Age | Commit message (Collapse) | Author |
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todo: timeout catchup & capital 'U' & 'D' handling
svn-id: r17748
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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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- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
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svn-id: r17048
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glitches: some tiles draws above figures
svn-id: r16935
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todo: loadMulti - may be wrong
svn-id: r16670
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ITE specific and from other hand IHNM has these data in resources.
svn-id: r16662
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all ITE opcodes supported (now we should go through scriptFunctions)
svn-id: r16617
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svn-id: r16616
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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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Actors & Objects can be hited
svn-id: r16596
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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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'scene_change 33' in debugger.
svn-id: r16588
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the reason the ITE intro crashed for me.) I still get read warnings in
Sprite::decodeRLEBuffer() though.
Also added a couple of hacks to keep the IHNM intro alive. Once we support
IHNM actors, we'll be able to remove them.
svn-id: r16579
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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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- 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: r16509
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introduced getObjectName
svn-id: r16491
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- placard should work over way:
set Wait flag for thread (as in opSpeak)
remove inner loop (processInput...)
svn-id: r16418
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and used ARRAYSIZE() instead in two cases.
svn-id: r16408
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anyone heard any voices - I did, except under Valgrind - it was pure luck.
svn-id: r16406
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svn-id: r16399
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svn-id: r16398
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svn-id: r16370
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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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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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svn-id: r16000
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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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svn-id: r15941
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figure out the correct values for IHNM_SCRIPT_LUT and _scriptLUTEntryLen.
svn-id: r15883
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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
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svn-id: r15690
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Scene skipping now works, but scripts aren't chained yet.
svn-id: r15688
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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
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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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GAME
svn-id: r14793
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o Fix RSCFile on MSVC8.
o Started fixing script opcodes.
svn-id: r14686
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svn-id: r14568
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svn-id: r14566
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remove global _vm later.
svn-id: r14552
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svn-id: r14538
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svn-id: r14450
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svn-id: r14443
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