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path: root/saga/script.h
AgeCommit message (Collapse)Author
2005-01-28partialy implemented all Iso mode resource loadingAndrew Kurushin
todo: loadMulti - may be wrong svn-id: r16670
2005-01-28Let IHNM run again. It has 105 script functions.Eugene Sandulenko
svn-id: r16653
2005-01-22implemented sfWaitWalk scriptFunctionAndrew Kurushin
svn-id: r16619
2005-01-22- removed returning value from scriptFunctionsAndrew Kurushin
- implement some scriptFunctions svn-id: r16618
2005-01-22all opcodes revisitedAndrew Kurushin
all ITE opcodes supported (now we should go through scriptFunctions) svn-id: r16617
2005-01-22another 19 opcodesAndrew Kurushin
svn-id: r16616
2005-01-22rewritten 15 opcodesAndrew Kurushin
svn-id: r16615
2005-01-22Whitespace and indentation.Torbjörn Andersson
svn-id: r16614
2005-01-21now you can try to:Andrew Kurushin
- talk to someone - look at something svn-id: r16607
2005-01-21Fix compilationEugene Sandulenko
svn-id: r16605
2005-01-21problems solved:Andrew Kurushin
- 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
2005-01-19o Made ITEColors enum public in interface.h. Please use them. These colorsEugene Sandulenko
stay in each scene except intro and fade-in/fade-outs. o Implemented status text coloring during work of auxiliary scripts. svn-id: r16598
2005-01-18partly implemented game objectsAndrew Kurushin
svn-id: r16595
2005-01-17Now it is possible to lead a conversation with use of keys (1-4).Eugene Sandulenko
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
2005-01-17First batch of converse implementation in scripts. To see it typeEugene Sandulenko
'scene_change 33' in debugger. svn-id: r16588
2005-01-15- added partial scene change by actor's walking (todo:entrance should be ↵Andrew Kurushin
supported) svn-id: r16568
2005-01-15some work in progress on verb stuff:Andrew Kurushin
- many structers and fields renamed to proper names - added missing functions svn-id: r16562
2005-01-13- introduced SagaEngine::getTextString (for i18n it should route to ↵Andrew Kurushin
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
2005-01-08rename StringsList to StringsTableAndrew Kurushin
svn-id: r16492
2005-01-08begining of verb implementationAndrew Kurushin
introduced getObjectName svn-id: r16491
2005-01-06- implement faceTowards (script function & etc)Andrew Kurushin
- implement debug actor walk path (press f6) svn-id: r16456
2005-01-06Placard functions are now event-driven, so the blocking palette faders areTorbjörn Andersson
no longer needed. svn-id: r16450
2005-01-06Next batch of panel-related fixes. Still wrong.Eugene Sandulenko
NOTE: lines which start with `;' should contain calls to not yet implemented subsystems like Conversation subsystem svn-id: r16443
2005-01-03- script execution stops properlyAndrew Kurushin
- placard should work over way: set Wait flag for thread (as in opSpeak) remove inner loop (processInput...) svn-id: r16418
2005-01-02o Started putting all panels stuff in order. Still incompleteEugene Sandulenko
o Proper detection for Mac Wyrmkeep CD o Support for wyrmkeep logos svn-id: r16415
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-30o COde formattingEugene Sandulenko
o Improved debug output o Do not produce a lot of frameCount < 0 messages o Okk now appears after first scene o implemented yet another animation function o Renamed SF_* -> sf* for functions I know are correct svn-id: r16390
2004-12-30Renamed the "placard" opcode functions. They should be reasonably bug freeTorbjörn Andersson
now. svn-id: r16387
2004-12-29- some work in progressAndrew Kurushin
svn-id: r16375
2004-12-28- many actor walk related functions addedAndrew Kurushin
- implemented script functions for scriptDoors (except iso mode) - introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset() svn-id: r16363
2004-12-28Implement rest of animation-related opcodes.Eugene Sandulenko
svn-id: r16353
2004-12-28o Fixed animation playbackEugene Sandulenko
o Implemented almost all animation opcodes svn-id: r16352
2004-12-25- some "actors walk" work progressionAndrew Kurushin
svn-id: r16308
2004-12-24- remove old stuffAndrew Kurushin
- work on "walking" in progress svn-id: r16298
2004-12-24- opCCall* on debuglevel==9 shows script function nameAndrew Kurushin
svn-id: r16289
2004-12-24- fix of 8 to 4 direction conversionAndrew Kurushin
- added sfSetActorState function svn-id: r16288
2004-12-22- rewriten actors action handling (now uses all original flags etc)Andrew Kurushin
- 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
2004-12-21- rewritten actors speech engine :Andrew Kurushin
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
2004-12-15Patch #1081904 ITE: MAC demo supportEugene Sandulenko
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
2004-12-03First pass at migrating from the old Reinherit console to the ScummVMTorbjörn Andersson
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
2004-11-12Slight renamingTorbjörn Andersson
svn-id: r15796
2004-11-07Renamed SF_getObjName() to SF_getObjImage() and unstubbed it. (Untested)Torbjörn Andersson
svn-id: r15728
2004-11-06Add stub for every script functionEugene Sandulenko
svn-id: r15722
2004-10-27Implement some script functions and report stubs.Eugene Sandulenko
svn-id: r15691
2004-10-27removed R_ prefix with few r_ tooPaweł Kołodziejski
svn-id: r15690
2004-10-27Started to rework script threads. Partially moved to thread flags.Eugene Sandulenko
Scene skipping now works, but scripts aren't chained yet. svn-id: r15688
2004-10-21A bunch of mostly panel-related fixes for the ITE intro. Apart from theTorbjörn Andersson
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
2004-10-20FX_CROWD constants are correct.Eugene Sandulenko
Add some simple stub. svn-id: r15621
2004-10-09Initial attempt at fixing the SData problem. I'm still not sure exactly howTorbjörn Andersson
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