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path: root/engines/agi/agi.h
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2016-01-31AGI: vol system setting gets sent to scriptsMartin Kiewitz
Volume changes in ScummVM system menu now gets sent to scripts as well.
2016-01-31AGI: properly implement volume control + syncMartin Kiewitz
Original code did assume that AGI volume level is 0-15 (0 for silence, 15 for maximum volume). It actually is the other way. 0 is maximum, 15 is silence. Fixed that. Also implemented sync with ScummVM settings dialog. In case "mute" is enabled by the user, any volume changes done by scripts are ignored. Fixes Manhunter 1 Apple IIgs not getting sound anymore since the VM Var cleanup (the script volume change by the scripts didn't reach us before)
2016-01-31AGI: remove timer hack, implement in game timerMartin Kiewitz
in game timer is now updated, when scripts read in game timer VM variables and during main loop. ScummVM total play time feature is used for it. Game cycle syncing is done at the same time.
2016-01-31AGI: adjust getFlag(), setVar() and getVar()Martin Kiewitz
2016-01-31AGI: getflag/setflag/etc. cleanupMartin Kiewitz
renamed getflag() to getFlag() renamed setflag() to setFlag() renamed flipflag() to flipFlag() preagi: renamed setFlag for this engine to setWinnieFlag
2016-01-31AGI: VM Var code cleanupMartin Kiewitz
Don't access variables directly, but through method Shouldn't include any functional differences Also changed several hardcoded values to the corresponding enums.
2016-01-31AGI: copying between var + ego screen obj fixedMartin Kiewitz
We copied the wrong way see cycle.cpp This fixes the fan game 13th disciple. bug #3563 Also cleanup playercontrol variable is now a boolean
2016-01-29AGI: new font class createdMartin Kiewitz
moved font stuff into GfxFont class removed Mickey Mouse font data (is loaded from mickey.exe)
2016-01-29AGI: use Common::RenderMode instead of its ownMartin Kiewitz
AppleIIgs + Atari ST weren't available back then in the enum. They now are, so I can use the Common one.
2016-01-29AGI: graphics rewrite + cleanupMartin Kiewitz
- graphics code fully rewritten - Apple IIgs font support - Amiga Topaz support - Word parser rewritten - menu code rewritten - removed forced 2 second delay on all room changes replaced with heuristic to detect situations, where it's required - lots of naming cleanup - new console commands show_map, screenobj, vmvars and vmflags - all sorts of hacks/workarounds removed - added SCI wait mouse cursor - added Apple IIgs mouse cursor - added Atari ST mouse cursor - added Amiga/Apple IIgs transition - added Atari ST transition - user can select another render mode and use Apple IIgs palette + transition for PC versions - inventory screen rewritten - SetSimple command now properly implemented - PreAGI Mickey: Sierra logo now shown - saved games: now saving controller key mapping also saving automatic save data (SetSimple command) - fixed invalid memory access when saving games (31 bytes were saved using Common::String c_ptr() Special Thanks to: - fuzzie for helping out with the Apple IIgs font + valgrind - eriktorbjorn for helping out with valgrind - LordHoto for figuring out the code, that caused invalid memory access in the original code, when saving a game - sev for help out with reversing the Amiga transition currently missing: - mouse support for menu - mouse support for system dialogs - predictive dialog support
2015-05-19AGI: implement original sierra font, fix bug #6405Martin Kiewitz
custom font is still used for fanmade games i cannot test preAGI games, because I don't own those.
2015-05-15AGI: implement engine option to disable mouseMartin Kiewitz
engine option gets disabled for all Amiga games also disabled for certain fanmade games, which require a mouse. defaults to enabled mouse Engine options are not shown for previously detected games until those games get redetected If there is a way to handle those cases, please fix.
2014-02-18AGI: Make GPL headers consistent in themselves.Johannes Schickel
2013-05-11AGI: Fix bug #3600733 - "AGI FANMADE: function slowing down game"Filippos Karapetis
We now only test for events in testKeypressed() without updating the game cycle at all (NAGI doesn't update the game cycle either). This fixes the slowdowns in some animations where have.key() is issued, like Manannan's lightnings in the intro of KQ3 and the bullets in the intro of PQ1
2012-03-27AGI: Use the ScummVM dialogs for saving/loadingFilippos Karapetis
An option has been added to use the original ones, if needed
2012-03-26AGI: Fix compilation on NDS, broken due to predictive text changes.D G Turner
2012-03-25GUI: Move predictive dialog to common guiOleksiy Kurochko
2012-02-26COMMON: Move RenderMode and GUIOptions functionality into separate filesMax Horn
2012-02-15JANITORIAL: Fix whitespace in pointer template argTarek Soliman
2012-01-06AGI: Clean up predictive matchingWillem Jan Palenstijn
Specifically: * Don't enable the 'next' button in predictive mode when we don't have a full match. Doing this didn't make sense since you'd iterate over a seemingly arbitrary set of completions instead of all possible ones. * Do only a single binary search. * Fix the width of the mode button for mouse press detections.
2012-01-06AGI: Fix ignoring some exact matches in predictive inputWillem Jan Palenstijn
The matcher now always tries an exact match before trying an inexact one. Together with 41ba2433f, this fixes bug #3470080.
2011-12-12AGI: Remove two unused pure virtual methodsMax Horn
This avoid warnings, as these methods were being hidden by methods in subclasses with differing signatures.
2011-09-26AGI: Fix styleWillem Jan Palenstijn
2011-09-26AGI: Clean up save/load String usageWillem Jan Palenstijn
2011-09-26AGI: Fixed bug #3196882 - "KQ3: PCSpeaker affects render mode"Filippos Karapetis
2011-09-26AGI: Fixed the actual cause of bug #3295652, and partially fixed bug #3080415Filippos Karapetis
2011-09-26AGI: Fixed bug #3074570 - "AGI LSL1: TAB stops working after restart"Filippos Karapetis
Applied eriktorbjorn's patch from that bug tracker item (slightly modified), which is what NAGI does, and which fixes restarting in LSL1 and PQ1 (bug #2823762), and other AGI games that do not reset the controller keys when restarting.
2011-09-26AGI: Fix bug #3080041 - "AGI Mother Goose: White bar in intro"Filippos Karapetis
2011-09-25AGI: Switched to Common::String in the save/load codeFilippos Karapetis
2011-09-25AGI: Rewrite getSavegameFilename() so that it doesn't try to return a ↵Filippos Karapetis
pointer to a local variable
2011-08-14AGI: Make the sound code use AgiBase instead of AgiEngineMatthew Hoops
In preparation of using the sound code with Winnie
2011-08-13AGI: Switched booters detection to ADEugene Sandulenko
2011-08-13AGI: Further work on v1 opcode differenceEugene Sandulenko
2011-08-13AGI: Updates to V1 instruction table, plus an outcommented experimentJussi Pitkanen
The experiment tries to implement the program control of the V1 interpreter. Maybe it is better to add another method for doing that once the workings of it are more clear.
2011-08-13AGI: Implement loader for V1 "object" fileJussi Pitkanen
2011-08-13AGI: Fix and clarify IF expression handlingJussi Pitkanen
2011-08-13AGI: Implement loader for V1 words.tok dictionaryJussi Pitkanen
2011-08-13AGI: Implement common internal dictionary for different words.tok formatsJussi Pitkanen
Preparations for V1 words.tok support.
2011-08-13AGI: Add loader and detection for Black Cauldron booterJussi Pitkanen
2011-08-13AGI: Execute test commands only when neededJussi Pitkanen
2011-08-13AGI: Refactor interpreter core (somewhat akin to SCI)Jussi Pitkanen
* Instruction tables are now defined in opcodes.{cpp,h}. * Move opcode handlers from Agi::AgiEngine to Agi * Opcode handlers take as parameter a pointer to AGI state (AgiGame)
2011-08-13AGI: Simplify handling of IF conditionsJussi Pitkanen
Execute all test commands in a condition even when not strictly needed.
2011-08-13AGI: Use a jump table for test commands instead of switch/caseJussi Pitkanen
Preparations for V1 support.
2011-08-13AGI: Do not try to pass filenames of disk images from the detector to engineJussi Pitkanen
2011-08-13AGI: Implement resource loader for the DDP booter gameJussi Pitkanen
2011-08-13AGI: Detect the bootable floppy version of Donald Duck's PlaygroundJussi Pitkanen
Also create a framework into which more booter games can be added.
2011-06-02ENGINES: Change 2nd param of Engine::saveGameState to Common::StringMax Horn
2011-05-18AGI: Constify stuffMax Horn
2011-05-17AGI: Unify RandomSource instantiationMax Horn
This fixes a leak in PreAGI games (which never deleted their RandomSource), ensures that PreAGI's RandomSource has a name (and hence is registered with the event recorder) and even slightly simplifies the AgiEngine destructor.
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke