Age | Commit message (Collapse) | Author |
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We can now press the mouse button to leave the title screen instead
of having to press a key. Since the mouse cursor was visible, not
being able to press the mouse button was strange. Especially as it
was possible to use the mouse button earlier in the title screen.
Also we can now use the mouse button or any key other than escape
during the cutscene to move to the next sentence. And the code is
more reactive to pressing the Escape key (we don't need to wait
for the current annimation to finish) to exit the cutscene.
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This means that now all that remains to be done to play in English
is to move all the strings to the engine data file and to translate
them.
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Loading during the intro is not currently working and is not
trivial to implement. So disable it for now.
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When saving is not apropriate, for example during cutscenes, explicitly
disable it.
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Removing remnants of the original code like _timeAlarmSystem.
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WIP. It is currently broken.
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GameManager::airless() determined if the space suit could be taken off
by comparing the current room pointer to the allocated room objects.
This led to indeterministic behavior as sometimes airless() would
falsely return true as the dynamic allocation of the Room objects cannot
be expected to be in a certain order.
Implementing the corresponing RoomID to a Room objects solves this
problem.
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Cruising speed and distance were inaccurate.
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Renaming variables of GameState to avoid ambiguity.
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According to the naming convention class member variables need to be
prefixed with an underscore.
Unfortunately, I already started converting time constants when making
this change so ticksToMsec() and constant changes are sprinkled over
this commit.
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Instead of manipulating C-Strings edit() now takes a Common::String as a
parameter and the terminal input gets redrawn after every keystroke what
simplifies the function greatly.
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While it compiles, it is still WIP.
Also there has been some confusion about the numbering of the
AxacussCorridor classes among other things that need to be done.
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kMaxSection - 1 was used in the original code to indicate if the GUI is
currently shown. In this engine an explicit variable _guiEnabled is
used.
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Some of the code didn't belong into the function.
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GetKeyInput/MouseInput/Input() block until the expected input happens.
GetKeyInput() takes a parameter that checks if the key input is a
'printable' character, backspace, delete, return or escape.
Also, the key state is now stored instead of just the ascii value of the
pressed key.
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Calling renderImage() directly causes unintended side effects since
e9d7b7ca0f as drawImage() besides rendering also set visibility flags.
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Of course the short description does not adequately describe the changes
made with this commit and I assume this won't be the last big
restructuring unfortunately.
Focus of this commit was to implement/fix the code so the main user
interface can be rendered. Bugs in the core routines for rendering
Messages and Images were fixed as well.
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Substitute size_t with ScummVM defined uint type
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This is the game logic for the first act of the game.
It will see restructuring to remove gotos/jumps and hardcoded
differences in game behavior depending on settings (e.g. sound on/off).
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