122 Commits

Author SHA1 Message Date
aryanrawlani28
a56dc094b9 ENGINES: ALL: Move detection_enums -> detection.h
- Cleans up headers quite a bit.
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
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
48751160f9 ACCESS: Move common enum to detection_enums.h 2020-10-03 14:56:36 +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
35c30cdad8 ACCESS: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet
9173dc8a03 ACCESS: Add override keywords 2020-02-09 12:42:41 +01:00
Eugene Sandulenko
2b90d1acba ACCESS: Added override keywords 2020-02-05 14:34:33 +01:00
Paul Gilbert
5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
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
Paul Gilbert
ac8adb07c8 ACCESS: Refactor ASurface and Screen to not use virtual inheritance 2016-05-26 21:21:03 -04:00
Paul Gilbert
a6150f9308 ACCESS: Creation of access.dat for holding Access games engine data 2015-11-27 12:12:32 -05:00
Martin Kiewitz
d69ffaa0e4 ACCESS: movie player for Noctropolis+Synnergist
accessible via debug command "playmovie"
2015-11-24 15:42:17 +01:00
Filippos Karapetis
8be83948b1 ACCESS: Use our formatting conventions for variable and function names 2015-07-24 23:03:22 +03:00
Strangerke
a81fbda3da ACCESS: MM - Start implementing PRINTCHR and SPRINTCHR 2015-02-06 08:25:22 +01:00
Strangerke
a05e8625cc ACCESS: Remove an unused function 2015-02-05 07:36:17 +01:00
Strangerke
452c5e59c5 ACCESS: Tex2 - Start implementing takePicture() 2015-02-04 22:22:50 +01:00
Strangerke
576ad394f3 ACCESS: Remove a useless variable 2015-01-30 07:15:46 +01:00
Strangerke
1d100589ab ACCESS: MM - Implement cmdDispAbout, initialize some variables 2015-01-21 23:43:45 +01:00
Strangerke
c4e8460ba2 ACCESS: MM - Fix a bug related to the down arrow, some refactoring and renaming 2015-01-17 14:26:56 +01:00
Strangerke
0c14e42bd2 ACCESS: MM - Implement up and down arrows in BubbleBox 2015-01-15 08:23:55 +01:00
Strangerke
f1aa191f8c ACCESS: MM - Implement getList 2015-01-15 00:40:43 +01:00
Strangerke
3a57f20816 ACCESS: MM - Implement displayBoxData 2015-01-14 23:44:24 +01:00
Strangerke
93e8b47e13 ACCESS: MM - Some more work on BubbleBox class 2015-01-13 21:52:40 +01:00
Strangerke
6a288bc476 ACCESS: MM - Work some more on doBox_v1 2015-01-13 00:46:45 +01:00
Strangerke
eacc0e085a ACCESS: MM - Add resource _byte1EEB5[] 2015-01-12 00:23:28 +01:00
Strangerke
ec381ae364 ACCESS: MM - Start implementing MM dialog box, split cmdConverse in two (WIP) 2015-01-12 00:04:38 +01:00
Strangerke
8249de3d44 ACCESS: MM - Make Bubble Box variable, add MM bubble boxes 2015-01-09 08:20:59 +01:00
Strangerke
cc75fb5fe0 ACCESS: MM - Fix TRAVEL array size 2015-01-06 00:40:13 +01:00
Strangerke
e1ded539ea ACCESS: MM - Implement some game specific opcodes 2015-01-05 22:43:21 +01:00
Strangerke
76f681efdf ACCESS: Make opcodes dependant to game versions 2015-01-05 18:15:12 +01:00
Strangerke
a33a9ae2e8 ACCESS: Split a bit more Player class, add some MM specific code 2014-12-29 07:22:51 +01:00
Paul Gilbert
95aa9a13a6 ACCESS: Refactor most of ASurface statics to instance variables 2014-12-18 21:45:55 -05:00
Strangerke
7d73acbccc ACCESS: Remove useless defines 2014-12-17 18:36:49 +01:00
Strangerke
492d974550 ACCESS: Some more polishing in the file headers 2014-12-17 18:27:47 +01:00
Strangerke
8517209bcb ACCESS: Implement restart after death 2014-12-12 23:06:08 -05:00
Strangerke
07456932d4 ACCESS: Add a debug channel for the sound & music handling 2014-12-12 23:02:56 -05:00
Strangerke
3cf0893979 ACCESS: Add a cheat mode which currently skips the guard in chapter 8 2014-12-12 23:02:41 -05:00
Strangerke
66f9d71f1d ACCESS: Add some code for the intro (WIP) 2014-12-12 22:55:56 -05:00
Strangerke
9604da9da3 ACCESS: Rename _Eseg 2014-12-12 22:54:08 -05:00
Strangerke
0277d1654d ACCESS: Remove two unused variables 2014-12-12 22:53:55 -05:00
Strangerke
11e920f427 ACCESS: Split SoundManager and MusicManager 2014-12-12 22:53:43 -05:00
Paul Gilbert
a8e111fae4 ACCESS: Refactor opening scenes logic into Opening class 2014-12-12 22:52:51 -05:00
Paul Gilbert
eadaf53486 ACCESS: Remove unused _travel and _ask fields 2014-12-12 22:52:13 -05:00
Paul Gilbert
01124c3378 ACCESS: Moved help table data from AccessEngine to AmazonEngine 2014-12-12 22:52:01 -05:00
Paul Gilbert
1716cd9b30 ACCESS: Major refactoring of Amazon logic into their own classes 2014-12-12 22:51:04 -05:00
Paul Gilbert
7434c764c6 ACCESS: gcc compilation fixes 2014-12-12 22:47:55 -05:00
Strangerke
9e84be664c ACCESS: Implement a couple of script functions 2014-12-12 22:39:56 -05:00
Paul Gilbert
a0beb08984 ACCESS: Refactor _inactive from AccessEngine to AmazonEngine 2014-12-12 22:39:42 -05:00