Commit Graph

21783 Commits

Author SHA1 Message Date
Max Horn
39405cbb25 Changed default buttons of MessageDialogs and mass add dialog to accept 'return' as hotkey for the default button, instead of 'enter' (resp. even 'nothing' on some systems)
svn-id: r27611
2007-06-22 17:51:17 +00:00
Torbjörn Andersson
73f760becd Don't include sdl_keysym.h. Use our Common::KEYCODE constants instead of SDLK
constants.

svn-id: r27609
2007-06-22 12:42:28 +00:00
Paul Gilbert
47bd4e500b Removed old debug input files no longer being used, and the Lure disassembly folder
svn-id: r27608
2007-06-22 12:40:30 +00:00
Paul Gilbert
5cb367681b Added entries for fights.cpp and sound.cpp
svn-id: r27607
2007-06-22 12:36:49 +00:00
Paul Gilbert
8b3821e9ff Lots of bugfixes - game is now completable
svn-id: r27606
2007-06-22 12:36:04 +00:00
Paul Gilbert
707e62e669 Implemented remaining script methods
svn-id: r27605
2007-06-22 12:31:27 +00:00
Paul Gilbert
5e92ea378f Initial commit
svn-id: r27604
2007-06-22 12:30:18 +00:00
Paul Gilbert
b923618844 Added extra information to some methods, and a new method to show an animation sequence
svn-id: r27603
2007-06-22 12:26:10 +00:00
Paul Gilbert
cabcfdcae1 Added missing scripts and animations for remainder of game, as well as missing fields from room data structures
svn-id: r27601
2007-06-22 12:19:59 +00:00
Torbjörn Andersson
e42da8f24c Use KEYCODE constants.
svn-id: r27600
2007-06-22 09:27:13 +00:00
Torbjörn Andersson
2db2fbfc51 Use KEYCODE constants.
svn-id: r27599
2007-06-22 07:52:53 +00:00
Torbjörn Andersson
4305483ad0 Use KEYCODE constants.
svn-id: r27598
2007-06-22 07:49:02 +00:00
Torbjörn Andersson
245c997260 Use KEYCODE constants.
svn-id: r27597
2007-06-22 07:34:07 +00:00
Torbjörn Andersson
6f655ddbe5 Use KEYCODE constants.
svn-id: r27596
2007-06-21 20:04:10 +00:00
Torbjörn Andersson
b61738b270 Use KEYCODE constants. (Except for '~' which doesn't seem to have one.)
svn-id: r27595
2007-06-21 19:55:22 +00:00
Torbjörn Andersson
db8e5332fc Use the KEYCODE constants.
svn-id: r27593
2007-06-21 19:33:05 +00:00
Max Horn
bd9ba26109 Modified version of patch #1740493 (EVENTS: Event Key Codes)
svn-id: r27592
2007-06-21 18:35:15 +00:00
Torbjörn Andersson
8e2fd2ee73 Fixed freeing of invalid pointer, which would cause Operation Stealth to crash.
I don't know if the loadSet() / loadSetAbs() functions are every used in Future
Wars. If so, we should commit this to the branch as well.

svn-id: r27590
2007-06-21 17:24:27 +00:00
Travis Howell
c42dada465 Revert debug output.
svn-id: r27583
2007-06-21 07:34:54 +00:00
Travis Howell
b4041c450f Add font table for Spanish version of Elvira 2.
svn-id: r27582
2007-06-21 07:34:06 +00:00
Travis Howell
00829f15c8 Minor cleanup.
svn-id: r27580
2007-06-21 06:37:00 +00:00
Travis Howell
d2e7058b59 Fix regressions, due to zoneNum changes.
svn-id: r27579
2007-06-21 05:26:47 +00:00
Travis Howell
64cafa0270 Fix regressions, due to buffer changes and cleanup.
svn-id: r27578
2007-06-21 05:10:42 +00:00
Travis Howell
89b2cf75e2 Use frameBuffer directly, in order to drop extra buffer (frontBuffer) and cleanup code.
svn-id: r27577
2007-06-21 03:14:20 +00:00
Travis Howell
3f5eb0f976 Add Italian DOS version of Elvira 2.
svn-id: r27573
2007-06-21 01:47:00 +00:00
Kari Salminen
c8bbb6140f Add AGI256-2 support (On top of already present AGI256 support).
AGI256-2 means handling 256 color views/sprites (AGI256 means handling 256 color picture resources).
The code can now handle both 16 color and 256 color views/sprites in the same game.
FIXME: Background in AGI256-2 demo may be incorrect.

svn-id: r27572
2007-06-20 23:56:08 +00:00
Kari Salminen
0ebf986a1f Make putPixelsA-function use correct mask (0x0f normally for 16 colors, 0xff for 256 colors in AGI256 mode).
svn-id: r27571
2007-06-20 23:42:38 +00:00
Kari Salminen
dbac0054c1 Make drawing & blitting always use the correct screen
(Always 16 color screen for vector stuff, 256 color screen for everything else in AGI256 mode).

svn-id: r27570
2007-06-20 23:36:59 +00:00
Kari Salminen
d5822afe9e Add AGI256 picture resource loading using AGI command unknown170. Uses parts of patch #1728713.
svn-id: r27569
2007-06-20 23:18:24 +00:00
Kari Salminen
582fa4cdf0 Add AGI256 picture resource decoding support to PictureMgr::decodePicture.
svn-id: r27568
2007-06-20 23:12:38 +00:00
Kari Salminen
ae74b06756 Add an additional AGI screen for 256 color data (For use with AGI256 and AGI256-2).
svn-id: r27564
2007-06-20 22:54:51 +00:00
Kari Salminen
9f1ec5cb7a Add AGI256 and AGI256-2 game feature flags to games that use them.
svn-id: r27562
2007-06-20 22:39:14 +00:00
Kari Salminen
8b4b8a95a0 svn-id: r27561 2007-06-20 22:16:18 +00:00
Max Horn
129955ab55 Fix for bug #1740241 (PSP: revision 27553 doesn't build)
svn-id: r27559
2007-06-20 19:11:36 +00:00
Matthew Hoops
218a2da5d4 typo - (returh => return) -- jvprat
svn-id: r27558
2007-06-20 17:52:24 +00:00
Filippos Karapetis
5624ba23d0 Added a workaround in IHNM for the compact disk in Ellen's chapter
svn-id: r27557
2007-06-20 16:36:29 +00:00
Travis Howell
8f2714cc77 Fix regressions, due to playSpeech() no longer been virtual match.
svn-id: r27556
2007-06-20 14:41:19 +00:00
Travis Howell
05ecd1bcc4 Fix reading the speech_mute setting, the global setting was read, instead of the domain specific setting.
svn-id: r27554
2007-06-20 14:29:45 +00:00
Filippos Karapetis
6689a6607b Fix crashes with some savegames in IHNM
svn-id: r27553
2007-06-20 01:45:38 +00:00
Travis Howell
61c91cafb9 Cleanup.
svn-id: r27552
2007-06-20 01:01:29 +00:00
Max Horn
b51f2f3212 Implemented the OSystem framebuffer API, as discussed on scummvm-devel. All changes are just fine, and won't cause any compile problems or regressions, despite the fact that I can't test most of the non-SDL backend changes, at an improbability level of two to the power of two hundred and seventy-six thousand to one against - possibly much higher. Anything you still can't cope with is therefore your own problem. Please relax.
svn-id: r27548
2007-06-19 22:39:59 +00:00
Travis Howell
ab9b9a1bf3 Cleanup, could cause regressions.
svn-id: r27547
2007-06-19 11:50:22 +00:00
Filippos Karapetis
aeb9668d66 When loading a game from the same chapter as the current chapter in IHNM, the game will now be loaded correctly
svn-id: r27546
2007-06-19 11:41:06 +00:00
Filippos Karapetis
4ffd38a199 When saving the game in IHNM after a chapter point change, the chapter point change music will no longer be incorrectly saved, and the normal chapter music will be saved instead
svn-id: r27545
2007-06-19 11:23:20 +00:00
Travis Howell
fc19079902 Fix masking regressions, caused by dirtyClips code.
svn-id: r27544
2007-06-19 11:12:56 +00:00
Filippos Karapetis
e654381717 IHNM: In chained cutaways, clear the previous cutaway immediately
svn-id: r27543
2007-06-19 10:13:41 +00:00
Filippos Karapetis
8bc226b0e5 The correct music track is now played when loading a game in IHNM. The save/load mechanism in IHNM seems to be working correctly now (although it needs testing), however there are still some graphical glitches with the save/load dialogs. Also, moved some unfinished code for returning to the chapter selection screen to a more appropriate place
svn-id: r27542
2007-06-19 02:42:59 +00:00
Filippos Karapetis
3c424d98cd Removed obsolete comment
svn-id: r27541
2007-06-19 01:41:10 +00:00
Filippos Karapetis
153f325004 More updates for the save/load system in IHNM
svn-id: r27540
2007-06-19 01:37:48 +00:00
Nicola Mettifogo
f6e2c67cbb Mouse is now properly hidden during dialogues, and is restored after load/save dialog boxes are closed. Moreover, kEngineMouse constant has been renamed to better match its meaning.
svn-id: r27539
2007-06-18 20:11:49 +00:00