Age | Commit message (Collapse) | Author |
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implemented sfGetObjImage, sfSetObjImage, sfSetObjName
svn-id: r17789
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svn-id: r17767
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svn-id: r17750
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svn-id: r17749
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todo: timeout catchup & capital 'U' & 'D' handling
svn-id: r17748
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o Proper background for inset rooms. Crowd is gone now.
o Draw black border around inset rooms.
svn-id: r17744
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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: r17724
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svn-id: r17689
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svn-id: r17682
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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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glitches: some tiles draws above figures
svn-id: r16935
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ITE specific and from other hand IHNM has these data in resources.
svn-id: r16662
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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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stay in each scene except intro and fade-in/fade-outs.
o Implemented status text coloring during work of auxiliary scripts.
svn-id: r16598
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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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- 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: r16591
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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
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'scene_change 33' in debugger.
svn-id: r16588
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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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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
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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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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
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in ITE_interface structure.
svn-id: r16533
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svn-id: r16515
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- structures renamed
- SagaEngine class gives all current game descriptions
regression : "verb" is broken cause work in progress
svn-id: r16511
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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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o Code formatting in scene.h
svn-id: r16479
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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
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svn-id: r16446
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NOTE: lines which start with `;' should contain calls to not yet
implemented subsystems like Conversation subsystem
svn-id: r16443
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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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svn-id: r16399
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svn-id: r16398
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svn-id: r16308
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svn-id: r16300
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- work on "walking" in progress
svn-id: r16298
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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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o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM
svn-id: r16258
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TODO: decodeRLESprite must do scale
svn-id: r16135
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svn-id: r16119
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- many parts renamed to proper names
regression: unexpected actor apeared while intro is played
svn-id: r16104
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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
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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
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