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AgeCommit message (Collapse)Author
2016-04-19WAGE: Switched WM::add() to returning window pointer instead of idEugene Sandulenko
2016-04-19WAGE: Implement callback calling in MacWindowEugene Sandulenko
2016-04-19WAGE: Switched event processing to generic codeEugene Sandulenko
2016-04-19WAGE: Further work on WindowManagerEugene Sandulenko
2016-04-19WAGE: Fixed window switchingEugene Sandulenko
2016-04-19WAGE: Started mouse processing in the WMEugene Sandulenko
2016-04-19WAGE: Draw windows with WindowManagerEugene Sandulenko
2016-04-18WAGE: Silence signed/unsigned comparison warningTorbjörn Andersson
2016-04-18WAGE: Manage window redraws in the WMEugene Sandulenko
2016-04-18SKY: Two more adjustments to Russian BASSEugene Sandulenko
2016-04-17DRASCULA: Remove delays when showing and hiding the inventoryThierry Crozat
I don't see any purpose to this delays and they were not present in the original engine. It works fine without those and the interface seems more responsive. This fixes bug #7121 DRASCULA: Delay and freeze when pressing right mouse click on game Also move a delay when left clicking to after performing the action. With the delay between the left click and the action, the mouse position could have moved when performing the action, resulting in the wrong action being performed (e.g. activating the wrong verb or picking the wrong object in the inventory). But removing the delay altogether causes flickering when picking objects from the inventory.
2016-04-17DRASCULA: Remove delay for select verbThierry Crozat
The delay, since it updates the mouse position, resulted in a different verb being selected than the one we clicked on when moving the mouse quickly after the clic. This was quite confusing and frustrating. I can't see any reason for this delay and it seems to work well without it. The initial commit adding it indicates this was "for better mouse response", but it added a lot of other delays at the same time, and removing this one doesn't see to impact the mouse response (on the contrary, we get the new cursor quicker).
2016-04-17DRASCULA: Fix noise when playing sound.Thierry Crozat
The original engine skipped the first 32 and last 32 bytes of the data when playing a sound. We did not do it in ScummVM which resulted in noise at the start and/or end of some speech. This was most noticeable with Spanish speech but also occurred occasionally with English speech. This fixes bug #7120 Drascula: Audio noise before every voice in the game
2016-04-17DRASCULA: Fix axe visibility flag when entering room 31Thierry Crozat
The visible[1] flag in room 31 (i.e. for the axe) is now reset according to flags[13] (which indicate if we picked up the axe already or not). This fixes bug #7118 Drascula: Axe item can be picked up infinite times
2016-04-17SCI: Fix spellingEugene Sandulenko
2016-04-17WAGE: Improved accuracy of think line drawing.Eugene Sandulenko
Still not perfect, it looks like our Bresenham is a bit different from the one used by QuickDraw, or (most likely) the polygon drawing is different.
2016-04-17SKY: Proper support for Russian BASSEugene Sandulenko
2016-04-17Merge pull request #752 from CrazyMax/masterEugene Sandulenko
SCI: Add Russian translate of Torin's Passage (Windows version)
2016-04-17Merge pull request #748 from salty-horse/fullpipe_headersEugene Sandulenko
FULLPIPE: Reduce audio header dependencies
2016-04-17MOHAWK: Update the screen immediatly when changing stacksBastien Bouclet
This fixes the linking sound being played before the new age is displayed. Thanks to rootfather for noticing.
2016-04-16SKY: Added localized quit message for Russian translationEugene Sandulenko
2016-04-16AGOS: Added Russian Simon2 Talkie. Submitted by DimouseEugene Sandulenko
2016-04-16DRASCULA: Fix animations speedThierry Crozat
To time animations the original engine uses interrupt to get the Real Time Clock and divides the number of clock ticks by 0.182. Since there is approximately 18.2 ticks per second, this means it uses values in 1/100th of a second. In ScummVM we were using getMillis() / 20, so the animations was two times slower than in the original. This might fix bug #7115 Drascula: FPS are incorrect or some frames are dropped. Note that for the walk animation we are still not exactly using the timing of the original. The original engines keeps each walk frames for 5.7 times 1/100th of a second (i.e. 17.54 FPS). In ScummVM getTime returns an integer value and as a result each walk frame is now kept for 6 times 1/100th of a second (i.e. 16.67 FPS, which i better than the 8.33 FPS we were getting before this commit). as our getTime returns integer values and thus we use frames for 6 of 1/100th of a second while the original is slightly faster as it kept frames for 5.7 times 1/100th of a second.
2016-04-16DRASCULA: Swap extraSurface and tableSurface use in chapter 6 for Spanish ↵Thierry Crozat
version This simplifies the code and bring it closer to the original source code. This should help if we need to debug issues in the future.
2016-04-16MADS: Remove git conflict markers in menu_views.hRob Loach
2016-04-15WAGE: Draw console via MacWindowEugene Sandulenko
2016-04-15WAGE: Fix border blittingEugene Sandulenko
2016-04-15WAGE: Fix window title drawingEugene Sandulenko
2016-04-15WAGE: Fix window composing offsetEugene Sandulenko
2016-04-15WAGE: Simplify border drawingEugene Sandulenko
2016-04-15WAGE: Fix border clippingEugene Sandulenko
2016-04-15WAGE: Started screen composingEugene Sandulenko
2016-04-15WAGE: Benefit from ManagedSurface methodsEugene Sandulenko
2016-04-15WAGE: Switch to ManagedSurfaceEugene Sandulenko
2016-04-15SCI: Add Russian translate of Torin's Passage (Windows version)CrazyMax
2016-04-15NEVERHOOD: Avoid crash in original load/delete game dialogsTorbjörn Andersson
The original game would display a message if you tried to load or delete a game without actually selecting one. At least for now, let's just avoid crashing.
2016-04-15NEVERHOOD: Fix bug #7116 ("Crash upon clicking ...")Torbjörn Andersson
Don't crash when clicking a read-only text widget. In the original, the load game dialog's text widget isn't read-only, but since we allow multiple games to have the same name it's probably for the best that we don't quite match the original behavior here.
2016-04-15NEVERHOOD: Tiny whitespace fixTorbjörn Andersson
It's bugging me, ok?
2016-04-15KYRA: Initialize variable before usage.Johannes Schickel
Thanks to salty-horse for reporting.
2016-04-14WAGE: Started to plug the WM inEugene Sandulenko
2016-04-14FULLPIPE: Reduce audio header dependenciesOri Avtalion
2016-04-14AGOS: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce GUI header dependenciesOri Avtalion
2016-04-14WAGE: Draw border in MacWindowEugene Sandulenko
2016-04-13Merge pull request #746 from OmerMor/masterMartin Kiewitz
SCI: Added the Atari ST version of Codename: Iceman
2016-04-13SCI: Added the Atari ST version of Codename: IcemanOmer Mor
2016-04-13DRASCULA: Improve text centeringThierry Crozat
When splitting strings into several lines to fit on the screen the original engine could result in lines with one character beyond the right edge of the screen, which in practice would be drawn on the next line on its own, aligned to the left (and not centered). This commits adds a check to avoid this situation. So although it now behaves slightly differently than the original engine this is for the better.
2016-04-13WAGE: Basic stuff to MacWindowManagerEugene Sandulenko
2016-04-13TSAGE: Reduce GUI header dependenciesOri Avtalion