Age | Commit message (Collapse) | Author |
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These are flagged by GCC if -Wswitch-default is enabled.
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Trigger rect is the rect, that the user needs to click to
trigger the predictive dialog.
Previously cursor char got drawn, rect started right afterwards
In case cursor char is enabled, the rect will get adjusted
accordingly now.
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Shows a prompt window and pauses the game (just like original AGI
did, but original AGI only did it in Hercules rendering mode).
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- User option to force Hercules hires font for any rendering mode
- Also change mouse cursor hotspots from 1,1 to 0,0
- Fix inaccuracy in mouse controlled game menu
- Change render_Block(), drawBox(), drawDisplayRect() to use
upper Y instead of lower Y. Original AGI uses lower Y, but
upper Y makes upscaling way easier.
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Fixes one message box in Gold Rush during Stagecoach path,
that wasn't wrapped correctly.
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CID 1350104: regression from graphics rewrite in C64 picture drawing
CID 1350101: potential buffer overflow in set.simple command
CID 1350112: uninitialized variable in TextMgr
CID 1350113: false positive uninitialized variable in SystemUI
CID 1350114: potentially uninitialized variable in IIgsSample
CID 1350117: false positive uninitialized variable in InventoryMgr
CID 1350103: code bug in CGA rendering TextMgr::charAttrib_Set()
CID 1350109: false positive in GfxFont::loadFontAmigaPseudoTopaz()
CID 1350111: original AGI uninitialized memory issue
in SpritesMgr::showObject
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Space at the end of the string was handled inaccurately
Fixes kq1 text scrolling bug #7021
Rewrite was done in commit efb65324688f20cc534a25312f558f9264125762
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Original code wasn't accurate
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For Restart/Quit/Pause dialog
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processEvents() renamed to processScummVMEvents()
mainCycle() renamed to processAGIEvents()
have.key now sets up an inner loop and calls processAGIEvents()
to avoid any further cycle work processing
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Also remove _game.keypress, _game.msgBoxTicks
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original commit 8269a94bcd55200f7ae8aba00c7b6fd0d37b9a37
Now hopefully properly implemented.
Adjusted a few more inaccuracies
(we set v19 to 0, where we shouldn't have)
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This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
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Also a bit of cleanup
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renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
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Don't access variables directly, but through method
Shouldn't include any functional differences
Also changed several hardcoded values to the corresponding enums.
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AppleIIgs + Atari ST weren't available back then in the enum.
They now are, so I can use the Common one.
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- 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
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custom font is still used for fanmade games
i cannot test preAGI games, because I don't own
those.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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The length requested in this case is 250, which overflows a char variable
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The extra checks make sure that there isn't an extra line added at the
end of the string. They're added as a precautionary measure
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overdraws some of the text window" and removed some duplicate code
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svn-id: r55818
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This makes it easier to quit the game during the text box in the King's Quest 3
into, and probably other places as well.
svn-id: r49881
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Bug #2960563: "AGI: (Fan) SQ0: Text input field overdraws Text window".
Now our text wrapping code matches original.
svn-id: r49736
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Bug #2959630: "LSL1: Security in blackjack" fixed by partially
reverting r41241. Do not clear prompt without on disabling input.
svn-id: r49732
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