It:
o breaks intro, as now everything seems to be shifted.
o Shows problem at our firt scene where there is no inventory drawn
o Shows problem with our animation code, actor frames are wrong
o Draws actors upside down and probably at wrong location
o Due to incomplete implementation of whichObject() it crashes when
you hover over characters.
svn-id: r18952
* Use the script-specified text area for subtitles, if there is one.
* Fixed a word-wrapping bug that would happen if a new line began with a
space. I don't know about ITE, but IHNM puts two spaces after periods. Of
course, the case where I saw this happen will probably go away once we
start using the right font, but it could still happen elsewhere.
svn-id: r18890
array is large enough though.
These opcodes modify what I assume to be the game state, so that
information needs to be stored in the savegames. Not for ITE, though, so
savegame compatibility is not broken by this. (Not deliberately, at least.)
svn-id: r18885
The intro runs a whole series of animations. Each of these use animation
slot 0, like the original. Currently this means we leak a bit of memory for
each new animation.
More noticeably, we have no way of cancelling outstanding animation events,
so unless the animations finish on their own - as some of them do - the
events will just pile up, causing the animations to run faster and faster.
I don't know if implementing the remaining cutaway opcodes will fix this
automagically, or if we need to re-think our approach...
svn-id: r18878
is supposed to play at this point has resource number 32. _songTable[0]
contains the value 32 at this point, so song 0 is probably a valid music
request, and not a request to stop the music.
At the other end of the list, I believe the song number has to be *less*
than _songTableLen, not less or equal to it.
But feel free to revert this change if I'm messing things up.
svn-id: r18719
that the instruction wasn't fully read, so the next opcode would be wrong.
This is what caused it to crash.
To keep the game from hanging, I also allowed the engine to call the
_actors->direct() function for IHNM. This allows AM's intro speech to be
played in its entirety.
Since this includes the "hate" speech, I've removed that part from the
hard-coded intro. To get the right music playing, I've enabled the
sfPlayMusic() function for IHNM. This is pure guesswork, though. Once the
scene changes, the wrong music plays again. However, this is scene music,
i.e. not scripted.
It doesn't play the background sound. Looks like _fxTable[] isn't generated
for IHNM. More noticeably, until the scene changes it doesn't show any
graphics apart from the subtitles, which are drawn in the wrong colour and
(I believe) the wrong font.
svn-id: r18712
scene. But there are following problems:
o Inclomplete support for actors speech, so opSpeak is skipped
o For some weird reason actors do not appear at all. Actually code seems to
be trying to read only protagonist frames
o It crashes on reading sprites due to wrong input
svn-id: r18624