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2010-11-01ENGINES: Get rid of some (f)printfsMax Horn
svn-id: r54011
2010-11-01ENGINES: Remove some 'using' statementsMax Horn
svn-id: r54001
2010-10-24ALL: Fix various typos (patch #3093266)Max Horn
svn-id: r53762
2010-10-15LURE: Fix for #3087842 - Code analysis warningsPaul Gilbert
This is a somewhat cleaner version than my previous commit svn-id: r53516
2010-10-15ENGINES: Enhance namespace comments a bitMax Horn
svn-id: r53484
2010-10-15LURE: Fix for #3087842 - Code analysis warningsPaul Gilbert
Only the warning for res_struct.cpp is valid to be fixed svn-id: r53469
2010-10-13LURE: Bugfix for characters getting stuck in Abbey doorwayPaul Gilbert
svn-id: r53402
2010-10-06LURE: Fix for #3062794 - Diermot cannot leave room 7Paul Gilbert
svn-id: r53039
2010-10-05LURE: Bugfix for #3008511 - Goewin stuck at counterPaul Gilbert
svn-id: r53029
2010-10-05LURE: Bugfix for #3060480 - Ratpouch alternating between roomsPaul Gilbert
svn-id: r53026
2010-10-02LURE: Partial fix for #3008511 Goewin getting stuckPaul Gilbert
This workaround prevents the Weregate from closing whilst Goewin is still within it svn-id: r52971
2010-09-15MIDI: Send a reset MIDI device signal on startup.Johannes Schickel
This is currently done in the engine code. I adapted AGI, AGOS, DRACI, GROOVIE, LURE, MADE, QUEEN, SAGA, SKY, TINSEL and TOUCHE to send a reset device on startup. The sound output still works fine (started up a game from every engine), so this should hopefully not introduce any regressions. As far as I can tell it seems that SCUMM does send a proper device reset, so I did not touch it. KYRA only sends a proper reset for MT-32 currently. I am not sure about SCI though. This fixes bug #3066826 "SIMON: MIDI notes off when using RTL after SCI". svn-id: r52736
2010-08-25LURE: Workaround for bug #3047234 in English EGA versionPaul Gilbert
svn-id: r52378
2010-07-21LURE: Make LURE respect the mute settings.Johannes Schickel
svn-id: r51101
2010-07-17DEBUGGER: Simplify how our console debugger works / is usedMax Horn
* Remove _isAttached member var and isAttached method * Engines now always call the onFrame method; whether it does something is decided by the debugger class resp. its subclasses * Make detach() protected instead of private, so that subclasses can invoke it * Remove _detach_now member var (call detach() instead). * Rename _frame_countdown to _frameCountdown and properly document it. * Add more doxygen comments * Cleanup svn-id: r50963
2010-06-25AUDIO: get rid of MDT_PREFER_MIDI since it should be sufficient to either ↵Florian Kagerer
select MDT_PREFER_MT32 or MDT_PREFER_GM svn-id: r50288
2010-06-21Patch #1956501: "GUI/LAUNCHER: Midi device selection"Max Horn
svn-id: r50128
2010-06-15AdvancedDetector: Add new parameter directoryGlobs.Eugene Sandulenko
Without this parameter mass detection gave tons of false alarms. Use globbing for narrowing down the depth search. svn-id: r49788
2010-06-14Extended advancedDetector with depth parameter.Eugene Sandulenko
Now AD can search nested directories. By default it is turned off, but there is new parameter to ADParameters struct. Usually value of 2 is good enough for all purposes. svn-id: r49653
2010-05-04Reduce indirect header dependencies furtherMax Horn
svn-id: r48936
2010-05-04Move DebugChannel related code to new headerMax Horn
svn-id: r48935
2010-05-04Move initGraphics and initCommonGFX from to new header.Max Horn
These functions are only used internally be Engine subclasses, and by moving them to a separate header we can reduce indirect header dependencies. svn-id: r48934
2010-04-27COMMON: Move DebugChannel stuff into a new DebugMan singletonMax Horn
svn-id: r48821
2010-04-27Bugfix for making Goewin more smoothly follow player out of the cavesPaul Gilbert
svn-id: r48813
2010-04-27Minor bugfix for the shop-keeper sequence when you're viewing through the ↵Paul Gilbert
window - it was supposed to check whether Gwyn, rather than Goewin, is not in the room before sticking his fingers in his ears svn-id: r48812
2010-04-21Fixed GCC warning about 'hotspotId' shadowing a member of 'this'. Let's callTorbjörn Andersson
the variable 'charId' instead, like in the debug messages where it's used. svn-id: r48759
2010-04-20Corrected a debug statement that could use an object field after the object ↵Paul Gilbert
was destroyed svn-id: r48741
2010-04-19Bugfix for correctly returning follower to player when they're blocked from ↵Paul Gilbert
acting svn-id: r48709
2010-04-16Added code to de-activate town NPCs once the player makes it to the castle, ↵Paul Gilbert
since they're no longer needed svn-id: r48661
2010-04-14Added a default case for characters that don't have a message set, but try ↵Paul Gilbert
to display one svn-id: r48656
2010-04-09Remove unnecessary 'extern' keywordsOri Avtalion
svn-id: r48598
2010-04-05Corrected check to ensure return isn't issued if it's already in progressPaul Gilbert
svn-id: r48535
2010-04-05Bugfix for correctly getting a follower to return to player when blocked ↵Paul Gilbert
from exiting a room 5 times svn-id: r48533
2010-04-05Application of patch #2981748 - Make VGA detection entries take precedence ↵Paul Gilbert
over EGA for command line detection svn-id: r48532
2010-03-30Fix for Lure memory error indicated by Valgrind on Restart/Restore Screen ↵David Turner
(Temptress over Castle). This screen is displayed if you lose the fight with the Skorl in the Dragon Caves etc. This fix should be reviewed and then backported to v1.1.0 branch. svn-id: r48421
2010-03-27Corrected deallocated of menu data reported by ValgrindPaul Gilbert
svn-id: r48412
2010-03-26Added explicit initialisation of NPC directions in the hotspot constructorsPaul Gilbert
svn-id: r48406
2010-03-22Patch #2973290: Semicolon cleanupMax Horn
svn-id: r48359
2010-03-18COMMON: Get rid of Common::StringListMax Horn
svn-id: r48287
2010-03-18COMMON: Move Common::RandomSource to common/random.*Max Horn
svn-id: r48279
2010-03-13Fix our DECLARE_SINGLETON macro to conform to the C++ specs.Johannes Schickel
We need to use a namespace Common { } there to make strict C++ compilers like clang++ and comeau happy. I also added a slight comment about why that is needed to the macro definition and a note that you need to use it from the global namespace. svn-id: r48254
2010-02-21Patch for bug 2943361 by littleboy, adding full kb modifier support to all ↵Yotam Barnoy
engines + GUI and proper keypad handling svn-id: r48101
2010-01-25Change some comments to use "AdLib" instead of "adlib".Johannes Schickel
svn-id: r47534
2010-01-23Some more header modifications ("Graphic Adventure Engine" and the legal ↵Arnaud Boutonné
property paragraph) svn-id: r47489
2010-01-22Silenced some more cppcheck warnings. Some of these may seem silly, but the wayTorbjörn Andersson
I figure it the changes are harmless at worst, and making them will make it easier to find real errors in the (still quite long) list of warnings. svn-id: r47443
2010-01-19LURE: Remove evil 'using namespace' from header filesMax Horn
svn-id: r47396
2010-01-19Fixed some cppcheck warnings.Torbjörn Andersson
svn-id: r47393
2010-01-09Fix for a rare case where the NPC handler for Ewan the shopkeeper can cause ↵Paul Gilbert
an assert when you rejoin Goewin in the Weregate caves. svn-id: r47197
2010-01-05Added a new LureLanguage enumeration of supported languages, and changed ↵Paul Gilbert
game code to use it svn-id: r47019
2010-01-05Bugfix for crash if an error occurs before the game object (and thus the ↵Paul Gilbert
debugger) is created svn-id: r47018