Commit Graph
104 Commits
Author SHA1 Message Date
Le Philousophe f4853e863d LURE: Don't use unsafe sprintf and vsprintf 2022-10-23 22:46:19 +02:00
Le Philousophe 700a965361 LURE: Don't use unsafe strcat and strcpy 2022-10-23 22:46:19 +02:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Orgad Shaneh 04eacfa7d3 LURE: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00
Coen Rampen e2a1362bf9 LURE: Improve AdLib support
This improves the AdLib support for Lure of the Temptress, which was unfinished.
2021-07-02 14:16:50 +02:00
NMIError 7b97d285e8 LURE: Added termination entry to catch anim sound seq 2021-01-31 22:13:15 +01:00
NMIError 95dd627c9d LURE: Play town ambient sound when first entering
When outside in the town, the game plays an ambient sound of twittering birds.
When first entering town after falling through the chute, this sound does not
play; it first starts after you enter and exit a building. This issue is
present with the original interpreter as well.

This change fixes this by calling removeSounds after playing the chute
animation. This function calls the bellsBodge function, which manages the
ambient sounds in town. Because there are no other sounds playing when first
entering town, this has no unwanted side effects.
2020-12-08 21:27:58 +01:00
NMIError 6098b45776 LURE: Remove enum name prefixes 2020-12-08 18:50:31 +01:00
NMIError 5b01d5f09e LURE: Barrel animation fixes
This change fixes some small differences in the barrel animation between the
original interpreter and ScummVM:
- The animation should fade in at the start
- The music should continue until the animation has faded out
- The mouse cursor should appear after the animation has faded out
2020-12-08 17:00:28 +01:00
NMIError 432529b2bb LURE: Fix chute animation
The animation that plays when you fall through the sewage chute near the start
of the game had some issues. Fades were missing at several points, the middle
part of the animation was played only once and too slow, and when skipping the
animation it would only skip the currently playing part instead of the entire
animation.

To fix these issues, I've added an option to AnimationSequence to loop the
animation a number of times.
2020-12-08 17:00:28 +01:00
NMIError 447d38f6a7 LURE: Fix Skorl catch animation
When the player gets caught by a Skorl, an animation is shown where the player
is punched in the face. This had a few issues:
- The animation fades in and out on the original interpreter. I've added this.
- The animation plays faster on the original interpreter. Speed was updated to
match this.
- The sound effect for this animation would play right at the start instead of
at the moment of impact. I've added a delay to the sound effect using an
AnimSoundSequence.
2020-12-08 17:00:28 +01:00
NMIError 991061ee1b LURE: Fix music/SFX distinction
Distinction between music and SFX was made based on the most significant bit in
the sound number byte. This does not accurately reflect which MIDI sequences
are music or a sound effect.

Instead, I've added a flag which can be passed to
SoundManager::musicInterface_Play to indicate whether the sound is music or a
sound effect. All music is started from hard-coded animation sequences, so this
flag can be passed from ScummVM code when appropriate.
2020-12-06 16:37:08 +00:00
Paul Gilbert 83d7030d84 LURE: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
D G Turner 4af25ccfdd LURE: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-15 02:51:50 +00:00
Eugene Sandulenko dd69e8409e LURE: Safer string manupulation 2016-05-13 23:50:31 +02:00
Eugene Sandulenko 8577606b04 LURE: Safer string manipulation 2016-05-13 09:23:20 +02:00
Eugene Sandulenko 0c091f4faa LURE: Add support for Russian version 2016-01-12 23:53:14 +01:00
Johannes Schickel b03ca0e80a LURE: Make GPL headers consistent in themselves. 2014-02-18 02:39:36 +01:00
Christoph Mallon e40ba4c135 JANITORIAL: Simply use *x instead of *x.get() on smart pointers. 2012-03-13 15:43:59 +01:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Max Horn 2d1c8a3533 ALL: Fix whitespaces / indention
svn-id: r55818
2011-02-07 23:01:06 +00:00
Johannes Schickel e3d1ec482c LURE: Make LURE respect the mute settings.
svn-id: r51101
2010-07-21 20:12:35 +00:00
Max Horn 1d4c82885d DEBUGGER: Simplify how our console debugger works / is used
* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
  something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
  can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
  document it.
* Add more doxygen comments
* Cleanup

svn-id: r50963
2010-07-17 18:38:42 +00:00
Paul Gilbert f7ac94db12 Added code to de-activate town NPCs once the player makes it to the castle, since they're no longer needed
svn-id: r48661
2010-04-16 10:00:49 +00:00
Yotam Barnoy ef330ed9b4 Patch for bug 2943361 by littleboy, adding full kb modifier support to all engines + GUI and proper keypad handling
svn-id: r48101
2010-02-21 04:04:13 +00:00
Max Horn bce959e046 LURE: Remove evil 'using namespace' from header files
svn-id: r47396
2010-01-19 23:48:55 +00:00
Paul Gilbert c8f991e89b Bugfix for crash if an error occurs before the game object (and thus the debugger) is created
svn-id: r47018
2010-01-05 05:25:18 +00:00
Max Horn f242266f6d Change a couple places from 'end of namespace' to 'End of namespace', for consistency
svn-id: r44634
2009-10-04 21:26:33 +00:00
Filippos Karapetis 5028d5a68b Reverted my commit #44290 - apparently, it was a bad idea, as g_engine is a hack
svn-id: r44311
2009-09-24 17:07:27 +00:00
Filippos Karapetis a70351e5ea Changed some references from LureEngine to the global g_engine (e.g. calls to shouldQuit()), to minimize places where LureEngine is referenced
svn-id: r44290
2009-09-24 06:53:03 +00:00
Jordi Vilalta Prat 3337be7b08 Fix indentation
svn-id: r43837
2009-08-30 20:50:23 +00:00
Eugene Sandulenko 696897b058 Whoa! Removing trailing spaces.
svn-id: r35648
2009-01-01 15:06:43 +00:00
Max Horn 9b160804ab Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
2008-09-30 12:27:38 +00:00
Christopher Page dac805c281 Added -x and --list-saves support for LURE
svn-id: r33291
2008-07-25 19:41:17 +00:00
Christopher Page 17ce8db211 Lure works with the new GMM implementation
svn-id: r32996
2008-07-10 22:34:48 +00:00
Christopher Page 6e3474896c Kyra and Lure are now using the new _quit flag
svn-id: r32772
2008-06-25 00:55:18 +00:00
Paul Gilbert 76c43c94d1 Changed the delayed sequence list from using a system milliseconds expiry point to a milliseconds countdown - this should fix potential problems that could arise if a modal dialog was kept on-screen too long
svn-id: r32237
2008-05-24 00:54:04 +00:00
Filippos Karapetis 6a9acd7a5e Replaced ManagedList with Common::SharedPtr in the rest of the lure engine
svn-id: r31420
2008-04-06 12:00:37 +00:00
Jordi Vilalta Prat 66e9d4f5e8 Removed trailing spaces.
svn-id: r30664
2008-01-27 19:47:41 +00:00
Paul Gilbert a137ff2cf1 Changed debug keys enablement to be on by default if a Debug Level is specified
svn-id: r30322
2008-01-07 10:32:54 +00:00
Paul Gilbert 841cc77e5c Made debugging keys disabled by default, with a debugger command to allow them to be turned on
svn-id: r30317
2008-01-07 03:53:30 +00:00
Paul Gilbert 6eb64102a4 Fix to remove a tab character from the GPL header
svn-id: r30238
2008-01-05 12:45:14 +00:00
Paul Gilbert 735ea1eaaa Fix to show credits screen correctly in EGA mode
svn-id: r30232
2008-01-05 10:53:27 +00:00
Paul Gilbert 4d7e49ddb8 Fix to prevent the F5 key allowing the game to be saved during player conversations or viewing a remote room
svn-id: r30048
2007-12-28 11:07:35 +00:00
Paul Gilbert 33545452f0 Fix for problem that the player could stop themselves changing back from Selena if they left the current room too quickly after the change back had been scheduled
svn-id: r29958
2007-12-23 11:34:22 +00:00
Paul Gilbert 9dc39c302a Tweaked the calculation for player position in new rooms to use the original game's rounding - the current code was causing the player to be placed inside the exit area when entering room 6 from room 5.
svn-id: r29949
2007-12-22 11:24:29 +00:00
Paul Gilbert fb222b0afa Changed Credits display to avoid the brief flash as the palette changed
svn-id: r29892
2007-12-17 03:29:02 +00:00
Paul Gilbert 08f1f2c3d3 Bugfix for Use actions to work correctly
svn-id: r29891
2007-12-16 22:41:51 +00:00
Torbjörn Andersson 25103d11e2 Removed unused variable.
svn-id: r29885
2007-12-16 20:20:09 +00:00
Kostas Nakos e861cf567d use the virtual keyboard facilities if available, when needed
svn-id: r29882
2007-12-16 20:01:41 +00:00