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path: root/saga/sthread.cpp
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2005-04-11Slightly more informative error message. (I get this if I try to speak toTorbjörn Andersson
one of the faire animals. I believe it's the one the original source code calls "FaireRam - 65", but I haven't verified that.) svn-id: r17544
2005-04-03-fixed interpreter bug: on opCall now pushes additional data for compatiblyAndrew Kurushin
ps:doors can be opened svn-id: r17350
2005-04-03- fixed tile doors drawingAndrew Kurushin
- right mouse action fixed svn-id: r17347
2005-03-29fixed gcc ISO C++ errorAndrew Kurushin
svn-id: r17287
2005-03-29endScene now aborts all running threads (fixing Okk stuckiness on way out of ↵Andrew Kurushin
tent) svn-id: r17286
2005-01-28Let IHNM run again. It has 105 script functions.Eugene Sandulenko
svn-id: r16653
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
2005-01-21some opcode fixes:Andrew Kurushin
opReturnV svn-id: r16609
2005-01-21Fix portabilityEugene Sandulenko
svn-id: r16608
2005-01-21now you can try to:Andrew Kurushin
- talk to someone - look at something svn-id: r16607
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
2005-01-18- merged ActionMap and ObjectMapAndrew Kurushin
- remove ActionMap.h & ActionMap.cpp - ObjectMap names move to Scene::_sceneStrings as in original engine - fix wrong StringsTable::stringsCount calculation svn-id: r16592
2005-01-17First batch of converse implementation in scripts. To see it typeEugene Sandulenko
'scene_change 33' in debugger. svn-id: r16588
2005-01-16Some more untested opcode fixes. (By the way, I was wrong the other day:Torbjörn Andersson
The first IHNM script does not use random branching after all.) svn-id: r16573
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
2005-01-14Fixed the "random branch" opcode, I hope. I haven't tested it. The firstTorbjörn Andersson
IHNM script seems to use it, but doesn't get that far because it terminates on an unknown script function. svn-id: r16558
2005-01-11- remove game.h & image.hAndrew Kurushin
- all display information of current game goes to SagaEngine - remove GameFontIds - hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType() svn-id: r16545
2005-01-08begining of verb implementationAndrew Kurushin
introduced getObjectName svn-id: r16491
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
2005-01-05Fixed bad speech/script regression.Torbjörn Andersson
svn-id: r16436
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
2005-01-02Changed "sizeof x" to "sizeof(x)" for consistency with the rest of ScummVM,Torbjörn Andersson
and used ARRAYSIZE() instead in two cases. svn-id: r16408
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
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
2004-12-22o Fix regression with Mac versionsEugene Sandulenko
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
2004-12-22o Moved GAME_* to SagaEngine objectEugene Sandulenko
o Renamed GAME_ITE_* to GID_ITE_* o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM svn-id: r16258
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
2004-12-17- all actors creates on startAndrew Kurushin
- many parts renamed to proper names regression: unexpected actor apeared while intro is played svn-id: r16104
2004-12-17actors rearrangement bugfixAndrew Kurushin
svn-id: r16094
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
2004-11-14Fix stub a bit. Might garble rest of script otherwise.Oliver Kiehl
svn-id: r15806
2004-11-06Add stub for every script functionEugene Sandulenko
svn-id: r15722
2004-10-28replaced printf usage in sagaPaweł Kołodziejski
svn-id: r15693
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
2004-10-22Fixed two of my own stupid bugs:Torbjörn Andersson
* The length of a script data buffer is measured in words, not bytes. * In the long run, I'm sure it'll work better if the data buffers do not point to recently freed data. svn-id: r15640
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
2004-10-19Increased debug level in the name of sanity.Torbjörn Andersson
svn-id: r15613
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