Age | Commit message (Collapse) | Author |
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mapped to key 'z'.
svn-id: r18626
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svn-id: r18595
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svn-id: r18593
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svn-id: r18589
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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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- Fixed scenes glitch when loading saved game. This is done by closing
load window right after game is loaded which differs from original but
seems more logical to me
- Fixed wrong palette when Dragon maze was loaded from a savegame. We just
didn't process Palette resource for it.
svn-id: r18494
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svn-id: r18487
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svn-id: r18402
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svn-id: r18340
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successfully.
Things to do:
o non-actors speech, it just doesn't get displayed, though generated
o support for CD voices
svn-id: r18301
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game options WIP3
svn-id: r18293
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the Puzzle and continue game pretending like you completed the Puzzle.
svn-id: r18225
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preparation for option dialog (wip)
svn-id: r18217
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partialy fixed protect rat
svn-id: r18174
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svn-id: r18038
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fixed load actors entrance
removed some orphans
svn-id: r17964
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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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- right mouse action fixed
svn-id: r17347
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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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- 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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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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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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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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- implement debug actor walk path (press f6)
svn-id: r16456
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svn-id: r16399
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svn-id: r16398
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feedback that something right is happening.
svn-id: r16371
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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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without artefact)
- order list now uses only in draw section
- drawList rename to drawActors
svn-id: r16122
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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: r15702
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svn-id: r15690
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to fix the script "static" area, though.
In addition, initialise a few variables, and test for NULL-ness of a few
pointers. This fixes a few crashes I saw with yesterday's CVS snapshot.
There's still an unexpected scene change in the intro (I think it triggers
on Rhene walking too close to the exit), but at least it no longer crashes.
svn-id: r15484
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svn-id: r15458
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svn-id: r15457
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Turn ActionMap into real object.
Rename ActionMap variables to conform our code guidelines.
svn-id: r15456
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svn-id: r15414
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svn-id: r14555
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svn-id: r14538
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svn-id: r14478
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svn-id: r14463
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svn-id: r14451
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svn-id: r14450
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svn-id: r14449
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svn-id: r14443
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svn-id: r14441
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svn-id: r14440
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