Age | Commit message (Collapse) | Author |
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svn-id: r18645
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svn-id: r18595
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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-rewritten font loading
-actors box text output implemented
-many fixes
-implemented nonactors textoutput
svn-id: r18542
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code cleanups
svn-id: r18523
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- right mouse action fixed
svn-id: r17347
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- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
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moreover getBlack() didn't always work correctly for some reason. If IHNM
uses different colors we will switch to variables, but that could be addressed
later or at least when someone will start to work on it more time than now.
svn-id: r16647
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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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- 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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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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and used ARRAYSIZE() instead in two cases.
svn-id: r16408
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svn-id: r16399
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svn-id: r16398
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- work on "walking" in progress
svn-id: r16298
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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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o Endianness-aware resource loading
o Removed ys_dl_list in favor of our object implementation
o Cleanup in actor code
o Partial support for ITE Mac rereleased demo
svn-id: r16051
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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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want to move some of those into the graphics/ module one day)
svn-id: r15703
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svn-id: r15690
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efficient...
svn-id: r15477
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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
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svn-id: r15458
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svn-id: r15457
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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
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svn-id: r15414
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svn-id: r14538
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svn-id: r14520
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svn-id: r14449
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svn-id: r14443
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svn-id: r14440
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leakage in the engine.
svn-id: r14427
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svn-id: r14419
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animations wasn't caused by this commit :)
svn-id: r14405
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Got rid of static structure in animation.cpp
svn-id: r14397
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standard printf()s left, though.
svn-id: r13791
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In fact there were no binary writes at all.
svn-id: r13773
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svn-id: r13726
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svn-id: r13706
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svn-id: r13687
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code; SDL already gets inited by OSystem (which this code should use, too, of course...); no need to have a simple poly hit test in a separate file
svn-id: r13657
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svn-id: r13624
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various unused stuff; const correctness; etc.
svn-id: r13622
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o text formatting is not consistent with rules, just indent utility is too
dumb for that
o it does not use OSystem, i.e. it runs on direct SDL calls
o it may not even compile on your box
o if you enable it, expect zillions of warnings
o no sound
Now it runs ITE intro as reinherit did
svn-id: r13564
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