110 Commits

Author SHA1 Message Date
Cameron Cawley
f6015086e1 ENGINES: Add GUIErrorMessageFormat to replace duplicated functions (#1455) 2018-12-19 08:31:26 +02:00
Paul Gilbert
caba188569 XEEN: Mode renamings, fix loading savegame during script dragging party 2018-04-15 09:51:18 -04:00
Paul Gilbert
fbed392767 XEEN: Add launcher Engine tab option for more durable armor 2018-04-13 22:56:57 -04:00
Paul Gilbert
5d6dbf7858 XEEN: Fix loading Dark Side savegames from WOX menu 2018-04-10 20:26:52 -04:00
Paul Gilbert
b13b00deb3 XEEN: Add Patcher class for doing on-the-fly map patches
The first patch is a script patch for Ellinger's Tower Level 2
on the Dark Side. It fixes an incorrect index for a wall item
of a curtain that's meant to be removed
2018-04-09 19:33:31 -04:00
Paul Gilbert
07fb37ed70 XEEN: Fix restarting World game after exiting to menu from Dark Side 2018-04-08 18:53:59 -04:00
Paul Gilbert
c1ae848818 XEEN: Allow loading savegames during combat using GMM
The original didn't allow loading during combat from it's
options dialog, and I'll leave that untouched, but the ability
to load out of a unwinnable combat is too convenient to not
allow in some form.
2018-04-07 15:53:27 -04:00
Paul Gilbert
4fefa88282 XEEN: Don't allow saving in the war zone 2018-04-03 22:00:18 -04:00
Paul Gilbert
92b1cbbb7f XEEN: Fix game state after restarting game 2018-04-02 21:36:36 -04:00
Paul Gilbert
32dceaea2c XEEN: Stop playing music when exiting from game to main menu 2018-03-31 22:36:57 -04:00
Paul Gilbert
5b5abd4743 XEEN: Change Map _loadDarkSide bool to int _loadCcNum 2018-03-27 21:45:17 -04:00
Paul Gilbert
99729bc15d XEEN: Add custom engine option for showing inventory item costs
This first new option displays the effective cost of items
when viewing in the standard character inventory. This makes
it easier to compare the value (and thus relative power)
of items against either other
2018-03-25 23:14:22 -04:00
Paul Gilbert
74d0fdfe33 XEEN: Redraw party after loading a savegame 2018-03-23 21:43:16 -04:00
Paul Gilbert
001f2434c6 XEEN: Don't allow GMM load/save on the main menus or intro/end cutscenes 2018-03-21 21:05:33 -04:00
Paul Gilbert
0a5dcfb833 XEEN: Fix GMM savegame loads were waiting until a turn had passed 2018-03-20 22:06:22 -04:00
Paul Gilbert
082def7ccd XEEN: Go to menu rather than intro title when game is exitted 2018-03-16 21:41:19 -04:00
Paul Gilbert
ac7a9224fe XEEN: Fix text colors during intro/exit cutscenes 2018-03-13 18:17:02 -04:00
Paul Gilbert
583d857a39 XEEN: Properly implement sprite flag SPRFLAG_BOTTOM_CLIPPED 2018-03-09 21:47:28 -05:00
Paul Gilbert
546059408f XEEN: Added Other Options dialog for Dark Side and World 2018-03-04 22:40:43 -05:00
Paul Gilbert
50630efde6 XEEN: Fix loading saves from main menus and launcher 2018-03-04 22:40:42 -05:00
Paul Gilbert
fbe489e669 XEEN: Fix loading saves from main menus and launcher 2018-03-03 22:15:50 -05:00
Paul Gilbert
29b8812af3 XEEN: Don't show game intro if it's already been seen perviously 2018-02-26 20:46:39 -05:00
Paul Gilbert
dab044edb0 XEEN: Minor cleanups to outer engine 2018-02-26 19:20:34 -05:00
Paul Gilbert
0fc11aef63 XEEN: Cleanup of the game title, intro, and menu launching code 2018-02-26 19:15:00 -05:00
Paul Gilbert
6b4d3f70dd XEEN: Add data to create_xeen for Clouds of Xeen on it's own 2018-02-23 15:23:21 -05:00
Paul Gilbert
d132d66c28 XEEN: Add Clouds of Xeen MAE and Spells to xeen.ccs
The later games stored them in resources, but Clouds of Xeen had
them hardcoded. So this adds them under the same resource names
as the later games, so the existing code can load them
2018-02-23 15:23:20 -05:00
Paul Gilbert
900ef91aca XEEN: Creation of create_xeen tool 2018-02-23 15:23:20 -05:00
Paul Gilbert
8fc4a08e04 XEEN: Refactor to merge Sound and Music classes
The existing structure didn't make sense, as Sound only handled
sound files, but Music handled both music and short FX decoding.
I've merged Sound & MUsic into a single Sound class, and moved
the music driver to their own file, renamed to SoundDriver
2018-02-19 10:17:33 -05:00
Paul Gilbert
fbc184e3d9 XEEN: Flag games as not having voice
Technically they do have voice samples, but the code for playing
them is indistinguishable from standard SFX. And given how few
they are, I feel it better for now to simply flag the detection
entries as no voice, rather than trying to separate them
2018-02-18 21:48:50 -05:00
Paul Gilbert
e0ea40c3e3 XEEN: Added skeleton child engine for Swords of Xeen 2018-02-12 22:10:24 -05:00
Paul Gilbert
7f50c50401 XEEN: Fix exiting to main menu after playing ending cutscenes 2018-02-11 21:16:23 -05:00
Paul Gilbert
d76ba5a1c1 XEEN: Removal of redundant TODOs 2018-01-28 15:47:24 -05:00
Paul Gilbert
319b2c29d5 XEEN: Added logic for music/sound toggling 2018-01-28 11:53:11 -05:00
Paul Gilbert
b1b0f6be2e XEEN: Control panel dialog now showing 2018-01-27 21:39:40 -05:00
Paul Gilbert
6080d63339 XEEN: Implementing control panel dialog 2018-01-27 20:00:24 -05:00
Paul Gilbert
70375ec29b XEEN: Break out of gameplay when party is killed 2018-01-20 17:32:10 -05:00
Paul Gilbert
ce400ce0f1 XEEN: Implemented death cutscene method 2018-01-18 21:29:42 -05:00
Paul Gilbert
1b50b3af31 XEEN: Enable loading savegames from the launcher 2018-01-14 17:59:43 -05:00
Paul Gilbert
49de1602b0 XEEN: Create a separate current state saver for each side
Previously, I only had a single savefile, which maintains the
state of the party and mazes. But I've realised that I'll need
a separate archive for each side of Xeen. I'm still not entirely
happy with the cleanliness of the new structure, but it at least
is now functionally separating the sides.
2017-12-22 08:52:31 -05:00
Paul Gilbert
b032b6ebb6 XEEN: Starting to do archive access more like the original
Previously the game wasn't paying much attention to the access of
dark.cc vs xeen.cc, which was causing problems when trying to
travel to Dark Side. This is the beginnings of a refactoring
to more closely work like the original does
2017-12-20 21:47:16 -05:00
Paul Gilbert
b612bc3c23 XEEN: Rename Town to LocationManager, added Locations namespace 2017-12-12 20:29:47 -05:00
Paul Gilbert
f0a87ed8ad XEEN: Objectifying town locations code 2017-12-10 07:17:36 -05:00
Paul Gilbert
7c74f4f826 XEEN: Create Windows class to hold the windows array 2017-11-29 20:24:03 -05:00
Paul Gilbert
a97a9507c9 XEEN: Fix uninitialized instance field warnings 2017-11-15 19:32:03 -05:00
Colin Snover
432fd522d2 ENGINES: Remove default1x scaler flag
This flag is removed for a few reasons:

* Engines universally set this flag to true for widths > 320,
  which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
  since its behaviour was almost completely undocumented and users
  would need to figure out that they'd need an explicit non-default
  scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
  deciding how the backend may choose to render its virtual screen.
  The choice of rendering behaviour belongs to the user, and the
  backend, in that order.

A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
2017-10-07 12:30:29 -05:00
Paul Gilbert
aa05f9c802 XEEN: Move old main menu classes into WorldOfXeen namespace 2016-09-24 20:54:58 -04:00
Paul Gilbert
381d4e8965 XEEN: Add dispatcher for cutscenes, menu, and gameplay 2016-09-23 13:11:29 -04:00
Paul Gilbert
eb675ecf2f XEEN: Create WorldOfXeenResources class for their specific strings
Some strings are still in the base Resources, since they're referred
to by core dialogs. These may be able to be refactored in the future
as support is added for the other games
2016-09-22 20:24:18 -04:00
Paul Gilbert
e2c0fbe531 XEEN: Added Pharaoh endgame score screen 2016-09-19 23:01:32 -04:00
Paul Gilbert
1cf5c7f7c9 XEEN: More of Darkside endgame sequence 2016-09-19 00:01:25 -04:00