Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-03-11 | SUPERNOVA: Removes unused variable | Joseph-Eugene Winzer | |
2018-02-23 | SUPERNOVA: Add strings for quit game prompt | Thierry Crozat | |
2018-01-31 | SUPERNOVA: Mark intentional fallthrough in switch | Thierry Crozat | |
2018-01-31 | SUPERNOVA: Fix incorrect sanity check for debug command | Thierry Crozat | |
This was reported by coverity (CID 1385537). | |||
2018-01-31 | SUPERNOVA: Improve command button size for translations | Thierry Crozat | |
2018-01-30 | SUPERNOVA: Ensure the GuiElement _text field is null terminated | Thierry Crozat | |
This was reported by coverity (CID 1385566), and althought this was unlikely to happen, it was not impossible (due to the translations). | |||
2018-01-30 | SUPERNOVA: Fix out of bound access when exiting the engine while in a dialog | Thierry Crozat | |
This was reported by coverity (CID 1385572). | |||
2018-01-23 | SUPERNOVA: Fixes destruction of SoundSample buffer | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds ModeList | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Improve waiting until a sound has finished playing | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Make _event a local variable | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Handle RTL and Quit while editing text | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Remove declaration for unimplemented and unused function | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Fix cursor not shown if escaping during the intro snoring sequence | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Fix missing reset of object CARRIED flag when clearing inventory | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Initializes RandomSource on stack | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Renames INT32_MAX to kMaxTimerValue | Joseph-Eugene Winzer | |
Prevents collision with stdint.h INT32_MAX | |||
2018-01-23 | SUPERNOVA: Corrects header guard name | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes AudioStream leak | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Changes array to seperate variables | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes segfault if dat file not found | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Changes message order | Joseph-Eugene Winzer | |
When taking off your helmet or life support in a room without oxygen, it showed the death screen before the 'taking off helmet/life support' message. | |||
2018-01-23 | SUPERNOVA: Removes global constructor call | Joseph-Eugene Winzer | |
Object() is redundant anyway as it instantiates an Object object and copies it to nullObject, which was already default constructed. | |||
2018-01-23 | SUPERNOVA: Moves strings to GameManager class | Joseph-Eugene Winzer | |
2018-01-23 | SUPERONVA: Sets uninitialized values to 0 | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Removes comment | Joseph-Eugene Winzer | |
renderRoom() and later in the game loop executeRoom() does everything that is explicitly called in the original. | |||
2018-01-23 | SUPERNOVA: Prevents paletteFadeIn() to be triggered | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Reverts brightness change | Joseph-Eugene Winzer | |
If the brightness is 0, it is faded in at the end of the game loop. In some instances, especially cutscenes, it makes the code harder to understand as in somecases the code expects the brightness to be faded in after having it faded out, set manually to 0 or when you leave a dark room, set by roomBrightness(). Removing it now, would just lead to more confusion during the port of Supernova part 2. | |||
2018-01-23 | SUPERNOVA: Hides cursor during snoring sequence | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Aborts intro if game should be closed | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes object state update | Joseph-Eugene Winzer | |
In order to trigger a mouseField change in processInput(), we move the cursor to 0,0 first before restoring its original position. | |||
2018-01-23 | SUPERNOVA: Pushes a mousemove to update object state | Joseph-Eugene Winzer | |
If you click on an exit on the map and there is again an exit on the same spot, it won't be recognized until the next mouse move/click. This change fakes a mouse move and thus updates the object state. | |||
2018-01-23 | SUPERNOVA: Fixes fading in intro | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Returns to launcher after outro | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Updates palette when changing room brightness | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Renames audio constants | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Renames audio constants | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes outro cutscene | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes inventory scrolling | Joseph-Eugene Winzer | |
Correctly moves inventory view when items are added/removed/cleared | |||
2018-01-23 | SUPERNOVA: Implements money object for inventory | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Replaces TICKETS with MONEY | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Sets CARRIED flag when added to inventory | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Introduces INT32_MAX for eventTime | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Corrects max value for int32 | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes setting of properies | Joseph-Eugene Winzer | |
resetProperty() clears the object's property flag compared to setProperty(). | |||
2018-01-23 | SUPERNOVA: Registers cmdButton clicks | Joseph-Eugene Winzer | |
Mouse clicks were consumed if a message was shown. This commit introduces an exception for clicks on command buttons. Also some refactoring. | |||
2018-01-23 | SUPERNOVA: Disables OCCUPIED flag correctly | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Rename kAudioUndef2 to kAudioSmash | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Save/restore _playerHidden flag in savegames | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Fixes game freeze in bcorrdior | Joseph-Eugene Winzer | |
Most of the time _objectState[MAX_OBJECT - 1] was used for showing/hiding the GUI, here it was to indicate if the player is currently hidden behind a pillar though. |