Age | Commit message (Collapse) | Author |
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svn-id: r16763
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ITE specific and from other hand IHNM has these data in resources.
svn-id: r16662
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moreover getBlack() didn't always work correctly for some reason. If IHNM
uses different colors we will switch to variables, but that could be addressed
later or at least when someone will start to work on it more time than now.
svn-id: r16647
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svn-id: r16626
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- Allow more than one script work at once
- Proper implementation of address methods
some opcodes may be broken - cause work in progress
todo: rewrite opcodes with new address functionality
svn-id: r16604
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Actors & Objects can be hited
svn-id: r16596
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svn-id: r16595
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- remove ActionMap.h & ActionMap.cpp
- ObjectMap names move to Scene::_sceneStrings as in original engine
- fix wrong StringsTable::stringsCount calculation
svn-id: r16592
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svn-id: r16585
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the reason the ITE intro crashed for me.) I still get read warnings in
Sprite::decodeRLEBuffer() though.
Also added a couple of hacks to keep the IHNM intro alive. Once we support
IHNM actors, we'll be able to remove them.
svn-id: r16579
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-pathfind speedup
svn-id: r16576
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test: in ITE type "scene_change 130" at console
svn-id: r16574
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svn-id: r16571
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supported)
svn-id: r16568
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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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* Added speechCoords to the SpeechData structure so that talking actors
don't drag their speech subtitles with them just because they're moving
and talking at the same time. (Could this also be useful for non-actor
speech?) If the actor has multiple strings, the coordinates are updated
for each new string.
* Made speechColor and outlineCoor arrays so that simultaneous speech (i.e.
where several actors are talking at the same time) multi-coloured. This
is completely untested, though.
* Used getBlack() to get the black colour for the text outline. The
original uses a constant, but we could always make getBlack() return
that constant, if we want to.
svn-id: r16550
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- all display information of current game goes to SagaEngine
- remove GameFontIds
- hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType()
svn-id: r16545
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- actor barrier rects
- unreachable code
svn-id: r16510
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svn-id: r16509
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- sprites decoded on first load
- some speed optimization
- actors uses kExtended flag to append spriteList
svn-id: r16497
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introduced getObjectName
svn-id: r16491
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svn-id: r16482
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svn-id: r16480
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o Fix IHNM. It does not have actors now (all actors in IHNM are in resources,
not hardcoded)
svn-id: r16478
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- removed some temporary variable
svn-id: r16469
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svn-id: r16465
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svn-id: r16464
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- implement debug actor walk path (press f6)
svn-id: r16456
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svn-id: r16445
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svn-id: r16439
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svn-id: r16438
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svn-id: r16437
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svn-id: r16426
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svn-id: r16423
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o Proper detection for Mac Wyrmkeep CD
o Support for wyrmkeep logos
svn-id: r16415
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and used ARRAYSIZE() instead in two cases.
svn-id: r16408
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svn-id: r16399
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svn-id: r16398
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o Improved debug output
o Do not produce a lot of frameCount < 0 messages
o Okk now appears after first scene
o implemented yet another animation function
o Renamed SF_* -> sf* for functions I know are correct
svn-id: r16390
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svn-id: r16386
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svn-id: r16377
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svn-id: r16376
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svn-id: r16375
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svn-id: r16369
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svn-id: r16367
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Add IHNM demo MD5s. demo does not work at all yet
svn-id: r16365
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- implemented script functions for scriptDoors (except iso mode)
- introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset()
svn-id: r16363
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svn-id: r16339
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svn-id: r16308
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svn-id: r16300
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