aboutsummaryrefslogtreecommitdiff
path: root/engines
AgeCommit message (Collapse)Author
2012-06-10TOON: Migrate Pathfinding Path Buffers to Common::Point.D G Turner
This removes the need for i32Point, which used int32, instead of the int16 of Common::Point. Since the co-ordinates passed in are in int16, this is safe. Tested with no regressions. Also, removed return value from walkLine function as it always returned true.
2012-06-10TOON: Migrate Pathfinding API x,y coordinates to int16.D G Turner
This harmonises the usage with Common::Point.
2012-06-09TOON: Minor cleanups in Pathfinding class. No functional change.D G Turner
2012-06-09TOON: Replace Pathfinding retPath static buffers with Common::Array.D G Turner
2012-06-09TOON: Replace Pathfinding _tempPath static buffers with Common::Array.D G Turner
2012-06-07TOON: Further cleanup to Pathfinding Class.D G Turner
Removal of some unused variables, logical reordering of functions and minor changes to reduce minor duplication. No functional changes.
2012-06-07TOON: Reduce unecessary linkages in Pathfinding class.D G Turner
2012-06-07TOON: Remove unecessary usages of g_system.D G Turner
2012-06-07TOON: Minor cleanup and formatting fixes to Pathfinding class.D G Turner
2012-06-07TOON: Move PathFindingHeap API to use int16 for x,y coordinates.D G Turner
The internal x,y point representation was already changed to int16 anyway, so this just harmonises this with the external API (and with Common::Point which uses int16).
2012-06-07AGOS: Fix compiling AGOS game engine, when AGOS2 is disabled.Travis Howell
2012-06-07GOB: Hook up the Penetration minigame in the cheaterSven Hesse
2012-06-07GOB: Handle Penetration shooting animations more cleverlySven Hesse
Still no bullets, though :P
2012-06-07GOB: Better controls in Geisha's PenetrationSven Hesse
You can actually move diagonally now
2012-06-06SCUMM: Implement football2002 u32 opcode 1028Matthew Hoops
Scoreboard transitions now play
2012-06-07GOB: Add a way to reopen currently opened IMD/VMD videosSven Hesse
This is a workaround for how Lost in Time behaves in combination with changes I made to the DataIO code for running Urban Runner on low-memory devices. Urban Runner's intro are far to big to have them copied into memory for these devices, so I made the DataIO code return a SafeSeekableSubReadStream into the opened archive stream instead. Unfortunately, Lost in Time might not close a video file when it closes the data file which it was originally in, especially when loading a saved game. Since the video player needs to be able to gaplessly continue a video and there does not, by itself, close the video if not requested by the scripts, this leads to reading out of an already closed stream in certain cases. So, to worka round this issues, the video player tries to reopen each currently opened video after a data archive was closed, to make sure that that video is still available. If not, the video is closed.
2012-06-06GOB: Add the original broken German as commentsSven Hesse
2012-06-06GOB: Draw info texts in PenetrationSven Hesse
The German strings have been changed from the original, to fix the horribly broken German. Someone should probably check the Italian and Spanish strings too.
2012-06-06GOB: Set Penetration floor palettes and fade in/outSven Hesse
2012-06-06GOB: Implement exiting floorsSven Hesse
2012-06-06GOB: Clean up the Penetration map handling a bitSven Hesse
2012-06-06GOB: Implement Penetration submarine shooting and dyingSven Hesse
Shots don't result in bullets yet, though
2012-06-06GOB: const correctnessSven Hesse
2012-06-05SWORD1: Use _missingSubTitleStr when asking for an out of bound textIdThierry Crozat
It was using textId 0, which is not the subtitle we want anyway. So instead of using the wrong subtitle, it is probably better to not display a subtitle at all. A test case for this is with the demo when using non-english language as several subtitles are missing toward the end.
2012-06-05SWORD1: Fix crash in demo when using French subtitlesThierry Crozat
2012-06-05SCUMM: Show an error dialog when trying to run puttzoo ios liteMatthew Hoops
The lite version contains the full game and we will not support it due to potential piracy.
2012-06-05GOB: Implement health gain/loss for mouthsSven Hesse
2012-06-05GOB: Play sounds for mouths and shields in PenetrationSven Hesse
2012-06-05GOB: Animate mouths in Geisha's PenetrationSven Hesse
2012-06-05DREAMWEB: Modify Sound code to better match original behaviour.D G Turner
This fixes bug #3531635 - "DREAMWEB: doors don't play "open" sound when opening". In addition, the resultant code is simpler and should better match the original behaviour and a basic playtest has not shown any regressions.
2012-06-03GOB: Fix invalid reads in Geisha's minigamesSven Hesse
2012-06-03GOB: Remove unnecessary includeSven Hesse
A remnant of when we were still doing dithering color LUT creation at startup
2012-06-03GOB: Consume shields in PenetrationSven Hesse
2012-06-03GOB: Limit Penetration movement to walkable tilesSven Hesse
2012-06-03GOB: Display the Penetration submarineSven Hesse
2012-06-03GOB: Draw the Penetration map and do basic movementSven Hesse
2012-06-03GOB: Draw the map in a separate surfaceSven Hesse
Still hidden for now.
2012-06-02DREAMWEB: Modify sound code to prevent missing sound effects.D G Turner
This should fix bug #3528164 "DREAMWEB: missing sound effects/music cues during main title" by preventing repeated calls of SFX id 12 being lost if the next call is made before the sound handler has cleared the previous one.
2012-06-02GOB: Draw the shield and health meters in PenetrationSven Hesse
2012-06-02GOB: Add animation handling frame to PenetrationSven Hesse
2012-06-02GOB: Correctly name the Penetration script variablesSven Hesse
2012-06-02SCI32: Implement GetConfig("language")Lars Skovlund
2012-06-02DREAMWEB: Cleanup of debugging code and formatting in sound code.D G Turner
This commit removes various temporary debugging output, cleans up some points of formatting and replaces some hexadecimal sizes and offsets with decimal for readability.
2012-06-01SCUMM: Add debugInput opcode difference in Backyard Basketball.Travis Howell
2012-05-31SCUMM: Change the nest.number default to zero in stopScript and ↵Travis Howell
stopObjectScript too.
2012-05-31DREAMWEB: Remove irrelevant additions in SFX id 62 usage.D G Turner
2012-05-31DREAMWEB: Objectify Sound functions & data into DreamWebSound class.D G Turner
This change should have no functional change, but makes the sound code more decoupled, modular and readable, prior to attempting a fix for bug #3528164 - "DREAMWEB: missing sound effects/music cues during main title".
2012-05-31SCUMM: Backyard Baseball 2003 uses a unique variable for the subtitle ↵Travis Howell
setting, fixes changing subtitles via ScummVM.
2012-05-30SCI32: Case-insensitive configuration gettersLars Skovlund
2012-05-31SCUMM: Fix global script 255 never been resumed by runScriptNested. Thanks ↵Travis Howell
to clone2727 for tracking down the problem in baseball2003.