Commit Graph
981 Commits
Author SHA1 Message Date
Avijeet aa46426a3a AVALANCHE: Use correct sprite data during arrow trap 2022-09-07 23:12:38 +02:00
Avijeet bd302f4c19 AVALANCHE: Update direction arrow when mouse is used to move 2022-09-07 23:12:38 +02:00
Cameron Cawley f3b094e53f ENGINES: Change the MetaEngineDetection interface to match MetaEngine 2022-07-23 23:31:58 +02:00
Donovan Watteau 5b1ec56f96 JANITORIAL: Fix some lost or outdated URLs in comments 2022-05-19 07:57:31 +03:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Orgad Shaneh 91e321d334 AVALANCHE: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00
Alexandre Detiste 6044504762 JANITORIAL: typos
some in the variable names, some in the comments;
no change for the strings that interract with original games assets
2021-10-31 20:46:31 +01:00
Orgad Shaneh fe104cc337 ENGINES: Use MetaEngine consistently for getting autosave slot
The autosave refactoring that was done in
7adad5aaf5 used g_engine for identifying the
autosave slot. This worked for in-game save/load, but doesn't fit when
called from the launcher.

Fix by passing MetaEngine to SaveStateDescriptor ctor and using it for this
query.

Amends 7adad5aaf5.
2021-10-24 16:46:06 +02:00
Max Horn 2f1f8f502e DEVTOOLS: move credits from devtools/credits.pl to engines
This employs a "lazy" approach: the "format" for the credits stays
exactly as it was, i.e., perl code. Of course one may want to change
this to another format (e.g. YAML, JSON, XML; or also shell script or
AWK, like `configure.engine` uses). But I deliberately kept it simple,
to get a minimal change that is easy to verify. Any further changes to
e.g. the format can be layered atop this.
2021-08-05 00:01:46 +02:00
Eugene Sandulenko 5e7fe2dc57 JANITORIAL: Replace spaces in indentation with tabs 2021-04-15 21:20:36 +02:00
Cameron Cawley 4ced49acd4 ENGINES: Changed AdvancedMetaEngine::createInstance to return a Common::Error 2020-12-04 20:57:14 +00:00
Eugene Sandulenko bb3a9d75bd AVALANCHE: Use AD_ENTRY2s 2020-11-28 13:28:57 +01:00
Eugene Sandulenko 7ff34bc9ec PLUGINS: MetaEngineStatic -> MetaEngineDetection 2020-10-11 23:14:39 +02:00
Eugene Sandulenko 7ea6781043 PLUGINS: PLUGIN_TYPE_METAENGINE -> PLUGIN_TYPE_ENGINE_DETECTION 2020-10-11 23:12:32 +02:00
aryanrawlani28 d26bbe521c ENGINES: ALL: Finish renaming ME & AME classes
- ME -> MetaEngineStatic (static parts)
- MEC -> MetaEngine (dynamic parts)
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 f3b9477893 ENGINES: ALL: Add header guards for the new detection-header files. 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 9208a65a1f AVALANCHE: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
Eugene Sandulenko b5f0be3d72 AVALANCHE: Use memmove for overlapping buffers 2020-04-30 13:51:23 +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 43f49b7307 AVALANCHE: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet 9611f091cc AVALANCHE: Add override keywords 2020-02-09 12:43:14 +01:00
Eugene Sandulenko 3f8280ce11 AVALANCHE: Added override keywords 2020-02-05 14:40:11 +01:00
Paul Gilbert 5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
Bastien Bouclet 4b42112721 ENGINES: Add an engine ID to all the engines 2019-11-03 11:43:00 +01:00
Tarek Soliman 3993ea0251 AVALANCHE: Mark all detection entries as ADGF_UNSTABLE 2019-10-23 11:46:10 -05:00
D G Turner 66011fcae8 AVALANCHE: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-10-15 21:46:14 +01:00
Henrik "Henke37" Andersson 1d96322f44 AVALANCHE: This game doesn't use midi. Mark it as such. 2019-09-29 19:34:16 +03:00
Bastien Bouclet 9a4c0ae281 ENGINES: Normalize the getName() result of metaengines
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-12-10 06:47:27 +01:00
David Fioramonti 503f0c8f0b AVALANCHE: Use degree conversion common math funcs
Noted an atan maybe should be an atan2.

For the atan call I casted the numerator and denominator
separately instead of after they are divided.
2018-07-03 23:08:48 +01:00
Bastien Bouclet eedb53207d AVALANCHE: Push down AD includes 2018-05-01 12:48:05 +02:00
Adrian Frühwirth a20f90cbb7 JANITORIAL: Fix formatting 2018-04-22 00:56:21 +02:00
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
Adrian Frühwirth 39fd49e131 AVALANCHE: Remove unnecessary call to setSeed()
There is no need to initialize Common::RandomSource's seed with
_system->getTimeAndDate(time) as its constructor already initializes
it with g_system->getMillis().
2018-03-23 12:48:11 +00:00
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
Torbjörn Andersson 462f1c9859 JANITORIAL: Silence more GCC 7 warnings
There were all flagged as intentional fall throughs. I simply changed
the comments to something GCC would recognize.
2017-08-06 12:26:05 +02:00
Eugene Sandulenko fab199d37e JANITORIAL: Make GPL headers uniform 2016-09-03 12:46:38 +02:00
Alexander Tkachev b665fc933d ALL: Make simpleSaveNames() a MetaEngineFeature
Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.

As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
2016-08-24 16:07:55 +06:00
Alexander Tkachev ab1d160ec8 ALL: Add MetaEngine::simpleSaveNames()
Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
2016-08-24 16:07:55 +06:00
Ori Avtalion 3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Johannes Schickel 3aecd8ef2a ENGINES: Make variable names of ADGameDescription conform to our guidelines.
gameid     -> gameId
guioptions -> guiOptions
2016-03-08 19:01:38 +01:00
Eugene Sandulenko 23d74fddb4 CONFIGURE: Introduced new engine dependency: highres
Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).

Instead of manually updating the list of engines, we now introduce
a new dependency.

I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
2016-03-05 14:25:56 +01:00
Johannes Schickel e31a4a409e AVALANCHE: Let listSaves return list sorted on slot numbers. 2016-02-25 21:39:45 +01:00
Thierry Crozat 7d489da5fa AVALANCHE: Add missing POTFILES 2016-02-20 21:24:14 +00:00
Thierry Crozat 9769dc24c7 AVALANCHE: Translate buttons in load and save dialogs. 2016-02-20 21:08:34 +00:00
Johannes Schickel 8b2fd644c1 AVALANCHE: Only request actual save slots in listSaves. 2016-01-26 16:35:30 +01:00
Johannes Schickel 299a96c049 AVALANCE: Fix out of bounds array access.
Thanks to uruk for checking on this.
2016-01-11 14:10:53 +01:00
Strangerke e8ffcdc09c AVALANCHE: Janitorial - remove trailing spaces and tabs 2014-06-07 17:12:24 +02:00