73 Commits

Author SHA1 Message Date
Andrew Kurushin
343d59c9d4 implemented iso pathfinding
glitches: some tiles draws above figures

svn-id: r16935
2005-02-26 17:37:16 +00:00
Eugene Sandulenko
ff8094aad5 Combine actordata.cpp and objectdata.cpp into itedata.cpp. These are
ITE specific and from other hand IHNM has these data in resources.

svn-id: r16662
2005-01-28 12:54:09 +00:00
Andrew Kurushin
58ec0f0aad problems solved:
- Allow more than one script work at once
- Proper implementation of address methods

some opcodes may be broken - cause work in progress
todo: rewrite opcodes with new address functionality

svn-id: r16604
2005-01-21 21:55:54 +00:00
Eugene Sandulenko
001bb7c74e o Made ITEColors enum public in interface.h. Please use them. These colors
stay in each scene except intro and fade-in/fade-outs.
o Implemented status text coloring during work of auxiliary scripts.

svn-id: r16598
2005-01-19 11:29:29 +00:00
Andrew Kurushin
0ccf59faee partly implemented game objects
svn-id: r16595
2005-01-18 21:13:44 +00:00
Andrew Kurushin
b4b2e52df7 another step in verb implementation:
- objectMap responds to mouse move  (but respond script not run well ?)

loadStrings add some special count check
- so all other LUT based resource should implement this technique

svn-id: r16594
2005-01-18 15:01:21 +00:00
Andrew Kurushin
0b4fd4adbf - merged ActionMap and ObjectMap
- remove ActionMap.h & ActionMap.cpp
- ObjectMap names move to Scene::_sceneStrings as in original engine
- fix wrong StringsTable::stringsCount calculation

svn-id: r16592
2005-01-18 11:55:31 +00:00
Eugene Sandulenko
c9d0d4c840 Initialize converse properly.
svn-id: r16591
2005-01-18 10:45:36 +00:00
Eugene Sandulenko
a5c87d3620 Now it is possible to lead a conversation with use of keys (1-4).
Things which are missing:
  (a) mouse support due to incomplete interface implementation
  (b) arrows do not pop up by same reason mentioned above
  (c) scrolling does not work
  (d) kReplyOnce flag is missing due to wrong threads memory implementation

svn-id: r16589
2005-01-17 23:11:31 +00:00
Eugene Sandulenko
dab894fdd4 First batch of converse implementation in scripts. To see it type
'scene_change 33' in debugger.

svn-id: r16588
2005-01-17 20:17:06 +00:00
Andrew Kurushin
fe424ed5ae - added partial scene change by actor's walking (todo:entrance should be supported)
svn-id: r16568
2005-01-15 23:46:43 +00:00
Andrew Kurushin
2f20dd57c2 some work in progress on verb stuff:
- many structers and fields renamed to proper names
- added missing functions

svn-id: r16562
2005-01-15 20:12:49 +00:00
Andrew Kurushin
326dd0c255 - introduced SagaEngine::getTextString (for i18n it should route to corresponding string array)
- first step in verb implementation: proper button draw, keyboard respond 'w','l' &etc
- added comments and some fields to GameDisplayInfo

svn-id: r16554
2005-01-13 22:42:49 +00:00
Andrew Kurushin
244b227b19 - remove game.h & image.h
- all display information of current game goes to SagaEngine
- remove GameFontIds
- hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType()

svn-id: r16545
2005-01-11 21:10:36 +00:00
Eugene Sandulenko
133ff34cb4 o All fonts were mapped. Introduced new FONT_DONTMAP flag
o Implemented and tested converse drawing. Still some features like
  arrows and hardcoded values are present, and it is not used in scripts

svn-id: r16536
2005-01-11 00:51:58 +00:00
Eugene Sandulenko
df7f9eb182 Untested converse. Drawing isn't possible due to lack of needed information
in ITE_interface structure.

svn-id: r16533
2005-01-10 22:51:01 +00:00
Torbjörn Andersson
055231181e Removed unused variable.
svn-id: r16515
2005-01-10 07:42:43 +00:00
Andrew Kurushin
31ceb0bb71 - GameModule is gone
- structures renamed
- SagaEngine class gives all current game descriptions
regression : "verb" is broken cause work in  progress

svn-id: r16511
2005-01-09 23:41:22 +00:00
Andrew Kurushin
f3b8221dd6 rewritten sprite class
- sprites decoded on first load
- some speed optimization
- actors uses kExtended flag to append spriteList

svn-id: r16497
2005-01-09 15:07:49 +00:00
Andrew Kurushin
bdb1b1eb1c begining of verb implementation
introduced getObjectName

svn-id: r16491
2005-01-08 20:30:07 +00:00
Eugene Sandulenko
eb76ac619f o Last fixes for panels. Now they work like in original.
o Code formatting in scene.h

svn-id: r16479
2005-01-07 21:13:26 +00:00
Eugene Sandulenko
1fe593995d o Fix for popped up actors at initial scene fade out
o Stub for new Wyrmkeep demos with substituted scenes
o Converted some script func parameters to apropriate types
o More panel fixes

svn-id: r16472
2005-01-07 00:57:43 +00:00
Eugene Sandulenko
028a8e4302 Fix actor walking caused by wrong panel state
svn-id: r16446
2005-01-06 14:49:47 +00:00
Eugene Sandulenko
26d5810b81 Next batch of panel-related fixes. Still wrong.
NOTE: lines which start with `;' should contain calls to not yet
implemented subsystems like Conversation subsystem

svn-id: r16443
2005-01-06 14:02:53 +00:00
Andrew Kurushin
e733d05fef - added setup of followers position at start of scene
svn-id: r16423
2005-01-04 16:10:43 +00:00
Eugene Sandulenko
63be4b6435 o Started putting all panels stuff in order. Still incomplete
o Proper detection for Mac Wyrmkeep CD
o Support for wyrmkeep logos

svn-id: r16415
2005-01-02 20:29:27 +00:00
Max Horn
2664ca7eb1 oops, correct copyright string
svn-id: r16399
2005-01-01 16:20:17 +00:00
Max Horn
47280d9433 Updated copyright
svn-id: r16398
2005-01-01 16:09:25 +00:00
Andrew Kurushin
a66080b80a - some "actors walk" work progression
svn-id: r16308
2004-12-25 11:17:03 +00:00
Andrew Kurushin
db32aebfa0 - compile error fix
svn-id: r16300
2004-12-24 21:16:24 +00:00
Andrew Kurushin
2289ea371b - remove old stuff
- work on "walking" in progress

svn-id: r16298
2004-12-24 20:44:39 +00:00
Andrew Kurushin
3d9784f94d - rewriten actors action handling (now uses all original flags etc)
- added some script functions (swapactors...)
- many things were renamed according scummvm covention
- resource id definintions should begin with "RID_" prefix

- intro temporary broken - work in progress
todo:
- walking hanling also should be rewriten
- timings for speech and actor cycling should be more accurate

svn-id: r16263
2004-12-22 21:04:50 +00:00
Eugene Sandulenko
2fb8a8e453 o Moved GAME_* to SagaEngine object
o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM

svn-id: r16258
2004-12-22 13:09:47 +00:00
Andrew Kurushin
3f55bee199 - implemented perspective actors calculation
TODO: decodeRLESprite must do scale

svn-id: r16135
2004-12-19 13:38:11 +00:00
Andrew Kurushin
1724d00962 sprite loading fix in win demo
svn-id: r16119
2004-12-18 16:08:59 +00:00
Andrew Kurushin
79ce4de942 - all actors creates on start
- many parts renamed to proper names

regression: unexpected actor apeared while intro is played

svn-id: r16104
2004-12-17 20:38:17 +00:00
Torbjörn Andersson
c64c7eb4d4 First pass at migrating from the old Reinherit console to the ScummVM
console.

Some things are likely to have broken. For instance, I believe the old
console was could be visible during gameplay, while ScummVM's is modal. So
any place where we output something to the console during gameplay should
probably be removed.

Some things I've stubbed out. Basically any code that registers a variable.

Most of the debugging commands are untested.

Syntax may have changed because of different command-line parsing. (I never
actually used the old console, so I don't know for sure. :-)

Actually, I'm not that interested in reproducing the old console commands
faithfully. What we should do now is to make the immediately useful console
stuff work. Anything that remains unimplemented should probably be removed.

svn-id: r15976
2004-12-03 19:15:44 +00:00
Torbjörn Andersson
03c32f05b0 Temporarily disable the status bar in IHNM. The only place where we drew it
so far, it shouldn't be drawn. Eventually we could probably handle this
with yet another panel mode: no panel at all.

svn-id: r15882
2004-11-25 07:18:35 +00:00
Eugene Sandulenko
4295a17c23 o Make GAME_GetFileContext() more object-like
o Font::loadFont() now normally survives zero-length fonts as used in demos
o Removed unused SndRes::ITEVOC_Resample()
o Fixed playing of voice #4 on old DOS targets
o Implemented playing voices in VOX (Oki ADPCM) format
o Support of Win32 and Linux demos. There was old-style Win32 demo, which
  is not supported yet, same is with DOS demo.

svn-id: r15814
2004-11-15 03:03:48 +00:00
Torbjörn Andersson
c55ff57fc6 Initial inventory support.
svn-id: r15723
2004-11-07 14:15:41 +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)
svn-id: r15703
2004-10-30 22:34:08 +00:00
Paweł Kołodziejski
c7e5ab1f2d removed R_ prefix with few r_ too
svn-id: r15690
2004-10-27 21:32:28 +00:00
Eugene Sandulenko
b4df9bb2c1 Started to rework script threads. Partially moved to thread flags.
Scene skipping now works, but scripts aren't chained yet.

svn-id: r15688
2004-10-27 02:27:54 +00:00
Torbjörn Andersson
f9f5845e2d Made the usage of the Rect data type more consistent with the rest of
ScummVM.

Note that these are only the cases I was able to find in one morning. There
may be others left to fix. But I'm sure at least most of them will be found
when we start cleaning up the codebase a bit.

svn-id: r15641
2004-10-22 07:21:17 +00:00
Torbjörn Andersson
1e062a6d89 A bunch of mostly panel-related fixes for the ITE intro. Apart from the
numerous animation glitches, it's looking almost like the real thing now.

It's no longer possible to walk away during the intro. This should provide
a great incentive to implement the "Escape" feature. ;-)

svn-id: r15626
2004-10-21 06:49:11 +00:00
Gregory Montoir
43a62296cd pass arguments by reference-to-const rather than by value, it's usually more efficient...
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
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
bf905b2eeb More de-C'fying. Pass Point object instead of direct reference.
svn-id: r15458
2004-10-07 23:26:41 +00:00
Eugene Sandulenko
4dc49e713b Turn ObjectMap into real object.
svn-id: r15457
2004-10-07 23:02:19 +00:00
Eugene Sandulenko
f1ffeaf3ec o Convert some objectMap methods to more C++-like.
o Add stubs for unhandled scene resources in first scene
o Fix object map entry structure
o Fix bug with objject_info() debug command

All this was done in attempt to make room exits work until I realized that
they are different hit zone list which is activate at end of walk sequence.

svn-id: r15416
2004-10-05 02:16:26 +00:00