Age | Commit message (Collapse) | Author |
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svn-id: r18037
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svn-id: r17975
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fixed load actors entrance
removed some orphans
svn-id: r17964
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svn-id: r17852
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svn-id: r17836
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todo: timeout catchup & capital 'U' & 'D' handling
svn-id: r17748
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and F8 for loading. Now works only within current scene and restores
to entrance #0 which is wrong.
svn-id: r17726
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svn-id: r17689
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fixed: now protagonist can't be target object
fixed: statusbar color
added: *mouseButtonPressed in SagaEngine
svn-id: r17672
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o Started to restore inventory functionality
svn-id: r17666
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- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
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svn-id: r17129
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glitches: some tiles draws above figures
svn-id: r16935
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svn-id: r16933
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- all figures now stands in right way on iso scene startup
svn-id: r16931
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svn-id: r16802
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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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Actors & Objects can be hited
svn-id: r16596
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svn-id: r16595
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- 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
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-pathfind speedup
svn-id: r16576
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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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- sprites decoded on first load
- some speed optimization
- actors uses kExtended flag to append spriteList
svn-id: r16497
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svn-id: r16492
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introduced getObjectName
svn-id: r16491
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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: r16442
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svn-id: r16438
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svn-id: r16426
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svn-id: r16423
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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: r16375
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svn-id: r16369
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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: r16309
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svn-id: r16308
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- work on "walking" in progress
svn-id: r16298
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svn-id: r16290
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- 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
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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
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TODO: decodeRLESprite must do scale
svn-id: r16135
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svn-id: r16123
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