Johannes Schickel
6aac905dfd
AGI: Make GPL headers consistent in themselves.
2014-02-18 02:39:32 +01:00
Filippos Karapetis
5fadff59f9
AGI: Fix bug #3600733 - "AGI FANMADE: function slowing down game"
...
We now only test for events in testKeypressed() without updating the
game cycle at all (NAGI doesn't update the game cycle either). This
fixes the slowdowns in some animations where have.key() is issued,
like Manannan's lightnings in the intro of KQ3 and the bullets in the
intro of PQ1
2013-05-11 17:09:59 +03:00
Filippos Karapetis
85ca13db4b
AGI: Use the ScummVM dialogs for saving/loading
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An option has been added to use the original ones, if needed
2012-03-27 00:21:50 +03:00
D G Turner
bbe686c507
AGI: Fix compilation on NDS, broken due to predictive text changes.
2012-03-26 01:09:15 +01:00
Oleksiy Kurochko
ec32ccb6d6
GUI: Move predictive dialog to common gui
2012-03-25 12:21:38 +03:00
Max Horn
215b41b244
COMMON: Move RenderMode and GUIOptions functionality into separate files
2012-02-26 15:19:31 +01:00
Tarek Soliman
921f602ab8
JANITORIAL: Fix whitespace in pointer template arg
2012-02-15 10:07:08 -06:00
Willem Jan Palenstijn
8c7cd344c7
AGI: Clean up predictive matching
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Specifically:
* Don't enable the 'next' button in predictive mode when we don't have a
full match. Doing this didn't make sense since you'd iterate over a
seemingly arbitrary set of completions instead of all possible ones.
* Do only a single binary search.
* Fix the width of the mode button for mouse press detections.
2012-01-06 23:28:45 +01:00
Willem Jan Palenstijn
43e2fde7a9
AGI: Fix ignoring some exact matches in predictive input
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The matcher now always tries an exact match before trying an inexact one.
Together with 41ba2433f
, this fixes bug #3470080 .
2012-01-06 11:22:06 +01:00
Max Horn
6310cce74e
AGI: Remove two unused pure virtual methods
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This avoid warnings, as these methods were being hidden by methods in subclasses
with differing signatures.
2011-12-12 17:17:49 +01:00
Willem Jan Palenstijn
bff2e73dc1
AGI: Fix style
2011-09-26 14:31:04 +02:00
Willem Jan Palenstijn
c442295b9f
AGI: Clean up save/load String usage
2011-09-26 09:27:15 +02:00
Filippos Karapetis
2be8db90ee
AGI: Fixed bug #3196882 - "KQ3: PCSpeaker affects render mode"
2011-09-26 05:23:42 +03:00
Filippos Karapetis
62c8d82560
AGI: Fixed the actual cause of bug #3295652 , and partially fixed bug #3080415
2011-09-26 03:50:58 +03:00
Filippos Karapetis
81fdf2c103
AGI: Fixed bug #3074570 - "AGI LSL1: TAB stops working after restart"
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Applied eriktorbjorn's patch from that bug tracker item (slightly
modified), which is what NAGI does, and which fixes restarting in LSL1
and PQ1 (bug #2823762 ), and other AGI games that do not reset the
controller keys when restarting.
2011-09-26 00:56:10 +03:00
Filippos Karapetis
bd6a05bdd4
AGI: Fix bug #3080041 - "AGI Mother Goose: White bar in intro"
2011-09-26 00:11:45 +03:00
Filippos Karapetis
0e4b35a8e8
AGI: Switched to Common::String in the save/load code
2011-09-25 21:25:25 +03:00
Filippos Karapetis
c8777b774f
AGI: Rewrite getSavegameFilename() so that it doesn't try to return a pointer to a local variable
2011-09-25 19:33:01 +03:00
Matthew Hoops
de6390dddb
AGI: Make the sound code use AgiBase instead of AgiEngine
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In preparation of using the sound code with Winnie
2011-08-14 13:10:43 -04:00
Eugene Sandulenko
46354d5772
AGI: Switched booters detection to AD
2011-08-13 23:27:34 +01:00
Eugene Sandulenko
3fb50b815e
AGI: Further work on v1 opcode difference
2011-08-13 23:27:27 +01:00
Jussi Pitkanen
af691e46c4
AGI: Updates to V1 instruction table, plus an outcommented experiment
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The experiment tries to implement the program control of the V1 interpreter.
Maybe it is better to add another method for doing that once the workings of
it are more clear.
2011-08-13 23:27:24 +01:00
Jussi Pitkanen
1dbe5bfccf
AGI: Implement loader for V1 "object" file
2011-08-13 23:27:22 +01:00
Jussi Pitkanen
09f937126e
AGI: Fix and clarify IF expression handling
2011-08-13 23:27:13 +01:00
Jussi Pitkanen
368a3722a3
AGI: Implement loader for V1 words.tok dictionary
2011-08-13 23:27:05 +01:00
Jussi Pitkanen
c731f1f48c
AGI: Implement common internal dictionary for different words.tok formats
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Preparations for V1 words.tok support.
2011-08-13 23:27:03 +01:00
Jussi Pitkanen
04353038ae
AGI: Add loader and detection for Black Cauldron booter
2011-08-13 23:26:58 +01:00
Jussi Pitkanen
41dccce00c
AGI: Execute test commands only when needed
2011-08-13 23:26:53 +01:00
Jussi Pitkanen
a4e0cd53f0
AGI: Refactor interpreter core (somewhat akin to SCI)
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* Instruction tables are now defined in opcodes.{cpp,h}.
* Move opcode handlers from Agi::AgiEngine to Agi
* Opcode handlers take as parameter a pointer to AGI state (AgiGame)
2011-08-13 23:26:51 +01:00
Jussi Pitkanen
eb797b692f
AGI: Simplify handling of IF conditions
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Execute all test commands in a condition even when not strictly needed.
2011-08-13 23:26:46 +01:00
Jussi Pitkanen
d8e1b392d2
AGI: Use a jump table for test commands instead of switch/case
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Preparations for V1 support.
2011-08-13 23:26:39 +01:00
Jussi Pitkanen
4d4a558f7b
AGI: Do not try to pass filenames of disk images from the detector to engine
2011-08-13 23:26:29 +01:00
Jussi Pitkanen
010315dc0c
AGI: Implement resource loader for the DDP booter game
2011-08-13 23:26:24 +01:00
Jussi Pitkanen
3fd26de379
AGI: Detect the bootable floppy version of Donald Duck's Playground
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Also create a framework into which more booter games can be added.
2011-08-13 23:26:22 +01:00
Max Horn
477d6233c3
ENGINES: Change 2nd param of Engine::saveGameState to Common::String
2011-06-02 18:31:59 +02:00
Max Horn
39ab4a2dc4
AGI: Constify stuff
2011-05-18 13:06:33 +02:00
Max Horn
44b798d107
AGI: Unify RandomSource instantiation
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This fixes a leak in PreAGI games (which never deleted their
RandomSource), ensures that PreAGI's RandomSource has a name (and hence
is registered with the event recorder) and even slightly simplifies the
AgiEngine destructor.
2011-05-17 12:17:27 +02:00
strangerke
69b1485a22
GIT: Clean up: Suppress SVN tags, now useless
2011-05-12 01:16:22 +02:00
Ori Avtalion
9414d7a6e2
JANITORIAL: Reduce header dependencies in shared code
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Some backends may break as I only compiled SDL
2011-04-28 15:08:58 +03:00
Ori Avtalion
cd6ee0589d
JANITORIAL: Format forward declarations to follow convention
2011-04-28 12:20:34 +03:00
Max Horn
73f04118f3
COMMON: Rename Error to ErrorCode, introduce new Error class
2011-04-18 18:22:02 +02:00
Max Horn
2e095e25f2
ALL: centre -> center
2011-04-14 14:34:28 +02:00
Max Horn
84184aabc0
ALL: colour -> color
2011-04-14 14:12:35 +02:00
dhewg
69a026192e
AGI: Kill the timer based counter
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Using the timer mechanism for just a simple counter is not just
overkill, its also inaccurate. When using a call frequency of x,
and waiting for y callbacks, the passed time will not be x*y.
The problem amplifies on slower platforms and/or fair thread
schedulers.
Use absolute times instead. Most notably, the walking speed of
the avatar is now smooth on android, but probably on all other
handhelds we support too.
2011-03-05 11:00:37 +01:00
Max Horn
0a8189fd41
AGI: cleanup
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svn-id: r55124
2011-01-05 13:04:08 +00:00
Max Horn
7c2323bdc3
AGI: Replace report() macro by debug() / warning()
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This makes AGI quite a bit less noisy by default.
svn-id: r53868
2010-10-26 22:33:49 +00:00
Max Horn
4ccce19876
ENGINES: Enhance namespace comments a bit
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svn-id: r53484
2010-10-15 12:48:19 +00:00
Eugene Sandulenko
764eaa554c
AGI: Fix some code analysis warnings (bug #3087825 )
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svn-id: r53470
2010-10-15 08:49:20 +00:00
Eugene Sandulenko
fcdb349fa2
AGI: Respect mute setting
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svn-id: r52373
2010-08-25 07:41:14 +00:00
Filippos Karapetis
4304a414ab
AGI: Removed the deprecated (and confusing) getGameId() function inside the AgiEngine class, and fixed a related bug, too
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svn-id: r50607
2010-07-02 23:12:17 +00:00