Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
|
|
|
|
Some backends may break as I only compiled SDL
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The credits start too early for a few of the end game sequences, but otherwise works well (minus missing fade support, but that is throughout the game anyway).
|
|
It will try both Windows and Macintosh executables. The hardcoded cursors have been removed.
|
|
|
|
svn-id: r55814
|
|
hotspots in Riven
svn-id: r55493
|
|
svn-id: r55479
|
|
between versions
svn-id: r55312
|
|
svn-id: r55300
|
|
svn-id: r55299
|
|
svn-id: r55282
|
|
svn-id: r55278
|
|
svn-id: r55242
|
|
svn-id: r55207
|
|
svn-id: r55205
|
|
svn-id: r54843
|
|
Cursor handling has now been moved to a new CursorManager class (which is subclassed for Myst/Riven) from the GraphicsManager classes. This will be needed for Living Books which will have a class for Windows and Mac cursors (coming soon!).
svn-id: r54469
|
|
svn-id: r54431
|
|
svn-id: r54417
|
|
svn-id: r54416
|
|
This should greatly improve the performance in Myst (especially Myst ME, which uses the slow JPEG decoder). This should also slightly improve the Riven performance; the sliders now work a bit better.
svn-id: r54388
|
|
xademoquit() is called from card 12 when clicking anywhere but the system requirements (which is why I hadn't noticed it earlier). I've also stubbed another demo function (xaexittomain()), called from an unused card's script for completeness.
svn-id: r54359
|
|
You can now place the marbles and pressing the button will now only set the power to on if the marbles are in the correct positions.
svn-id: r52735
|
|
The marbles are currently drawn, and you can pick them up, but you can not place them on the grid yet.
svn-id: r52661
|
|
Sounds that set the third argument of the playSound opcode to 1 (wherever they may be) will now block. The volume parameter of playSound is also now honored. Merge the Myst sound blocking code with this too.
svn-id: r52643
|
|
Merge the Riven sound file code with the main Riven resource code and remove the mainSoundFile parameter from Sound::playSound(). Reasoning: The sound id's do not collide with the sound id's in the main data files. The sound archives only exist because the original CD version had the ability to choose between low and high quality audio.
svn-id: r52631
|
|
svn-id: r52628
|
|
The pools of water will now always show the video of returning to the "off" state.
svn-id: r52626
|
|
svn-id: r52621
|
|
- Split the main Riven event loop into a separate function for readability and for use in the sunner external functions eventually
- Some minor function signature changes (const!)
- Rename matchVarToString() to getVar() (I have no idea where that original name came from, considering it takes a string and returns a variable
- Use solely Common::String in getVar()
svn-id: r52538
|
|
- The exit button now appears and is functional
- The intro movies now play on start up
- Add shortcuts for returning to the menu/playing the intro videos again
- Make the text when hitting a boundary match the original
- Change the wording of the browser button message
- Note: The demo's extras.mhk (not the full game's!) is required now
svn-id: r52509
|
|
This fixes some cursors showing up incorrectly if the cursor moved during ie. a video and then the card changes. Also, remove an unneeded rect check in loadHotspots() that's from the ancient times before script size calculation was fixed and some warnings that don't affect gameplay.
svn-id: r52487
|
|
It is now possible to trap Gehn in the trap book. Side note: Riven is now completable from the beginning provided you know the D'ni number system already (and the marble puzzle is just hacked to always work).
svn-id: r52482
|
|
The sliders are now movable and reset properly. The combination defined in the lab journal works on all the domes too.
svn-id: r52476
|
|
location
svn-id: r52302
|
|
While the sliders cannot move yet, the game now knows if the puzzle is complete and whether you're over a slider or not. Drawing the sliders and moving the sliders will come next.
svn-id: r52292
|
|
svn-id: r52216
|