Commit Graph
86814 Commits
Author SHA1 Message Date
Paul Gilbert 1aa9181466 MADS: Cleanup and bugfixes for panning transition support methods 2015-02-14 15:34:11 -05:00
RichieSams 52adf5135b ZVISION: Check for point and style changes when early breaking from a font change 2015-02-14 12:06:30 -06:00
Willem Jan Palenstijn 58ef44eb8d SCI: Register and save playBed option to PlaySound
The playBed option is not handled yet, only stored. This increases
the savegame format version.
2015-02-14 16:06:55 +01:00
Willem Jan Palenstijn 26d55b09a8 SCI: Match SSCI channel reset order
It may or may not matter for a driver's voice mapping.
2015-02-14 16:06:55 +01:00
Willem Jan Palenstijn f1e34f11d7 SCI: Initialize voice counts in SCI1+ 2015-02-14 16:06:55 +01:00
Willem Jan Palenstijn 84d2414a7d SCI: Avoid resetting already unused channels 2015-02-14 16:06:55 +01:00
Strangerke 5ec05f6b64 ACCESS: MM - use PRINTSTR in several places, remove related TODOs 2015-02-14 15:19:40 +01:00
Paul Gilbert dae789369e XEEN: Fix _buttonValue check for moving through doorways 2015-02-14 08:36:40 -05:00
Filippos Karapetis 53a2c30cb0 ZVISION: Fix script bug #6791 (max value of delay_render)
This fixes the delay outside the Frobozz Electric building.
In all other places, delay_render is called with a value
ranging from 1 to 10, so the 100 here looks to be a script
bug, and causes an unnecessary long pause in that scene.
Thus, we're capping the frame delay value to 10.
2015-02-14 15:27:01 +02:00
Paul Gilbert cad435d9a0 XEEN: Fix default display of doors 2015-02-14 08:25:36 -05:00
Filippos Karapetis 9ce285a11e ZVISION: Also reference the script manager in ResultAction members 2015-02-14 15:08:28 +02:00
Filippos Karapetis 60c06b84b6 ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death"
Fixes an edge case where the player goes to the dark room with the grue
without holding a torch, and then quickly runs away before the grue's
sound effect finishes. Many thanks to eriktorbjorn for the original
workaround
2015-02-14 15:08:28 +02:00
Filippos Karapetis 14914b2a31 ZVISION: Add custom equality operators for game location
This makes the location checks more readable
2015-02-14 15:08:28 +02:00
Paul Gilbert b79d552c06 XEEN: Implemented drawDice 2015-02-14 07:32:38 -05:00
Paul Gilbert 9b0b0cd9e7 XEEN: Implemented exchangeAttribute 2015-02-13 23:48:02 -05:00
Paul Gilbert d225bc4cb3 XEEN: Implemented saveCharacter 2015-02-13 23:20:23 -05:00
Strangerke 2fe58fac48 ACCESS: MM - Fix a bug in doBox_v1, implement some TYPE_3 code 2015-02-13 07:20:31 +01:00
Paul Gilbert e16ecd110b XEEN: Implementing create chracter dialog 2015-02-12 23:16:20 -05:00
Paul Gilbert 2772cd33c1 XEEN: Implemented code for deleting characters in Party dialog 2015-02-11 23:37:03 -05:00
Paul Gilbert a39b0b24a1 XEEN: Fix changing selected character with mouse in various dialogs 2015-02-11 21:09:07 -05:00
Paul Gilbert 6548dd05e3 XEEN: Fix removing and adding chars to party in Party dialog 2015-02-11 21:04:05 -05:00
Paul Gilbert 2f39bd5cd2 XEEN: Fixes for display of party dialog 2015-02-11 20:04:38 -05:00
RichieSams 2d2cfbe005 ZVISION: Create temporary subtitle surfaces on the stack rather than the heap 2015-02-11 15:13:20 -06:00
RichieSams 8ecc5e52c5 ZVISION: Handle question text rendering manually, rather than forcing an entire screen refresh 2015-02-11 15:13:20 -06:00
RichieSams cff81cd70c ZVISION: Remove forced render to screen
timedMessage() is always called from the scripting system. Which is updated before the rendering system.
Therefore, the message will already be rendered this frame, when the renderingManager->update() is called.
2015-02-11 15:13:19 -06:00
RichieSams a851fa8e1a ZVISION: Refactor text rendering code in order to fix word wrapping
and clarify the logic. Fixes bug #6801
2015-02-11 15:13:19 -06:00
Strangerke 232775c5b3 ACCESS: MM - Implement cmdPushLocation 2015-02-11 07:23:30 +01:00
Paul Gilbert 50ae4f9522 XEEN: Refactored _partyCount and _partyMembers into the _activeParty array 2015-02-10 23:40:45 -05:00
Paul Gilbert e596178345 XEEN: Refactored drawing the party icons into a separate class 2015-02-10 19:28:45 -05:00
Paul Gilbert 8256f7c8df XEEN: Refacored face sprites loading into Roster and Character classes 2015-02-10 08:42:59 -05:00
Strangerke a54bb5e351 ACCESS: MM - Implement cmdSpecial0 2015-02-10 07:53:31 +01:00
Paul Gilbert a612dd686c XEEN: Further refactoring for party dialog setup 2015-02-09 22:01:01 -05:00
Paul Gilbert c798a55510 XEEN: More refactoring needed for party dialog setup 2015-02-09 21:34:03 -05:00
Paul Gilbert 62eb39515b XEEN: Some refactoring needed for resources the party dialog will need 2015-02-09 20:57:19 -05:00
Strangerke bdf3042174 ACCESS: MM - Implement cmdSpecial7 2015-02-09 19:34:32 +01:00
Paul Gilbert 55be1b82a8 MADS: Variable renaming in closestColor 2015-02-08 23:54:51 -05:00
Paul Gilbert 5e00b39cae MADS: Implementing code for panning screen transitions 2015-02-08 22:07:42 -05:00
Paul Gilbert ccb224d89a XEEN: In progress Dismiss dialog 2015-02-08 16:03:13 -05:00
Torbjörn Andersson cbbd1a9219 ZVISION: Set safe control state value after animation finishes
If we set it before the animation starts, the final turn of the
wheel won't be animated, because the puzzle will already be solved.
2015-02-08 15:47:20 +01:00
Torbjörn Andersson 8725f2cff2 ZVISION: Limit input text to the width of the input control
This is to prevent the player from entering ridiculously long
savegame descriptions.
2015-02-08 13:56:01 +01:00
Torbjörn Andersson b7b4e9cc58 ZVISION: Draw transparent text in original save dialog
Before this change, text was drawn in black boxes in Zork Nemesis,
so while this does make it look better (and more like the original)
this may actually make the text slightly harder to read. The
original dialogs allowed only upper-case letters, but I think that
it's better to leave that to the player.
2015-02-08 10:13:18 +01:00
Paul Gilbert a381c49c4d XEEN: Implemented bashing 2015-02-07 22:47:28 -05:00
Paul Gilbert d6e760552e XEEN: Implemented resting 2015-02-07 21:17:31 -05:00
Paul Gilbert 65ecc9b721 XEEN: Another fix for makeItem variable usage 2015-02-07 19:08:44 -05:00
Paul Gilbert 54ae7eb22a XEEN: Fix incorrect variable usage in makeItem 2015-02-07 19:00:21 -05:00
Paul Gilbert 996ce24083 XEEN: Fix writeString to constrain text to window 2015-02-07 18:43:05 -05:00
Paul Gilbert c313113f6b XEEN: Fix for switching modes and loading auto notes in Quests dialog 2015-02-07 18:32:37 -05:00
Paul Gilbert 528fce5ac4 XEEN: Fix headers and key handling in Quests dialog 2015-02-07 18:14:43 -05:00
Paul Gilbert 90db7872f1 XEEN: Implement Quests dialog 2015-02-07 18:02:03 -05:00
Torbjörn Andersson a0661328b9 SCUMM: Fix detection of the DoTT Maniac Mansion easter egg target
It's the key, not the gameid, that is the proper target name. In
my case, the key for that version of MM had the target name
"maniac-old" and gameid "maniac" (can you tell I've messed around
with this file a bit on my own?), so it tried to use "maniac" as
the target, which happened to be the target name for the enhanced
version instead.
2015-02-07 21:55:24 +01:00