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path: root/engines/xeen/xeen.cpp
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2018-01-20XEEN: Break out of gameplay when party is killedPaul Gilbert
2018-01-18XEEN: Implemented death cutscene methodPaul Gilbert
2018-01-14XEEN: Enable loading savegames from the launcherPaul 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.
2017-12-20XEEN: Starting to do archive access more like the originalPaul 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
2017-12-12XEEN: Rename Town to LocationManager, added Locations namespacePaul Gilbert
2017-12-10XEEN: Objectifying town locations codePaul Gilbert
2017-11-29XEEN: Create Windows class to hold the windows arrayPaul Gilbert
2017-11-15XEEN: Fix uninitialized instance field warningsPaul Gilbert
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.
2016-09-24XEEN: Move old main menu classes into WorldOfXeen namespacePaul Gilbert
2016-09-23XEEN: Add dispatcher for cutscenes, menu, and gameplayPaul Gilbert
2016-09-22XEEN: Create WorldOfXeenResources class for their specific stringsPaul Gilbert
Some strings are still in the base Resources, since they're referred to by core dialogs. These may be able to be refactored in the future as support is added for the other games
2016-09-19XEEN: Added Pharaoh endgame score screenPaul Gilbert
2016-09-19XEEN: More of Darkside endgame sequencePaul Gilbert
2016-09-18XEEN: Stop audio if intro sequence abortedPaul Gilbert
2016-09-18XEEN: Support switching between fx & game music, fx fixesPaul Gilbert
2016-09-17XEEN: Changing file opening specifying archive to use enumPaul Gilbert
2016-09-16XEEN: Cleanup of Sound driverPaul Gilbert
2016-09-16XEEN: Added further debug logging to music playerPaul Gilbert
2016-09-16XEEN: Register debug channels on startupPaul Gilbert
2016-09-12XEEN: Beginnings of Music classPaul Gilbert
2016-09-04XEEN: Beginnings of Darkside endgame and musicPaul Gilbert
2016-09-04XEEN: Fix Travis identified warningsPaul Gilbert
2016-08-28XEEN: Moved method comments from CPP to header filesPaul Gilbert
2016-08-27XEEN: Beginnings of sound effects supportPaul Gilbert
2015-11-20XEEN: Some initial work on better sound managerPaul Gilbert
2015-03-01XEEN: Implement remaining spellsPaul Gilbert
2015-02-27XEEN: Implemented openGratePaul Gilbert
2015-02-22XEEN: Renaming and move flags used for UI indicatorsPaul Gilbert
2015-02-15XEEN: Moved _openDoor into InterfaceMapPaul Gilbert
2015-02-10XEEN: Refacored face sprites loading into Roster and Character classesPaul Gilbert
2015-02-09XEEN: More refactoring needed for party dialog setupPaul Gilbert
2015-02-09XEEN: Some refactoring needed for resources the party dialog will needPaul Gilbert
2015-02-05XEEN: Moved _maeNames to a new Resources classPaul Gilbert
2015-01-26XEEN: Implemented createTownTextPaul Gilbert
2015-01-25XEEN: Beginnings of Town class, implemented handleActionPaul Gilbert
2015-01-25XEEN: Add skeleton for spells classPaul Gilbert
2015-01-23XEEN: Implement further script opcodesPaul Gilbert
2015-01-23XEEN: More script code and string input dialogPaul Gilbert
2015-01-22XEEN: Implemented dialogs for Who Will and YesNoPaul Gilbert
2015-01-20XEEN: Implemented doStepCodePaul Gilbert
2015-01-19XEEN: Add extra ending code for pausing turnsPaul Gilbert
2015-01-19XEEN: Beginnings of main game loop and waitingPaul Gilbert
2015-01-18XEEN: Disable initial fade out for nowPaul Gilbert
2015-01-14XEEN: Remainder of drawIndoors implementedPaul Gilbert
2015-01-13XEEN: Implemented indoor drawing code in draw3dPaul Gilbert
2015-01-12XEEN: Implemented setMazeBitsPaul Gilbert
2015-01-11XEEN: Various renamingsPaul Gilbert
2015-01-06XEEN: More interface setup and UI button definitionsPaul Gilbert