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2018-03-23XEEN: Redraw party after loading a savegamePaul Gilbert
2018-03-23PSP2: prevent accidental clicks when moving pointer using touchrsn8887
2018-03-23BLADERUNNER: Add Game Time classThomas Fach-Pedersen
Not yet used.
2018-03-23JANITORIAL: Fix formattingAdrian Frühwirth
2018-03-23BLADERUNNER: Add missing break to switch statementAdrian Frühwirth
Confirmed missing by peterkohaut (and gcc7).
2018-03-23JANITORIAL: Silence GCC 7 fallthrough warningAdrian Frühwirth
Confirmed intentional by Joefish.
2018-03-23JANITORIAL: Silence GCC warningAdrian Frühwirth
2018-03-23JANITORIAL: Silence GCC 7 fallthrough warningAdrian Frühwirth
This wasn't explicitly marked as intentional but it very much looks it. Committing separately in the unlikely case this needs to be reverted.
2018-03-23JANITORIAL: Silence GCC 7 fallthrough warningsAdrian Frühwirth
2018-03-23HUGO: Remove unnecessary call to setSeed()Adrian Frühwirth
Initializing Common::RandomSource's seed with a fixed value will always yield the same sequence of pseudo-random numbers which is probably not desirable. Since the constructor takes care of initializing the seed properly doing so manually is not needed.
2018-03-23AVALANCHE: Remove unnecessary call to setSeed()Adrian Frühwirth
There is no need to initialize Common::RandomSource's seed with _system->getTimeAndDate(time) as its constructor already initializes it with g_system->getMillis().
2018-03-23XEEN: Fix equpping armorPaul Gilbert
2018-03-23XEEN: Fix crash getting experience from Vertigo mayorPaul Gilbert
2018-03-22XEEN: Fix reading entirety of message in Vertigo warehousePaul Gilbert
2018-03-22XEEN: Fix conditions that prevent characters doing actionsPaul Gilbert
2018-03-22XEEN: Fix roster characters going invalid during savingPaul Gilbert
2018-03-22XEEN: Add original copy protection dialogPaul Gilbert
2018-03-22XEEN: Fix bought items going into correct character's inventoryPaul Gilbert
2018-03-22XEEN: Fix implementation of breakAllItemsPaul Gilbert
2018-03-22COMMON: Fix UB, left shift of negative valueAdrian Frühwirth
2018-03-21XEEN: Don't allow GMM load/save on the main menus or intro/end cutscenesPaul Gilbert
2018-03-21TUCKER: Use kLastSaveSlot where appropriateAdrian Frühwirth
2018-03-21JANITORIAL: Fix indentationAdrian Frühwirth
2018-03-21TUCKER: Add Location enumAdrian Frühwirth
2018-03-21I18N: Update translation (Italian)Walter Agazzi
Currently translated at 100.0% (962 of 962 strings)
2018-03-20XEEN: Fix GMM savegame loads were waiting until a turn had passedPaul Gilbert
2018-03-20XEEN: Fix transferring items between characters in items dialogPaul Gilbert
2018-03-20TUCKER: Remove unhelpful commentAdrian Frühwirth
Code matches disassembly and works like in the original. I can't spot anything out of the ordinary with regards to audio playback either.
2018-03-20TUCKER: Reset panel type to normal after loading a savegameAdrian Frühwirth
2018-03-20TUCKER: Remove superfluous workaround for Trac#4156Adrian Frühwirth
Despite what the comment says this does not seem to be in the original game and I cannot replicate this in either the original or a current ScummVM build. It is highly likely that this was one of several sprite offset bugs which were present in our implementation earlier but which have since been fixed.
2018-03-20CREATE_PROJECT: Place libs requiring symbols before libs providing themBastien Bouclet
In the CMake generator. So the linker can resolve the symbols it marked as unresolved as it walks the libraries. Fixes building ResidualVM with msys2 from Qt Creator on Windows.
2018-03-20BLADERUNNER: Simplified detection tablesEugene Sandulenko
2018-03-20PSP2: fix touch sometimes not directly under fingerrsn8887
2018-03-19XEEN: Fix Items dialog header when an item is selectedPaul Gilbert
2018-03-19XEEN: Fix whether events are checked after openGrate callsPaul Gilbert
2018-03-19XEEN: Fix setSpeedTable crash after missed ranged attackPaul Gilbert
2018-03-19XEEN: Standardize on a single SPELLS_PER_CLASS definePaul Gilbert
There was previous confusion because characters can have a maximum of 39 spells for their class. But the spell list for each class has 40 entries, of which the last one, #39, is always the 'No Spell' value
2018-03-19TUCKER: Work around original game bug when using the map in the mall in part ↵Adrian Frühwirth
three If you don't have the appointment card yet and use the map to go to Seedy Street Bud ends up being teleported back to the mall. Because of the destination coordinates which warp Bud past x==583 Violet's logic, which makes him refuse Bud entrance to the dentist, triggers. On top of that the graphics end up all garbled which indicates that even worse things happen under the hood. To work around this we only trigger Violet if Bud actually _walked_ past the trigger coordinates (as opposed to using the map). This fixes Trac#10452.
2018-03-19TUCKER: Implement workaround for original script bug mentioned in commit ↵Adrian Frühwirth
23fd97c99a
2018-03-19BLADERUNNER: Fix bug with path generator in GenericWalkerA actorEugene Sandulenko
2018-03-19BLADERUNNER: Mark a bug in original codeEugene Sandulenko
2018-03-19TITANIC: Fix small memory leakTorbjörn Andersson
2018-03-19I18N: Regenerate translations data fileThierry Crozat
2018-03-18XEEN: Fix crash on Cast Spell dialog for non-spell castersPaul Gilbert
2018-03-18XEEN: Fix glitched border of Identify Monster dialogPaul Gilbert
2018-03-18XEEN: Fix Town Portal town selection dialogPaul Gilbert
2018-03-18XEEN: Don't show a 'None Ready' spell in spell selection dialogPaul Gilbert
2018-03-18XEEN: Fix spells list selection for Vertigo guildPaul Gilbert
2018-03-18XEEN: Add an enum SpellsCategory enum, code simplification using itPaul Gilbert
2018-03-18TUCKER: Actually implement mof opcodeAdrian Frühwirth
When the 'mof' opcode was added in commit 1946dead77 it was implemented as a NOOP, but what it actually should do is disable the mouse (set _cursorState to kCursorStateDisabledHidden). This is used in at least the Spanish and Polish versions of the game to work around an earlier script bug which allowed the player to use the mouse while freeing the professor in part two. This commit fixes the 'mof' instruction so that the original script works as intended in those versions that ship with the fix. TODO: Add a workaround for those game versions which don't do the 'mof' themselves.