Age | Commit message (Collapse) | Author |
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fixed load actors entrance
removed some orphans
svn-id: r17964
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implemented sfGetObjImage, sfSetObjImage, sfSetObjName
svn-id: r17789
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todo: timeout catchup & capital 'U' & 'D' handling
svn-id: r17748
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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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fixed: now protagonist can't be target object
fixed: statusbar color
added: *mouseButtonPressed in SagaEngine
svn-id: r17672
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svn-id: r17413
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- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
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svn-id: r16605
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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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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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difference
o Fix regression in Mac titles where scene LUT wasn't conversed
o Fix sound types in many games. Old Win demo is still wrong.
svn-id: r16586
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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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hardcoded, but I'll save that for later :)
o Eliminated all leftovers of previous language loader. If you'll spot another
one, just remove it silently.
svn-id: r16556
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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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svn-id: r16553
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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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MIN() and MAX(). I then removed util.h from a bunch of files which I don't
think need it any more. (Please let me know if I got too blood-thirsty!)
This reverts some of the changes I made this morning.
svn-id: r16541
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svn-id: r16530
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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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svn-id: r16492
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introduced getObjectName
svn-id: r16491
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o Fix IHNM. It does not have actors now (all actors in IHNM are in resources,
not hardcoded)
svn-id: r16478
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o Support for sprites in Mac versions
o Improvements on scene flags
o More code on proper interface modes handling. Just a tiny bit was committed
as other stuff breaks intro due to incompleteness.
svn-id: r16425
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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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to our 3x slower ones :).
svn-id: r16374
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svn-id: r16373
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- implemented script functions for scriptDoors (except iso mode)
- introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset()
svn-id: r16363
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o Implemented almost all animation opcodes
svn-id: r16352
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o Print out message about unknown MD5s
svn-id: r16313
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svn-id: r16307
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- work on "walking" in progress
svn-id: r16298
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o Merged in windows demos files lists
o Added Linux CD target. Someone (erik?) please provide md5 of first
5000 bytes of that file
svn-id: r16273
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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 Normalize GIDs and GTypes
o Introduce MD5-based game detection. Now only 2 games should be ordered.
Linux demo should go before Win32 newer demo
o Fix sound in Mac versions
svn-id: r16262
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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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svn-id: r16239
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1) there are three types of speech: one acor, multiple actor, non actor
2) slow speech implemented
3) uses native engine flags (async,noanimate...) instead of semaphores
- proper timings implemented
svn-id: r16237
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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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There are plans to add some brains to GameDetector class, which will let us
avoid passing detector to init() method.
svn-id: r15873
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svn-id: r15865
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svn-id: r15723
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svn-id: r15691
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svn-id: r15690
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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: r15457
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