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2019-11-19GRAPHICS: Add interface for horizontal shakesluicebox
2019-11-14TEENAGENT: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-09-29TEENAGENT: This game uses PAULA audio, not MIDI. Mark it as such.Henrik "Henke37" Andersson
2019-08-02TEENAGENT: Add debug commands to play voices and sound effectsCameron Cawley
2019-08-01TEENAGENT: Add the music directory to the search pathCameron Cawley
Needed by the GOG CD version.
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.
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2017-08-11TEENAGENT: Fix fall through case statementsEugene Sandulenko
2016-12-08ALL: Leave out instructions for engine data issuesBen Castricum
2016-12-06ALL: Change instructions for engine data file issuesBen Castricum
The engine data files should be included in the package, so downloading may not be the best suggestion. Instead refer to the README.
2016-12-05ALL: Unify 'missing engine data' messageBen Castricum
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.
2016-05-03TEENAGENT: Proper initialization for Object structure.Eugene Sandulenko
2016-05-03TEENAGENT: Renames and cleanupEugene Sandulenko
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-13BACKENDS: Only expose one set of functions for AudioCDManagerMatthew Hoops
Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
2016-03-13TEENAGENT: Ensure openCD() is calledMatthew Hoops
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-02-25TEENAGENT: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-01-26TEENAGENT: Only request actual save slots in listSaves.Johannes Schickel
2014-06-07TEENAGENT: Remove dead code: s cannot be null at this pointStrangerke
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-02-19TEENAGENT: Some British to American EnglishStrangerke
2014-02-18TEENAGENT: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-17TEENAGENT: Indent REGISTER_PLUGIN_* for consistency.Johannes Schickel
2014-01-13TEENAGENT: Fix two more missing callbacks.D G Turner
This fixes bug #6494 "TEENAGENT: Yet another unimplemented callback".
2014-01-10TEENAGENT: Fix missing callback for examining first haystack.D G Turner
This fixes bug #6492 "TEENAGENT: Engine abort when using hay."
2013-12-07TEENAGENT: Add missing getDebugger() for engine API.D G Turner
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.
2013-08-12I18N: 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.
2013-08-03TEENAGENT: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03TEENAGENT: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2013-07-19TEENAGENT: Add missing "break"s to switch casesTorbjörn Andersson
I think this is the correct thing to do, and that it won't have any noticeable effect whatsoever. Cases 29 and 30 happen in the first half of the game, in the cantine, while case 42 happens in the second half of the game. By the time you reach the point where case 42 does something, I don't think it's possible to get back to cases 29 and 30, so when case 29 falls through neither 30 nor 42 will do anything. CID 1003730, 1003731
2013-07-14JANITORIAL: Remove trailing whitespaceSven Hesse
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.
2012-10-10TEENAGENT: Convert Dialog text color symbols to an enum.D G Turner
2012-10-10TEENAGENT: Convert Inventory item ids to an enum.D G Turner
2012-10-09TEENAGENT: Fix constant naming to comply with Coding Conventions.D G Turner
Adding missing CamelCase k-prefixes.
2012-10-02TEENAGENT: Modify callback comment into readable FIXME.D G Turner
2012-09-26TEENAGENT: Cleanup TeenagentEngine class.D G Turner
This removes the underscores in various variables as per project coding standard.
2012-09-24TEENAGENT: Cleanup Surface class.D G Turner
This removes the underscores in various variables as per project coding standard.
2012-09-24TEENAGENT: Cleanup Scene class.D G Turner
This removes the underscores in various variables as per project coding standard.
2012-09-24TEENAGENT: Cleanup Object classes.D G Turner
This removes the underscores in various variables as per project coding standard.