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2018-04-10LILLIPUT: Some refactoringStrangerke
2018-04-10MOHAWK: MYST: Fix flyby movies to behave more like the originalBastien Bouclet
* Keep playing the previously running background sound while playing the flyby. * Don't play the flyby after loading a save. * Play the flyby before both linking sounds. Fixes #10482, Fixes #10483.
2018-04-10LILLIPUT: more renamingStrangerke
2018-04-09XEEN: Fix subtitle cutscene text for entering Darkside townsPaul Gilbert
2018-04-09XEEN: Add warning for invalid cmdFreezeFrequency channel valuesPaul Gilbert
I got a crash once for an invalid channel when falling to the Water Elemental Plain from the Dark Side Skyroads, but couldn't replicate it. So I've put in a warning for now
2018-04-09XEEN: Fix falling from the Dark Side SkyroadsPaul Gilbert
2018-04-09XEEN: Add Patcher class for doing on-the-fly map patchesPaul Gilbert
The first patch is a script patch for Ellinger's Tower Level 2 on the Dark Side. It fixes an incorrect index for a wall item of a curtain that's meant to be removed
2018-04-08XEEN: Fix reading and setting character specific flagsPaul Gilbert
2018-04-08XEEN: Fix cutscene subtitles for Ellinger's TowerPaul Gilbert
2018-04-08XEEN: Rename cutscenes _mazeFlag to _keyFoundPaul Gilbert
2018-04-09LILLIPUT: more WIP renamingStrangerke
2018-04-08XEEN: Fix restarting World game after exiting to menu from Dark SidePaul Gilbert
2018-04-08XEEN: Allow deselecting items in Items dialogPaul Gilbert
2018-04-08XEEN: Fix display of negative values in Character dialog HP tooltipPaul Gilbert
2018-04-08XEEN: Further numeric fixes for dialog with Gremlin KingPaul Gilbert
2018-04-08XEEN: Fix display of the 123 Chooser dialogPaul Gilbert
2018-04-08XEEN: Fix buying spells in Dark SidePaul Gilbert
2018-04-08XEEN: Fix checking if a specific monster is deadPaul Gilbert
2018-04-08XEEN: Fix using Lloyd's Beacon across the sidesPaul Gilbert
2018-04-08LILLIPUT: Fix missing format specifier in call to debugC()Adrian Frühwirth
2018-04-07XEEN: Add missing return in event processing switchPaul Gilbert
2018-04-07XEEN: Fix double-casting of spells during combatPaul Gilbert
2018-04-07XEEN: Fix gfx glitch in top-left corner of the minimapPaul Gilbert
2018-04-07XEEN: Cleanup of unused local in ScriptsPaul Gilbert
2018-04-08LILLIPUT: more renaming, rework setModeStrangerke
2018-04-07LILLIPUT: More renaming workStrangerke
2018-04-07LILLIPUT: Some more renaming in the sequence managerStrangerke
2018-04-07XEEN: Allow saving game after Clouds ending finishesPaul Gilbert
2018-04-07XEEN: Fix check to allow Lloyding into Xeen's castlePaul Gilbert
2018-04-07XEEN: Cleanup of game completion flagsPaul Gilbert
2018-04-07XEEN: Add 'strength' debugger commandPaul Gilbert
2018-04-07JANITORIAL: Fix whitespaceEugene Sandulenko
2018-04-07XEEN: Allow loading savegames during combat using GMMPaul Gilbert
The original didn't allow loading during combat from it's options dialog, and I'll leave that untouched, but the ability to load out of a unwinnable combat is too convenient to not allow in some form.
2018-04-07XEEN: Reset combat data when loading a new savegamePaul Gilbert
2018-04-07BLADERUNNER: Remove dead codeEugene Sandulenko
2018-04-07XEEN: Fix Protection From Elements spellPaul Gilbert
2018-04-07XEEN: Remove unused GameEvent classPaul Gilbert
2018-04-07XEEN: Cache mouse clicks as well as keyboard in EventsManagerPaul Gilbert
This allows the well open door/gate, shoot at enemies, then close to work with the mouse as well as the keyboard. The pending event queue has also been limited to 5 pending events. Trust me, you don't want to spent time spamming Shoot at a high level monster that can't reach you, only for when it's killed to have to wait several minutes whilst your party keeps shooting.
2018-04-07TUCKER: Do not assign negative value to unsigned intAdrian Frühwirth
2018-04-07PLUMBERS: Optimized heap allocationwhitertandrek
No sense in deleting and then allocating an object again because loadStream method destroy previous data.
2018-04-07PLUMBERS: Removed unnecessary callswhitertandrek
destructor of Common::File anyway calls close method
2018-04-07PLUMBERS: Change file allocation from heap to stackwhitertandrek
2018-04-07PLUMBERS: Remove unnecessary conditionalwhitertandrek
delete perfoms the check anyway
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2018-04-06XEEN: Fix animation for Elemental Storm spellPaul Gilbert
2018-04-06XEEN: Don't set a _buttonValue when Ctrl or Alt is pressedPaul Gilbert
This avoids a problem where holding down Ctrl for the GMM was passing multiple turns.. very noticeable if there were monsters nearby, or the party is standing on a trap tile
2018-04-06XEEN: Fix crash getting Scarab of ImagingPaul Gilbert
2018-04-06XEEN: Fix Space tiles not appearing in the map & minimapPaul Gilbert
2018-04-06XEEN: Cleanup of monster move check methodPaul Gilbert
2018-04-06XEEN: Fix teleporting outdoorsPaul Gilbert