Age | Commit message (Collapse) | Author |
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- CID 1022300
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The naming has been changed from "room" to "scene", in order to keep it
consistent with the rest of the engine. The scene command now also
displays resource information about the current scene when invoked
without parameters
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Otherwise, every global variable of type NRect requires a constructor to be
run, which can cause portability issue.
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this fixes a nasty bug in several scenes which use message lists from a DataResource
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GameModule::initCrystalColorsPuzzle()
- Add Scene::isMessageList2, only used in Scene2101
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- Enable return to launcher
- Remove obsolete comments
- Remove braces in single-line statements
- Remove unused non-transparent drawing code in BaseSurface::copyFrom
- Clean up mouse cursor insertion code in Scene class
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- Remove fallback detector (I think it's not needed)
- Rename Scene insertMouse methods
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- Add microtiles to the screen update to eliminate overdraw
(microtiles code taken from the Toltecs engine)
- Fix sprite dimensions in AsScene1402PuzzleBox which caused a crash
- Fix screen shaking in Scene1402
(the puzzle box and bridge parts now shake along :)
- Use addSoundItem/addMusicItem in the SoundMan instead of
directly using push_back on the resp. arrays
- Remove old code and comments
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- Add handling of ascii and system key input
- Fix TextSurface::drawChar()
- Pause audio when entering the menu, resume it again afterwards
- Add TextEditWidget
- Add SaveGameMenu (doesn't actually save anything yet and needs more work)
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- Clear render queue at each scene initiailization
- Fix mouse cursor visibility (again :)
- Fix SmackerScene screen clearing
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renderqueue stuff
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- Only update entities according to the current frame rate but run the actual game loop at a faster rate so the mouse cursor movement doesn't get choppy
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- Try to stay close to the actual frame rate
- Also use the Smacker frame rate when a video is playing to
keep videos in sync with the audio
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static sprites; the classes were only used to set the sprite surface priority with a message, which is now handled in the scene
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Sounds and music play now in some scenes
(I didn't change the comments to code in all modules yet)
- Fix calcHash to ignore non-alphanumeric characters, this fixes at least
one animation glitch (when inserting tapes into the player)
- Move SoundResource to sound.cpp
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- Implement Scene2501
- Add Scene::removeSprite
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- Started replace message numbers with constants
- Add NRect::contains
- Some cleanup
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- Also fix some bugs regarding a missing parameter to setMessageList in various scenes
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but nicer)
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insertMouse433 etc. methods and use them
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- Introduce Scene::insertStaticSprite to create static sprites instead of the old "addSprite(new StaticSprite" (not used everywhere yet)
- Introduce macro InsertKlayman to create the Klayman object
- Change sendMessage semantics from "receiver->sendMessage(num,arg,sender)" to "sendMessage(receiver,num,arg)", the sender is always the sending object ("this")
- Similar changes using macros will follow
- And fixed a bug in the elevator
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- Load SceneInfo140 from neverhood.dat
- Some renaming
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- Implement DataResource::getHitRectList, DataResource::getMessageListAtPos and related stuff in scene.cpp
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- Move GameModule::startup call into engine instead of the game module constructor
- Reduce debug output
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- Implement CollisionMan::removeSprite
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- Fix an odd bug with the game variables (index of newly added subvar was sometimes -1)
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- Module1000 is now almost complete
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- Add "heavy debug" output to Entity (display which update/message handler is called)
- Also add more debug output
- Error out when a StaticData resource could not be found
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- This is since the alignment stuff didn't work and it's not worth it to investigate
- Add possibility to write out hardcoded message lists instead of reading from the exe for special lists
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- The button can now be used, but looking at the open window doesn't work yet since game variables aren't implemented yet.
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- Fix a bug in Klayman's walking
- The lever can now be used
- Other stuff is still missing
- Remove entity.cpp since it's not needed
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- Start to implement KmScene1001
- Implement queryPositionSprite and queryPositionRectList
- Implement message list related code (setting and running them)
- Access to message params now with accessors (so compatible types can be converted)
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