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2014-12-22DRASCULA: use Common::String::format when possiblePino Toscano
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-10-11DRASCULA: Remove unused static variableThierry Crozat
This code was used until commit aaf8b58 that reworked the detection to support French and German versions.
2014-06-16DRASCULA: Reduce some variable scope in AnimationStrangerke
2014-06-15DRASCULA: Handle audio files in the "audio" folder (bug #6631)Filippos Karapetis
The music add-on packs we provide have the audio files in an "audio" folder, but without clear indication that its contents should be copied inside the game data folder. Since this can lead to confusion from users, we just add support for this case
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-02-18DRASCULA: Make GPL headers consistent in themselves.Johannes Schickel
2013-12-06DRASCULA: Hookup up debug console correctly.D G Turner
This now opens correctly on CTRL-d keystroke.
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.
2013-11-09DRASCULA: More variables initialized. CID 1003403Eugene Sandulenko
2013-10-29DRASCULA: More uninit variables. CID 1003403Eugene Sandulenko
2013-10-18DRASCULA: Initialize class variables. CID 1003403Eugene Sandulenko
2013-10-17DRASCULA: Fix buildWillem Jan Palenstijn
2013-10-17DRASCULA: Fix uninitalized class variables. CID 1003403Eugene Sandulenko
2013-10-17DRASCULA: Give hint about unused return value. CID 1003863Eugene Sandulenko
2013-10-17DRASCULA: Fix potential buffer overrun. CID 1003311Eugene Sandulenko
2013-10-17DRASCULA: Fix potential buffer overrun. CID 1003310Eugene Sandulenko
2013-10-17DRASCULA: Fix potential buffer overrun. CID 1003309Eugene Sandulenko
2013-10-17DRASCULA: Fix potential buffer overrun. CID 1003308Eugene Sandulenko
2013-09-12Merge pull request #378 from lordhoto/pluggable-engines-translationsJohannes Schickel
RFC: Pluggable Engines: I18N: Move specification of engine specific files to enginedir/POTFILES
2013-08-19DRASCULA: Some renaming. Also, get rid of some extraneous globalsFilippos Karapetis
This removes the superfluous talkHeight, talkWidth and timeDiff variables. It also changes _loadedDifferentChapter to be a boolean
2013-08-12I18N: Move specification of engine specific files to enginedir/POTFILES.Johannes Schickel
This allows to keep the engines to specfiy the files for translation close to the engine sources itself. Thanks to criezy for his suggestion on this approach.
2013-08-03DRASCULA: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03DRASCULA: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2013-07-14JANITORIAL: Remove trailing whitespaceSven Hesse
2013-05-20Revert "DRASCULA: Add detection entries for the Debian repacked versions ↵Filippos Karapetis
(bug #3612236)" This reverts commit f0071c65adf72f0fda07395b19b28a7e730b619a.
2013-05-20Revert "DRASCULA: Fix the comment of the Debian repacked Italian version"Filippos Karapetis
This reverts commit d06a6542249ae18ec4b43ffb7ac4e5273baf3fd7.
2013-05-19DRASCULA: Fix the comment of the Debian repacked Italian versionFilippos Karapetis
2013-05-19DRASCULA: Add detection entries for the Debian repacked versions (bug #3612236)Filippos Karapetis
2013-05-19DRASCULA: Reorder detection entriesFilippos Karapetis
Entries have been grouped by type (packed / unpacked) and ordered by language, alphabetically
2013-05-19DRASCULA: Add detection entries for updated unpacked French / Italian ↵Filippos Karapetis
versions (bug #3612236)
2013-05-14DRASCULA: Remove superfluous strcpy()Filippos Karapetis
2013-05-02COMMON: Change kPlatformPC to kPlatformDOSMatthew Hoops
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows.
2013-04-24DRASCULA: Remove dead codeWillem Jan Palenstijn
2013-02-23ALL: Fix typo (existant->existent)Willem Jan Palenstijn
2013-01-06DRASCULA: Fix shadowing warnings (thanks LordHoto), and rename some variablesFilippos Karapetis
2013-01-04DRASCULA: More animation cleanup. Separate subfunction of animation_12_5()Filippos Karapetis
2013-01-04DRASCULA: Merge some animation functions and document all animationsFilippos Karapetis
2013-01-04DRASCULA: Respond quicker to aborting the von Braun songTorbjörn Andersson
This also fixes a palette glitch when trying to interrupt during a fade. (The old image would flash before the room changed. It's possible other such glitches still exist here, but if so they're much less obvious than that one was.)
2013-01-04DRASCULA: Properly set the game play time when loading a saved gameFilippos Karapetis
2013-01-04Oops, fix save converter messageFilippos Karapetis
2013-01-04DRASCULA: Add advanced savegame functionalityFilippos Karapetis
This cleans up the save/load code and resolves multiple issues with the original save/load screen. Save game timestamps and thumbnails are now implemented, together with the ability to load a game from the launcher. F7 is now mapped to the ScummVM load dialog, and F10 to the save dialog (if the user has selected to use the ScummVM save screen).
2012-11-30DRASCULA: Change loop variable to uint, rather than size_t.D G Turner
2012-09-26JANITORIAL: Remove trailing whitespaces.Johannes Schickel
Powered by: git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-06-16DRASCULA: Get rid of casts on CursorManager::replaceCursor calls.Johannes Schickel
2012-04-16DRASCULA: listSaves handles unsynced save indexupthorn
This is a situation that would occur when a user copies drscula save files from one device to another, without copying the corresponding index, or copies the index without all corresponding save files.