aboutsummaryrefslogtreecommitdiff
path: root/engines/agi
AgeCommit message (Collapse)Author
2016-02-03AGI: Call update screen in have.key for nowMartin Kiewitz
Some games call it in an endless loop until a key is returned
2016-02-03AGI: Make inner loop handlers consistentMartin Kiewitz
2016-02-03AGI: Implement messageBox() as inner loopMartin Kiewitz
Also remove _game.keypress, _game.msgBoxTicks
2016-02-03AGI: Remove Gold Rush workaround, no longer neededMartin Kiewitz
2016-02-03AGI: Fix regression of have.key changesMartin Kiewitz
original commit 8269a94bcd55200f7ae8aba00c7b6fd0d37b9a37 Now hopefully properly implemented. Adjusted a few more inaccuracies (we set v19 to 0, where we shouldn't have)
2016-02-02AGI: add drawCharacterOnDisplay()Martin Kiewitz
2016-02-02AGI: Remove inputMode, not needed anyoreMartin Kiewitz
2016-02-02AGI: test commands cleanupMartin Kiewitz
2016-02-02AGI: Use inner loop functionality for have.keyMartin Kiewitz
Also do it like the original interpreter did it
2016-02-02AGI: Don't pause in game timer while in menusMartin Kiewitz
Original interpreter did not do it and we paused music/sfx, which the original interpreter also didn't do. Shouldn't cause issues.
2016-02-02AGI: code formattingMartin Kiewitz
2016-02-02AGI: Fix formatting.Johannes Schickel
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
2016-02-02AGI: Add WORKAROUND comment to "render after menu"Martin Kiewitz
see commit 0b75bf37219cf49f274da330a44e81068152599c Original AGI did not do, what we are doing now
2016-02-02AGI: Don't use status row for menu mouse triggerMartin Kiewitz
Use hardcoded first line instead In Donald Duck the status line is at line 24, but also hidden
2016-02-02AGI: Render after menu, when playarea starts at 0Martin Kiewitz
Fixes graphics glitch for Donald Duck
2016-02-02AGI: mouse support for menuMartin Kiewitz
2016-02-02AGI: changed debug msg VGA font -> PC BIOS fontMartin Kiewitz
2016-02-01AGI: change how menus are triggered on Non-PCMartin Kiewitz
2016-02-01AGI: Pass vm pointer directly to commandsMartin Kiewitz
No functional change
2016-02-01AGI: Rename _game.lognum to _game.curLogicNrMartin Kiewitz
Also a bit of cleanup
2016-02-01AGI: Change _game.exitAllLogics to booleanMartin Kiewitz
2016-02-01AGI: Remove _game.hasPrompt, no longer neededMartin Kiewitz
2016-02-01AGI: Remove old clockEnabled booleanMartin Kiewitz
No longer needed We use ScummVM system total play time functionality instead
2016-02-01AGI: Fix pause command effectively freezing gameMartin Kiewitz
In game timer wasn't resumed, which caused no more cycles to get executed.
2016-02-01AGI: Revert revert the keyboard handling changesMartin Kiewitz
It seems the issues on AmigaOS aren't actually caused by the new code. Reverting the revert.
2016-02-01AGI: Improve original save/load menusMartin Kiewitz
Description is trimmed for the verify window, width is now accurate Actual save filename is now also shown, just like in the original Cleanup
2016-02-01AGI: Keyboard handling changeMartin Kiewitz
It seems the current code causes issues on at least AmigaOS. Changed current code to the way SCI handled it. Needs to get investigated in detail. Added FIXME. Also see engines/sci/event.cpp
2016-02-01AGI: implement predictive dialogMartin Kiewitz
2016-01-31AGI: fix warningsMartin Kiewitz
2016-01-31AGI: Remove unused variableEugene Sandulenko
2016-01-31AGI: Fix warningWillem Jan Palenstijn
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: revert "motion type check in objectstop AGI3"Martin Kiewitz
Caused issues with mouse support (that AGI on DOS never had). e.g. KQ1/KQ2 on end of mouse click move Graham automatically falls into water. The check was added in AGI3 only, but maybe non-DOS interpreters had it before. Or maybe mouse support was actually implemented differently. Needs more investigating.
2016-01-31AGI: rename VGA font to PC BIOS fontMartin Kiewitz
probably more accurate
2016-01-31AGI: added/improved font debug outputMartin Kiewitz
2016-01-31AGI: hardcoded value replaced with VM_VAR_SECONDSMartin Kiewitz
2016-01-31AGI: font cleanupMartin Kiewitz
We now only offer the original VGA font (a few characters were modified) and overwrite the extended set range with a Russian set, when needed.
2016-01-31AGI: change key -> direction handlingMartin Kiewitz
After the VM Var 6 <-> ego direction change, this is required Also our original behavior was inaccurate in that part as well.
2016-01-31AGI: motion type check in objectstop was AGI3 onlyMartin Kiewitz
verified via disassembly
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
2016-01-30AGI: Ego motion type change on newroom only agi3Martin Kiewitz
Ego motion type change on newRoom() was only done for AGI3
2016-01-30AGI: fix agi256 view decompressionMartin Kiewitz
+ add extra security checks
2016-01-30AGI: Fix some word parsing issuesMartin Kiewitz
- Keep a non-lowercased user input copy for copying out words - Check for user input word end after matching a dictionary word - Fix detection of "a" and "i" words
2016-01-30AGI: fix keyboard input code for keycodesMartin Kiewitz
Reset key, when no valid .ascii was received.
2016-01-30AGI: do not allow load/save while in inner loopMartin Kiewitz
load/saving via ScummVM menu Mixed up mother goose has an endless script loop, when no user name was entered, which means restoring while in there would result in us staying in the inner loop until the user entered something