Commit Graph

40 Commits

Author SHA1 Message Date
Max Horn
477d6233c3 ENGINES: Change 2nd param of Engine::saveGameState to Common::String 2011-06-02 18:31:59 +02:00
D G Turner
d3b53d4c50 SWORD2: Replace snprintf() usage with Common::String::format()
Safer and less portability issues.
2011-06-02 04:38:47 +01:00
Matthew Hoops
9539017ee3 ALL: initialise -> initialize 2011-05-25 11:17:11 -04:00
strangerke
69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Johannes Schickel
74e4b5a6cd SWORD2: Adapt to setPalette/grabPalette RGBA->RGB change.
Thanks to eriktorbjorn for helping me with this.
2011-02-15 22:52:15 +01:00
Torbjörn Andersson
fc0adb846a SWORD2: Cleanup
Removed some of the debug code that has never ever been enabled for as
long as this engine has been in ScummVM.

svn-id: r53998
2010-11-01 11:29:57 +00:00
Torbjörn Andersson
68469f45ce SWORD2: Cleanup pause handling
Removed a bunch of pause-related code which I either can't remember why
it's there, or which doesn't seem to serve any useful purpose. Most
things I've tried seem to work as well or better than before.

svn-id: r53997
2010-11-01 11:25:11 +00:00
Max Horn
4ccce19876 ENGINES: Enhance namespace comments a bit
svn-id: r53484
2010-10-15 12:48:19 +00:00
Max Horn
d78dba3bca COMMON: Move Common::RandomSource to common/random.*
svn-id: r48279
2010-03-18 15:07:11 +00:00
Max Horn
df651bf20f Added Doxygen comments for the various engine namespaces (currently mostly without details; help filling these out is welcome)
svn-id: r46128
2009-11-24 22:10:14 +00:00
Johannes Schickel
b3c6751b9b Strip trailing whitespaces in the whole code base.
svn-id: r40867
2009-05-24 15:17:42 +00:00
Eugene Sandulenko
af4d23f762 Const correctness
svn-id: r40346
2009-05-06 09:12:24 +00:00
Fabio Battaglia
dc9c538a62 Sword2: PSX version support, and GMM loading/saving
svn-id: r39896
2009-04-07 19:52:46 +00:00
Fabio Battaglia
1f299bb24a sword2: added detection for Broken Sword 2 PSX, and a check to say wether pc or psx version is run
svn-id: r39417
2009-03-15 11:36:16 +00:00
Max Horn
dd98126423 Engines: Fused several init&go methods into a single run method
svn-id: r39003
2009-03-01 04:42:46 +00:00
Max Horn
3fcbda829a Merged Engine::go() and ::init() into a new run() method (currently implemented by calling the existing init&go methods; to be cleaned up by engine authors
svn-id: r39002
2009-03-01 04:30:55 +00:00
Torbjörn Andersson
d896c892e5 Allow pausing (from the outside) during credits and palette fades. Refactored the
code to distinguish outside pausing from in-game pausing, to avoid cursor-related
problems. The screen is now only dimmed during in-game pausing.

svn-id: r34957
2008-11-09 14:32:24 +00:00
Torbjörn Andersson
18414f0a0a Moved sound-related settings to syncSoundSettings() for the global options dialog.
svn-id: r34947
2008-11-09 11:52:52 +00:00
Max Horn
40136f2590 Switched various Engine APIs to use Common::Error
svn-id: r34916
2008-11-06 17:05:54 +00:00
Max Horn
61aadb378d Fixed the EngineFeature vs. MetaEngineFeature mess, clarified some EngineFeature comments
svn-id: r34896
2008-11-04 16:11:40 +00:00
Christopher Page
796e606971 SWORD2 works with the new GMM implementation
svn-id: r33044
2008-07-13 22:00:39 +00:00
Christopher Page
d2c0b9d003 Sword2 now uses the new _quit flag
svn-id: r32794
2008-06-26 04:54:29 +00:00
Torbjörn Andersson
7833dd87a5 Rewrote dimPalette() so that the dimming is now a "filter" between the Screen
class and the backend, i.e. as far as the game engine is concerned the palette
remains unchanged. (This is similar how to the SCUMM engine handles the "noir"
mode in Sam & Max.)

This is one small step towards allowing the game to be paused anywhere.

svn-id: r32369
2008-05-29 20:32:27 +00:00
Torbjörn Andersson
4b06f42ff3 Initial implementation of pauseEngineIntern(). There are issues, though, since
the engine doesn't always allow the game to be paused, and some things (GUI,
movie cutscenes, credits, ...) are outside the main engine loop.

svn-id: r32232
2008-05-23 17:54:47 +00:00
Max Horn
a041ef2317 Slightly updated key handling in BS2, Kyra, and Touche
svn-id: r27637
2007-06-22 23:03:12 +00:00
Max Horn
22c0403e0d Re-added Revolution Software copyright to BS2 engine
svn-id: r27030
2007-05-31 20:28:29 +00:00
Max Horn
218e132e37 Updated legal headers in source files, based on what Pidgin (the IM client formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
2007-05-30 21:56:52 +00:00
Torbjörn Andersson
48cb57ec89 Let the event manager keep track of the mouse position.
svn-id: r26205
2007-03-18 12:53:28 +00:00
Torbjörn Andersson
53624376b4 Applied my re-revised patch #1487149 ("Simplified keyboard repeat"), with
Fingolfin's blessings. Keyboard repeat is now handled by the event manager,
rather than by individual engines.

Since this can cause problems with some engines (see the AGI engine), the extra
"key down" events are marked as "synthetic", so that they can be ignored if
necessary.

svn-id: r26170
2007-03-17 15:44:26 +00:00
Torbjörn Andersson
85b780baf1 Use FRAMES_PER_SECOND, not getFramesPerSecond(), to calculate the number of
frames before a sound effect is triggered. This is not dependent on _gameSpeed.

svn-id: r24971
2007-01-03 07:56:24 +00:00
Torbjörn Andersson
6496482de5 Added experimental "fast mode" for Broken Sword 2. (Use Ctrl-f to toggle.)
svn-id: r24970
2007-01-03 07:36:44 +00:00
Torbjörn Andersson
b1434f2632 Fixed regression caused by recent debug console cleanup. The key stroke that
invoked the debug console would repeat after the console was closed. Another
example why keyboard repeat should be centralized, I guess...

svn-id: r24649
2006-11-07 20:30:39 +00:00
Max Horn
4c14cf6d1a Moved base/engine.cpp and .h to engines/ (main motivation: helps untangle the linker dependency graph). Porters will have to update project files
svn-id: r23974
2006-09-23 00:42:35 +00:00
Max Horn
651d22b873 * Added virtual Engine::getDebugger() method
* Removed code from errorString() methods that hooked the debugger(s)
  into error(), in favor of using getDebugger() from within error()
* As a consequence, removed most custom errorString() methods

svn-id: r23894
2006-09-16 19:31:23 +00:00
Torbjörn Andersson
8242e6966d Cleanup.
svn-id: r23551
2006-07-22 09:05:13 +00:00
Max Horn
68cb7f52c8 - Renamed ConfigManager::getActiveDomain to getActiveDomainName, and added a new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places

svn-id: r21916
2006-04-15 20:36:41 +00:00
Torbjörn Andersson
002c587965 Removed includes from sword2.h so that (hopefully) there will eventually be
less dependencies.

svn-id: r20741
2006-02-17 15:07:36 +00:00
Torbjörn Andersson
8935cac6da Standardized the preprocessor constants used to prevent double inclusion of
header files. Each now begins with "SWORD2_" and ends with "_H". (Well, except
for "SWORD2_H", since I didn't want to name it "SWORD2_SWORD2_H".)

svn-id: r20655
2006-02-12 19:57:23 +00:00
Torbjörn Andersson
2ec8584828 Renamed files for consistency with other engines:
build_display  -> screen
    save_rest      -> saveload

More to come, no doubt.

svn-id: r20651
2006-02-12 19:33:45 +00:00
Max Horn
26ee630756 Moved engines to the new engines/ directory
svn-id: r20582
2006-02-11 22:45:04 +00:00