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path: root/engines/gob/inter.h
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2009-09-30Fix code formatting (esp. 'if(' -> 'if (' etc., but also indention and other ↵Max Horn
things) svn-id: r44495
2009-09-29Playtoons - implement some functions related to hotspot textsArnaud Boutonné
Fascination - initial version of several 'Fascination Window' functions, proper naming of most of fascination OPCODEDRAW and OPCODEGOB functions svn-id: r44472
2009-09-15- Implement _pattern variableArnaud Boutonné
- Add oPlaytoons_putPixel and Playtoons specific spriteOperation (using _pattern) svn-id: r44103
2009-09-09Playtoons - Add oPlaytoons_printTextArnaud Boutonné
svn-id: r44018
2009-09-04Add oPlaytoons_getObjAnimSize. It's uncomplete, but it allows to use some ↵Arnaud Boutonné
functionalities of the construction mode svn-id: r43948
2009-08-30Modify warning message for o5_deleteFile as it's not only used by Dynasty, ↵Arnaud Boutonné
and Add oPlaytoons_copyFile. The latest will need to be completed if a call requires it. For the moment, it only fixes the crash at the end of the 3rd video of the construction kit. svn-id: r43841
2009-08-28Playtoons - Add new freeSprite function for Playtoons & Bambou. This fixes ↵Arnaud Boutonné
the crash that occurred when exiting the game. svn-id: r43783
2009-08-27Fixing a typo and copy-paste errorSven Hesse
svn-id: r43773
2009-08-20Add oPlaytoons_F_1B skeletton, and oPlaytoons_readData to avoid adding a ↵Arnaud Boutonné
playtoons workaround in inter_v2. svn-id: r43561
2009-08-17Formatting.Johannes Schickel
svn-id: r43463
2009-08-17Added OPCODEDRAW 0x85, with a specific workaround for Bambou hardcoded paths ↵Arnaud Boutonné
in scripts svn-id: r43461
2009-08-13fix methodsArnaud Boutonné
svn-id: r43347
2009-08-13- Add a specific OPCODEFUNC checkData to avoid having a Playtoons workaround ↵Arnaud Boutonné
in working code - Replace OPCODEDRAW 0x20,0x23 and 0x25 svn-id: r43345
2009-07-05Renaming the last occurences of "Collision" to "Hotspot"Sven Hesse
svn-id: r42153
2009-07-05Commenting prepareStr a bit and renaming it to cleanupStrSven Hesse
svn-id: r42120
2009-06-22Putting evalBoolResult() and evalExpr() into ScriptSven Hesse
svn-id: r41760
2009-06-22Encapsulating script file accessSven Hesse
svn-id: r41753
2009-06-19Fixing The Last Dynasty again after the opcode dispatcher changesSven Hesse
svn-id: r41664
2009-06-17Changed opcodeGob to be functor-basedSven Hesse
svn-id: r41603
2009-06-17Changed opcodeFunc to be functor-basedSven Hesse
svn-id: r41602
2009-06-17Changed opcodeDraw to be functor-basedSven Hesse
svn-id: r41601
2009-06-06Renamed the evaluateStore opcodes to assign, because that's what they areSven Hesse
svn-id: r41312
2009-05-31- A new save system for the GobEngine, one that is not fundamentally broken ↵Sven Hesse
and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system - Removed the now superfluous variables sizes svn-id: r41056
2009-04-29- Added a game_fascin skeletton, as specificities are now provenArnaud Boutonné
- Added a new game time, adibouunknown, used to reference the ADI/Adibou/Addy generic environments - Replace oFascin_cdUnknown10 by a real function - Fix a detail in oFascin_cdUnknown11 - Suppress double declaration for types Gob2 and Ween svn-id: r40207
2009-04-27Some minor clean-upSven Hesse
svn-id: r40166
2009-04-25FascinationArnaud Boutonné
- Squeeze _goblinFuncLookUp and OpcodeGoblinEntryFascination to the max to spare memory - Added Amiga-only geUnknown1000-2 functions. At this point, they are not unknown, but hang the Protracker player - Modify some few comments and variable/function names svn-id: r40146
2009-04-24Gob - Add 12 dummy functions used for the OpcodeGoblinEntryFascination.Arnaud Boutonné
svn-id: r40130
2009-04-21Patch #2725859 : Added some MD5 to the gob engine, modified the way the ↵Arnaud Boutonné
first STK and TOT is declared, added inter and draw skeleton for Fascination svn-id: r40059
2009-03-19Adding detection and title music playback for Little Red Riding Hood (Amiga ↵Sven Hesse
version) svn-id: r39551
2008-12-28Fixing the save/load list box's widthSven Hesse
svn-id: r35591
2008-12-18Preliminary save/load support for Urban RunnerSven Hesse
svn-id: r35418
2008-12-17Workaround for Urban Runner's CD number detection daftness.Sven Hesse
Basically, now we claim to run in no-CD-mode (by pretending "NO_CD.TXT" exists) and open CD2.ITK, CD3.ITK and CD4.ITK manually svn-id: r35407
2008-12-16Experimental semi-transparency for fillRect, used in the green/red menu ↵Sven Hesse
areas of Urban Runner svn-id: r35406
2008-12-15Script fix. Magnifier, Memory and Save/Load, while still not working ↵Sven Hesse
correctly, don't crash the game anymore svn-id: r35385
2008-12-15Some more Urban Runner changes. Still no cylindrical smoking device, thoughSven Hesse
svn-id: r35371
2008-12-1416bit background "music" for Urban RunnerSven Hesse
svn-id: r35353
2008-12-14Music/Video handling fixes/stubsSven Hesse
svn-id: r35351
2008-12-13Modified collision init functions for Urban RunnerSven Hesse
svn-id: r35341
2008-12-12Working (minus text) menu in Urban RunnerSven Hesse
svn-id: r35310
2008-12-11On second thought, an octree only works if the color to look up is in the ↵Sven Hesse
palette. So using a table-based approach to find the nearest color now, using only the upper 6 bits to stop the table from getting too large. It still takes noticeable time to build it. :/ But as a result, the video actually looks okay now... svn-id: r35298
2008-12-04Last Dynasty video mode switching (and removing a debug output)Sven Hesse
svn-id: r35231
2008-09-02Urban Runner stubsSven Hesse
svn-id: r34286
2008-08-30Added some The Last Dynasty stubsSven Hesse
svn-id: r34217
2008-07-12Changed tricky variable access from pointers to a new class that minds ↵Sven Hesse
endianess. This should fix a few regressions with BE games on LE systems and vice versa that I introduced when I changed how variables are stored (which was necessary to get Woodruff work on BE systems). svn-id: r33014
2008-05-28Script variables are now always stored in the game version's native endianess.Sven Hesse
This should make Woodruff playable on big-endian systems. svn-id: r32352
2008-05-17Changing the split stuff again, fixing several scrolling and hotspot-text ↵Sven Hesse
related issues svn-id: r32161
2008-01-05Fix to remove a tab character from the GPL headerPaul Gilbert
svn-id: r30238
2007-08-03Lost in Time now (kind of) shows the title and the wobble-effect is drawnSven Hesse
svn-id: r28433
2007-07-30Added a few stub messagesSven Hesse
svn-id: r28333
2007-07-26sub0x18 is o2_addCollision().Sven Hesse
It already existed in Gob2 (alongside with sub0x19 - o2_freeCollision()), but wasn't used there. Hotspots and menus work now (in a way) svn-id: r28207