Age | Commit message (Collapse) | Author |
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implemented sfGetObjImage, sfSetObjImage, sfSetObjName
svn-id: r17789
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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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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
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ps:doors can be opened
svn-id: r17350
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- right mouse action fixed
svn-id: r17347
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svn-id: r17287
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tent)
svn-id: r17286
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svn-id: r16653
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- implement some scriptFunctions
svn-id: r16618
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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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svn-id: r16615
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svn-id: r16614
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opReturnV
svn-id: r16609
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svn-id: r16608
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- talk to someone
- look at something
svn-id: r16607
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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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- 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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'scene_change 33' in debugger.
svn-id: r16588
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The first IHNM script does not use random branching after all.)
svn-id: r16573
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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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IHNM script seems to use it, but doesn't get that far because it terminates
on an unknown script function.
svn-id: r16558
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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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introduced getObjectName
svn-id: r16491
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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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svn-id: r16436
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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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svn-id: r16399
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svn-id: r16398
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- work on "walking" in progress
svn-id: r16298
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svn-id: r16289
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- added sfSetActorState function
svn-id: r16288
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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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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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- many parts renamed to proper names
regression: unexpected actor apeared while intro is played
svn-id: r16104
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svn-id: r16094
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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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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: r15806
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svn-id: r15722
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svn-id: r15693
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svn-id: r15691
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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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* 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
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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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