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path: root/engines/gob/inter_v2.cpp
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2009-06-15Renaming some variables in o1_assign() and o2_assign() to mirror the ↵Sven Hesse
structure in o6_assign() svn-id: r41569
2009-06-15Using the TYPE_ enum where applicableSven Hesse
svn-id: r41568
2009-06-15Propagating variable name changesSven Hesse
svn-id: r41565
2009-06-06Renamed the evaluateStore opcodes to assign, because that's what they areSven Hesse
svn-id: r41312
2009-06-06GOB: Got rid of class ReferenceCounter; changed SurfaceDesc::Ptr to ↵Max Horn
SurfaceDescPtr (a Common::SharedPtr); and changed many SurfaceDesc pointers to references svn-id: r41299
2009-05-31Replacing NULL with 0, since that's normally the C++-waySven Hesse
svn-id: r41059
2009-05-31- A new save system for the GobEngine, one that is not fundamentally broken ↵Sven Hesse
and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system - Removed the now superfluous variables sizes svn-id: r41056
2009-05-21Splitting a few helper functions out of gob.hSven Hesse
svn-id: r40765
2009-03-19Adding detection and title music playback for Little Red Riding Hood (Amiga ↵Sven Hesse
version) svn-id: r39551
2009-03-05Fix for bug #2664460: Various SeekableReadStream::seek() implementations (as ↵Max Horn
well as our unit tests, ouch) handled SEEK_END incorrectly (using -offset instead of offset), contrary to what the docs said and what fseek does. Hopefully I found and fixed all affected parts, but still watch out for regressions svn-id: r39135
2008-12-18Note to self: Don't sleep-deprive and code, for it makes you daft as a broom ;)Sven Hesse
(Thanks to md5 for pointing this out to me) svn-id: r35423
2008-12-18Preliminary save/load support for Urban RunnerSven Hesse
svn-id: r35418
2008-12-15Script fix. Magnifier, Memory and Save/Load, while still not working ↵Sven Hesse
correctly, don't crash the game anymore svn-id: r35385
2008-12-13Added a SaveLoad for Urban Runner with an entry to make the scripts believe ↵Sven Hesse
the file mdo.def (config file created by the original installer) always exists svn-id: r35338
2008-12-04Changing the GobEngine to use its dirty rects also for OSystem-copies, ↵Sven Hesse
instead of relying on kFeatureAutoComputeDirtyRects svn-id: r35239
2008-09-30Renamed Engine::quit to Engine::shouldQuit (previously, it was easily ↵Max Horn
confused with Engine::quitGame); also cleaned up engine.h a bit svn-id: r34700
2008-07-14Merged revisions ↵Christopher Page
32744-32745,32747,32750-32759,32762-32764,32769,32777,32783,32785-32786,32789-32791,32798-32799,32801-32807,32809-32812,32816-32817,32819-32821,32823-32830,32832-32836,32838-32844,32846-32850,32852-32854,32858-32859,32865-32868,32873-32874,32879,32883,32895,32899,32902-32904,32910-32912,32923-32924,32930-32931,32938,32940,32948-32949,32951,32960-32964,32966-32970,32972-32974,32976,32978,32983,32986-32990,32992,32994,33002-33004,33006-33007,33009-33010,33014,33017,33021-33023,33030,33033 via svnmerge from https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk svn-id: r33051
2008-07-12Changed tricky variable access from pointers to a new class that minds ↵Sven Hesse
endianess. This should fix a few regressions with BE games on LE systems and vice versa that I introduced when I changed how variables are stored (which was necessary to get Woodruff work on BE systems). svn-id: r33014
2008-07-10Removed unnecessary #inlcudesChristopher Page
svn-id: r32984
2008-07-09Reimplemented pushEvent() and artificialEventQueue to work with Events ↵Christopher Page
instead of EventTypes. Reimplemented Queue as a List instead of Array. Updated AGOS, AGI, CINE, GOB, and KYRA to work with the current implementation of the GMM svn-id: r32971
2008-07-08GOB works with the new GMM implementationChristopher Page
svn-id: r32955
2008-06-24Added main menu dialog files. Gob is now using the new _quit flagChristopher Page
svn-id: r32771
2008-05-28Script variables are now always stored in the game version's native endianess.Sven Hesse
This should make Woodruff playable on big-endian systems. svn-id: r32352
2008-05-26More split screen fixes.Sven Hesse
I never get tired out those... ;) svn-id: r32308
2008-05-25Added a workaround for the nut rolling animation in the administration ↵Sven Hesse
center in Woodruff svn-id: r32269
2008-05-17Changing the split stuff again, fixing several scrolling and hotspot-text ↵Sven Hesse
related issues svn-id: r32161
2008-05-17Adding video debug output in Inter_v2, tooSven Hesse
svn-id: r32158
2008-05-17Changing debug channels a bitSven Hesse
svn-id: r32157
2008-05-13Some fixes for vertical scrolling in WoodruffSven Hesse
svn-id: r32095
2008-05-10Restructured saving/loading and added a stub for WoodruffSven Hesse
svn-id: r31989
2008-05-08Restructured sound codeSven Hesse
svn-id: r31937
2008-05-07Draw order related fixes.Sven Hesse
This also (finally) fixes the Gob3 draw order glitch (for real, this time) svn-id: r31915
2008-05-04Properly close the object videos when the objects are destroyedSven Hesse
svn-id: r31856
2008-05-03Correct o2_initScreen() for Woodruff (screen positioning, clipping and ↵Sven Hesse
cursor limiting) svn-id: r31846
2008-04-30Changed signess of some drawing order related vars, fixing a drawing glitch ↵Sven Hesse
in Gob3 svn-id: r31792
2008-04-27Implemented support for VMDs substituting object animations.Sven Hesse
Still far from being complete (and correct), but it's a start... - Only VMD "command" -3 is followed - Not all animation types are working - Timing is still off in most cases - Offsets are generally OK, but not always - No sound yet - Shouldn't segfault randomly, but I'm not entirely sure ;) svn-id: r31750
2008-03-02Added a workaround of sorts for Inca2. It's essentially playable, sans ↵Sven Hesse
saving, space shooter and correct speech language selection svn-id: r31032
2008-01-28Fixed the spaces before tabs.Jordi Vilalta Prat
svn-id: r30667
2008-01-05Fix to remove a tab character from the GPL headerPaul Gilbert
svn-id: r30238
2007-09-19Merged common/stdafx.h into common/scummsys.h. All referencing files have ↵Nicola Mettifogo
been updated. svn-id: r28966
2007-08-21Fixed the cutscenes in the CD version of Lost in TimeSven Hesse
(There's still something wrong with the second one, the one with the agent, though. Probably has to do with the sound key command 10) svn-id: r28693
2007-08-13Woodruff is now controllableSven Hesse
svn-id: r28591
2007-08-03Make resolution change in Lost in Time less wacky.Eugene Sandulenko
svn-id: r28437
2007-08-03Lost in Time's title is shown correctly now.Sven Hesse
The size switching looks a bit whacky, but that's what the game does :) svn-id: r28435
2007-08-03Lost in Time now (kind of) shows the title and the wobble-effect is drawnSven Hesse
svn-id: r28433
2007-08-02Added Lost in Time. The title screen doesn't show and the wobble-effect ↵Sven Hesse
isn't there, but the game is (partly?) playable. svn-id: r28414
2007-07-31Minor DataIO-cleanupSven Hesse
svn-id: r28349
2007-07-30Restructured and cleaned-up IMD playingSven Hesse
svn-id: r28327
2007-07-26sub0x18 is o2_addCollision().Sven Hesse
It already existed in Gob2 (alongside with sub0x19 - o2_freeCollision()), but wasn't used there. Hotspots and menus work now (in a way) svn-id: r28207
2007-07-24- Separated game type and featuresSven Hesse
- Added feature constants for a 640x480 resolution and adlib - Added support for game with a 640x480 resolution. Woodruff now inits the screen before it segfaults svn-id: r28185