Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-04-08 | LILLIPUT: more renaming, rework setMode | Strangerke | |
2018-04-07 | LILLIPUT: More renaming work | Strangerke | |
2018-04-07 | LILLIPUT: Some more renaming in the sequence manager | Strangerke | |
2018-04-07 | XEEN: Allow saving game after Clouds ending finishes | Paul Gilbert | |
2018-04-07 | XEEN: Fix check to allow Lloyding into Xeen's castle | Paul Gilbert | |
2018-04-07 | XEEN: Cleanup of game completion flags | Paul Gilbert | |
2018-04-07 | XEEN: Add 'strength' debugger command | Paul Gilbert | |
2018-04-07 | JANITORIAL: Fix whitespace | Eugene Sandulenko | |
2018-04-07 | XEEN: Allow loading savegames during combat using GMM | Paul 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. | |||
2018-04-07 | XEEN: Reset combat data when loading a new savegame | Paul Gilbert | |
2018-04-07 | BLADERUNNER: Remove dead code | Eugene Sandulenko | |
2018-04-07 | XEEN: Fix Protection From Elements spell | Paul Gilbert | |
2018-04-07 | XEEN: Remove unused GameEvent class | Paul Gilbert | |
2018-04-07 | XEEN: Cache mouse clicks as well as keyboard in EventsManager | Paul 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. | |||
2018-04-07 | TUCKER: Do not assign negative value to unsigned int | Adrian Frühwirth | |
2018-04-07 | PLUMBERS: Optimized heap allocation | whitertandrek | |
No sense in deleting and then allocating an object again because loadStream method destroy previous data. | |||
2018-04-07 | PLUMBERS: Removed unnecessary calls | whitertandrek | |
destructor of Common::File anyway calls close method | |||
2018-04-07 | PLUMBERS: Change file allocation from heap to stack | whitertandrek | |
2018-04-07 | PLUMBERS: Remove unnecessary conditional | whitertandrek | |
delete perfoms the check anyway | |||
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian 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. | |||
2018-04-06 | XEEN: Fix animation for Elemental Storm spell | Paul Gilbert | |
2018-04-06 | XEEN: Don't set a _buttonValue when Ctrl or Alt is pressed | Paul 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 | |||
2018-04-06 | XEEN: Fix crash getting Scarab of Imaging | Paul Gilbert | |
2018-04-06 | XEEN: Fix Space tiles not appearing in the map & minimap | Paul Gilbert | |
2018-04-06 | XEEN: Cleanup of monster move check method | Paul Gilbert | |
2018-04-06 | XEEN: Fix teleporting outdoors | Paul Gilbert | |
2018-04-05 | XEEN: Fix equipping belts | Paul Gilbert | |
2018-04-05 | XEEN: Fix Barok giving Enchant Item spell to party | Paul Gilbert | |
2018-04-05 | XEEN: Remove map load assert to allow Northern Sphinx map to load | Paul Gilbert | |
2018-04-05 | XEEN: Move check code for nearby monsters to it's own method | Paul Gilbert | |
2018-04-05 | XEEN: Fix getting multiple Northern Sphinx keys | Paul Gilbert | |
2018-04-05 | XEEN: Fix lockpicking to use selected character | Paul Gilbert | |
2018-04-05 | XEEN: Fix entering password in Castle Basenji | Paul Gilbert | |
2018-04-04 | XEEN: Refine bounds of scene drawing clip area | Paul Gilbert | |
2018-04-04 | XEEN: Draw proper sky tiles outside bounds of sky maps | Paul Gilbert | |
2018-04-04 | XEEN: Don't show space or sky tiles as obscured in the minimap | Paul Gilbert | |
2018-04-04 | XEEN: Improved clipping for drawing within scene area | Paul Gilbert | |
2018-04-04 | BLADERUNNER: Fix memory leaks | Eugene Sandulenko | |
2018-04-03 | XEEN: Fix cmdIfMapFlag crash when banging Winterkill gong | Paul Gilbert | |
2018-04-03 | XEEN: Don't allow saving in the war zone | Paul Gilbert | |
2018-04-03 | XEEN: Fixes for fighting in the Warzone | Paul Gilbert | |
2018-04-03 | XEEN: Simplify original's code for monsters picking targets | Paul Gilbert | |
2018-04-03 | XEEN: Cleanup of class hates switch | Paul Gilbert | |
2018-04-03 | BLADERUNNER: 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. | |||
2018-04-02 | XEEN: Fix crash entering Newcastle | Paul Gilbert | |
2018-04-02 | XEEN: Fix subtraction of Megacredits paying for castle improvements | Paul Gilbert | |
2018-04-02 | XEEN: Fix game state after restarting game | Paul Gilbert | |
2018-04-02 | XEEN: Fix script for Miles the Cartographer | Paul Gilbert | |
2018-04-02 | XEEN: Fix entering the Temple of Yak | Paul Gilbert | |
2018-04-02 | BLADERUNNER: Added 'draw actors' debug command. | Eugene Sandulenko | |
Implemented as a hack on top of 'draw obj' with skipping all other scene objects. |