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path: root/engines/xeen/detection.cpp
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2019-08-29XEEN: Shift getting specific game Id to an engine methodPaul Gilbert
2018-12-10ENGINES: Use an uppercase C for the metaengine copyright stringsBastien Bouclet
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-07-26XEEN: Fix Coverity warningsPaul Gilbert
2018-05-04XEEN: Savegame name wasn't showing up for slot 99Paul Gilbert
2018-04-28XEEN: Implement changes needed for World of Xeen 2 CD talkiePaul Gilbert
2018-04-13XEEN: Add launcher Engine tab option for more durable armorPaul Gilbert
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.
2018-03-25XEEN: Add custom engine option for showing inventory item costsPaul Gilbert
This first new option displays the effective cost of items when viewing in the standard character inventory. This makes it easier to compare the value (and thus relative power) of items against either other
2018-03-26XEEN: Be strict about matching digits in savegame filenamesAdrian Frühwirth
2018-03-26XEEN: Let listSaves return list sorted on slot numbersAdrian Frühwirth
2018-03-15XEEN: Add full game names to detection entriesPaul Gilbert
2018-02-13XEEN: Add detection for Clouds & Dark SidePaul Gilbert
2018-02-12XEEN: Added skeleton child engine for Swords of XeenPaul Gilbert
2018-01-14XEEN: Fix showing savegame meta infoPaul Gilbert
2018-01-13XEEN: Fix re-encryption of save archive indexesPaul Gilbert
2017-12-22XEEN: Create a separate current state saver for each sidePaul Gilbert
Previously, I only had a single savefile, which maintains the state of the party and mazes. But I've realised that I'll need a separate archive for each side of Xeen. I'm still not entirely happy with the cleanliness of the new structure, but it at least is now functionally separating the sides.
2017-11-14XEEN: Fix some Coverity warningsPaul Gilbert
2016-09-22XEEN: Create a WorldOfXeen sub-namespacePaul Gilbert
2016-08-27XEEN: Move game cutscene methods into their own classesPaul Gilbert
2015-11-17XEEN: Merge Clouds and DarkSide engines into WorldOfXeenEnginePaul Gilbert
2014-12-25XEEN: Added skeletons for Clouds, Dark Side, and World of Xeen enginesPaul Gilbert
2014-12-23XEEN: Initial commitPaul Gilbert