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path: root/engines/agi/agi.h
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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
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-04-28JANITORIAL: Format forward declarations to follow conventionOri Avtalion
2011-04-18COMMON: Rename Error to ErrorCode, introduce new Error classMax Horn
2011-04-14ALL: centre -> centerMax Horn
2011-04-14ALL: colour -> colorMax Horn
2011-03-05AGI: Kill the timer based counterdhewg
Using the timer mechanism for just a simple counter is not just overkill, its also inaccurate. When using a call frequency of x, and waiting for y callbacks, the passed time will not be x*y. The problem amplifies on slower platforms and/or fair thread schedulers. Use absolute times instead. Most notably, the walking speed of the avatar is now smooth on android, but probably on all other handhelds we support too.
2011-01-05AGI: cleanupMax Horn
svn-id: r55124
2010-10-26AGI: Replace report() macro by debug() / warning()Max Horn
This makes AGI quite a bit less noisy by default. svn-id: r53868
2010-10-15ENGINES: Enhance namespace comments a bitMax Horn
svn-id: r53484
2010-10-15AGI: Fix some code analysis warnings (bug #3087825)Eugene Sandulenko
svn-id: r53470
2010-08-25AGI: Respect mute settingEugene Sandulenko
svn-id: r52373
2010-07-02AGI: Removed the deprecated (and confusing) getGameId() function inside the ↵Filippos Karapetis
AgiEngine class, and fixed a related bug, too svn-id: r50607
2010-06-21AGI: Turn some more AGI static functions into AgiEngine methodsMax Horn
svn-id: r50127
2010-06-21AGI: Change a static var to member var AgiEngine::_lastTickTimerMax Horn
svn-id: r50126
2010-06-21AGI: Turn timerHack and curLogic into AgiEngine members; get rid of some ↵Max Horn
#defines svn-id: r50125
2010-06-21AGI: Change AGI commands/opcodes to member methodsMax Horn
svn-id: r50124
2010-06-19AGI: Get rid of GID_SQ0Max Horn
svn-id: r50049
2010-06-18AGI: Change some #defines to enumsMax Horn
svn-id: r50033