[Scummvm-devel] [Scummvm-cvs-logs] SF.net SVN: scummvm:[42874] scummvm/branches/gsoc2009-draci/engines/draci

Robert Špalek rspalek at gmail.com
Wed Jul 29 03:26:32 CEST 2009


hi Denis,

On Tue, Jul 28, 2009 at 6:02 PM, <dkasak13 at users.sourceforge.net> wrote:

> Revision: 42874
>          http://scummvm.svn.sourceforge.net/scummvm/?rev=42874&view=rev
> Author:   dkasak13
> Date:     2009-07-29 01:02:50 +0000 (Wed, 29 Jul 2009)
>
> Log Message:
> -----------
> * Implemented GPL function ActPhase (as Script::funcActPhase())
>

I would rename it to CurrentPhase, because that's what we meant.  we used
Act as an acronym for Actual, because the Czech word for current is aktualni
and we believed that was the proper English translation.  now that I
actually speak English, I know that the word is current.


> * Trivial implementation of the Play GPL command


that won't really work until you change your loop method to implement
various modes like in the original game.  basically, based on the mode, the
original loop function exited when some event happened, such as the hero has
arrived at a pointed spot, or some animation finished.  the same loop was
also used as the main interactive game loop.

we have two such modes defined, because the loop can be called within itself
via a GPL command:

G_LoopStatus:
- ordinary = the user is clicking with the mouse and expecting interactivity
- inventory = the inventory is opened and we are selecting an item
- dialogue = we are inside a dialog

G_LoopSubStatus:
- ordinary = nothing is going on
- strange = waiting for the end of some action called from a GPL program
- talk = someone is talking, we are waiting until he's finished

I'd be more than happy if you design things such that these modes are more
transparent, but I haven't done any research yet on whether this would be
practical.

-- 
Robert Špalek <rspalek at gmail.com>
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