52262 Commits

Author SHA1 Message Date
D G Turner
fcfff28c5f TOON: Minor type fixes and cleanups in Pathfinding class. 2012-06-10 21:12:01 +01:00
D G Turner
1383258000 TOON: Migrate Pathfinding Path Buffers to Common::Point.
This removes the need for i32Point, which used int32, instead of the
int16 of Common::Point. Since the co-ordinates passed in are in int16,
this is safe. Tested with no regressions.

Also, removed return value from walkLine function as it always returned
true.
2012-06-10 20:45:37 +01:00
D G Turner
5458127d97 TOON: Migrate Pathfinding API x,y coordinates to int16.
This harmonises the usage with Common::Point.
2012-06-10 16:00:26 +01:00
Johannes Schickel
49fafb48a7 GUI: Refactor default savegame description creation.
Formerly the GMM, AGI and SCI duplicated the logic for USE_SAVEGAME_TIMESTAMP.
Now I added a method to SaveLoadChooser instead, which takes care of this. This
might not be the best placement of such a functionality, thus I added a TODO
which talks about moving it to a better place.
2012-06-10 05:04:59 +02:00
Johannes Schickel
7c5cf1b400 GUI: Add helper to SaveLoadChooser, which uses the currently active target.
This reduces the code duplication in all client code, which formerly duplicated
the querying of the plugin, game id etc. and now simply calls the newly added
method runModalWithCurrentTarget() on a SaveLoadChooser object.
2012-06-10 04:53:17 +02:00
Johannes Schickel
9b05f4e103 PARALLACTION: Do not call close on a SaveLoadChooser. 2012-06-10 04:19:57 +02:00
Johannes Schickel
5c8b7af495 MOHAWK: Do not call close on SaveLoadChooser.
This is actually always called when a dialog closes, thus manual closing is
not required. It furthermore is actually *bad* to call this from outside the
dialog's code, since it will remove the top dialog from the dialog stack and
thus mess up the GUI in case multiple dialogs are opened.
2012-06-10 04:19:57 +02:00
Johannes Schickel
15046a7529 GUI: Get rid of SaveLoadChooser::setSaveMode.
We already pass the title and process button name to the constructor of
SaveLoadChooser and then do not offer any way of changing it, thus changing
the edit mode of the chooser is kind of pointless and was never actually used.
Instead we pass the mode on SaveLoadChooser construction now.
2012-06-10 04:19:45 +02:00
Matthew Hoops
0e5ae35e34 SCUMM: Create proper engine for heversion 101
Regression from 3968f3194893d88d1a8d73eef535b801e5415765
2012-06-09 20:00:45 -04:00
Filippos Karapetis
ca3ea849d8 SCI: Update information on kGetSierraProfileInt
Thanks to LePhilousophe for his feedback and observations on this
2012-06-09 16:29:14 +03:00
D G Turner
2d0cedab1f TOON: Minor cleanups in Pathfinding class. No functional change. 2012-06-09 13:43:42 +01:00
Filippos Karapetis
dc11d223cd SCI: Initial implementation of AddLine, UpdateLine, DeleteLine 2012-06-09 15:36:36 +03:00
D G Turner
fae9f4d5ba TOON: Replace Pathfinding retPath static buffers with Common::Array. 2012-06-09 12:33:30 +01:00
D G Turner
a693603e1e TOON: Replace Pathfinding _tempPath static buffers with Common::Array. 2012-06-09 11:58:26 +01:00
Filippos Karapetis
66af2cf1d7 SCI: Handle translucent text planes
Fixes the incorrect flood fill in the Rada Drums screen in GK1
2012-06-09 12:13:48 +03:00
Eugene Sandulenko
ec92a867da Merge pull request #243 from lordhoto/cursor-no-scale
ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
2012-06-08 23:20:28 -07:00
Travis Howell
3968f31948 SCUMM: Add HE101 version, for debugInput opcode difference in some HE100 games. 2012-06-09 15:36:47 +10:00
Matthew Hoops
8675f51001 NEWS: Fix a typo 2012-06-08 23:06:58 -04:00
Sven Hesse
6559a74dac NEWS: Add Geisha to the supported games 2012-06-09 04:55:11 +02:00
Matthew Hoops
e8ab1f5088 SCUMM: Implement listing playbook files in football2002 2012-06-08 22:22:38 -04:00
Matthew Hoops
f22661e4b9 SCUMM: Stub off other football2002 u32 opcodes 2012-06-08 19:45:31 -04:00
Matthew Hoops
c735b2acda SCUMM: Give football u32 opcodes proper names 2012-06-08 14:32:13 -04:00
Filippos Karapetis
a643981a38 SCI: Handle resource ID -1 when setting the palVary resource
Fixes several wrong colors in SQ6
2012-06-08 11:57:43 +03:00
Willem Jan Palenstijn
18dd5e5128 SCI: Fix mouse up events
Regression from 906f0248317e1a4167190a666fe308a09334bfac.
Fixes bug #3533069.
2012-06-08 08:31:06 +02:00
Sven Hesse
c414baa35d GOB: Implement shooting in Penetration
Geisha's Penetration minigame should be complete now.
This also means that Geisha is now basically complete.

The only thing missing is the MDYPlayer, but since the
music is only played once during the title screen, and it
has a PCM-based fallback (which is currently played), this
is low priority.
2012-06-08 05:16:01 +02:00
Sven Hesse
421b93ce05 GOB: Rewrite "pathfinding" and implement moving enemies
Since shooting does not yet work, we're just getting mauled by them...
2012-06-08 03:16:53 +02:00
Johannes Schickel
e1d45a7b89 TINSEL: Remove unused member _scheduler in TinselEngine.
This is a leftover from before the move of the coroutine code.
2012-06-07 18:19:58 +02:00
Johannes Schickel
8e7f874db3 COMMON: Make CoroutineScheduler's constructor and destructor private.
CoroutineSchedule is a singleton, thus it should not be possible to create
a custom instance of it.
2012-06-07 18:11:38 +02:00
Johannes Schickel
27aa097449 COMMON: Slightly adapt coroutine code to better match our guidelines.
I used astyle here, which automatically removes the use of tabs in comments.
2012-06-07 18:06:59 +02:00
Johannes Schickel
b17b38cc36 COMMON: Move coroutine documentation to the header file. 2012-06-07 18:06:13 +02:00
D G Turner
380d3f000a TOON: Further cleanup to Pathfinding Class.
Removal of some unused variables, logical reordering of functions and
minor changes to reduce minor duplication. No functional changes.
2012-06-07 14:41:04 +01:00
D G Turner
70f09e4ee3 TOON: Reduce unecessary linkages in Pathfinding class. 2012-06-07 13:50:24 +01:00
D G Turner
6cda28adc9 TOON: Remove unecessary usages of g_system. 2012-06-07 13:20:53 +01:00
D G Turner
8deb8b3d42 TOON: Minor cleanup and formatting fixes to Pathfinding class. 2012-06-07 12:33:13 +01:00
Filippos Karapetis
de3f6a19ed SCI: Initial implementation of kScrollWindow, used in some SCI21 games
This is used in LSL6 hires and SQ6. This initial implementation is hackish
and only works in SQ6 (nothing is shown in LSL6)
2012-06-07 11:27:59 +03:00
D G Turner
dd558510dc TOON: Move PathFindingHeap API to use int16 for x,y coordinates.
The internal x,y point representation was already changed to int16
anyway, so this just harmonises this with the external API (and with
Common::Point which uses int16).
2012-06-07 08:39:38 +01:00
Travis Howell
e73f93e565 AGOS: Fix compiling AGOS game engine, when AGOS2 is disabled. 2012-06-07 14:49:07 +10:00
Sven Hesse
c37577a950 GOB: Hook up the Penetration minigame in the cheater 2012-06-07 04:29:10 +02:00
Sven Hesse
3d537e763c GOB: Handle Penetration shooting animations more cleverly
Still no bullets, though :P
2012-06-07 04:21:29 +02:00
Sven Hesse
95454ab52c GOB: Better controls in Geisha's Penetration
You can actually move diagonally now
2012-06-07 04:21:29 +02:00
Matthew Hoops
f3fba31846 SCUMM: Implement football2002 u32 opcode 1028
Scoreboard transitions now play
2012-06-06 21:47:36 -04:00
Sven Hesse
8c3d2fc741 GOB: Add a way to reopen currently opened IMD/VMD videos
This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.

Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.

So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
2012-06-07 00:29:46 +02:00
Sven Hesse
4288edd523 GOB: Add the original broken German as comments 2012-06-06 19:21:21 +02:00
Sven Hesse
5913b9b839 GOB: Draw info texts in Penetration
The German strings have been changed from the original, to fix the
horribly broken German.
Someone should probably check the Italian and Spanish strings too.
2012-06-06 19:03:23 +02:00
Sven Hesse
78c9c72691 GOB: Set Penetration floor palettes and fade in/out 2012-06-06 16:50:22 +02:00
Sven Hesse
04d0ec8d03 GOB: Implement exiting floors 2012-06-06 03:33:35 +02:00
Sven Hesse
1782012f9f GOB: Clean up the Penetration map handling a bit 2012-06-06 03:33:35 +02:00
Sven Hesse
b83ac21f60 GOB: Implement Penetration submarine shooting and dying
Shots don't result in bullets yet, though
2012-06-06 03:33:35 +02:00
Sven Hesse
93dda1b227 GOB: const correctness 2012-06-06 03:33:34 +02:00
Thierry Crozat
ac76994781 SWORD1: Use _missingSubTitleStr when asking for an out of bound textId
It was using textId 0, which is not the subtitle we want anyway. So
instead of using the wrong subtitle, it is probably better to not display
a subtitle at all. A test case for this is with the demo when using
non-english language as several subtitles are missing toward the end.
2012-06-05 22:35:36 +01:00