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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
2018-04-05XEEN: Fix equipping beltsPaul Gilbert
2018-04-05XEEN: Fix Barok giving Enchant Item spell to partyPaul Gilbert
2018-04-05XEEN: Remove map load assert to allow Northern Sphinx map to loadPaul Gilbert
2018-04-05XEEN: Move check code for nearby monsters to it's own methodPaul Gilbert
2018-04-05XEEN: Fix getting multiple Northern Sphinx keysPaul Gilbert
2018-04-05XEEN: Fix lockpicking to use selected characterPaul Gilbert
2018-04-05XEEN: Fix entering password in Castle BasenjiPaul Gilbert
2018-04-04XEEN: Refine bounds of scene drawing clip areaPaul Gilbert
2018-04-04XEEN: Draw proper sky tiles outside bounds of sky mapsPaul Gilbert
2018-04-04XEEN: Don't show space or sky tiles as obscured in the minimapPaul Gilbert
2018-04-04XEEN: Improved clipping for drawing within scene areaPaul Gilbert
2018-04-04BLADERUNNER: Fix memory leaksEugene Sandulenko
2018-04-03XEEN: Fix cmdIfMapFlag crash when banging Winterkill gongPaul Gilbert
2018-04-03XEEN: Don't allow saving in the war zonePaul Gilbert
2018-04-03XEEN: Fixes for fighting in the WarzonePaul Gilbert
2018-04-03XEEN: Simplify original's code for monsters picking targetsPaul Gilbert
2018-04-03XEEN: Cleanup of class hates switchPaul Gilbert
2018-04-03BLADERUNNER: Implement scene jumping via bootparams.Eugene Sandulenko
Specify bootparam in form CTTTSSS, where C is chapter, TTT is set and SSS is scene number. So, for RC02 it is 1016079.
2018-04-02XEEN: Fix crash entering NewcastlePaul Gilbert
2018-04-02XEEN: Fix subtraction of Megacredits paying for castle improvementsPaul Gilbert
2018-04-02XEEN: Fix game state after restarting gamePaul Gilbert
2018-04-02XEEN: Fix script for Miles the CartographerPaul Gilbert
2018-04-02XEEN: Fix entering the Temple of YakPaul Gilbert
2018-04-02BLADERUNNER: Added 'draw actors' debug command.Eugene Sandulenko
Implemented as a hack on top of 'draw obj' with skipping all other scene objects.
2018-04-02MOHAWK: MYST: Fix the myst flyby playing over the closed bookBastien Bouclet
In older releases of Myst the flyby video had the play on card change flag set to true, causing the bug. As a workaround patch the resource to mach newer releases. Fixes #10472.
2018-04-02MOHAWK: MYST: Initialize more variablesBastien Bouclet
To make static analysis tools quiet.
2018-04-02XEEN: Fix implementation of cmdReturn opcodePaul Gilbert
2018-04-02MOHAWK: MYST: Implement opcodes 178 and 179Bastien Bouclet
Used when turning pages in the library. Some versions of the game appear to use them. Fixes #10474.
2018-04-01XEEN: Fix entering the Witch TowerPaul Gilbert
2018-04-01XEEN: Fix showing sign text at F4 2,3Paul Gilbert
2018-04-01XEEN: Fix object 0 not being removable, _objNumber cleanupPaul Gilbert
The original used 0 as "unset", and object index + 1 to indicate the object at the current location. Given all the +1/-1 usages, I've simplified the use of _objNumber to use -1 as unset, allowing the direct object index to be used otherwise
2018-04-01XEEN: Fix Coverity reported overrunsPaul Gilbert
2018-04-01XEEN: Have sprite enlargement do double width as well as heightPaul Gilbert
2018-04-01XEEN: Properly crop scene contents from drawing on the top borderPaul Gilbert