Age | Commit message (Collapse) | Author |
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It simplifies the overloaded functions for renderBox/Text and saveScreen
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Because of confusion when indentation level is raised and thus tabs or
spaces should be used when aligning code, this commit switches to tabs
to avoid any further confusion.
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Prevents collision with stdint.h INT32_MAX
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Correctly moves inventory view when items are added/removed/cleared
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Most of the time _objectState[MAX_OBJECT - 1] was used for
showing/hiding the GUI, here it was to indicate if the player
is currently hidden behind a pillar though.
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This was partially implemented but not finished. However I reverted
the changes already done to support that in order to use a different
approach.
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There were several issues with the brighness due to the different
implementation between the original and the code in scummvm. The
code has now been modified to be much closer to the original, which
fixed those issues and allowed to remove workarounds that had been
added in various places to deal with those issues (but those
workarounds had their own issues such as fade in happening too
soon before switching to the new room).
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There were several issues fixed by this commit. The main ones are:
- It was in many places only drawing the first section even for
images that have multiple sections.
- It was in some places using the wrong image.
The first issue has been fixed by removing the GameManager::drawImage
function, and moving its logic to SupernovaEngine::renderImage which
was initially only drawing one section, but was nevertheless called
directly from many place.
The second image required more changes to the rendering code to allow
setting the current image file when it is different from the room file.
This fixes some memory issues and random crashes in places where it was
for example trying to use the image -1. This also fixes the rendering
of the flying cutscene.
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The main change consists in using a separate byte array for the sentence
removal flags, move some functions from the GameManager to the Room class,
and add a few additional functions to manipulate this new array. This
allows to clarify some code related to dialogs.
This change also allows to switch the _shown array back to a bool array.
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strings
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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 is temporary. Input is all over the place right now I feel, so it
will be reworked 'soon'.
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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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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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As the TODO says, there are still problems with the function that can be
observed when using the terminal in the sleeping chamber.
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