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2018-08-17JANITORIAL: Removing trailing spaces after int castsPaul Gilbert
2018-05-06PRINCE: Use ScummVM save/load dialogsAdrian Frühwirth
The original option dialogs do not seem to be implemented yet so we always show the ScummVM ones when using the save/load hotkeys for now. This partly fixes Trac#9866.
2018-05-06PRINCE: Add play time metadata to savegamesAdrian Frühwirth
2018-05-05PRINCE: Initial support for packed Russian versionEugene Sandulenko
2018-05-01PRINCE: Push down the AD includesBastien Bouclet
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2016-10-21PRINCE: Refactored detection code into widely accepted schemaEugene Sandulenko
2016-09-03PRINCE: Properly detect translated versions, and mark them via Game FeatureEugene Sandulenko
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-07-04PRINCE: Add video player for topware.avi logoTorbjörn Andersson
The sound is rather bad, but I assume that's something with our CinePak video decoder so I'll leave it like this for now. The player itself is based on the BBVS engine.
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene Sandulenko
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
2014-11-08PRINCE: Silence signed and unsigned comparison warnings in gcclukaslw
2014-11-08PRINCE: Reduce pause() and pause2() to one function and rename it to ↵lukaslw
pausePrinceEngine()
2014-11-08PRINCE: Implement pauseEngineIntern() - pause and resume music in GMMlukaslw
2014-10-28PRINCE: Allow to load translation file - prince_translation.datlukaslw
Update detection file to allow English language with both PL and DE data files. Add setMobTranslationTexts() to update mob names to translated ones in each location
2014-10-28PRINCE: Remove trailing whitespaceFilippos Karapetis
2014-10-10PRINCE: Revert incorrect const'ness at printAt()Eugene Sandulenko
2014-10-10PRINCE: Fix mask signEugene Sandulenko
2014-10-10PRINCE: Fix const'nessEugene Sandulenko
2014-10-10PRINCE: Fix more warningsWillem Jan Palenstijn
2014-10-10PRINCE: Rename runDialog() into dialogRun() to avoid clash with ↵Eugene Sandulenko
Engine::runDialog()
2014-10-09PRINCE: Fix INT_MAX error - change it to kIntMax constantlukaslw
2014-10-08PRINCE: Changing all occurrences of NULL to nullptrlukaslw
To beconsistent and to keep just one of them
2014-10-07PRINCE: Script::installSingleBackAnim - updatelukaslw
2014-08-16PRINCE: Shadows drawing - updatelukaslw
2014-08-15PRINCE: playNextFLCFrame() updatelukaslw
2014-08-10PRINCE: loadTrans(), drawTransparentWithTransDrawNode() - implementationlukaslw
2014-08-09PRINCE: showPalette(), showLogo() - updatelukaslw
2014-08-09PRINCE: scrollCredits() implementation, showLogo() updatelukaslw
2014-08-08PRINCE: showPower(), O_EXIT - last mini-game and game endinglukaslw
2014-08-06PRINCE: getAnimData() updatelukaslw
2014-08-06PRINCE: Second hero movement - moveShandria(), moveRunHero() fixlukaslw
2014-08-05PRINCE: makeCurve(), getCurve(), mouseWeirdo(), O_KRZYWA, O_GETKRZYWA, O_GETMOBlukaslw
2014-08-04PRINCE: showHeroShadow - updatelukaslw
2014-08-02PRINCE: German texts drawing - updatelukaslw
2014-08-02PRINCE: mainLoop() updatelukaslw
2014-08-01PRINCE: Code clean-uplukaslw
2014-07-31PRINCE: Second hero implementationlukaslw
2014-07-31PRINCE: Animations - updatelukaslw
2014-07-29PRINCE: enableOptions() - update for inventory itemslukaslw
2014-07-29PRINCE: Game saving - basic implementationlukaslw
2014-07-27PRINCE: findPoint(), makePath() - updatelukaslw
2014-07-26PRINCE: MIDI music - update. loadMusic(), stopMusic(), O_SETMUSIC, O_STOPMUSIClukaslw
2014-07-26PRINCE: Sounds and voices - fix and updatelukaslw
2014-07-26PRINCE: Inventory functions - updatelukaslw
2014-07-25PRINCE: Mob priority list implementation - loadMobPriority(), checkMob() fix ↵lukaslw
and update
2014-07-24PRINCE: blackPalette(), setPalette(), O_BLACKPALETTE, O_SETUPPALETTElukaslw
2014-07-24PRINCE: initZoomIn(), initZoomOut(), doZoomIn(), doZoomOut(), ↵lukaslw
freeZoomObject(). showObject() update
2014-07-22PRINCE: plotTracePoint(), plotTraceLine(), tracePath(), approxPath() updatelukaslw
2014-07-22PRINCE: approxPath(), plotTraceLine() clean uplukaslw