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2005-05-10Moved class File and the MD5 stuff to namespace CommonMax Horn
svn-id: r18037
2005-05-08Comply to our coding conventionsMax Horn
svn-id: r17975
2005-05-08fixed sfSceneEq bugAndrew Kurushin
fixed load actors entrance removed some orphans svn-id: r17964
2005-04-28 save load preparetionAndrew Kurushin
svn-id: r17852
2005-04-27some load-save preparetionAndrew Kurushin
svn-id: r17836
2005-04-22implemented inventoryAndrew Kurushin
todo: timeout catchup & capital 'U' & 'D' handling svn-id: r17748
2005-04-21Add not yet correctly working save/load. Use key F7 for savingEugene Sandulenko
and F8 for loading. Now works only within current scene and restores to entrance #0 which is wrong. svn-id: r17726
2005-04-19fixed speech lockAndrew Kurushin
svn-id: r17689
2005-04-18converse support improved (still has some bugs)Andrew Kurushin
fixed: now protagonist can't be target object fixed: statusbar color added: *mouseButtonPressed in SagaEngine svn-id: r17672
2005-04-18o Unstubbed sfPreDialog -- we have enough code for thatEugene Sandulenko
o Started to restore inventory functionality svn-id: r17666
2005-03-18- changescene on fair for tentsAndrew Kurushin
- some memory deallocation fixup todo: fix follower stuckiness in tents svn-id: r17180
2005-03-13fixed wrong tile drawing above actorsAndrew Kurushin
svn-id: r17129
2005-02-26implemented iso pathfindingAndrew Kurushin
glitches: some tiles draws above figures svn-id: r16935
2005-02-26Compile fix from wjpTravis Howell
svn-id: r16933
2005-02-26iso pathfining work in progress:Andrew Kurushin
- all figures now stands in right way on iso scene startup svn-id: r16931
2005-02-18iso mode drawing work in progressAndrew Kurushin
svn-id: r16802
2005-02-09first step in ISO mode implementation - trying to draw iso sceneAndrew Kurushin
svn-id: r16763
2005-01-28Combine actordata.cpp and objectdata.cpp into itedata.cpp. These areEugene Sandulenko
ITE specific and from other hand IHNM has these data in resources. svn-id: r16662
2005-01-18implemented Sprite::hitTestAndrew Kurushin
Actors & Objects can be hited svn-id: r16596
2005-01-18partly implemented game objectsAndrew Kurushin
svn-id: r16595
2005-01-18another step in verb implementation:Andrew Kurushin
- objectMap responds to mouse move (but respond script not run well ?) loadStrings add some special count check - so all other LUT based resource should implement this technique svn-id: r16594
2005-01-16-small pathfind fixAndrew Kurushin
-pathfind speedup svn-id: r16576
2005-01-15- added partial scene change by actor's walking (todo:entrance should be ↵Andrew Kurushin
supported) svn-id: r16568
2005-01-15some work in progress on verb stuff:Andrew Kurushin
- many structers and fields renamed to proper names - added missing functions svn-id: r16562
2005-01-13A few subtitle-related changes:Torbjörn Andersson
* 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
2005-01-09rewritten sprite classAndrew Kurushin
- sprites decoded on first load - some speed optimization - actors uses kExtended flag to append spriteList svn-id: r16497
2005-01-08rename StringsList to StringsTableAndrew Kurushin
svn-id: r16492
2005-01-08begining of verb implementationAndrew Kurushin
introduced getObjectName svn-id: r16491
2005-01-06- compiles debug path displaying only if ACTOR_DEBUG definedAndrew Kurushin
- removed some temporary variable svn-id: r16469
2005-01-06small fixes to previousAndrew Kurushin
svn-id: r16465
2005-01-06non tile mode full actor path finding - previewAndrew Kurushin
svn-id: r16464
2005-01-06- implement faceTowards (script function & etc)Andrew Kurushin
- implement debug actor walk path (press f6) svn-id: r16456
2005-01-06Whitespace change.Torbjörn Andersson
svn-id: r16442
2005-01-05- path finding work in progressAndrew Kurushin
svn-id: r16438
2005-01-04- some walking additionAndrew Kurushin
svn-id: r16426
2005-01-04- added setup of followers position at start of sceneAndrew Kurushin
svn-id: r16423
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-30o COde formattingEugene Sandulenko
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
2004-12-29- some work in progressAndrew Kurushin
svn-id: r16375
2004-12-29- fixed fingolfin notificationAndrew Kurushin
svn-id: r16369
2004-12-28- many actor walk related functions addedAndrew Kurushin
- implemented script functions for scriptDoors (except iso mode) - introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset() svn-id: r16363
2004-12-25There is no 'max' function on some of our targetsMax Horn
svn-id: r16309
2004-12-25- some "actors walk" work progressionAndrew Kurushin
svn-id: r16308
2004-12-24- remove old stuffAndrew Kurushin
- work on "walking" in progress svn-id: r16298
2004-12-24- aninamation cycle now approach to originalAndrew Kurushin
svn-id: r16290
2004-12-22- rewriten actors action handling (now uses all original flags etc)Andrew Kurushin
- added some script functions (swapactors...) - many things were renamed according scummvm covention - resource id definintions should begin with "RID_" prefix - intro temporary broken - work in progress todo: - walking hanling also should be rewriten - timings for speech and actor cycling should be more accurate svn-id: r16263
2004-12-21- rewritten actors speech engine :Andrew Kurushin
1) there are three types of speech: one acor, multiple actor, non actor 2) slow speech implemented 3) uses native engine flags (async,noanimate...) instead of semaphores - proper timings implemented svn-id: r16237
2004-12-19- implemented perspective actors calculationAndrew Kurushin
TODO: decodeRLESprite must do scale svn-id: r16135
2004-12-18now actors will not stuck in the middle of dialogAndrew Kurushin
svn-id: r16123