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2017-08-11AGI: PREAGI: Add one more missing break statementEugene Sandulenko
2017-08-11AGI: PREAGI: Add missing break statementsEugene Sandulenko
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC.
2017-08-06JANITORIAL: Silence some GCC 7 warningsTorbjörn Andersson
We have lots and lots of -Wimplicit-fallthrough warnings, and I don't know if it's worth fixing them or not. But if we want to, this is how it can be done.
2017-02-25AGI: always stop sound/music, when calling restore/save since 2.272Martin Kiewitz
and therefore set the "fully played"-flag/variable, so that scripts don't block forever in for example Police Quest 1 poker back room. Fixes bug #9706 Thanks waltervn
2017-02-24AGI: act on exitAllLogics in testIfCode (fixes bug #9707)Martin Kiewitz
Thanks waltervn for finding this one. Was a regression caused by the timer heuristic for detecting bad script code. When the heuristic identified being in an inner timer loop, it told ScummVM to sleep + process events. During that time a restore can get triggered by the user via GMM. When that happens, the restore is executed immediately. When still being inside testIfCode(), it may happen that execution goes beyond the end of the current logic incl. error/crash. TODO: maybe better change GMM as a whole for AGI, that restores are always processed in a delayed way after main loop got processed once?
2017-02-23AGI: Clean up VM opcode handlingMartin Kiewitz
so that invalid opcodes won't crash ScummVM anymore
2017-02-11AGI: Hold-key-mode fixMartin Kiewitz
Original AGI only created a stationary event, when the last pressed direction key was released. We do that now as well. Makes cursor in MH1 behave properly. Thanks to waltervn for pointing this out.
2017-02-10AGI: Make MH1 nightclub arcade sequence slower for AppleIIgsMartin Kiewitz
Thanks waltervn for pointing this issue out AppleIIgs adjustment tables had to be extended, because the first 3 arcade sequences were running way too fast, while the last one ran fine and all of those are part of one single room.
2016-11-29ALL: Remove comma before the word 'instead'Ben Castricum
2016-10-12AGI: Make TIME_DELAY 0 to set the game to 40 fpsMartin Kiewitz
Original AGI TIME_DELAY 0 made the game run as fast as possible. We didn't go that far, but it still seems to run too fast. This should hopefully fix that. See bug #9607
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-09-03JANITORIAL: Fix include statementsEugene Sandulenko
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander Tkachev
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over.
2016-06-05AGI: More class initializationEugene Sandulenko
2016-06-05AGI: Clean up object initializationEugene Sandulenko
2016-05-29Merge pull request #764 from salty-horse/agi_audioEugene Sandulenko
AGI: Reduce audio header dependencies
2016-05-25JANITORIAL: Remove unnecessary semicolonsTorbjörn Andersson
2016-05-22AGI: Fix invalid read (/crash), when shaking screenMartin Kiewitz
Was a regression caused by commit e1c36a52b561463217e22687605d2f4f1dc33be6 (upscaling + hercules font support) Thanks to salty-horse for reporting this issue
2016-05-22AGI: Reduce audio header dependenciesOri Avtalion
2016-05-17AGI: Remove useless code.Eugene Sandulenko
We set vtEntries to SCREENOBJECTS_MAX, thus, the loop for (i = vtEntries; i < SCREENOBJECTS_MAX; i++) is a no-op.
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene Sandulenko
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
2016-05-10AGI: Safer string copyingEugene Sandulenko
2016-05-07AGI: Reset all timers on startupEugene Sandulenko
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-04-13AGI: Move predictivedialog.h out of agi.hOri Avtalion
2016-03-23AGI: Fix inaccurate predictive dialog trigger rectMartin Kiewitz
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.
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-02-28AGI: Remove comma from "Pause when entering commands"Martin Kiewitz
2016-02-28AGI: Add optional "pause, when entering commands" featureMartin Kiewitz
Shows a prompt window and pauses the game (just like original AGI did, but original AGI only did it in Hercules rendering mode).
2016-02-28AGI: Fix small memory leak in Hercules font loaderTorbjörn Andersson
2016-02-28AGI: Set monitor VM var to EGA for Hercules renderingMartin Kiewitz
Original AGI Hercules rendering was restricted by the Hercules resolution, which is why they had to remove the AGI prompt and replace it with a prompt window like the one used in SCI. We are not and even when we support that prompt window, we will still support the original AGI prompt even for Hercules rendering. Maybe some games had special graphic code, when Hercules rendering is active. This needs to get checked. We are now telling the scripts that we are running on EGA, so that they don't put text at different coordinates. Hercules rendering also used a different grid for putting text for example Space Quest 2 right at the start. This change avoids problems with such placement. We don't really want to restrict ourselves by implementing that different text grid resolution. Also added comments on game feature flags.
2016-02-28AGI: Disable font loading from HGC_GRAF.OVL (AGI3)Martin Kiewitz
It seems Sierra basically put a low res font in there, so it's useless. We should rather directly use the PC BIOS font in those cases. The code could be useful at some point in case we add support for the AGI3 Hercules rendering, although I think it looks worse, because graphics are basically "compressed".
2016-02-28AGI: Hercules rendering for game screenMartin Kiewitz
2016-02-27AGI: Add support for upscaling and Hercules hires fontMartin Kiewitz
- 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.
2016-02-25AGI: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-02-25AGI: Add detection for 13th Disciple 1.01 bug #7010Martin Kiewitz
2016-02-20AGI: Add detection for fan games with broken volume bug #7035Martin Kiewitz
Plenty of fan games set volume to mute, because they thought 15 would be loudest. It's in fact "mute" in AGI. Those games were made primarily for PC AGI, which did not use the volume setting. We do, so such games would get muted audio. We try to detect such games. Hopefully fully fixes bug #7035. Too many games to try them all out.
2016-02-20AGI: Added comments about Black Cauldron+KQ2, removed warningMartin Kiewitz
Also removed old comments about testing needed for IIgs Also removed warning when game speed is overwritten for IIgs, b/c all games were tested and should run properly now.
2016-02-19AGI: Comment about another artificial delay situationMartin Kiewitz
Gold Rush, Stagecoach path, after solving steep hill
2016-02-19AGI: Fix a tiny inaccuracy in string word wrapperMartin Kiewitz
Fixes one message box in Gold Rush during Stagecoach path, that wasn't wrapped correctly.
2016-02-19AGI: Add artificial delay for GR stagecoach pathMartin Kiewitz
2016-02-19AGI: Slightly change artificial delay to detect GR muleMartin Kiewitz
Now also detects the text, that is shown when following your mule in Gold Rush!
2016-02-19AGI: Fix comment about end.of.loop/motionMartin Kiewitz
2016-02-19AGI: Add detection+workaround for endofloop+motion at the same timeMartin Kiewitz
Detects when end.of.loop + motions are used on the same screen object at the same time, which would have resulted in flag corruption in the original interpreter. We detect this situation now, show a warning and disable the cycler in case cycler was activated first. This solves a new issue in kq1, when grabbing the eagle in room 22, that was previously hidden just like in the original AGI. Fixes bug #7046
2016-02-19AGI: Save screen object loop_flagMartin Kiewitz
loop_flag was previously vt.parm1, which was shared for multiple uses. Was split up during graphics rewrite in commit 8a595e7771aa89d06876e13d7ab6751e26da8982 Is indirectly part of bug #7046. Saving, restarting ScummVM and restoring right after grabbing the eagle resulted in the glitch not happening (which was of course an inaccuracy anyway). This was caused by AGI currently not saving/restoring the loop_flag. Needs to get further figured out what's exactly happening internally and if this issue was just hidden by the shared vt.parm1 in previous versions. If triggered, it would have just set another pseudo-random flag on end-of-loop.
2016-02-18AGI: Add missed commaEugene Sandulenko
2016-02-18AGI: Apple IIgs time delay override MH1 completedMartin Kiewitz
+ Disable hide.mouse for MH1 Apple IIgs