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2003-06-26hm... this code for initCharset makes more sense, and also seems to match ↵Max Horn
disassembly svn-id: r8658
2003-06-14Format string/argument mismatch fix.Torbjörn Andersson
svn-id: r8464
2003-06-12this camera movement check seems to be new in V4 (or even V5 ?)Max Horn
svn-id: r8451
2003-06-10CHARSET_1() should only care about talk sound effects, not ordinary ones,Torbjörn Andersson
when deciding whether or not to call stopTalk(). Otherwise some looping sound effects can keep an actor talking forever. This should fix bug #645976 ("SAM: Sam talks forever inside BOTs diner") svn-id: r8427
2003-06-09better (proper? hm...) code to deal with turning of subtitles in V7/V8 gamesMax Horn
svn-id: r8407
2003-06-09Fix for bug #746850 (this change was originally meant to 'fix' turning of ↵Max Horn
subtitles in V7/8 games; however this is a totally wrong way to achieve that) svn-id: r8405
2003-06-09cleanupMax Horn
svn-id: r8404
2003-06-08Fixed recent regression (too many blast texts) in The Dig's end credits andTorbjörn Andersson
made the text scroll off the screen instead of just vanishing at the top. (The latter also applies to Full Throttle's end credits.) svn-id: r8402
2003-06-07follow our coding conventionsMax Horn
svn-id: r8377
2003-06-07replaced GF_AFTER with _versionMax Horn
svn-id: r8372
2003-06-05fix for bug #749355Max Horn
svn-id: r8320
2003-06-04Patch #747021: DIG&CMI 2 byte charset support (very heavily modified by me; ↵Max Horn
still needs more cleanup but already works well enough) svn-id: r8293
2003-06-02use enqueueText for FT, tooMax Horn
svn-id: r8284
2003-06-02moved blast text code to string.cppMax Horn
svn-id: r8282
2003-06-01charset masking fixes, mostly for The Dig (hey I think I finally almost ↵Max Horn
understand that part of the code :-) svn-id: r8248
2003-05-31some setObjectName changes. I'd really like to switch V2-V5 to use ↵Max Horn
rtObjectName resources, too svn-id: r8171
2003-05-30oopsMax Horn
svn-id: r8160
2003-05-30Use language index for The Dig, tooMax Horn
svn-id: r8159
2003-05-30continously opening and closing the language.bnd file is rather inefficient. ↵Max Horn
It's about 400k, though... svn-id: r8158
2003-05-30removed debug output (checked that in by accident)Max Horn
svn-id: r8127
2003-05-28cleanup; nasty fix for spanish/italian Dig (using encrypted language.bnd in ↵Max Horn
a slightly different way than we previously supported) svn-id: r8070
2003-05-26more const qualifiersMax Horn
svn-id: r8002
2003-05-25oopsMax Horn
svn-id: r7950
2003-05-25Fixed VC++ warningJamieson Christian
svn-id: r7947
2003-05-24simplified addIntToStack a bit *cough*; added experimental code for the ↵Max Horn
message opcode 7 in V2 codes (see also patch #742851) svn-id: r7917
2003-05-24don't use _gameDataPath directly; minor cleanupMax Horn
svn-id: r7907
2003-05-22renamed talkFrame1/talkFrame2 to talkStartFrame/talkStopFrameMax Horn
svn-id: r7819
2003-05-21many pedantic warning fixes (and some actual potential buglets fixed, too)Max Horn
svn-id: r7795
2003-05-21constness fixesMax Horn
svn-id: r7787
2003-05-19fix for bug #739661Max Horn
svn-id: r7699
2003-05-15Make use of ScummVM::RectMax Horn
svn-id: r7546
2003-05-14v2 text output tweakMax Horn
svn-id: r7505
2003-05-14V2 text drawingMax Horn
svn-id: r7502
2003-05-12swapped talkPosX and talkPosY (they were misnamed); factored out some ↵Max Horn
duplicate code in string.cpp; VC warning fix in smush_player.cpp svn-id: r7481
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
2003-05-08init 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
2003-04-29unified Zak256 charset code with the rest; this *might* cause a regression ↵Max Horn
should anywhere in Zak256 a charset > 1 be set; if so, tell me where exactly, and I can try to figure out a proper fix svn-id: r7195
2003-04-27drop shadow cleanupMax Horn
svn-id: r7163
2003-04-27Patch #728483: EGA LOOM: More text-drawing hackeryMax Horn
svn-id: r7162
2003-04-26Erik's fix for text output in Loom (and Indy3?)Max Horn
svn-id: r7140
2003-04-22script debug messages not just for comiJonathan Gray
svn-id: r7074
2003-04-09make zak use correct charsetJonathan Gray
svn-id: r6945
2003-04-08change some stuff back that didn't merge properly when I cvs up'dJonathan Gray
svn-id: r6943
2003-04-08text in zak is now using the incorrect font and it does nasty stuff like ↵Jonathan Gray
overlapping text as well, but this makes zak work again to set values of work, someone please fix this before 0.4.0 svn-id: r6942
2003-04-08changed range from GF_OLD256 to GF_AFTER_V3Paweł Kołodziejski
svn-id: r6940
2003-04-07remove old fixme that seemingly isn't needed anymore. note this triggers an ↵Jonathan Gray
assertion in zak when text is used for some strange reason, but should make indy3/zak256 strings look normal again svn-id: r6938
2003-04-07Patch #712493: CMI: Object lineMax Horn
svn-id: r6930
2003-03-30fixed description centering in the FT and added hack for redraw descriptions ↵Paweł Kołodziejski
in height while scrolling room svn-id: r6890
2003-03-30added eriktorbjorn patch for multiple text lines for the dig ending creditsPaweł Kołodziejski
svn-id: r6889
2003-03-29hack for proper description redraw in the dig while scrolling roomPaweł Kołodziejski
svn-id: r6882