Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-05-24 | JANITORIAL: Fix trailing whitespace | Adrian Frühwirth | |
2018-04-29 | XEEN: Support importing Clouds/Darkside savegames to World of Xeen | Paul Gilbert | |
2018-04-14 | XEEN: Clear prior pending treasure when loading savegame | Paul Gilbert | |
2018-04-07 | XEEN: Reset combat data when loading a new savegame | Paul Gilbert | |
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian 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. | |||
2018-04-06 | XEEN: Cleanup of monster move check method | Paul Gilbert | |
2018-04-03 | XEEN: Don't allow saving in the war zone | Paul Gilbert | |
2018-03-27 | XEEN: Change Map _loadDarkSide bool to int _loadCcNum | Paul Gilbert | |
2018-03-23 | XEEN: Redraw party after loading a savegame | Paul Gilbert | |
2018-03-21 | XEEN: Don't allow GMM load/save on the main menus or intro/end cutscenes | Paul Gilbert | |
2018-03-17 | XEEN: Change bool _isDarkCc to int _ccNum | Paul Gilbert | |
Originally the flag was whether the party was on the Dark Side, but as a bool I was having to cast it to an int side/cc number in more and more places. So now I've converted it to _ccNum, and it can be used directly as an int | |||
2018-03-13 | XEEN: Fix saving to slot 0 using in-game Control Panel | Paul Gilbert | |
2018-02-26 | XEEN: Defer creating new game state until needed | Paul Gilbert | |
This fixes a bug with the startup menu where, after finishing the game, starting a new one would simply re-show the prior game | |||
2018-02-24 | XEEN: Set correct starting date for each game | Paul Gilbert | |
2018-02-24 | XEEN: Don't save prior map state when loading new saves | Paul Gilbert | |
2018-02-12 | XEEN: Added skeleton child engine for Swords of Xeen | Paul Gilbert | |
2018-02-12 | XEEN: Fix memory leak loading savegames | Paul Gilbert | |
2018-01-27 | XEEN: Implement save manager save/load methods | Paul Gilbert | |
2018-01-27 | XEEN: Implementing control panel dialog | Paul Gilbert | |
2018-01-14 | XEEN: Fix loading savegames from Dark Side | Paul Gilbert | |
2018-01-14 | XEEN: Fixes for encryption and resource offsets in save files | Paul Gilbert | |
2018-01-13 | XEEN: Saving fixes for party and roster | Paul Gilbert | |
2018-01-12 | XEEN: Further savegame logic | Paul Gilbert | |
2018-01-11 | XEEN: Implementing savegame code | Paul Gilbert | |
2017-12-22 | XEEN: Create a separate current state saver for each side | Paul 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. | |||
2017-12-20 | XEEN: Starting to do archive access more like the original | Paul Gilbert | |
Previously the game wasn't paying much attention to the access of dark.cc vs xeen.cc, which was causing problems when trying to travel to Dark Side. This is the beginnings of a refactoring to more closely work like the original does | |||
2017-11-14 | XEEN: Added missing initialization for new games | Paul Gilbert | |
2017-09-22 | XEEN: Change OutFile not to subclass MemoryWriteStreamDynamic | Bastien Bouclet | |
Also fix leaking the MemoryWriteStreamDynamic buffer storage | |||
2017-09-22 | XEEN: Change SavesManager to use a map of pointers to MemoryWriteStreamDynamic | Bastien Bouclet | |
Our implementation of HashMap does not allow value types without a zero-argument constructor. | |||
2016-10-09 | JANITORIAL: Remove trailing spaces | Eugene Sandulenko | |
2016-08-28 | XEEN: Moved method comments from CPP to header files | Paul Gilbert | |
2015-02-09 | XEEN: More refactoring needed for party dialog setup | Paul Gilbert | |
2015-01-23 | XEEN: Implement further script opcodes | Paul Gilbert | |
2015-01-23 | XEEN: More script code and string input dialog | Paul Gilbert | |
2015-01-11 | XEEN: Implemented code for 'saving' resources to the loaded savefile | Paul Gilbert | |
2015-01-08 | XEEN: Fix to load correct default savegame | Paul Gilbert | |
2015-01-07 | XEEN: Further fix for savegame initialization | Paul Gilbert | |
2015-01-07 | XEEN: Add prefix support to CC files, initial save state fixes | Paul Gilbert | |
2015-01-05 | XEEN: Start of in-game display implementation | Paul Gilbert | |
2015-01-05 | XEEN: In progress implementing map loading | Paul Gilbert | |
2015-01-02 | XEEN: Cleanup of party code split, moved roster and party to engine | Paul Gilbert | |
2015-01-02 | XEEN: Replaced conditions array with named field structure | Paul Gilbert | |
2015-01-02 | XEEN: Implemented dynamic data loading for new games | Paul Gilbert | |
2015-01-01 | XEEN: Implemented party and condition classes | Paul Gilbert | |