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2018-07-20ILLUSIONS: Add more script opcodes and relatedjohndoe123
2018-07-20ILLUSIONS: Implement TimerThread and script opcodejohndoe123
2018-07-20ILLUSIONS: Implement more script opcodes and related functionsjohndoe123
2018-07-20ILLUSIONS: Implement more sequence opcodes and work on the graphics systemjohndoe123
2018-07-20ILLUSIONS: Add SequenceOpcodes skeleton classjohndoe123
2018-07-20ILLUSIONS: Add Control::calcPosition and Control::readPointsConfigjohndoe123
2018-07-20ILLUSIONS: Work on Actor and Control classes; fix bug in sprite decompressionjohndoe123
2018-07-20ILLUSIONS: Add Dictionary class and use itjohndoe123
2018-07-20ILLUSIONS: Work on Actor and Control classesjohndoe123
2018-07-20ILLUSIONS: Add Screen class and ajust code to use itjohndoe123
2018-07-20ILLUSIONS: More work on actor related codejohndoe123
- Add isTimerExpired function
2018-07-20ILLUSIONS: Add background scale and priority classesjohndoe123
2018-07-20ILLUSIONS: More work on actor and control related codejohndoe123
2018-07-20ILLUSIONS: More work on the script systemjohndoe123
2018-07-20ILLUSIONS: More work on the script systemjohndoe123
2018-07-20ILLUSIONS: More work on the script systemjohndoe123
2018-07-20ILLUSIONS: Start with ScriptResource and related codejohndoe123
2018-07-20ILLUSIONS: Start with thread classesjohndoe123
2018-07-20ILLUSIONS: Start with ActorResource and related classesjohndoe123
2018-07-20ILLUSIONS: More work on the Camera classjohndoe123
- Add fixed point code (untested and probably wrong)
2018-07-20ILLUSIONS: More work on the camera and background classesjohndoe123
2018-07-20ILLUSIONS: Some work on the Camera class; start with time functionsjohndoe123
2018-07-20ILLUSIONS: Keep backgrounds in new BackgroundItems class instead of the ↵johndoe123
engine class
2018-07-20ILLUSIONS: Start with Actorjohndoe123
2018-07-20ILLUSIONS: Start with SpriteDecompressQueuejohndoe123
2018-07-20ILLUSIONS: Start with SpriteDrawQueuejohndoe123
2018-07-20ILLUSIONS: Add UpdateFunctions classjohndoe123
2018-07-20ILLUSIONS: Start with Camera and Input classesjohndoe123
2018-07-20ILLUSIONS: More work on BackgroundResourcejohndoe123
2018-07-20ILLUSIONS: Start with BackgroundResourcejohndoe123
2018-07-20ILLUSIONS: Resource loader skeletonjohndoe123
2018-07-20ILLUSIONS: Skeleton engine with detection for BBDOUjohndoe123
2018-07-19SCUMM: Add another German Mac version of DOTTAdrian Frühwirth
Fixes Trac#10616.
2018-07-18PINK: fixed redrawing screen when menu disappearsAndrei Prykhodko
2018-07-18PINK: removed game screen drawing when menu is activeAndrei Prykhodko
2018-07-18PINK: fixed pausing of engine when menu appearsAndrei Prykhodko
2018-07-17XEEN: fix broken screen after character creationHenrik Kretzschmar
2018-07-17PINK: fixed position of some sprites in PDAAndrei Prykhodko
2018-07-17MOHAWK: RIVEN: Fix white screen before a bad ending's creditsBastien Bouclet
This was happening in the Polish version only. Fixes #10632.
2018-07-15MOHAWK: MYST: Have Mech fortress west direction persists after returningDavid Fioramonti
Fixes Trac#10575. When stepping away or pressing the buttom for the mechanical age fortress rotator after setting it west it would be south. This is because some variables used for a workaround were being reset everytime the rotator puzzle was being reinitalized (in o_fortressRotation_int). Which happens when the player steps back up to the rotator controls. This change simply removes the variables being reset so they retain the variables they had before. Those variables are already initalized in the Mechanical constructor.
2018-07-15MOHAWK: MYST: Don't set Mech direction when elevator button is pressedDavid Fioramonti
The direction that the fortress is pointing is calculated when the user locks on using the left throttle (after the gears have stopped). It also happens when the user hits the button. There is only a difference in the two behaviors when the user has changed the direction, but not locked on. The 2nd case can lead to the direction be different than what the last locked on direction was. Since the user can lock the direction to say north, turn it to west, not lock on and hit the button, which will set the direction to west. This can lead to confusion since a direction sound isn't played in this case. This change removes code, to prevent the recalculation of the direction when the button is pressed so that direction is always what it was last locked onto.
2018-07-14LURE: Don't report failure message when save/load is successfulDavid Fioramonti
This required switching the ternary true and false operands.
2018-07-14TITANIC: Fix endless busy cursor in Titania close upPaul Gilbert
2018-07-14TITANIC: More properly handle parser clearing after sentence processingPaul Gilbert
The original actually freed the parser entirely from within findFrames, and then recreated it each time a sentence is parsed. Since this is nasty, and in ScummVM _parser isn't dynamically created, I settled on adding a clear command to completely clear the parser instead.
2018-07-14TITANIC: Remove any unfreed parser nodes at the end of sentence parsingPaul Gilbert
This fixes cases like bug #10621, which are somehow resulting from not all parser nodes being properly freed after parsing the first sentence finishes
2018-07-13MOHAWk: RIVEN: Reset the mouse cursor when changing stack / unpausingBastien Bouclet
2018-07-13MOHAWK: RIVEN: Queue opening and closing the main menu as scriptsBastien Bouclet
This way all the other actions are blocked while the card load scripts are executed. Expecially, it's not possible anymore to open the main menu while the scripts for returning from the main menu are still executing. Fixes Trac#10628.
2018-07-12PINK: Pass palette to WindowManagerEugene Sandulenko
2018-07-12GRAPHICS: MACGUI: Do not use hardcoded colorsEugene Sandulenko
2018-07-11PINK: Make menu blockingEugene Sandulenko