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2018-08-09STARTREK: Add debug channel for soundMatthew Stewart
2018-08-09STARTREK: Implement CD Audio handling.Matthew Stewart
2018-08-09STARTREK: Implement sound effects in the midisMatthew Stewart
Removed amiga and mac sound code for now since I can't test it.
2018-08-09STARTREK: Begin implementing event system.Matthew Stewart
Textbox now responds to mouse input.
2018-08-09STARTREK: Implement more text routinesMatthew Stewart
2018-08-09STARTREK: Add mouse cursorMatthew Stewart
2018-08-09STARTREK: Fix off-by-1 bug in drawSpriteMatthew Stewart
2018-08-09STARTREK: Implement drawAllSprites properly.Matthew Stewart
Still need to do the part which calculates sprite priorities.
2018-08-09STARTREK: Begin implementing menusMatthew Stewart
2018-08-09STARTREK: Begin implementation of showText.Matthew Stewart
Also started using SharedPtrs.
2018-08-09STARTREK: Implement addSprite and delSpriteMatthew Stewart
2018-08-09STARTREK: Implement draw modes 2 and 3 for spritesMatthew Stewart
2018-08-09STARTREK: Implement drawSprite functionMatthew Stewart
2018-08-09STARTREK: Make Bitmap, Sprite, FileStream classesMatthew Stewart
2018-08-09STARTREK: Fixes to file loading.Matthew Stewart
The "numbered" files that I implemented can also use letters as the last character.
2018-08-09STARTREK: Implement loading "numbered" filesMatthew Stewart
2018-08-09STARTREK: Add detection for the ST25 Mac demoMatthew Stewart
2018-08-09STARTREK: Import my startrek engineMatthew Hoops
Now updated even
2018-08-07TINSEL: Fix displayed saved game month off by oneDavid Fioramonti
This corrects the displayed month for querySaveMetaInfos being a month behind.
2018-08-05PINK: implemented text drawing in ActionText for English versionAndrei Prykhodko
2018-08-04MOHAWK: RIVEN: Fix crash when clicking on a marble with the mouse movingBastien Bouclet
In some cases a mouse moved event could be handled between the moment the xtakeit script was queued and the moment it is executed (on the same frame), causing the mouse position no longer to be over a marble rectangle. Fixes #10647.
2018-08-03SAGA: Deduplicate kScriptTimeTicksPerSecond constantAdrian Frühwirth
2018-08-03GROOVIE: Allow saving via GMM and increase save slots to 25David Fioramonti
If the user enters in an invalid description for the save then it will be simplified by the saved name cache process in Script::savegame. I checked this with t7g, but not with the 11th guest or any other Groovie game. The original in-game loading/saving can still only access the first 10 save slots (0-9). Its possible to saving via the GMM when the game is interactive. Loading a game saved via the gui using the original in-game load menu works fine. Saving via the GMM with timestamp works, but only only saves the characters up to the first non-alpha non-letter characer.
2018-08-03TINSEL: Add playTime to saved game and display itDavid Fioramonti
Also bumps the saved game format version to 3. I changed the order of how the data is saved so that the playtime could be read in without skipping as much data. This is because querySaveMetaInfos only needs the metafields where as saveload::DoRestore() needs more of the header. A crash was happening when trying to delete a saved game from the launcher. It is because the engine is not initalized. I assign a dummy value to resolve the issue. Loading saved games from previous versions works. When an old version saved game is loaded it will start with zero playtime. Old saved games are shown as not having playtime data.
2018-08-03LAB: By default skip thumbnail loading for readSaveGameHeaderDavid Fioramonti
This changes the convention back to skipping the thumbnail loading for readSaveGameHeader. querySaveMetaInfos is the only place it shouldn't be skipped.
2018-08-03BLADERUNNER: Add cos/sine tableDavid Fioramonti
This uses the one in Common. The engine now contains a 10-bit cosine and sine table. It used mostly for vector math. This also allows two vector functions to be removed from vector.h.
2018-08-02PINK: fixed bug when in walking state you choose another locationwhiterandrek
2018-08-01PARALLACTION: Fix use-after-free on quitColin Snover
Parallaction::_gfx is referenced by objects destroyed when Parallaction::_input is destroyed so it cannot be destroyed first.
2018-08-01PARALLACTION: Fix null pointer dereference on quitColin Snover
2018-08-01PARALLACTION: Fix invalid array access at dialogue selectionColin Snover
Also removes an unnecessary second condition check for oldAnswer by moving that closer to its point of use.
2018-07-31MOHAWK: Fix Unused Variable Compiler Warning.D G Turner
This occurs when FreeType2 is not enabled and thus fontHeight variable is unused.
2018-07-31CRUISE: Fix Possible Invalid Thumbnail Pointer Access.D G Turner
2018-07-30MOHAWK: MYST: Add support for the localized 25th gamesBastien Bouclet
2018-07-30DM: Fix Possible Uninitialized Variable Usage Compiler Warnings.D G Turner
2018-07-29PINK: force cursor updating when entering to pda pageAndrei Prykhodko
2018-07-29PINK: fixed Coverity warningsAndrei Prykhodko
2018-07-29PINK: add partial implementation of ActionTextAndrei Prykhodko
2018-07-29SLUDGE: Fix Unused Function Compiler Warnings.D G Turner
2018-07-29ZVISION: Add workaround for ZGI bug #10605Torbjörn Andersson
It's possible to get the "Fire! Fire!" timer stuck after setting the the inquisitor doll on fire. This should work around that.
2018-07-29ZVISION: Add workaround for bug #10604Torbjörn Andersson
It was possible to render the game unplayable simply by looking at Jack's cigar box while waiting for him to return to examine the lamp. Note that this bug is only present in the DVD version. For whatever reason, it adds a dummy location for playing the cutscene. Applying the bugfix in the CD version actually breaks the game.
2018-07-29WINTERMUTE: Return Common::kUnsupportedColorMode if the required screen ↵Cameron Cawley
format is unavailable
2018-07-29SUPERNOVA: Fix Unused Variable Compiler Warnings.D G Turner
2018-07-29PINK: Fix Unused Const Variable Compiler Warning.D G Turner
2018-07-29MOHAWK: Silent Compiler Warning About Unused VM Pointer.D G Turner
This can be restored if required at a later time.
2018-07-29LILLIPUT: Minor Sound Function Name Change For Consistency.D G Turner
This has no functional change, but improves the consistency with the renamed stopSound() function. Also, minor fixes for formatting, removal of redundant comments and code in sound class.
2018-07-29LILLIPUT: Fix Compiler Warning About Hiding Overloaded Virtual.D G Turner
2018-07-29LILLIPUT: Remove Unused Engine Pointer from Sound Class.D G Turner
Since this was unused, it was causing various compiler warnings of the set-but-not-used type. If it is needed later, this code can be restored.
2018-07-29CRYO: Fix Debug Statement Format String Compiler Warnings.D G Turner
Some of the debug statements in the engine compute values or sizes of various items by pointer subtraction (which is probably not recommended; I am not sure if this is why some of the structs were previous packed as noted and removed by snover). In any case, the subtractions should result in relatively small integer values, but using these into debug() calls with printf style format strings can cause warnings from the compiler with the format specifier depending on the underlying pointer sizes. To avoid these, have recast these to int. If this does cause any issues, they should be limited to debug() value changes and thus not a functional issue with the engine, which can be corrected by the engine developers.
2018-07-29ACCESS: MM: Fix Compiler Variable Shadowing Warning.D G Turner
2018-07-27MOHAWK: RIVEN: Only use x mouse position to move dome slidersDavid Fioramonti
Fixes Trac#10642. The original engine will move the dome sliders whenever the player is dragging a dome slider to the left or right regardless of y position. In ScummVM the dome slider position would only change to the players x mouse position when the y value was also in the slider hotspot. This change removes the y check by making the point to be checked always have a y value in the hotspot rect. The x values are also bound to the max and min value that any of the slider hotspots can have. This allows the slider to go all the way to the left and right even if the user has gone past the slider area to the left or right while still holding the slider.