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2018-01-23SUPERNOVA: Fix missing reset of object CARRIED flag when clearing inventoryThierry Crozat
2018-01-23SUPERNOVA: Initializes RandomSource on stackJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Renames INT32_MAX to kMaxTimerValueJoseph-Eugene Winzer
Prevents collision with stdint.h INT32_MAX
2018-01-23SUPERNOVA: Corrects header guard nameJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes AudioStream leakJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Changes array to seperate variablesJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes segfault if dat file not foundJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Changes message orderJoseph-Eugene Winzer
When taking off your helmet or life support in a room without oxygen, it showed the death screen before the 'taking off helmet/life support' message.
2018-01-23SUPERNOVA: Removes global constructor callJoseph-Eugene Winzer
Object() is redundant anyway as it instantiates an Object object and copies it to nullObject, which was already default constructed.
2018-01-23SUPERNOVA: Moves strings to GameManager classJoseph-Eugene Winzer
2018-01-23SUPERONVA: Sets uninitialized values to 0Joseph-Eugene Winzer
2018-01-23SUPERNOVA: Removes commentJoseph-Eugene Winzer
renderRoom() and later in the game loop executeRoom() does everything that is explicitly called in the original.
2018-01-23SUPERNOVA: Prevents paletteFadeIn() to be triggeredJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Reverts brightness changeJoseph-Eugene Winzer
If the brightness is 0, it is faded in at the end of the game loop. In some instances, especially cutscenes, it makes the code harder to understand as in somecases the code expects the brightness to be faded in after having it faded out, set manually to 0 or when you leave a dark room, set by roomBrightness(). Removing it now, would just lead to more confusion during the port of Supernova part 2.
2018-01-23SUPERNOVA: Hides cursor during snoring sequenceJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Aborts intro if game should be closedJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes object state updateJoseph-Eugene Winzer
In order to trigger a mouseField change in processInput(), we move the cursor to 0,0 first before restoring its original position.
2018-01-23SUPERNOVA: Pushes a mousemove to update object stateJoseph-Eugene Winzer
If you click on an exit on the map and there is again an exit on the same spot, it won't be recognized until the next mouse move/click. This change fakes a mouse move and thus updates the object state.
2018-01-23SUPERNOVA: Fixes fading in introJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Returns to launcher after outroJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Updates palette when changing room brightnessJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Renames audio constantsJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Renames audio constantsJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes outro cutsceneJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes inventory scrollingJoseph-Eugene Winzer
Correctly moves inventory view when items are added/removed/cleared
2018-01-23SUPERNOVA: Implements money object for inventoryJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Replaces TICKETS with MONEYJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Sets CARRIED flag when added to inventoryJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Introduces INT32_MAX for eventTimeJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Corrects max value for int32Joseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes setting of properiesJoseph-Eugene Winzer
resetProperty() clears the object's property flag compared to setProperty().
2018-01-23SUPERNOVA: Registers cmdButton clicksJoseph-Eugene Winzer
Mouse clicks were consumed if a message was shown. This commit introduces an exception for clicks on command buttons. Also some refactoring.
2018-01-23SUPERNOVA: Disables OCCUPIED flag correctlyJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Rename kAudioUndef2 to kAudioSmashJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Save/restore _playerHidden flag in savegamesThierry Crozat
2018-01-23SUPERNOVA: Fixes game freeze in bcorrdiorJoseph-Eugene Winzer
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.
2018-01-23SUPERNOVA: Fixes turntable messageJoseph-Eugene Winzer
Do not show a message that the record is scratched when either the turnable is unplugged or the cable cut.
2018-01-23SUPERNOVA: Puts on suit when leaving the restaurantJoseph-Eugene Winzer
genericInteraction() has a special case when you take off your helmet in the restaurant, it strips you completely. Once you leave it's supposed to put on your suit, helmet and supply but instead if flagged generic objects as worn.
2018-01-23SUPERNOVA: Fix calling onEntrance for new roomsThierry Crozat
There was an issue when the onEntrance for one room changes the current room. It would then fail to call onEntrance for that new room. This happened at lest once at the start as the Intro room onEntrance() changes to the first room at the end if the intro cutscene.
2018-01-23SUPERNOVA: Do not try to render INTRO roomThierry Crozat
This room has no image and this avoids getting a warning about image file not found.
2018-01-23SUPERNOVA: Fix warning when not finding image fileThierry Crozat
2018-01-23SUPERNOVA: Only call onEntrace once after changing roomThierry Crozat
2018-01-23SUPERNOVA: Implement onEntrance for all corridorsThierry Crozat
2018-01-23SUPERNOVA: Remove unused function variantThierry Crozat
2018-01-23SUPERNOVA: Fix clearing inventory when landing on AxacussThierry Crozat
If the player did pik up the discman earlier in the game, it should be kept. Also the inventory scroll needs to be reset after removing almost all the objects as otherwise we may see what seems to be an empty inventory with no arrow (although we can still scroll when clicking on the space where the up arrow should be).
2018-01-23SUPERNOVA: Removes redundant commentsJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Sets sections in the correct roomJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Removes Discman from inventoryJoseph-Eugene Winzer
After landing on Axacuss your items are removed, except for your knife and watch.
2018-01-23SUPERNOVA: Implement dialogs with variable textThierry Crozat
This was partially implemented but not finished. However I reverted the changes already done to support that in order to use a different approach.
2018-01-23SUPERNOVA: Some cleanup, simplify some codeStrangerke