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2018-03-04XEEN: Fix loading saves from main menus and launcherPaul Gilbert
2018-03-04BLADERUNNER: Add scene resumeThomas Fach-Pedersen
2018-03-03XEEN: Fix loading saves from main menus and launcherPaul Gilbert
2018-03-03XEEN: Add Swords of Xeen main menuPaul Gilbert
2018-03-02XEEN: Hook up Clouds of Xeen intro for playing on startupPaul Gilbert
2018-03-02XEEN: Add World of Xeen logo to end of Dark Side introPaul Gilbert
2018-03-02TUCKER: Use Verb enum in more placesAdrian Frühwirth
2018-03-02Add PanelState, PanelStyle and PanelType enumsAdrian Frühwirth
The new _panelState tells if the panel is currently in the process of being toggled between icon-style and text-style verbs and thus animated. The new _panelStyle tells wich verb-style the panel currently uses. The new _panelType tells which mode the panel currently is in: - verbs + inventory (normal) - empty (used for dialogs) - save, load, play, quit buttons - save/load savegame Also, switchPanelType() has been renamed to togglePanelStyle() and kInputKeyToggleInventory to kInputKeyTogglePanelStyle to better match the above changes. _switchPanelFlag has been dropped in favor of using the new _panelState. TODO: Store _panelStyle in savegames.
2018-03-02TUCKER: Add Part enumAdrian Frühwirth
2018-03-02TUCKER: Add CursorStyle and CursorState enumsAdrian Frühwirth
2018-03-01XEEN: Fixes for Dark Side introPaul Gilbert
2018-03-01XEEN: Implemented remaining code for Dark Side introPaul Gilbert
2018-02-28XEEN: In progress implementing Dark Side introPaul Gilbert
2018-02-26XEEN: Don't show game intro if it's already been seen perviouslyPaul Gilbert
2018-02-26XEEN: Minor cleanups to outer enginePaul Gilbert
2018-02-26XEEN: Cleanup of the game title, intro, and menu launching codePaul Gilbert
2018-02-26XEEN: Defer creating new game state until neededPaul 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
2018-02-25BLADERUNNER: Added Generic Walker actorsPeter Kohaut
Fixed isseue of duplicating items in world Fixed fog issue with incorrect rendering in special occasions Added basic debugger console Refactored looping code for better readability
2018-02-25TUCKER: Allow skipping speechAdrian Frühwirth
Escape, period or right mouse click skips one sentence at a time.
2018-02-25TUCKER: Confine Bud to walkable area when entering clubAdrian Frühwirth
When Bud is walked to specific coordinates using the 'buw' opcode the walkable area is not enforced (_locationMaskIgnore == true). This is usually not a problem because the player is not allowed to click, however, when entering the club, this allows the player to move Bud to coordinates from which he can never return, leaving him stuck there. As a workaround, do not ignore the location mask during this specific action when entering the club. Fixes Trac#5838.
2018-02-25TUCKER: Fix theoretical out-of-bounds readAdrian Frühwirth
2018-02-24XEEN: Fix freeze on the Confirm dialogPaul Gilbert
2018-02-24XEEN: Remove old stubbed Screen::draw methodPaul Gilbert
2018-02-24XEEN: Remove debug code and unneeded variablesPaul Gilbert
2018-02-24XEEN: Set correct starting date for each gamePaul Gilbert
2018-02-24XEEN: Add difficulty selection dialog to WOX starting menuPaul Gilbert
2018-02-24XEEN: Properly redraw Char Items dialog after leaving Quest dialogPaul Gilbert
2018-02-24XEEN: Fix getting items from combat and displaying them in Items dialogPaul Gilbert
2018-02-24XEEN: Fix format string for items dialog weapon linesPaul Gilbert
2018-02-24XEEN: Fix resetting wall sprites between mapsPaul Gilbert
2018-02-24TUCKER: Work around background pixels being drawn in the foregroundAdrian Frühwirth
Some backgrounds use colors in the reserved range [0xE0-0xF8] in a walkable area which results in a number of pixels being falsely drawn in the foreground (on top of Bud). This fixes Trac#10423 to work around these original game bugs and also removes the workaround for location 14 which does not seem to be needed anymore.
2018-02-24XEEN: Don't save prior map state when loading new savesPaul Gilbert
2018-02-24XEEN: Swords of Xeen doesn't have any dreamsPaul Gilbert
2018-02-24XEEN: Implemented Swords of Xeen death screenPaul Gilbert
2018-02-24XEEN: Don't show blood spatter for hits beyond the first rowPaul Gilbert
2018-02-24XEEN: Merge various pow/hit arrays into a single array of structuresPaul Gilbert
2018-02-24XEEN: Fix reduction of damage from physical resistencePaul Gilbert
2018-02-23XEEN: Add custom minimap logo for Swords of XeenPaul Gilbert
2018-02-23XEEN: Simplify showPharaohEndText method to use const char *Paul Gilbert
2018-02-23SUPERNOVA: Add strings for quit game promptThierry Crozat
2018-02-23XEEN: Fix restarting scripts after script teleportsPaul Gilbert
2018-02-23XEEN: Add data to create_xeen for Clouds of Xeen on it's ownPaul Gilbert
2018-02-23XEEN: Add Clouds of Xeen MAE and Spells to xeen.ccsPaul Gilbert
The later games stored them in resources, but Clouds of Xeen had them hardcoded. So this adds them under the same resource names as the later games, so the existing code can load them
2018-02-23XEEN: Properly erase items dialog when exitedPaul Gilbert
2018-02-23XEEN: Fix some incorrect string arrays in create_xeenPaul Gilbert
2018-02-23XEEN: Remove un-needed initialization of monsters list in codePaul Gilbert
The original had a static monsters list in the executable, but it then goes ahead and loads in the list from a resource anyway
2018-02-23XEEN: Add custom maze to the create_xeen toolPaul Gilbert
This could be used as an example of how other new maps could be added in the future, and it also gives people a cool result if they try typing 'ScummVM' into the teleport mirror
2018-02-23XEEN: Fix exiting ScummVM when 'Nothing here' dialog is activePaul Gilbert
2018-02-23XEEN: Make mirror text entry matching case insensitivePaul Gilbert
2018-02-23XEEN: Fix saving maps with no objects and/or monstersPaul Gilbert