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2005-01-18another step in verb implementation:Andrew Kurushin
- 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
2005-01-18- remove ActionMap.h & ActionMap.cppAndrew Kurushin
svn-id: r16593
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
2005-01-18Initialize converse properly.Eugene Sandulenko
svn-id: r16591
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
2005-01-17o Proper implementation of sfPlaySound() which knows about CD<->floppyEugene Sandulenko
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
2005-01-17Whitespace changesTorbjörn Andersson
svn-id: r16585
2005-01-17If the game tries to start a piece of music that happens to be playingTorbjörn Andersson
already, let it continue playing rather than restarting it. (I've been meaning to make this change for some time, but now it appeared on the TODO list as well. :-) svn-id: r16583
2005-01-17Initialize a few variables to fix Valgrind warnings. (I'm hoping they wereTorbjörn Andersson
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
2005-01-16-small pathfind fixAndrew Kurushin
-pathfind speedup svn-id: r16576
2005-01-16- some fix to previousAndrew Kurushin
svn-id: r16575
2005-01-16actors entry list implementedAndrew Kurushin
test: in ITE type "scene_change 130" at console svn-id: r16574
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
2005-01-16sfPlayMusic() takes two parameters in IHNM. Since our currentTorbjörn Andersson
implementation is only right for ITE, disable it for IHNM for now. svn-id: r16572
2005-01-16Slowed down actor movement a bit.Torbjörn Andersson
svn-id: r16571
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
2005-01-15Use the same hard-coded cursor image and colours as the original ITETorbjörn Andersson
interpreter. Supposedly these colours will stay fairly constant throughout the game, in which case we no longer need to repaint it with the "best white" colour every time the palette changes. svn-id: r16561
2005-01-14I've changed getTextString() slightly so that if the translated string isTorbjörn Andersson
NULL it'll use the English string instead. It seems unnecessary to store the same string twice, even if it's possible that the compiler is smart enough to eliminate the duplicates. Either way it doesn't make much difference now, but we may want to add the intro strings to the getTextString() mechanism eventually. In that case most of the credits would be duplicates, for instance. svn-id: r16560
2005-01-14Removed the unused i_cvar_name field from INTRO_DIALOGUE.Torbjörn Andersson
svn-id: r16559
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
2005-01-14Added helper function to queue the ITE intro dialogue.Torbjörn Andersson
svn-id: r16557
2005-01-14o Added support for German ITE. There are also Puzzle-related messagesEugene Sandulenko
hardcoded, but I'll save that for later :) o Eliminated all leftovers of previous language loader. If you'll spot another one, just remove it silently. svn-id: r16556
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
2005-01-13Removed unused stuff.Torbjörn Andersson
svn-id: r16553
2005-01-13A few subtitle-related changes:Torbjörn Andersson
* Added speechCoords to the SpeechData structure so that talking actors don't drag their speech subtitles with them just because they're moving and talking at the same time. (Could this also be useful for non-actor speech?) If the actor has multiple strings, the coordinates are updated for each new string. * Made speechColor and outlineCoor arrays so that simultaneous speech (i.e. where several actors are talking at the same time) multi-coloured. This is completely untested, though. * Used getBlack() to get the black colour for the text outline. The original uses a constant, but we could always make getBlack() return that constant, if we want to. svn-id: r16550
2005-01-12Slight adjustment to previous commit.Torbjörn Andersson
svn-id: r16549
2005-01-12There was a slight but noticeable pause in linked animations at the momentTorbjörn Andersson
it changes to the link. I'm guessing that the last frame in the animation is identical to the first frame in the link. The original calls SetAlarm(&deltaAlarm[i], delta->timer) between each frame, but amends itself by calling SetAlarm(&deltaAlarm[i], 0) when the link happens. I'm trying to simulate that effect by using 0 as frame time instead of anim->frame_time. I think that's the right thing to do. svn-id: r16548
2005-01-11remove game.h & image.hAndrew Kurushin
svn-id: r16546
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
2005-01-11Make voicess.res the first IHNM voice file, since that's the one that'sTorbjörn Andersson
used in the intro. That way, if the IHNM demo plays an intro we'll use the first voice file both for the demo and the full game. Eventually we'll need to implement switching between different voice files, of course, but that can wait. svn-id: r16542
2005-01-11On Fingolfin's suggestion I put back the inclusion of util.h into Rect, forTorbjörn Andersson
MIN() and MAX(). I then removed util.h from a bunch of files which I don't think need it any more. (Please let me know if I got too blood-thirsty!) This reverts some of the changes I made this morning. svn-id: r16541
2005-01-11Use Fingolfin's new WAV code.Torbjörn Andersson
svn-id: r16540
2005-01-11o All fonts were mapped. Introduced new FONT_DONTMAP flagEugene Sandulenko
o Implemented and tested converse drawing. Still some features like arrows and hardcoded values are present, and it is not used in scripts svn-id: r16536
2005-01-10Untested converse. Drawing isn't possible due to lack of needed informationEugene Sandulenko
in ITE_interface structure. svn-id: r16533
2005-01-10Remove some more header dependenciesMax Horn
svn-id: r16530
2005-01-10system.h was being included in tons of places, without any good reason; ↵Max Horn
reduced this (total dependencies on system.h went down from 193 to 85 files) svn-id: r16527
2005-01-10German retail IHNM patch.re_ md5 is confirmedEugene Sandulenko
svn-id: r16519
2005-01-10Better sync between music and intro.Torbjörn Andersson
svn-id: r16516
2005-01-10Removed unused variable.Torbjörn Andersson
svn-id: r16515
2005-01-09- GameModule is goneAndrew Kurushin
- structures renamed - SagaEngine class gives all current game descriptions regression : "verb" is broken cause work in progress svn-id: r16511
2005-01-09small fixes:Andrew Kurushin
- actor barrier rects - unreachable code svn-id: r16510
2005-01-09Added proper IHNM scripts lut and run scripts, though not much to see.Eugene Sandulenko
svn-id: r16509
2005-01-09o Fixed some indentationEugene Sandulenko
o Now we correctly show Wyrmkeep logo in Mac demos o Applied patch #1098971 ITE credits svn-id: r16507
2005-01-09Mark some places which probably should use loadWAVFromStream(); maybe some ↵Max Horn
of the engine maintainers can look into using it svn-id: r16503
2005-01-09fix warningMax Horn
svn-id: r16498
2005-01-09rewritten sprite classAndrew Kurushin
- sprites decoded on first load - some speed optimization - actors uses kExtended flag to append spriteList svn-id: r16497
2005-01-08rename StringsList to StringsTableAndrew Kurushin
svn-id: r16492
2005-01-08begining of verb implementationAndrew Kurushin
introduced getObjectName svn-id: r16491