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2010-10-30SCI: Fixed script bug #3098353 - "ECOQUEST1 German: Crash at the blackboard ↵Filippos Karapetis
in the dolphin room" svn-id: r53941
2010-10-30SCI: Fixed detection of fan made script patches for LSL1Filippos Karapetis
svn-id: r53940
2010-10-30SWORD25: Play the cutscene audioTorbjörn Andersson
Once the audio buffer has been queued in the audio stream, the Theora decoder is no longer responsible for it. It has to allocate a new audio buffer for the next set of audio data. Of course, at the moment the audio is pretty useless because the playback speed is all wrong. svn-id: r53939
2010-10-30SWORD25: Fix hanging cutscene videoTorbjörn Andersson
Even though our video player does not (yet) support audio, we need to adjust the values of _audiobufFill and _audiobufReady as if it did, or it will never realize it has reached the end of the cutscene. Also fixes what looks like a typo in audio data clipping. svn-id: r53938
2010-10-30SWORD25: Added a hack to allow the new English voice pack to be detectedPaul Gilbert
svn-id: r53937
2010-10-30TINSEL: Remove redundant if()Max Horn
svn-id: r53936
2010-10-30TINSEL: Remove unnecessary CORO_PARAM from ObjectTextOutMax Horn
As a nice side effect, this gets rid of 25 out of 64 occurrences of nullContext in the TINSEL code. svn-id: r53935
2010-10-30TINSEL: Fix subtle leak in coroutine code, some minor tweaksMax Horn
* Fix a bug which caused coroutines invoked with nullContext to leak their state. Sadly, nullContext is underdocumented, yet very delicate and full of subtleties... ./ * Move nullContext decl from sched.cpp to coroutine.cpp * Enhance a few doxygen comments svn-id: r53934
2010-10-30TINSEL: Dispose state of active coroutines in Scheduler destructorMax Horn
This fixes some leaks that occurred when exiting the game resp. returning to launcher. Note that we still leak some coroutines when exiting after loading a savegame. svn-id: r53933
2010-10-30TINSEL: Add COROUTINE_DEBUG macro to ease debugging coroutine codeMax Horn
svn-id: r53932
2010-10-29TOON: Stops all Sfx/voice when exiting a roomSylvain Dupont
Caused crashs when exiting when a sfx or voice was still playing Bug found by Thomas svn-id: r53928
2010-10-29KYRA: match music settings with latest launcher code changes.Florian Kagerer
(Last commit got trunkated somehow) svn-id: r53927
2010-10-29KYRA: match music settings with latest launcher code changes.Florian Kagerer
(Users will get AdLib music at default unless they have specified a MIDI device in the launcher (MT-32 for KYRA, GM for HOF and LOL.) svn-id: r53926
2010-10-29DRACI: Switch to the new play time counting of the Engine class.Johannes Schickel
svn-id: r53925
2010-10-29SWORD1: Switch to the new play time counting of the Engine class.Johannes Schickel
svn-id: r53924
2010-10-29SCUMM: Switch to the new SaveStateDescriptor::setPlayTime.Johannes Schickel
svn-id: r53923
2010-10-29ENGINE: Add a setPlayTime to SaveStateDescriptor taking an ms value.Johannes Schickel
svn-id: r53922
2010-10-29SCI: Remove unused variable + some formatting fixes.Johannes Schickel
svn-id: r53921
2010-10-29SCI: Added detection of some fan made script patches.Filippos Karapetis
When such a script patch is found, a dialog pops up at the beginning of the game, asking the user to remove it. The issues that these script patches fix have already been fixed in ScummVM, thus these patches aren't necessary, plus they can lead to crashes, freezes, buggy behavior and/or unexpected errors, thus it is better if they aren't used at all, if possible svn-id: r53920
2010-10-29SCI: Updated kSetShowStyle signature for SCI2.1. SQ6 starts againFilippos Karapetis
svn-id: r53919
2010-10-29KYRA: Minor formatting cleanup.Johannes Schickel
svn-id: r53915
2010-10-28SCI: Fixed a detection entry of Hoyle 1 (bug report #3090841)Filippos Karapetis
svn-id: r53913
2010-10-28KYRA: Rename KyraEngine::saveGameState to KyraEngine::saveGameStateIntern.Johannes Schickel
This is to avoid name similarity between KyraEngine::saveGameState(Intern) and Engine::saveGameState. svn-id: r53912
2010-10-28KYRA: Fix some code errors reported by ICC (i.e. subclasses not overwriting ↵Johannes Schickel
methods by missing a const.) svn-id: r53911
2010-10-28SCI: Updated help page on the new console command "map_instrument"Filippos Karapetis
svn-id: r53910
2010-10-28SWORD25: Comment out unused static variable.Johannes Schickel
svn-id: r53909
2010-10-28TOON: Fixed some animation glitches for small spritesSylvain Dupont
Fixed problems when the uncompressed is smaller than compressed size Bug fix sent by Thomas It also fixes Bug fix #3086004 : "TOON: Lights above WACME doors incorrect" svn-id: r53908
2010-10-28SCI: Added some missing GM mappings for MT-32 instruments:Filippos Karapetis
- MT-32 Castanets -> GM Claves - MT-32 OneNoteJam -> GM Celesta - MT-32 JungleTune -> GM Pan Flute For PQ3 (from rev #53902, not in the commit description): - MT-32 Warm Pad -> GM Pad 2 (warm) Thanks to digitall and waltervn for their help with these svn-id: r53907
2010-10-28SCI: Split the GM related names out of map-mt32-to-gm.h and into a separate ↵Filippos Karapetis
header file svn-id: r53906
2010-10-28SCI: Fixed typoFilippos Karapetis
svn-id: r53905
2010-10-28SCI: Fixed compilation and added include safeguards to map-mt32-to-gm.hFilippos Karapetis
svn-id: r53904
2010-10-28SCI: Improved the description of the "map_instrument" console command a bit. ↵Filippos Karapetis
Also, the dynamic mappings are now checked before the static ones svn-id: r53903
2010-10-28SCI: Several changes related to MT-32 -> GM mappingFilippos Karapetis
- Changed C - style comments in map-mt32-to-gm.h to C++ - style comments - Added a new dynamic MT-32 -> GM mapping, complementary to the normal one, which can be done on the fly using the new console command "map_instrument" - The "show_instruments" command has been moved to the music section and now displays the instruments of the game which aren't in the MT32-> GM mapping svn-id: r53902
2010-10-28SWORD25: Standardised savegame filenames, start on advanced engine featuresPaul Gilbert
svn-id: r53901
2010-10-28SWORD25: Start to rename read/write methods of *PersistenceBlock classesMax Horn
All should be renamed to reduce risk of accidental incorrect use. svn-id: r53899
2010-10-28SWORD25: Get rid of CallbackRegistryMax Horn
svn-id: r53898
2010-10-28SWORD25: Simplify InputEngine::(un)persistMax Horn
svn-id: r53897
2010-10-27ENGINE: Rename resetTotalPlayTime to setTotalPlayTime.Johannes Schickel
I also extended the comment for it to show two possible use cases. svn-id: r53895
2010-10-27ENGINE: Generalize SCUMM play time counting and move it into Engine.Johannes Schickel
This implements Max's idea on -devel ("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from 27.10.2010 on 11:12PM CEST. Unlike the SCUMM implementation it stores the play time as ms instead of s. The SCUMM engine was adapted to use this instead to reduce code duplication. svn-id: r53892
2010-10-27SCI: Cleanup, invoking pauseEngine() on Console::preEnter() and ↵Filippos Karapetis
Console::postEnter() svn-id: r53890
2010-10-27JANITORIAL: Remove unnecessary semicolonsTorbjörn Andersson
svn-id: r53889
2010-10-27LASTEXPRESS: Rename variable to silence GCC warningTorbjörn Andersson
svn-id: r53888
2010-10-27SCI: Proper pausing/resuming of MIDI music in ↵Filippos Karapetis
SciEngine::pauseEngineIntern(), Console::preEnter() and Console::postEnter() and added a sanity check in SciEngine::getDebugger() svn-id: r53886
2010-10-27LASTEXPRESS: Use Common::Rational when adjusting menu clockJulien Templier
Also fix the wrong check that set the time directly to the target time svn-id: r53885
2010-10-27LASTEXPRESS: Hide menu elements after a game has been loadedJulien Templier
svn-id: r53884
2010-10-27LASTEXPRESS: Implement game loading (last save entry only)Julien Templier
svn-id: r53883
2010-10-27LASTEXPRESS: Do not try to show intro when loading a gameJulien Templier
svn-id: r53882
2010-10-27LASTEXPRESS: Cleanup game savingJulien Templier
- Move loading of game stream to separate function - Add checks for NULL in functions using _savegame - Add expected saved size for sound & savepoints svn-id: r53881
2010-10-27LASTEXPRESS: Add some missing casts and const qualifiersJulien Templier
svn-id: r53880
2010-10-27SWORD25: Fix keyboard state handlingMax Horn
Previously, you could get the game into a state where it would think a key was constantly being pressed. E.g. by pressing 'p' several times quickly in a row, the game would end in a state where it endlessly toggled between pause mode and regular mode. svn-id: r53878