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2014-02-04AVALANCHE: Remove references to removed variables.uruk
2014-02-04AVALANCHE: Implement loading and drawing of the picture of the ghost.uruk
2014-02-02AVALANCHE: Fix a couple of missing initializations in the ghost roomStrangerke
2014-01-30AVALANCHE: Add Ghostroom's skeleton.uruk
2014-01-26AVALANCE: Fix warning about truncated value (from double to float)Filippos Karapetis
2014-01-22AVALANCHE: Implement majorRedraw().uruk
2014-01-22AVALANCHE: Remove/move variables.uruk
2014-01-22AVALANCHE: Remove unused code.uruk
2014-01-22AVALANCHE: Move kTune and TuneType to Dialogs.uruk
2014-01-15AVALANCHE: Move Clock to dedicated files.uruk
2014-01-15AVALANCHE: Fix another bug regarding speaking.uruk
This prevents the player from giving commands to Avalot when the character is tied up to a tree, so it's impossible to break the game's consistency that way.
2014-01-15AVALANCHE: Repair bug regarding speaking in bed.uruk
2014-01-15AVALANCHE: Implement wobble, move it to Animation.uruk
2014-01-15AVALANCHE: Implement, rename, move zonk() and connected functions.uruk
Implementations: zonk(), zl(). Renames: zonk() -> thunder(), zl() -> drawLightning(). Moved: the 2 above from Pingo to Animation. Addition: GraphicManager::drawLine().
2014-01-15AVALANCHE: Implement setBackgroundColor().uruk
2014-01-09AVALANCHE: Avoid check in isHolding when _thing isn't setStrangerke
2014-01-03AVALANCHE: refactor initVariables by reusing resetVariables(). That also ↵Strangerke
should fix CID 1109674
2014-01-03AVALANCHE: Split AvalancheEngine::resetVariables() in two, to make a part of ↵Strangerke
it reusable
2014-01-03AVALANCHE: Move direction reset to Animation::resetVariables()Strangerke
2013-12-22AVALANCHE: Add a default value in Nim::checkInput()Strangerke
2013-12-21AVALANCHE: Move freeing of the used surfaces in Nim to a better place.uruk
2013-12-21AVALANCHE: Rename graphic functions connected to Nim.uruk
2013-12-20AVALANCHE: Add keyboard support to Nim.uruk
2013-12-20AVALANCHE: Fix drawing of the gameboard in Nim.uruk
2013-12-20AVALANCHE: Rework mouse handling in Nim.uruk
2013-12-20AVALANCHE: Repair Dogfood's AI.uruk
2013-12-20AVALANACHE: Minor bug fix and coding convention fix.uruk
2013-12-20AVALANCHE: Repairs in Nim regarding the cursor and some text color.uruk
2013-12-20AVALANCHE: Implement Nim::endOfGame().uruk
2013-12-20AVALANCHE: Replace Nim::dogFood().uruk
2013-12-20AVALANCHE: Implement mouse control of Nim.uruk
Now the mini-game is playable.
2013-12-18AVALANCHE: Fix out of bound access related to Pascal to C conversionStrangerke
2013-12-17AVALANCHE: Fix some coding convention issues, fix some warningsStrangerke
2013-12-17AVALANCHE: Some index fixes in Nim.uruk
2013-12-17AVALANCHE: Implement Dogfood's "AI" in Nim.uruk
2013-12-17AVALANCHE: Silent false-positive warning reported in BuildbotStrangerke
2013-12-17AVALANCHE: Implement startMove() in Nim.uruk
2013-12-17AVALANCHE: Get rid of plotStone().uruk
2013-12-17AVALANCHE: Implement drawing of stones in Nim.uruk
2013-12-17AVALANCHE: Implement text drawing and setup in Nim.uruk
2013-12-17AVALANCHE: Implement picture loading/drawing in Nim.uruk
2013-12-17AVALANCHE: Add some graphic functions for Nim.uruk
2013-12-17AVALANCHE: Fix variable initialization in NimStrangerke
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-11-24AVALANCHE: Fix savegame version checksStrangerke
2013-11-23AVALANCHE: Make the call of displayScrollChain() a bit more consistenturukgit