aboutsummaryrefslogtreecommitdiff
path: root/engines/wintermute
AgeCommit message (Collapse)Author
2016-08-22WINTERMUTE: Fix compilation with MSVCFilippos Karapetis
Change the way that EXTENDED_DEBUGGER_ENABLED is checked. The way it was used, it triggered a fatal error C1017
2016-07-24WINTERMUTE: Another fix for c++11 compilationEugene Sandulenko
2016-07-24WINTERMUTE: Fix compilationEugene Sandulenko
2016-07-24Merge pull request #687 from tobiatesan/wme_debugger_rewriteEugene Sandulenko
WME: Debugger for WME, 2016 rewrite
2016-05-29Fix Wintermute copyright signHubert Maier
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.
2016-05-14WINTERMUTE: Remove redundant check.Eugene Sandulenko
If new() was unsuccessful, then we should bail out immediately, but we always assume we have enough memory for ScummVM.
2016-05-08WINTERMUTE: Add missing parameterEugene Sandulenko
2016-04-23Merge pull request #728 from tobiatesan/fix_oggEinar Johan Trøan Sømåen
WINTERMUTE: Correctly find .ogg version of .wav files
2016-03-30WINTERMUTE: Correctly find .ogg version of .wav filesTobia Tesan
As it was, it didn't reliably work across platforms because it turned some\\windows\\path.wav into some/system/pathogg Note no "." before "ogg"; also since we use the new filename to search for the file inside DCPs, which use Windows naming, we don't want system-specific path format. Fixes #7088
2016-03-24WINTERMUTE: Make wintermute games show the right save dateMartin Kennedy
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-06Merge pull request #696 from tobiatesan/fix_7067_broken_absEugene Sandulenko
WINTERMUTE: Rewrite absolute prefix workarounds block with loop
2016-03-06WINTERMUTE: Actually use new BasePersistenceManager constructorWillem Jan Palenstijn
2016-03-06Merge pull request #691 from tobiatesan/common_string_targetEugene Sandulenko
WINTERMUTE: Return Common::String in getGameTargetName()
2016-03-06WINTERMUTE: Use Common::String in arg for initSaveTobia Tesan
2016-03-06WINTERMUTE: Use Common::String in BasePersistenceManager-ctorTobia Tesan
2016-03-06WINTERMUTE: Use C strings in absolute path workaround arrayTobia Tesan
2016-03-06WINTERMUTE: Use array to store known broken absolute pathsTobia Tesan
Avoids an if() block that is getting longer
2016-03-06Merge pull request #692 from tobiatesan/cr5Eugene Sandulenko
WINTERMUTE: Add detection entry for Carol Reed 5 Demo
2016-03-06Merge pull request #693 from tobiatesan/cr4_demoEugene Sandulenko
WINTERMUTE: Remove ADGF_DEMO flag from non-demo carolreed4 detection
2016-03-06Merge pull request #695 from tobiatesan/fix_7067_aEugene Sandulenko
WINTERMUTE: Add workaround for bug #7067
2016-03-05WINTERMUTE: Add fallback for hardcoded absolute path in carolreed5Tobia Tesan
Carol Reed 5 (the full game, data.dcp hash 27b3efc018ade5ee8f4adf08b4e3c0dd) refers to the absolute path "f:\dokument\spel 5\demo\data\scenes\credits\op_cred_00\op_cred_00.jpg" Appears to fix bug #7067.
2016-03-05WINTERMUTE: Remove ADGF_DEMO flag from non-demo carolreed4 entryTobia Tesan
2016-03-05WINTERMUTE: Add detection entry for Carol Reed 5 DemoTobia Tesan
2016-03-05WINTERMUTE: Return Common::String in getGameTargetName()Tobia Tesan
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-03-01WINTERMUTE: Pass const& in constructor for SourceListingTobia Tesan
2016-03-01WINTERMUTE: Remember to delete watch instancesTobia Tesan
2016-03-01WINTERMUTE: Do not delete a pointer we do not own in resolveNameTobia Tesan
2016-03-01WINTERMUTE: Pass valid arguments to getLinesTobia Tesan
2016-03-01WINTERMUTE: Add Watch functionalityTobia Tesan
2016-03-01WINTERMUTE: Add print and set commands to debuggerTobia Tesan
2016-03-01WINTERMUTE: Add name resolution to DebuggableScriptTobia Tesan
2016-03-01WINTERMUTE: Add source functionality in debuggerTobia Tesan
2016-03-01WINTERMUTE: Add CachedSourceListingProviderTobia Tesan
2016-03-01WINTERMUTE: Add BasicSourceListingProvider classTobia Tesan
2016-03-01WINTERMUTE: Add DebuggerControllerTobia Tesan
2016-03-01WINTERMUTE: Add BlankListingProvider classTobia Tesan
2016-03-01WINTERMUTE: Add BlankListing classTobia Tesan
2016-03-01WINTERMUTE: Add SourceListing base classTobia Tesan
2016-03-01WINTERMUTE: Add SourceListingProvider abstract classTobia Tesan
2016-02-29WINTERMUTE: Add ListingProvider abstract classTobia Tesan
2016-02-29WINTERMUTE: Add abstract class ListingTobia Tesan
2016-02-29WINTERMUTE: Add post instruction hook to DebuggableScriptTobia Tesan
2016-02-29WINTERMUTE: Add Breakpoint classTobia Tesan
2016-02-29WINTERMUTE: Add ScriptMonitor abstract classTobia Tesan
2016-02-29WINTERMUTE: Add DebuggableScript and DebuggableScriptEngine classesTobia Tesan
These extend the script engine and allow for monitoring and adding pre/post instruction hooks
2016-02-29WINTERMUTE: Add Error classTobia Tesan