Commit graph

171 commits

Author SHA1 Message Date
D G Turner
cf3d419119 PRINCE: Fix Memset on Non-Trivial Structure GCC Compiler Warnings 2021-03-22 03:25:22 +00:00
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
4458a2e243 PRINCE: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
Eugene Sandulenko
3c5569d272 PRINCE: Fix infinite loop on bad 'look' data. Fixes #11429 2020-08-25 18:36:52 +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
edcf6b9112 PRINCE: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet
ac7daaf914 PRINCE: Add override keywords 2020-02-09 12:43:16 +01:00
Eugene Sandulenko
003d389076 PRINCE: Added override keywords 2020-02-05 16:07:12 +01:00
Paul Gilbert
5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
Paul Gilbert
11e33ba3fc JANITORIAL: Removing trailing spaces after int casts 2018-08-17 20:30:20 -07:00
Adrian Frühwirth
589f0f8750 PRINCE: Use ScummVM save/load dialogs
The original option dialogs do not seem to be implemented yet so we
always show the ScummVM ones when using the save/load hotkeys for now.

This partly fixes Trac#9866.
2018-05-06 02:26:28 +02:00
Adrian Frühwirth
13a08a0bb0 PRINCE: Add play time metadata to savegames 2018-05-06 00:00:38 +02:00
Eugene Sandulenko
c234630931 PRINCE: Initial support for packed Russian version 2018-05-05 23:17:35 +02:00
Bastien Bouclet
ff4498bda3 PRINCE: Push down the AD includes 2018-05-01 12:48:05 +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
Eugene Sandulenko
c8dca57555 PRINCE: Refactored detection code into widely accepted schema 2016-10-21 10:32:48 +02:00
Eugene Sandulenko
b5eef9a36a PRINCE: Properly detect translated versions, and mark them via Game Feature 2016-09-03 15:59:19 +02:00
Eugene Sandulenko
fab199d37e JANITORIAL: Make GPL headers uniform 2016-09-03 12:46:38 +02:00
Torbjörn Andersson
9020002c78 PRINCE: Add video player for topware.avi logo
The sound is rather bad, but I assume that's something with our
CinePak video decoder so I'll leave it like this for now. The player
itself is based on the BBVS engine.
2016-07-04 01:03:32 +02:00
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
lukaslw
bb145b439d PRINCE: Silence signed and unsigned comparison warnings in gcc 2014-11-08 20:57:37 +01:00
lukaslw
56af32f2ad PRINCE: Reduce pause() and pause2() to one function and rename it to pausePrinceEngine() 2014-11-08 20:14:33 +01:00
lukaslw
ccb051f0e3 PRINCE: Implement pauseEngineIntern() - pause and resume music in GMM 2014-11-08 19:44:06 +01:00
lukaslw
9ad2135ff9 PRINCE: Allow to load translation file - prince_translation.dat
Update detection file to allow English language with both PL and DE data files. Add setMobTranslationTexts() to update mob names to translated ones in each location
2014-10-28 20:59:11 +01:00
Filippos Karapetis
0f0ca25e43 PRINCE: Remove trailing whitespace 2014-10-28 16:21:53 +02:00
Eugene Sandulenko
3899532440 PRINCE: Revert incorrect const'ness at printAt() 2014-10-10 14:52:10 +02:00
Eugene Sandulenko
9c5eba6ffd PRINCE: Fix mask sign 2014-10-10 14:38:14 +02:00
Eugene Sandulenko
430c271b87 PRINCE: Fix const'ness 2014-10-10 14:34:14 +02:00
Willem Jan Palenstijn
dd849ac5b7 PRINCE: Fix more warnings 2014-10-10 14:11:43 +02:00
Eugene Sandulenko
24dd5d1f53 PRINCE: Rename runDialog() into dialogRun() to avoid clash with Engine::runDialog() 2014-10-10 14:08:15 +02:00
lukaslw
0e6ae70d9b PRINCE: Fix INT_MAX error - change it to kIntMax constant 2014-10-09 18:43:17 +02:00
lukaslw
a554fa9f7d PRINCE: Changing all occurrences of NULL to nullptr
To beconsistent and to keep just one of them
2014-10-08 18:09:18 +02:00
lukaslw
e894a18b08 PRINCE: Script::installSingleBackAnim - update 2014-10-07 16:05:37 +02:00
lukaslw
9bda7c37c3 PRINCE: Shadows drawing - update 2014-08-16 22:54:38 +02:00
lukaslw
9ef705ebb4 PRINCE: playNextFLCFrame() update 2014-08-15 21:57:26 +02:00
lukaslw
7026f687ff PRINCE: loadTrans(), drawTransparentWithTransDrawNode() - implementation 2014-08-10 21:47:35 +02:00
lukaslw
425132faf9 PRINCE: showPalette(), showLogo() - update 2014-08-09 21:44:38 +02:00
lukaslw
b97f726a3e PRINCE: scrollCredits() implementation, showLogo() update 2014-08-09 05:37:57 +02:00
lukaslw
886cf189c6 PRINCE: showPower(), O_EXIT - last mini-game and game ending 2014-08-08 22:58:38 +02:00
lukaslw
a85a93f888 PRINCE: getAnimData() update 2014-08-06 18:05:32 +02:00
lukaslw
c47a8799b2 PRINCE: Second hero movement - moveShandria(), moveRunHero() fix 2014-08-06 17:35:08 +02:00
lukaslw
49337549d9 PRINCE: makeCurve(), getCurve(), mouseWeirdo(), O_KRZYWA, O_GETKRZYWA, O_GETMOB 2014-08-05 04:30:07 +02:00
lukaslw
85f4c2ccd2 PRINCE: showHeroShadow - update 2014-08-04 08:55:20 +02:00
lukaslw
161f21352f PRINCE: German texts drawing - update 2014-08-02 17:22:47 +02:00
lukaslw
54a78d6341 PRINCE: mainLoop() update 2014-08-02 13:39:33 +02:00
lukaslw
3c29d61f67 PRINCE: Code clean-up 2014-08-01 17:38:04 +02:00
lukaslw
34f496c38a PRINCE: Second hero implementation 2014-07-31 20:59:41 +02:00