Commit Graph

969 Commits

Author SHA1 Message Date
Eugene Sandulenko
7ff34bc9ec PLUGINS: MetaEngineStatic -> MetaEngineDetection 2020-10-11 23:14:39 +02:00
Eugene Sandulenko
7ea6781043 PLUGINS: PLUGIN_TYPE_METAENGINE -> PLUGIN_TYPE_ENGINE_DETECTION 2020-10-11 23:12:32 +02:00
aryanrawlani28
d26bbe521c ENGINES: ALL: Finish renaming ME & AME classes
- ME -> MetaEngineStatic (static parts)
- MEC -> MetaEngine (dynamic parts)
2020-10-03 14:56:36 +02:00
aryanrawlani28
29ceb07959 ENGINES: ALL: Revert detection submodule to be directly present in the engine directory
- DETECT_OBJS are present and added inside an engine's modules.mk file.
2020-10-03 14:56:36 +02:00
aryanrawlani28
f3b9477893 ENGINES: ALL: Add header guards for the new detection-header files. 2020-10-03 14:56:36 +02:00
aryanrawlani28
8189a05316 ENGINES: ALL: Adapt to changes for new plugins by defining a new detection module
For each engine:
- Make a new folder detection
- Move detection-related files inside the folder
- Add a new module "enginename/detection"
- Add DETECT_OBJS here
- Adjust the normal engine module to remove detect_objs
- Adjust every file for the new changes.
2020-10-03 14:56:36 +02:00
aryanrawlani28
9208a65a1f AVALANCHE: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
Eugene Sandulenko
b5f0be3d72 AVALANCHE: Use memmove for overlapping buffers 2020-04-30 13:51:23 +02:00
Paul Gilbert
9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00
Paul Gilbert
a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Paul Gilbert
43f49b7307 AVALANCHE: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet
9611f091cc AVALANCHE: Add override keywords 2020-02-09 12:43:14 +01:00
Eugene Sandulenko
3f8280ce11 AVALANCHE: Added override keywords 2020-02-05 14:40:11 +01:00
Paul Gilbert
5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
Bastien Bouclet
4b42112721 ENGINES: Add an engine ID to all the engines 2019-11-03 11:43:00 +01:00
Tarek Soliman
3993ea0251 AVALANCHE: Mark all detection entries as ADGF_UNSTABLE 2019-10-23 11:46:10 -05:00
D G Turner
66011fcae8 AVALANCHE: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-10-15 21:46:14 +01:00
Henrik "Henke37" Andersson
1d96322f44 AVALANCHE: This game doesn't use midi. Mark it as such. 2019-09-29 19:34:16 +03:00
Bastien Bouclet
9a4c0ae281 ENGINES: Normalize the getName() result of metaengines
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-12-10 06:47:27 +01:00
David Fioramonti
503f0c8f0b AVALANCHE: Use degree conversion common math funcs
Noted an atan maybe should be an atan2.

For the atan call I casted the numerator and denominator
separately instead of after they are divided.
2018-07-03 23:08:48 +01:00
Bastien Bouclet
eedb53207d AVALANCHE: Push down AD includes 2018-05-01 12:48:05 +02:00
Adrian Frühwirth
a20f90cbb7 JANITORIAL: Fix formatting 2018-04-22 00:56:21 +02:00
Adrian Frühwirth
00e59a3122 ALL: Load savegame thumbnail only when necessary
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.
2018-04-07 09:26:20 +02:00
Adrian Frühwirth
39fd49e131 AVALANCHE: Remove unnecessary call to setSeed()
There is no need to initialize Common::RandomSource's seed with
_system->getTimeAndDate(time) as its constructor already initializes
it with g_system->getMillis().
2018-03-23 12:48:11 +00:00
Colin Snover
432fd522d2 ENGINES: Remove default1x scaler flag
This flag is removed for a few reasons:

* Engines universally set this flag to true for widths > 320,
  which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
  since its behaviour was almost completely undocumented and users
  would need to figure out that they'd need an explicit non-default
  scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
  deciding how the backend may choose to render its virtual screen.
  The choice of rendering behaviour belongs to the user, and the
  backend, in that order.

A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
2017-10-07 12:30:29 -05:00
Torbjörn Andersson
462f1c9859 JANITORIAL: Silence more GCC 7 warnings
There were all flagged as intentional fall throughs. I simply changed
the comments to something GCC would recognize.
2017-08-06 12:26:05 +02:00
Eugene Sandulenko
fab199d37e JANITORIAL: Make GPL headers uniform 2016-09-03 12:46:38 +02:00
Alexander Tkachev
b665fc933d ALL: Make simpleSaveNames() a MetaEngineFeature
Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.

As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
2016-08-24 16:07:55 +06:00
Alexander Tkachev
ab1d160ec8 ALL: Add MetaEngine::simpleSaveNames()
Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
2016-08-24 16:07:55 +06:00
Ori Avtalion
3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Johannes Schickel
3aecd8ef2a ENGINES: Make variable names of ADGameDescription conform to our guidelines.
gameid     -> gameId
guioptions -> guiOptions
2016-03-08 19:01:38 +01:00
Eugene Sandulenko
23d74fddb4 CONFIGURE: Introduced new engine dependency: highres
Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).

Instead of manually updating the list of engines, we now introduce
a new dependency.

I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
2016-03-05 14:25:56 +01:00
Johannes Schickel
e31a4a409e AVALANCHE: Let listSaves return list sorted on slot numbers. 2016-02-25 21:39:45 +01:00
Thierry Crozat
7d489da5fa AVALANCHE: Add missing POTFILES 2016-02-20 21:24:14 +00:00
Thierry Crozat
9769dc24c7 AVALANCHE: Translate buttons in load and save dialogs. 2016-02-20 21:08:34 +00:00
Johannes Schickel
8b2fd644c1 AVALANCHE: Only request actual save slots in listSaves. 2016-01-26 16:35:30 +01:00
Johannes Schickel
299a96c049 AVALANCE: Fix out of bounds array access.
Thanks to uruk for checking on this.
2016-01-11 14:10:53 +01:00
Strangerke
e8ffcdc09c AVALANCHE: Janitorial - remove trailing spaces and tabs 2014-06-07 17:12:24 +02:00
Johannes Schickel
703cfa536b AVALANCHE: Make GraphicManager::drawArc code consistently use float.
I use float over double here because all the changing values were already
stored in variables of type float. This also silences some float conversion
warnings.
2014-06-02 01:00:15 +02:00
Johannes Schickel
ae4ffe01f0 ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd. 2014-05-27 02:04:08 +02:00
Johannes Schickel
daa8d57a86 ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf. 2014-05-27 02:04:07 +02:00
Strangerke
2e02e1c938 AVALANCHE: Initialize two variables in GhostRoom() 2014-05-24 01:15:47 +02:00
uruk
9a9bc35a93 AVALANCHE: Fix Timer::afterTheShootemup(). 2014-04-21 23:09:29 +02:00
uruk
33920b734a AVALANCHE: Fix out-of-bounds indexing issue. 2014-04-21 22:43:20 +02:00
uruk
56e9d41ae8 AVALANCHE: Add HighScore. 2014-04-13 10:19:17 +02:00
uruk
f2d5f65d33 AVALANCHE: Fix Ghostroom's destructor. 2014-04-13 10:13:48 +02:00
uruk
85d8dc7245 AVALANCHE: Remove useless warnings. 2014-04-12 23:59:41 +02:00
uruk
fc13180465 AVALANCHE: Merge ghostDrawGhost and ghostDrawGlerk. 2014-04-12 21:03:17 +02:00
uruk
759e499626 AVALANCHE: Remove unnecessary TODOs. 2014-04-12 19:51:49 +02:00
uruk
40269800de AVALANCHE: Unify kProcGeida and kProcSpludwick under kProcFollowAvvy.
Also rename connected function geidaProcs() to follow() and update it's comments.
2014-04-12 19:27:56 +02:00