Age | Commit message (Collapse) | Author |
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svn-id: r17635
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implemented: sfScriptSpecialWalk,sfScriptWalkRelative,sfScriptMoveRelative
svn-id: r17618
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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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avoid division by zero.
svn-id: r17040
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svn-id: r17039
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ITE specific and from other hand IHNM has these data in resources.
svn-id: r16662
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svn-id: r16653
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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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Old behaviour: 0 <= random number <= param
Correct behaviour: 0 <= random number < param
svn-id: r16636
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it is possible to implement.
svn-id: r16625
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svn-id: r16623
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svn-id: r16622
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svn-id: r16619
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- implement some scriptFunctions
svn-id: r16618
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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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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
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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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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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implementation is only right for ITE, disable it for IHNM for now.
svn-id: r16572
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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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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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- structures renamed
- SagaEngine class gives all current game descriptions
regression : "verb" is broken cause work in progress
svn-id: r16511
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introduced getObjectName
svn-id: r16491
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svn-id: r16482
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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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no longer needed.
svn-id: r16450
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svn-id: r16446
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svn-id: r16444
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NOTE: lines which start with `;' should contain calls to not yet
implemented subsystems like Conversation subsystem
svn-id: r16443
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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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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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original, but I don't consider that to be a problem.
svn-id: r16395
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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
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now.
svn-id: r16387
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svn-id: r16375
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svn-id: r16373
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feedback that something right is happening.
svn-id: r16371
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- implemented script functions for scriptDoors (except iso mode)
- introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset()
svn-id: r16363
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svn-id: r16353
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o Implemented almost all animation opcodes
svn-id: r16352
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svn-id: r16308
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- work on "walking" in progress
svn-id: r16298
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svn-id: r16296
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svn-id: r16289
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- added sfSetActorState function
svn-id: r16288
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