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2003-08-18Updated globals access for PalmOSChris Apers
svn-id: r9759
2003-07-24cleanup: encapsulate some more members of class Actor, and rename ↵Max Horn
newDirection -> targetFacing (since it corresponds to the future value of 'facing'; the distinction between 'facing' and 'direction' is extremly fuzzy) svn-id: r9175
2003-06-26Moved out akos_compare (no reason for it to be member of class Scumm)Max Horn
svn-id: r8660
2003-06-19made scale table const again; some cleanup in setupBompScaleMax Horn
svn-id: r8559
2003-06-19use default scale table for bomb codecPaweł Kołodziejski
svn-id: r8556
2003-06-16Comitted the partial (but seemintly good enough) actorHit implementationTorbjörn Andersson
from patch #754895. Ship-to-ship combat is still rather glitchy, but there are probably other reasons for that. svn-id: r8519
2003-06-14Patch #754151: Removed READ_*_UNALIGNED and always read stuff bytewise; ↵Max Horn
augmented by some more changes of mine svn-id: r8482
2003-06-07follow our coding conventionsMax Horn
svn-id: r8377
2003-06-05Fix the ugly striped shadows in AKOS codec 1 when drawing scaled actors.Torbjörn Andersson
This was noticeable in Full Throttle and Curse of Monkey Island, at least. I don't remember seeing it in The Dig. svn-id: r8313
2003-06-01added a getMaskBuffer method (makes it easier to read some of the code); ↵Max Horn
merged setVirtscreenDirty() into updateDirtyRect(); made setDirtyRange a method of struct VirtScreen svn-id: r8241
2003-06-01cleanup / added comments / code unificationMax Horn
svn-id: r8235
2003-06-01same change as in the old costume code: just always maskMax Horn
svn-id: r8205
2003-05-30more costume cleanup. soone we should be able to merger AKOS codec1 and the ↵Max Horn
old costume code svn-id: r8155
2003-05-30moved bomp stuff into own files; removed some of our 6 (!) bomp decodersMax Horn
svn-id: r8151
2003-05-30cleanupMax Horn
svn-id: r8150
2003-05-30code unificationMax Horn
svn-id: r8146
2003-05-30cleanupMax Horn
svn-id: r8145
2003-05-30cleanup; removed last horizontal bound check from updateDirtyRect -> now all ↵Max Horn
the various 'offscreen actor redraw' problems should be fixed (at least I can't reproduce them in COMI anymore), while The Dig should still work just fine (at least it does in my test cases) svn-id: r8129
2003-05-30fix The Dig 'hang' regressionMax Horn
svn-id: r8124
2003-05-29cleanup; fixed crashes that occured when an actor was drawn partly offscreenMax Horn
svn-id: r8113
2003-05-29cleanupMax Horn
svn-id: r8110
2003-05-29merged all AKOS codec 1 decoders into oneMax Horn
svn-id: r8092
2003-05-29more costuem code mergingMax Horn
svn-id: r8088
2003-05-29more costume cleanupMax Horn
svn-id: r8087
2003-05-29more costume/akos changesMax Horn
svn-id: r8074
2003-05-29they are getting more and more similar :-)Max Horn
svn-id: r8073
2003-05-29cleanupMax Horn
svn-id: r8072
2003-05-28modify actor 5 to get kenny in COMI to draw properlyMax Horn
svn-id: r8066
2003-05-28spellingMax Horn
svn-id: r8062
2003-05-28some more akos/old costume code unification, and cleanupMax Horn
svn-id: r8060
2003-05-28const as const can!Max Horn
svn-id: r8058
2003-05-23replaced many unsafe uses of derefActorSafe by derefActor; replaced ↵Max Horn
derefActorSafe/assert pairs by derefActor (gives better error message); replaced various derefActorSafe/if(a!=0) pairs by derefActor (in cases where the deref should never fail, ever, except due to a bug in ScummVM) svn-id: r7859
2003-05-19correct transparency colour for humongous games when using akos16Jonathan Gray
svn-id: r7676
2003-05-12modified akos / 'old' costume (charset) masking code to a) match each other; ↵Max Horn
also, the costume.cpp code looks again checks _zbuf != 0 even for non-SMALL_HEADER games, as it used to 1 year ago ;-) (note: this change is kinda experimental; might fix some bugs, might introduce some regressions) svn-id: r7473
2003-05-10renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and ↵Max Horn
_realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) svn-id: r7423
2003-05-10fix variable accesJonathan Gray
svn-id: r7414
2003-05-08init all VAR_* variables to 0xFF; replaced access to _vars in the form ↵Max Horn
_vars[VAR_*] by VARS(VAR_*) which performs a validity checK; renamed _vars to _scummVars to make sure I updated all places; fixed two places where V6 and newer games would access V5 vars (but there are still some left, it seems); checked VAR access for now only generates a warning svn-id: r7393
2003-05-05Add more ScummVM globals to PDBChris Apers
svn-id: r7346
2003-03-28cleanupMax Horn
svn-id: r6877
2003-03-06updated copyrights headersPaweł Kołodziejski
svn-id: r6726
2003-03-06and more cleanupPaweł Kołodziejski
svn-id: r6718
2003-03-03fixes to akos opcodesPaweł Kołodziejski
svn-id: r6669
2003-03-02added AKC_StartVarAnim opcode for akos_increaseAnimsPaweł Kołodziejski
svn-id: r6660
2003-03-02changed check only for Cxxx opcodesPaweł Kołodziejski
svn-id: r6657
2003-02-22improved a little akos_queCommand funcPaweł Kołodziejski
svn-id: r6631
2003-01-14Patch 667613: Extend gfxUsageBits[]James Brown
svn-id: r6453
2003-01-12Add uSweat token (used when trying to walk across hot sand at brimstone beach)James Brown
svn-id: r6432
2003-01-07more akos/costume mergingMax Horn
svn-id: r6352
2003-01-06some chore/limb related codeMax Horn
svn-id: r6348
2003-01-06cleanup; added a hack to avoid crash in the canon scene (at least it works ↵Max Horn
this way for me) svn-id: r6347