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path: root/engines/cge2/snail.cpp
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2014-08-13CGE2: Fix comparing _spr->file against null in runCommand().uruk
2014-08-03CGE2: Some more minor cleanupStrangerke
2014-08-03CGE2: Add autosave functionality.uruk
2014-07-29CGE2: Prevent the engine from entering an endless loop when loading.uruk
Also remove CommandHandler::reset(), since it's not useful anymore.
2014-07-29CGE2: Get rid of sndSetVolume() and connected code.uruk
2014-07-29CGE2: Implement snCycle, add stub for Vga::rotate().uruk
2014-07-29CGE2: Implement snFlash().uruk
2014-07-28CGE2: Get rid of more unused variables.uruk
2014-07-26CGE2: Make the debug channel of the opcodes more verbose.uruk
2014-07-26CGE2: Implement debug console and add a debug channel for opcodes.uruk
2014-07-24CGE2: Rearrange _commandText[]'s content.uruk
2014-07-24CGE2: Remove kCmdDim and kCmdStep and connected code.uruk
2014-07-24CGE2: Remove more unused opcodes.uruk
2014-07-24CGE2: Remove the unused opcodes.uruk
2014-07-24CGE2: Remove handling of unused opcodes.uruk
2014-07-24CGE2: Implement snTrans() and snPort().uruk
2014-07-24CGE2: Distinguish SFX from speech when playing sounds.uruk
Now the sound options of ScummVM are taken into account when playing these two types of sounds. Until now, everything was considered SFX sound.
2014-07-22CGE2: Unstub CommandHandler::runCommand().uruk
2014-07-22CGE2: Add and use Sound::checkSoundHandle().uruk
2014-07-22CGE2: Fix error introduced by previous commit.uruk
2014-07-22CGE2: Fix snSound().uruk
2014-07-22CGE2: Rename _commandStat to _soundStat.uruk
2014-07-18CGE2: Rework snSetRef().uruk
2014-07-17CGE2: Fix memory leak regarding Sprite::ghost().uruk
uint8 *v = new uint8; was the faulty line in Sprite::ghost(), and it should be released right here.
2014-07-15CGE2: Some rework in snailStrangerke
2014-07-15CGE2: Implement snRoom().uruk
2014-07-15CGE2: Fix the intro animation.uruk
2014-07-14CGE2: Unstub CommandHandler::reset().uruk
2014-07-07CGE2: Replace NULL with nullptr everywhere.uruk
2014-07-04CGE2: Heavily rework memory management of Sprites.uruk
Hopefully it will solve a bunch of memory leak problems. Now Spare is a central container, which stores pointers to every Sprite currently used by the engine. Because of that, there's no more need for Queue's clear(). In case of snKill(), it's just a safeguard, since it's only used by the engine to "kill" the speech bubbles, but we will check Spare anyway, so it's the safest this way.
2014-06-25CGE2: Implement snMidi()Strangerke
2014-06-24CGE2: Implement a couple of stubsStrangerke
2014-06-23CGE2: Implement snSay(), reimplement some parts of the sound code.uruk
2014-06-22CGE2: Remove useless variable declarationsStrangerke
2014-06-22CGE2: Implement snSwap().uruk
2014-06-22CGE2: Implement snGive() and snRmNear().uruk
2014-06-19CGE2: Implement snMouse().uruk
2014-06-18CGE2: Implement snKeep().uruk
Now the inventory system is (at least partially) working.
2014-06-18CGE2: Implement functions connected to inventory handling.uruk
Also move closePocket() closer to the others and fix the stub message in busy().
2014-06-18CGE2: Fix coords of misplaced speech bubbles.uruk
The origin of the bug is that when we added the command (triggered by a mouse-click on a sprite) to display a speech bubble we checked the command's reference wrong and didn't bind (by modifying the reference) the bubble to a certain hero. So they just appeared randomly above the sprites what triggered the event, or even in worse places.
2014-06-17CGE2: Implement switching between scenes.uruk
Minor modification in Spare again to do so.
2014-06-15CGE2: Rework show() and hide() in Bitmap to use V2Ds as parameters.uruk
2014-06-15CGE2: Rename caves to scenes.uruk
2014-06-14CGE2: Implement snWalk().uruk
2014-06-14CGE2: Implement snReach() and connected functions.uruk
2014-06-13CGE2: Rename setCave() to setScene().uruk
2014-06-13CGE2: Implement snCover and snUncover.uruk
Also add and implement expandSprite().
2014-06-13CGE2: Stub snSay again.uruk
2014-06-13CGE2: Fix Sprite::ghost and snGhost().uruk
2014-06-13CGE2: Implement snKill().uruk
Add and implement Sprite::setCave() during the process.