly naming "word_2342F"-style variables and functions (removing the warnings alongside)
- Fleshing out the "stubby" functions
- Moving functions and variables to more appropriate/logical places
- Re-ordering functions and variables
- Re-structuring functions
- Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up)
- Formatting
- Getting rid off the classes "Anim", "Pack" and "Timer", along with their files
svn-id: r26252
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the walking sound issue (#1621086)
- Fixed some misplaced actor glitches in Bargon
svn-id: r25585
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- Fixed sound playing and looping
- Changed Paula to use non-absolute panning, defaulting to 0.25/0.75 and 0.75/0.25, as per madmoose's suggestion
- Prepared/Cleaned-up Paula and Infogrames for the move to sound/mods/
svn-id: r25189
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svn-id: r23718
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- Updated cursor drawing in general
svn-id: r23429
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svn-id: r23066
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his boredom. It's the wrong goblin that's deactivated, though.
Also, the entering animation is still missing (now nothing is drawn
instead).
svn-id: r22979
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- Added Music_Dummy (for --music-driver=null)
- Implemented IMDs. That took longer than I expected...
On the bright side, Ween's intro now plays more correctly
svn-id: r22754
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- Negative frequences?!? Maybe "SFX"?
- No sound for a small part of the intro
(there aren't any sndKeys covering that part either)
- A rythm-instrument (hi-hat?) in the titlemusic isn't played as one
- More differences in the drawing functions fleshed out
- Some of the goblin handling functions written
- More unnamed functions and variables, wheeee...
svn-id: r22410
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