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2005-07-19finally Resource manager rewritten:Andrew Kurushin
-adds patch file support -global _vm removed cleanups svn-id: r18560
2005-07-15Added the puzzle voices from the CD version. I don't know if this breaksTorbjörn Andersson
the floppy version, and it's still not flawless. But it's a start. svn-id: r18544
2005-07-14font & text related changes:Andrew Kurushin
-rewritten font loading -actors box text output implemented -many fixes -implemented nonactors textoutput svn-id: r18542
2005-07-08implemented per scene actors clippingAndrew Kurushin
so last sequence should look much better (not perfect) svn-id: r18516
2005-07-05* Start of generic key configuration support for ScummVMLars Persson
* Moved KeyConfigDialog, key from WinCE to gui * Updated wince code to inherit and use new GUI::Keys and launch new dialog * New definition SMALL_SCREEN_DEVICE when keysdialog should be inittialized from options.cpp * Added new function to SDL\Events that handles key remapping. LINUPY & QTOPIA remapping moved to that function. SymbianOs.cpp overrides this function to enable key remapping to events * Compiled VC6++ project. This with warnings and errors, but NOT in the changed code. (SAGA,KYRA) * Compiled using WCE tools 3 for X86 target and running Scummvm in emulator to test * Compiled with UIQ target. The rest Symbian platforms might require further configuration to operate properly * Actor.h in Saga now compiles for default VC6 setting. * Aspect.cpp does not compile in VC6/WCE due to template problems with the kFastAndNiceAspectMode setting. * Changed order of creation of gamedetector and mainsystem in Main.cpp * If anything does not compile, or is totally out of order, please revert changes. svn-id: r18498
2005-07-01implemented sfPickClimbOutPos, sfTossRifAndrew Kurushin
Komodo dragon now works svn-id: r18480
2005-06-29dragon wip1Andrew Kurushin
svn-id: r18476
2005-06-15some renamesAndrew Kurushin
svn-id: r18397
2005-06-12fix Hooneyfoot bugAndrew Kurushin
svn-id: r18379
2005-06-05implements sfScriptClimb, sfThrowActor, sfChangeActorSceneAndrew Kurushin
so tunnel may be passed now svn-id: r18358
2005-06-03fixed doorkeeper's nonstop speechAndrew Kurushin
svn-id: r18327
2005-05-31Almost complete implementation of Puzzle. Now it is possible to solve itEugene Sandulenko
successfully. Things to do: o non-actors speech, it just doesn't get displayed, though generated o support for CD voices svn-id: r18301
2005-05-23saveload WIPAndrew Kurushin
svn-id: r18232
2005-05-23Plug in Puzzle. Now it consists mainly of stubs but neverthless lets skipEugene Sandulenko
the Puzzle and continue game pretending like you completed the Puzzle. svn-id: r18225
2005-05-22Implement sfSimulSpeech2 which is used in lodge when talking to Sakka.Eugene Sandulenko
Fixed sfSimulSpeech(), so it plays voices with CD version. svn-id: r18212
2005-05-18fixed loadsave item resource idAndrew Kurushin
partialy fixed protect rat svn-id: r18174
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