aboutsummaryrefslogtreecommitdiff
path: root/engines/cine
AgeCommit message (Collapse)Author
2006-05-31Yet another const warning fixedMax Horn
svn-id: r22795
2006-05-29Only call OSystem::updateScreen() every other frame, so no more than 50 ↵Joost Peters
times per second. This doesn't appear to make a visible difference on PC, but allows the game to run on PSP and probably several other consoles/ports that wait for 50/60hz vsync. Since I'm not familiar with this engine I've added a 'FIXME' comment, because maybe this can be fixed/improved in a different manner. svn-id: r22758
2006-05-26As far as I can tell, there's no longer any reason for PartBuffer and AnimDataTorbjörn Andersson
to be packed, so I've removed the packing and added the 'refresh' field to AnimData instead of having it as a separate array. On the other hand, animHeaderStruct and animHeader2Struct *should* have been packed, but weren't. I've changed they way they are initialised so that the packing should no longer matter for them either. svn-id: r22651
2006-05-25Set and show/hide mouse cursors through a "cursor manager" (analogous to theTorbjörn Andersson
recently added (cursor) palette manager) so that the cursor can be properly restored after returning from the GUI. If there's any C++ magic that can keep the backend functions from being called by anything else than these managing classes, that would probably be a good idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps there are at least some backends that will no longer need to? svn-id: r22639
2006-05-08Implemented FW inventory. This is basically a copy of makeMenuChoice(), minusTorbjörn Andersson
the ability to select menu items. There will be cleanups later, but for now we try to match the original. svn-id: r22395
2006-05-01Another small update/cleanup to the French messages from Nicolas Joly.Torbjörn Andersson
svn-id: r22264
2006-05-01Applied patch from Nicolas Joly to fix the French default messages in FutureTorbjörn Andersson
Wars. (I had originally left them as question marks because I didn't know what characters they were supposed to be.) svn-id: r22259
2006-04-29Moved the AudioCDManager as well as class AudioStream and its (standard) ↵Max Horn
subclasses to namespace Audio svn-id: r22231
2006-04-29* Changed the createEngine() factory function of our plugins to return an ↵Max Horn
error code (the engine is now passed indirectly via a double pointer) * Removed Engine_Empty (obsolete now that engines can return actual error codes) svn-id: r22199
2006-04-15- Renamed ConfigManager::getActiveDomain to getActiveDomainName, and added a ↵Max Horn
new getActiveDomain method that returns a pointer to the actual active *domain* - Added Engine::_targetName whose value is computed from the name of the active domain - Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain - This in turn allowed for removing usage of GameDetector in many places svn-id: r21916
2006-04-13Added TODO about some extra data files that Operation Stealth has to load.Torbjörn Andersson
svn-id: r21844
2006-04-13Work around crash in drawSpriteRaw(). In Future Wars, when going to the future,Torbjörn Andersson
I walked back to the room where I first arrived. At that point, maskPtr was NULL for reasons yet unknown. svn-id: r21839
2006-04-12Fixed potential crash in drawDialogueMessage(): The function should terminateTorbjörn Andersson
if, for some reason, messagePtr is NULL. svn-id: r21833
2006-04-12Actions that do not have any custom response now print one of the defaultTorbjörn Andersson
responses. (Before, nothing would happen.) svn-id: r21832
2006-04-12Stubbed addPlayerCommandMessage(). I think it may have something to do withTorbjörn Andersson
printing default responses to commands. svn-id: r21829
2006-04-12This assertion shouldn't be needed. At least not here.Torbjörn Andersson
svn-id: r21826
2006-04-12Fixed serious bug in removeOverlayElement() that would cause it to fail. ThisTorbjörn Andersson
caused getObjectUnderCursor() select the wrong object because the object list was no longer guaranteed to be sorted on priority ("mask"). In Future Wars, this made it difficult (impossible?) to pick up the tunic, because the game would pick the bushes instead, even though the tunic had a higher priority. svn-id: r21825
2006-04-12Fix script dumpingEugene Sandulenko
svn-id: r21820
2006-04-12cleanupEugene Sandulenko
svn-id: r21819
2006-04-12DEBUG_SCRIPT -> debugCEugene Sandulenko
svn-id: r21816
2006-04-11Add F1-F10 keymappings like in original engine.Eugene Sandulenko
svn-id: r21815
2006-04-11Added TODO comment about refreshAnimData[] and why it's not (yet) a field inTorbjörn Andersson
the AnimData struct. svn-id: r21809
2006-04-10Might as well clear ptr1 and ptr2 in animDataTable[] when loading a savegame.Torbjörn Andersson
The previous commit should ensure that the elements that need to be loaded are. svn-id: r21774
2006-04-10If I understand things correctly, cinE used to dump the entire animDataTableTorbjörn Andersson
element to the savefile, including data pointers. After reading the savefile, it would then test if ptr1 was NULL, to see if it should load the object. I've extended the savefile format with a byte to indicate whether or not ptr1 was non-NULL. This seems to fix the problems I had with with loading savegames, but of course any old savegame is now even more broken than before. I still can't seem to get out of the room with the machine, though. Another regression when migrating the code from cinE, or just my ability to get past this annoying, timed puzzle? svn-id: r21772
2006-04-10Use our standard save file manager class to read and write the save games,Torbjörn Andersson
instead of putting them in the current working directory. svn-id: r21741
2006-04-09Moved GameSettings to namespace Cine; moved savePath to various.cppMax Horn
svn-id: r21733
2006-04-09Casting an array of integers to a pointer to a struct seems like a pretty hackyTorbjörn Andersson
thing to do. This replacement hopefully works as intended. svn-id: r21724
2006-04-09Minor cleanup, but savegames still don't work as well as I had hoped...Torbjörn Andersson
svn-id: r21720
2006-04-09Fixed savegame saving/loading. I haven't done anything about the userTorbjörn Andersson
interface, so it's still even worse than in the original interpreter (just like in cinE, presumably), but at least it no longer crashes when loading the saved game, and hopefully the correct palette is saved. svn-id: r21718
2006-04-08Some more Operation Stealth changes. Mostly stubs.Torbjörn Andersson
svn-id: r21699
2006-04-08This is probably what o1_removeLabel() should do. Is it used anywhere?Torbjörn Andersson
svn-id: r21698
2006-04-08Made the "gotoIf" opcodes slightly easier to read.Torbjörn Andersson
svn-id: r21697
2006-04-08Make the warning message for undefined opcodes slightly clearer.Torbjörn Andersson
svn-id: r21696
2006-04-08Fixed two Operation Stealth regressions:Torbjörn Andersson
* When I introduced the getNext* helper functions I accidentally used getNextWord() instead of getNextByte() in one case. * When splitting the opcodes into separate functions, I noticed that Operation Stealth has no opcode 0x40, yet it's used. So for now we only warn when trying to execute an undefined opcode. svn-id: r21695
2006-04-08Renamed some local variables for consistency.Torbjörn Andersson
svn-id: r21694
2006-04-08Split the opcodes into individual functions. This could easily causeTorbjörn Andersson
regressions, but hopefully not too many. While doing this, I noticed I had gotten at least one of the stubs I added recently wrong. That's hopefully fixed now. svn-id: r21693
2006-04-08Modified the REGISTER_PLUGIN macro so that it allows (and requires) a ↵Max Horn
trailing semicolon (this helps certain tools to parse our code better) svn-id: r21689
2006-04-08Renamed various *GameSettings to GameSettings (our namespaces are enough to ↵Max Horn
distinguish them) svn-id: r21686
2006-04-08Cleanup.Torbjörn Andersson
svn-id: r21683
2006-04-08Began collecting hard-coded language-specific strings in a new initLanguage()Torbjörn Andersson
function. It's now possible to choose between English and French menus, and the command string preposition in English is "on", not "sur". There are still plenty of hard-coded French messages to do with savegame handling. I haven't done anything about them. svn-id: r21682
2006-04-08Cleanup.Torbjörn Andersson
svn-id: r21681
2006-04-08Added helper functions getNextByte(), getNextWord() and getNextString() to makeTorbjörn Andersson
the opcode decoder a bit easier to read. The same change could be made to decompileScript() as well, but I have a feeling that this function should be made a standalone tool instead. Particularly considering how much memory it currently uses. svn-id: r21679
2006-04-07This may look like a less good way of transforming three bits of colour intoTorbjörn Andersson
eight bits. Perhaps it is. But it seems to match the output from DOSbox when running Future Wars, and I tend to trust DOSbox in such matters. svn-id: r21658
2006-04-07Small cleanup.Torbjörn Andersson
svn-id: r21655
2006-04-06Added opcode comments and stubs based on information sev provided me with. AllTorbjörn Andersson
stubs should print a warning, though I may have missed some. svn-id: r21654
2006-04-06Fixed another "worked in cinE, broken in ScummVM" bug that made it impossibleTorbjörn Andersson
to interact with the objects in the second room. We were passing the wrong pointer to gfxConvertSpriteToRaw() in loadCt(), causing page3Raw (which I believe is an "image" mapping screen coordinates to objects) to be wrong. svn-id: r21646
2006-04-06We don't need to convert mono data to stereo: Simply tell the mixer that we'reTorbjörn Andersson
generating mono data, and let it worry about how to handle it. svn-id: r21645
2006-04-05Use English strings for the system and confirm menus, to be consistent with theTorbjörn Andersson
command menu. There are still some other hard-coded French messages in the code, though. svn-id: r21634
2006-04-05Fixed bug in loadObject() where the data pointer was only advanced for theTorbjörn Andersson
objects that were actually loaded from the file, not the ones that were skipped. This bug was introduced when porting cinE to the ScummVM framework, and would cause Future Wars to crash after the copy protection screen. Quite possibly other bugs, as well. svn-id: r21632
2006-04-05I don't think assert(0) is a particularly helpful error message...Torbjörn Andersson
svn-id: r21630