5219 Commits

Author SHA1 Message Date
Paul Gilbert
2e3866b6f4 Identified some more Endian issues (thanks to Max)
svn-id: r29533
2007-11-17 10:21:27 +00:00
Nicola Mettifogo
a3abaaa709 Refactored main input code.
svn-id: r29532
2007-11-17 09:39:20 +00:00
Paul Gilbert
eaee457431 Added missing destructor and sounds to barrel animation sequence
svn-id: r29531
2007-11-17 08:58:31 +00:00
Paul Gilbert
75382bdadc Added saving of the current hotspot animation record to savegames
svn-id: r29528
2007-11-17 08:44:38 +00:00
Paul Gilbert
4987cde3a1 Changed default value of _walkFlag in Hotspot constructor
svn-id: r29527
2007-11-17 08:42:23 +00:00
Paul Gilbert
ca10a4db08 Bugfixes to the fighting animations and proper reset of fight data between save sessions
svn-id: r29526
2007-11-17 06:53:13 +00:00
Paul Gilbert
1002a58f01 Cleaned up the logic of the activateHotspot method
svn-id: r29525
2007-11-17 06:52:35 +00:00
Paul Gilbert
d5dc2e075a Bugfixes to restoring or restarting a game from the Restore/Restart dialog
svn-id: r29524
2007-11-17 00:19:45 +00:00
Johannes Schickel
7b43ba576c Added const to static data.
svn-id: r29520
2007-11-16 23:08:17 +00:00
Paul Gilbert
85be70f65b Fixed a direct access causing endian problems
svn-id: r29519
2007-11-16 22:59:40 +00:00
Nicola Mettifogo
058009a113 Refactored language selection code.
svn-id: r29518
2007-11-16 22:03:39 +00:00
Max Horn
c8ce5b1865 Changed Audio::makeADPCMStream so that the stream passed to it can automatically be disposed
svn-id: r29517
2007-11-16 10:05:18 +00:00
Paul Gilbert
ca2641b70f Changed conversation guards so that the player talking will only be paused if there's another active conversation that's in the same room
svn-id: r29516
2007-11-16 08:59:18 +00:00
Paul Gilbert
fe690d5688 Bugfix for talk dialog not closing if the same character talks twice in immediate succession
svn-id: r29515
2007-11-16 08:54:38 +00:00
Paul Gilbert
6f23a38c12 Added guard to prevent a character being reset to a default direction frame after a call to SetDirection if they're already facing in that direction - fixes some characters alternating frames
svn-id: r29514
2007-11-16 07:47:43 +00:00
Paul Gilbert
4bfa437887 Bugfix to make player walk over to Goewin when talking to her
svn-id: r29513
2007-11-16 07:32:03 +00:00
Paul Gilbert
ced8d602a7 Bugfix to have NPC stand still during showMessage talk actions
svn-id: r29512
2007-11-16 06:53:18 +00:00
Gregory Montoir
de750efced added support for Adlib tracks
svn-id: r29509
2007-11-15 20:21:33 +00:00
Paul Gilbert
b95a102011 Fixes to parameters of script methods
svn-id: r29508
2007-11-15 11:33:16 +00:00
Paul Gilbert
61e8ad7a32 Bugfix to prevent characters occasionally facing one way whilst walking in another direction
svn-id: r29507
2007-11-15 10:07:46 +00:00
Nicola Mettifogo
0dc9a12db9 Removed an unclear (paranoid?) continue statement from the original engine. We are just doing a screen update more than the original this way. If this is bad, then we can go back, but for now, let the execution flow.
svn-id: r29505
2007-11-14 22:31:53 +00:00
Nicola Mettifogo
10caba3562 * centralized kEngineChangeLocation flag handling
* simplified runGame, moving flags testing into called routines

svn-id: r29504
2007-11-14 22:24:26 +00:00
Max Horn
193e59151c Improved the game desc naming in the drascula detection code
svn-id: r29503
2007-11-14 19:27:08 +00:00
Paul Gilbert
2a24ecaf9b Fixed clipping issues that were still occurring in some rooms
svn-id: r29500
2007-11-14 11:46:55 +00:00
Kostas Nakos
323cb4827f Moving the vitual keyboard show/hide hints during the copy protection screens to the scumm engine.
As the original code is slightly cryptic, there may be something wrong with MI1 (as commented)

svn-id: r29495
2007-11-13 19:41:35 +00:00
Johannes Schickel
be01daccdb - implemented opcodes:
-> o2_setHiddenItemsEntry 147
  -> o2_getHiddenItemsEntry 148
  -> o2t_fadeScenePal 3
- added o2t_playSoundEffect to the temporary opcode list

svn-id: r29494
2007-11-13 15:49:21 +00:00
Paul Gilbert
149e87ecfb Added guard to prevent one character's talk dialog interrupting another one that's already in-progress
svn-id: r29492
2007-11-13 09:49:43 +00:00
Paul Gilbert
3d796f4b53 Tweak to object walk to position calculations - NPCs will no longer get stuck in doors they close
svn-id: r29489
2007-11-13 08:47:25 +00:00
Johannes Schickel
c908a8a73f Implemented all timer handlers. (Cauldron animations work now)
svn-id: r29487
2007-11-12 20:04:44 +00:00
Filippos Karapetis
71d54d1d36 Added a workaround for a problematic object in Gorrister's chapter (Edna's key)
svn-id: r29486
2007-11-12 19:49:42 +00:00
Johannes Schickel
2e46b741a3 - Implemented opcodes:
-> o2_removeHandItem 43
  -> o2_makeBookOrCauldronAppear 42
- Implemented inventory WSA functionality

svn-id: r29485
2007-11-12 17:56:49 +00:00
Johannes Schickel
65c57841bd Fixes regression introduced with r29218.
svn-id: r29484
2007-11-12 16:35:46 +00:00
Paul Gilbert
16a4708adc Set Catriona to her correct rocking speed
svn-id: r29483
2007-11-12 10:30:23 +00:00
Paul Gilbert
7bf1b77f3c removeSounds was being called too early - it was setting the current area to that of the room being left, rather than the one being entered
svn-id: r29482
2007-11-12 10:09:33 +00:00
Paul Gilbert
705cf3cc87 Adjustments to the talk state machine so information dialogs (if any) correctly occur at the end of a conversation (such as giving the bar to Ewan)
svn-id: r29481
2007-11-12 09:53:10 +00:00
Paul Gilbert
6ccbfcf611 Correction to delay when two NPCs are talking together
svn-id: r29480
2007-11-12 09:16:00 +00:00
Max Horn
d2ee52abba Silencing some warnings
svn-id: r29479
2007-11-11 20:17:13 +00:00
Vincent Hamm
43437e6d74 Menu display fix
Linked objects implementation (barman)
The gameplay is now kind of working and it is possible to play at least the first part of the game

svn-id: r29478
2007-11-11 19:33:25 +00:00
Filippos Karapetis
6e6a864c17 Don't draw objects with negative x/y values. Now, "ghost" objects are no longer created in the top left corner of the screen when picked up/used. The creation of such ghost objects is a script bug which exists in the original interpreter of IHNM as well. Also, removed a relevant workaround for the note in the first screen of Gorrister's chapter, as it's no longer needed
svn-id: r29477
2007-11-11 18:12:55 +00:00
Vincent Hamm
1bae92f2e1 Implement dialogues
Detect french 256 colors version

svn-id: r29473
2007-11-11 01:04:40 +00:00
Vincent Hamm
31d04d98dc Fix relocation of objects relations
svn-id: r29472
2007-11-10 23:20:47 +00:00
Paul Gilbert
24303fb953 Expanded talk routines so that characters now properly stand still only when they're meant to
svn-id: r29471
2007-11-10 22:47:11 +00:00
Sven Hesse
5908728d4c Muting the compiler :P
svn-id: r29470
2007-11-10 19:51:06 +00:00
Vincent Hamm
34a696662a Fix boggus object state
svn-id: r29469
2007-11-10 19:47:07 +00:00
Sven Hesse
d624add742 Muting the compiler :P
svn-id: r29468
2007-11-10 18:24:23 +00:00
Vincent Hamm
faf78d582a -Cleanup strings
-Fix load saves from original interpreter
-Add all background merge functions

svn-id: r29467
2007-11-10 17:15:48 +00:00
Johannes Schickel
83eec141c8 - added some code to runLoop (currently commented out)
- little fix in handleInputUnkSub

svn-id: r29466
2007-11-10 14:51:18 +00:00
Filippos Karapetis
e375e983ba Added a workaround for a bug in the original game scripts of IHNM with Edna, when the knife is used with her. Fixes bug #1826871 - "IHNM: Edna's got two hearts but loves to be on the hook"
svn-id: r29461
2007-11-09 17:06:22 +00:00
Johannes Schickel
b29486e3de Implemented idle script handling.
svn-id: r29460
2007-11-09 16:52:39 +00:00
Paul Gilbert
5f6cb432fb Restoring a game now correctly fades out the current room like the original
svn-id: r29459
2007-11-09 08:22:09 +00:00