Commit Graph
59 Commits
Author SHA1 Message Date
Eugene Sandulenko 8132aaef17 SWORD2: Remove redundant flags from the detection entries 2023-01-14 21:37:55 +01:00
Hubert Maier 4093454927 SWORD2: Correct spelling mistake
wether -> whether
2022-10-27 15:57:30 +02:00
Cameron Cawley 717ef66a3d SWORD2: Switch to AdvancedMetaEngineDetection 2022-10-22 18:40:07 +02:00
Shahar Ariel 8b09704245 SWORD2: Add Hebrew support 2022-08-16 12:57:02 +03:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Orgad Shaneh ee57380de7 ENGINES: JANITORIAL: Remove 'virtual' when override is specified 2021-11-14 14:32:04 +02:00
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 a21da27bf1 SWORD2: Refactoring of code, split detection code, adapt to new plugins.
- Entire code was located in the main sword2.cpp file.
- Seperate detection-related code to detection.cpp
- Seperate other MetaEngineConnect related code to metaengine.cpp
- detection.h serves common code between the above files
- A enum value has been copied from sword2.h into the detection TU to avoid duplicate copy
- the detection.h has static function definitions for detecting games.
- This is because metaengine.cpp includes it & detection.cpp does as well.
- If we keep the methods as static, we can truely seperate out everything detection related.
2020-10-03 14:56:36 +02:00
Eugene Sandulenko 289bc959cf SWORD2: Added support for Spanish demo. Fixes #11396 2020-09-02 14:41:17 +02:00
Henrik "Henke37" Andersson 4a6a8f0c36 SWORD2: Use PauseToken 2020-05-10 23:39:31 +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 0d0ea44c31 SWORD2: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet c616550ebe SWORD2: Add override keywords 2020-02-09 12:43:16 +01:00
Eugene Sandulenko d151f157f6 SWORD2: Added override keywords 2020-02-06 23:46:47 +01:00
Paul Gilbert 5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
Eugene Sandulenko 33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
2016-05-17 18:21:30 +02:00
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