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path: root/saga/interface.cpp
AgeCommit message (Collapse)Author
2005-02-26implemented iso pathfindingAndrew Kurushin
glitches: some tiles draws above figures svn-id: r16935
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
2005-01-21problems solved:Andrew Kurushin
- 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
2005-01-19o Made ITEColors enum public in interface.h. Please use them. These colorsEugene Sandulenko
stay in each scene except intro and fade-in/fade-outs. o Implemented status text coloring during work of auxiliary scripts. svn-id: r16598
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
2005-01-18- merged ActionMap and ObjectMapAndrew Kurushin
- remove ActionMap.h & ActionMap.cpp - ObjectMap names move to Scene::_sceneStrings as in original engine - fix wrong StringsTable::stringsCount calculation svn-id: r16592
2005-01-18Initialize converse properly.Eugene Sandulenko
svn-id: r16591
2005-01-17Now it is possible to lead a conversation with use of keys (1-4).Eugene Sandulenko
Things which are missing: (a) mouse support due to incomplete interface implementation (b) arrows do not pop up by same reason mentioned above (c) scrolling does not work (d) kReplyOnce flag is missing due to wrong threads memory implementation svn-id: r16589
2005-01-17First batch of converse implementation in scripts. To see it typeEugene Sandulenko
'scene_change 33' in debugger. svn-id: r16588
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
2005-01-13- introduced SagaEngine::getTextString (for i18n it should route to ↵Andrew Kurushin
corresponding string array) - first step in verb implementation: proper button draw, keyboard respond 'w','l' &etc - added comments and some fields to GameDisplayInfo svn-id: r16554
2005-01-11- remove game.h & image.hAndrew Kurushin
- all display information of current game goes to SagaEngine - remove GameFontIds - hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType() svn-id: r16545
2005-01-11o All fonts were mapped. Introduced new FONT_DONTMAP flagEugene Sandulenko
o Implemented and tested converse drawing. Still some features like arrows and hardcoded values are present, and it is not used in scripts svn-id: r16536
2005-01-10Untested converse. Drawing isn't possible due to lack of needed informationEugene Sandulenko
in ITE_interface structure. svn-id: r16533
2005-01-10Removed unused variable.Torbjörn Andersson
svn-id: r16515
2005-01-09- GameModule is goneAndrew Kurushin
- structures renamed - SagaEngine class gives all current game descriptions regression : "verb" is broken cause work in progress svn-id: r16511
2005-01-09rewritten sprite classAndrew Kurushin
- sprites decoded on first load - some speed optimization - actors uses kExtended flag to append spriteList svn-id: r16497
2005-01-08begining of verb implementationAndrew Kurushin
introduced getObjectName svn-id: r16491
2005-01-07o Last fixes for panels. Now they work like in original.Eugene Sandulenko
o Code formatting in scene.h svn-id: r16479
2005-01-07o Fix for popped up actors at initial scene fade outEugene Sandulenko
o Stub for new Wyrmkeep demos with substituted scenes o Converted some script func parameters to apropriate types o More panel fixes svn-id: r16472
2005-01-06Fix actor walking caused by wrong panel stateEugene Sandulenko
svn-id: r16446
2005-01-06Next batch of panel-related fixes. Still wrong.Eugene Sandulenko
NOTE: lines which start with `;' should contain calls to not yet implemented subsystems like Conversation subsystem svn-id: r16443
2005-01-04- added setup of followers position at start of sceneAndrew Kurushin
svn-id: r16423
2005-01-02o Started putting all panels stuff in order. Still incompleteEugene Sandulenko
o Proper detection for Mac Wyrmkeep CD o Support for wyrmkeep logos svn-id: r16415
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-25- some "actors walk" work progressionAndrew Kurushin
svn-id: r16308
2004-12-24- compile error fixAndrew Kurushin
svn-id: r16300
2004-12-24- remove old stuffAndrew Kurushin
- work on "walking" in progress svn-id: r16298
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
2004-12-22o Moved GAME_* to SagaEngine objectEugene Sandulenko
o Renamed GAME_ITE_* to GID_ITE_* o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM svn-id: r16258
2004-12-19- implemented perspective actors calculationAndrew Kurushin
TODO: decodeRLESprite must do scale svn-id: r16135
2004-12-18sprite loading fix in win demoAndrew Kurushin
svn-id: r16119
2004-12-17- all actors creates on startAndrew Kurushin
- many parts renamed to proper names regression: unexpected actor apeared while intro is played svn-id: r16104
2004-12-03First pass at migrating from the old Reinherit console to the ScummVMTorbjörn Andersson
console. Some things are likely to have broken. For instance, I believe the old console was could be visible during gameplay, while ScummVM's is modal. So any place where we output something to the console during gameplay should probably be removed. Some things I've stubbed out. Basically any code that registers a variable. Most of the debugging commands are untested. Syntax may have changed because of different command-line parsing. (I never actually used the old console, so I don't know for sure. :-) Actually, I'm not that interested in reproducing the old console commands faithfully. What we should do now is to make the immediately useful console stuff work. Anything that remains unimplemented should probably be removed. svn-id: r15976
2004-11-25Temporarily disable the status bar in IHNM. The only place where we drew itTorbjörn Andersson
so far, it shouldn't be drawn. Eventually we could probably handle this with yet another panel mode: no panel at all. svn-id: r15882
2004-11-15o Make GAME_GetFileContext() more object-likeEugene Sandulenko
o Font::loadFont() now normally survives zero-length fonts as used in demos o Removed unused SndRes::ITEVOC_Resample() o Fixed playing of voice #4 on old DOS targets o Implemented playing voices in VOX (Oki ADPCM) format o Support of Win32 and Linux demos. There was old-style Win32 demo, which is not supported yet, same is with DOS demo. svn-id: r15814
2004-11-07Initial inventory support.Torbjörn Andersson
svn-id: r15723
2004-10-30Turn some methods into functions (potentially gives better code, and we may ↵Max Horn
want to move some of those into the graphics/ module one day) svn-id: r15703
2004-10-27removed R_ prefix with few r_ tooPaweł Kołodziejski
svn-id: r15690
2004-10-27Started to rework script threads. Partially moved to thread flags.Eugene Sandulenko
Scene skipping now works, but scripts aren't chained yet. svn-id: r15688
2004-10-22Made the usage of the Rect data type more consistent with the rest ofTorbjörn Andersson
ScummVM. Note that these are only the cases I was able to find in one morning. There may be others left to fix. But I'm sure at least most of them will be found when we start cleaning up the codebase a bit. svn-id: r15641
2004-10-21A bunch of mostly panel-related fixes for the ITE intro. Apart from theTorbjörn Andersson
numerous animation glitches, it's looking almost like the real thing now. It's no longer possible to walk away during the intro. This should provide a great incentive to implement the "Escape" feature. ;-) svn-id: r15626
2004-10-08pass arguments by reference-to-const rather than by value, it's usually more ↵Gregory Montoir
efficient... svn-id: r15477
2004-10-08Implement scene change via exits. You still cannot leave first sceneEugene Sandulenko
because it goes to now buggy isometric level. Use debugger to switch to some word, say, in Dog Castle and there you may go between rooms. svn-id: r15462
2004-10-07More de-C'fying. Pass Point object instead of direct reference.Eugene Sandulenko
svn-id: r15458
2004-10-07Turn ObjectMap into real object.Eugene Sandulenko
svn-id: r15457
2004-10-05o Convert some objectMap methods to more C++-like.Eugene Sandulenko
o Add stubs for unhandled scene resources in first scene o Fix object map entry structure o Fix bug with objject_info() debug command All this was done in attempt to make room exits work until I realized that they are different hit zone list which is activate at end of walk sequence. svn-id: r15416