uruk
b941fe226d
CGE2: Unstub movie().
2014-07-14 18:04:16 +02:00
uruk
dbea97b7c4
CGE2: Remove unnecessary stub from loadHeroes().
2014-07-09 12:57:11 +02:00
uruk
55f91da1ee
CGE2: Remove unused local variable from loadScript().
2014-07-09 12:56:16 +02:00
uruk
ec88528080
CGE2: Remove unnecessary stub from cge2_main().
2014-07-09 12:53:51 +02:00
uruk
2f8abb06c3
CGE2: Implement Sound::open(), add stub for checkSaySwitch().
2014-07-09 12:46:49 +02:00
uruk
5a1383343f
CGE2: Rework number().
2014-07-09 11:33:02 +02:00
uruk
45da1e7c74
CGE2: Implement switchVox() and switchCap().
2014-07-09 11:17:30 +02:00
uruk
d0a6fa4ce2
CGE2: Implement switchColorMode().
2014-07-09 10:41:36 +02:00
uruk
b75d308697
CGE2: Rework CGE2Engine::locate().
2014-07-08 14:09:10 +02:00
uruk
c7aa91019b
CGE2: Replace NULL with nullptr everywhere.
2014-07-07 21:42:45 +02:00
uruk
e15f40978a
CGE2: Implement loading from the Launcher.
2014-07-04 19:07:38 +02:00
uruk
31bba2e38c
CGE2: Remove unnecessary warning and debug info from showTitle().
2014-07-04 18:59:33 +02:00
uruk
8b8216bf2c
CGE2: Fully implement the save/load system.
...
Now the toolbar is working too after loading.
2014-07-04 18:39:03 +02:00
uruk
ddf4f4598d
CGE2: Rename saveHeroPos() to storeHeroPos().
2014-07-04 13:01:29 +02:00
uruk
f155546ecb
CGE2: Partially working save/load system.
...
There's a mayor bug which blocks the toolbar from interaction after loading. To be investigated during the upcoming days.
2014-07-04 13:01:28 +02:00
uruk
b9dc93c451
CGE2: Heavily rework memory management of Sprites.
...
Hopefully it will solve a bunch of memory leak problems.
Now Spare is a central container, which stores pointers to every Sprite currently used by the engine.
Because of that, there's no more need for Queue's clear().
In case of snKill(), it's just a safeguard, since it's only used by the engine to "kill" the speech bubbles, but we will check Spare anyway, so it's the safest this way.
2014-07-04 12:58:46 +02:00
uruk
1305bc8aa8
CGE2: Add, implement and use saveHeroPos().
2014-07-04 12:58:45 +02:00
uruk
b6d4281917
CGE2: Call loadPos() from loadHero() instead of loadUser().
2014-06-29 21:38:46 +02:00
uruk
38a59bee3e
CGE2: Add skeleton for save/load system.
...
Also rename loadGame() to loadHeroes().
2014-06-29 20:36:54 +02:00
Strangerke
014d6bd9f0
CGE2: Hopefully fix compilation for GCC
2014-06-26 21:07:24 +02:00
Strangerke
3dd6c9f7aa
CGE2: Implement a couple of stubs
2014-06-24 22:14:19 +02:00
Strangerke
840eef8eb1
CGE2: Add a big hack to work around the coordinates issue
2014-06-23 18:10:05 +02:00
uruk
0eece817eb
CGE2: Fix releasePocket().
...
Now the inventory system is working as intended.
2014-06-23 13:11:54 +02:00
uruk
23adc159ef
CGE2: Implement busy() and revise connected parts of the engine.
2014-06-23 11:50:49 +02:00
uruk
e708c1e5cd
CGE2: Implement "quit menu".
...
Now the "main switch" on the menu panel is working.
Also move a couple of defines from cge2_main.h to cge2.h during the process.
2014-06-21 01:57:18 +02:00
uruk
fcd387553f
CGE2: Implement optionTouch().
...
Add stubs for called functions.
2014-06-19 12:30:44 +02:00
uruk
56c7df46d3
CGE2: Implement showing the selected item in the inventory.
...
Now the selected item's picture is blinking until deselected.
2014-06-19 11:34:25 +02:00
uruk
535b70934e
CGE2: Comment out code and add TODO in switchScene().
2014-06-19 10:44:00 +02:00
uruk
7a549f2693
CGE2: Implement offUse().
2014-06-18 23:34:26 +02:00
uruk
d85d3229e6
CGE2: Implement functions connected to inventory handling.
...
Also move closePocket() closer to the others and fix the stub message in busy().
2014-06-18 22:37:54 +02:00
uruk
26901479d3
CGE2: Fix initialization of _posTab.
...
Fixes a possible memory leak.
2014-06-17 15:38:24 +02:00
uruk
186d90e5b5
CGE2: Implement switching between scenes.
...
Minor modification in Spare again to do so.
2014-06-17 15:37:55 +02:00
uruk
c488c15289
CGE2: Rework Sprite::touch to use V2D for coords.
2014-06-15 21:29:32 +02:00
uruk
e3b5686c43
CGE2: Rename caves to scenes.
2014-06-15 21:23:14 +02:00
uruk
baffdd97e2
CGE2: Fix coordinates of mouse handling.
...
Now infoLine is working properly. Rework solidAt() to achieve that.
Also move spriteAt from talk.cpp to cge2_main.cpp, and remove the older version which didn't use V2D as a parameter.
2014-06-15 21:11:42 +02:00
Paul Gilbert
c48c585f88
CGE2: Fix loading of fixed-point integer values
2014-06-14 19:34:30 -04:00
uruk
3d63184fee
CGE2: Rethink Spare::dispose().
2014-06-14 19:46:18 +02:00
uruk
52fb03fc97
CGE2: Fix Sprite::touch().
...
Not it only takes action if the user actually clicked.
2014-06-13 22:19:41 +02:00
uruk
0bd781a3dc
CGE2: Implement releasePocket().
2014-06-13 19:52:28 +02:00
Strangerke
dfc94267d5
CGE2: Get somewhat better values
2014-06-12 21:05:19 +02:00
Strangerke
207f3c8be2
CGE2: Implement FXP code. Still WIP, loadTab to be fixed
2014-06-12 07:20:55 +02:00
uruk
63fa2d4906
CGE2: Simplify if-statements.
2014-06-09 23:34:40 +02:00
uruk
76fa66fc8c
CGE2: Fix endless loop regarding kCmdWait.
2014-06-09 23:20:46 +02:00
uruk
ba8bc2e40b
CGE2: Rework empty-checks of strings.
2014-06-08 12:55:19 +02:00
uruk
9afe6bd570
CGE2: Add, implement and use Map.
2014-06-08 09:53:47 +02:00
uruk
0cad1988e4
CGE2: Remove unnecessary variable from System::touch().
2014-06-07 21:07:46 +02:00
uruk
bb216eba2f
CGE2: Implement System::touch().
2014-06-07 20:33:52 +02:00
uruk
acb81c5e74
CGE2: Fully implement caveUp().
...
Also implement connected parts of Hero.
2014-06-07 19:44:16 +02:00
uruk
152d795b45
CGE2: Implement InfoLine.
...
Move initialization of _font, so it precedes _infoLine's and doesn't cause more problems.
2014-06-06 22:07:32 +02:00
uruk
f2c0069765
CGE2: Change BitmapPtr *_shpList -> BitmapPtr _shpList.
...
Update rest of the code accordingly.
2014-06-06 14:57:34 +02:00