Andrew Kurushin
50c2d8954d
finally Resource manager rewritten:
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
2005-07-19 19:05:52 +00:00
Lars Persson
4ea61fb13e
Remove packing on Color, as it was n't needed. Keeping packing on PalEntry
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svn-id: r18531
2005-07-10 15:23:36 +00:00
Max Horn
40ecfe03ec
No reason to pack ClipData; since it's not a POD-type, that wouldn't be valid anyway. Likewise for Surface.
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svn-id: r18530
2005-07-10 14:39:04 +00:00
Lars Persson
b3aac821fd
1. Fixed divide by zero defect (exception on my symbian target, Windows just return max val)
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2. Fixed so Saga compiles for VC6.
3. Added GCC_PACK & pragma pack to gfx.h
svn-id: r18527
2005-07-09 23:07:46 +00:00
Andrew Kurushin
150fe60d88
code cleanups
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transitionDissolve -> gfx
del sdebug
svn-id: r18524
2005-07-09 17:11:41 +00:00
Andrew Kurushin
c2f1691bad
gfx rearangement
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code cleanups
svn-id: r18523
2005-07-09 16:23:45 +00:00
Andrew Kurushin
d944bd7793
implemented per scene actors clipping
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so last sequence should look much better (not perfect)
svn-id: r18516
2005-07-08 16:56:03 +00:00
Eugene Sandulenko
cdead6d57b
- Stripped down unused SURFACE parameter in palette-related functions
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- Fixed scenes glitch when loading saved game. This is done by closing
load window right after game is loaded which differs from original but
seems more logical to me
- Fixed wrong palette when Dragon maze was loaded from a savegame. We just
didn't process Palette resource for it.
svn-id: r18494
2005-07-05 15:15:35 +00:00
Torbjörn Andersson
2e868658da
Cleanup.
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svn-id: r18491
2005-07-04 07:47:04 +00:00
Torbjörn Andersson
68907449b7
Use #include "file" instead of #include <file> for consistency.
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svn-id: r18443
2005-06-23 20:20:27 +00:00
Eugene Sandulenko
6e68d8927e
Fix bug #1216439 "SAGA: run-length slice typo in online source". Actually
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I just zapped custom line drawing routine and use that one from OSystem.
svn-id: r18368
2005-06-09 00:42:16 +00:00
Eugene Sandulenko
65ade039ec
o Fix save/load. Now it restores game properly but still at exit #0 .
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o Proper background for inset rooms. Crowd is gone now.
o Draw black border around inset rooms.
svn-id: r17744
2005-04-22 01:38:27 +00:00
Eugene Sandulenko
0523480a70
Applied patch #1106775 "SAGA colours". This simplifies code considerably, and
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moreover getBlack() didn't always work correctly for some reason. If IHNM
uses different colors we will switch to variables, but that could be addressed
later or at least when someone will start to work on it more time than now.
svn-id: r16647
2005-01-27 20:07:04 +00:00
Torbjörn Andersson
139f57a29d
Use the same hard-coded cursor image and colours as the original ITE
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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
2005-01-15 13:41:57 +00:00
Torbjörn Andersson
cfe84492ad
Placard functions are now event-driven, so the blocking palette faders are
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no longer needed.
svn-id: r16450
2005-01-06 16:07:46 +00:00
Max Horn
2664ca7eb1
oops, correct copyright string
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svn-id: r16399
2005-01-01 16:20:17 +00:00
Max Horn
47280d9433
Updated copyright
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svn-id: r16398
2005-01-01 16:09:25 +00:00
Torbjörn Andersson
a5656fa83e
Implemented the "placard" functions, because they're such a nice visual
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feedback that something right is happening.
svn-id: r16371
2004-12-29 16:10:53 +00:00
Max Horn
e1cc9b9e59
Make use of new graphic primitives (untested, I don't have saga -- please don't kill if this breaks, it should be trivial for you to fix it :-)
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svn-id: r15888
2004-11-25 23:51:52 +00:00
Eugene Sandulenko
31e434dcf1
Fix a`ll engines. They work, though current fix is just temporary.
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There are plans to add some brains to GameDetector class, which will let us
avoid passing detector to init() method.
svn-id: r15873
2004-11-24 00:14:21 +00:00
Eugene Sandulenko
e5cc4c629a
o Restore cursor after walkthrough
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o Add cursor events
o Hide cursor during intro
svn-id: r15844
2004-11-20 00:05:50 +00:00
Max Horn
4126001b86
Turn some methods into functions (potentially gives better code, and we may want to move some of those into the graphics/ module one day)
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svn-id: r15703
2004-10-30 22:34:08 +00:00
Max Horn
06c46fe423
Let Saga::SURFACE inherit from SURFACE
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svn-id: r15702
2004-10-30 22:13:48 +00:00
Paweł Kołodziejski
c7e5ab1f2d
removed R_ prefix with few r_ too
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svn-id: r15690
2004-10-27 21:32:28 +00:00
Gregory Montoir
43a62296cd
pass arguments by reference-to-const rather than by value, it's usually more efficient...
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svn-id: r15477
2004-10-08 19:58:49 +00:00
Eugene Sandulenko
94d9a2149b
Implement scene change via exits. You still cannot leave first scene
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because it goes to now buggy isometric level. Use debugger to switch
to some word, say, in Dog Castle and there you may go between rooms.
svn-id: r15462
2004-10-08 01:22:39 +00:00
Eugene Sandulenko
8b7740d8af
R_POINT -> Common::Point, R_RECT -> Common::Rect. Less R_ prefixes.
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svn-id: r15414
2004-10-04 23:09:38 +00:00
Eugene Sandulenko
415400f24e
Move TEXT_* to SagaEngine class.
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svn-id: r14450
2004-08-03 00:40:16 +00:00
Jonathan Gray
7846a6ed61
move static vars to private members
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svn-id: r14434
2004-08-02 11:27:50 +00:00
Jonathan Gray
0bbeb61f5e
merge gfx_mod.h into gfx.h and stick functions into a class
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svn-id: r14419
2004-08-01 11:48:53 +00:00
Eugene Sandulenko
86c055b796
Make sure cursor is always white
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svn-id: r13750
2004-05-02 16:32:28 +00:00
Eugene Sandulenko
90a876798a
Merged sysgfx.cpp and gfx.cpp to gfx.cpp
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svn-id: r13726
2004-05-02 00:00:39 +00:00
Paweł Kołodziejski
b3fe9ee32a
indent
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svn-id: r13693
2004-05-01 07:32:48 +00:00
Max Horn
ae1b03a1f5
More ScummVMification
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svn-id: r13624
2004-04-25 15:14:46 +00:00
Eugene Sandulenko
f3d340fb0c
WIP for SAGA engine.
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o text formatting is not consistent with rules, just indent utility is too
dumb for that
o it does not use OSystem, i.e. it runs on direct SDL calls
o it may not even compile on your box
o if you enable it, expect zillions of warnings
o no sound
Now it runs ITE intro as reinherit did
svn-id: r13564
2004-04-12 21:40:49 +00:00