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
NULL it'll use the English string instead. It seems unnecessary to store
the same string twice, even if it's possible that the compiler is smart
enough to eliminate the duplicates.
Either way it doesn't make much difference now, but we may want to add the
intro strings to the getTextString() mechanism eventually. In that case
most of the credits would be duplicates, for instance.
svn-id: r16560
hardcoded, but I'll save that for later :)
o Eliminated all leftovers of previous language loader. If you'll spot another
one, just remove it silently.
svn-id: r16556
- first step in verb implementation: proper button draw, keyboard respond 'w','l' &etc
- added comments and some fields to GameDisplayInfo
svn-id: r16554
* Added speechCoords to the SpeechData structure so that talking actors
don't drag their speech subtitles with them just because they're moving
and talking at the same time. (Could this also be useful for non-actor
speech?) If the actor has multiple strings, the coordinates are updated
for each new string.
* Made speechColor and outlineCoor arrays so that simultaneous speech (i.e.
where several actors are talking at the same time) multi-coloured. This
is completely untested, though.
* Used getBlack() to get the black colour for the text outline. The
original uses a constant, but we could always make getBlack() return
that constant, if we want to.
svn-id: r16550
it changes to the link. I'm guessing that the last frame in the animation
is identical to the first frame in the link.
The original calls SetAlarm(&deltaAlarm[i], delta->timer) between each
frame, but amends itself by calling SetAlarm(&deltaAlarm[i], 0) when the
link happens. I'm trying to simulate that effect by using 0 as frame time
instead of anim->frame_time. I think that's the right thing to do.
svn-id: r16548
- all display information of current game goes to SagaEngine
- remove GameFontIds
- hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType()
svn-id: r16545
used in the intro. That way, if the IHNM demo plays an intro we'll use the
first voice file both for the demo and the full game.
Eventually we'll need to implement switching between different voice files,
of course, but that can wait.
svn-id: r16542
MIN() and MAX(). I then removed util.h from a bunch of files which I don't
think need it any more. (Please let me know if I got too blood-thirsty!)
This reverts some of the changes I made this morning.
svn-id: r16541
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