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2005-01-23Picky indentation. Main reason is to make version 1.100 :P.Eugene Sandulenko
svn-id: r16626
2005-01-23Another spot of kReplyOnce usage. Thanks to proper memory addressing nowEugene Sandulenko
it is possible to implement. svn-id: r16625
2005-01-23Reenable stub for latter demos in sfScriptGotoScene()Eugene Sandulenko
svn-id: r16623
2005-01-23Fix warningsMax Horn
svn-id: r16622
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
2005-01-22Fixed warning.Torbjörn Andersson
svn-id: r16613
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
2005-01-21Fix cursor shape.Eugene Sandulenko
svn-id: r16606
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
2005-01-20Use the kITEColor constants for the ITE mouse cursor. Ironically, this isTorbjörn Andersson
one case where the original didn't use its own colour constants, so I had to add a new one, kITEColorLightGrey, for colour 4. svn-id: r16603
2005-01-19Fix type with BrightWhite colorEugene Sandulenko
svn-id: r16599
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
2005-01-19fixed default verb issueAndrew Kurushin
svn-id: r16597
2005-01-18implemented Sprite::hitTestAndrew Kurushin
Actors & Objects can be hited svn-id: r16596
2005-01-18partly implemented game objectsAndrew Kurushin
svn-id: r16595
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