Age | Commit message (Collapse) | Author |
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*Removed need to call initGame / cleanupGame on Keymapper
svn-id: r33679
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* Got rid of svn:mergeinfo properties
svn-id: r33677
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* Made Keymap class responsible for loading / saving of mappings
svn-id: r33665
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* Implemented stack-based active map in Keymapper
* Started proper testing by adding code to OSystem_SDL to set up simple HardwareKeySet and Keymap
svn-id: r33660
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* Renamed UserAction to simply Action
* Implemented simple automatic mapping algorithm
svn-id: r33497
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presses to be visible
svn-id: r33476
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svn-id: r33465
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svn-id: r33451
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33188-33189,33191-33193,33196,33198,33202-33203,33206,33210,33212,33218-33220,33222,33224-33226,33229-33243,33246,33248-33250,33252,33258-33261,33263,33266,33270,33272-33283,33285,33287-33290,33295-33298,33321,33325-33330,33332-33335,33337-33340,33342,33345,33347,33349-33350,33352-33357,33359-33367,33369-33371,33373,33375-33377,33379-33380,33383-33385,33387-33389,33392-33394,33400-33402,33404-33405,33407-33410,33412-33416,33418-33419,33425-33427,33432,33436-33438,33444,33446 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33450
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VirtualKeyboardGUI class
- fixed bug with parsing modifiers in VirtualKeyboardParser
- fixed numerous GCC warnings
svn-id: r33448
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svn-id: r33446
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svn-id: r33444
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svn-id: r33438
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* Simplified script execution loop and context
svn-id: r33437
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the end of a stream (this would fail when using BufferedSeekableReadStream and then seeking back from the end); this also fixes a bug which let you seek back beyond the start of a stream (not that we currently support that in other streams)
svn-id: r33436
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svn-id: r33432
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svn-id: r33430
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- Improved Functor#Mem::isValid implementations.
svn-id: r33427
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svn-id: r33426
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svn-id: r33425
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proposed on scummvm-devel
svn-id: r33419
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svn-id: r33416
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them to the config manager
svn-id: r33415
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svn-id: r33414
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svn-id: r33413
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added a new class DumpFile for writing
svn-id: r33412
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when running Operation Stealth. Mostly a precaution as the seqList should be totally empty when running Future Wars as it doesn't use it.
svn-id: r33410
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any...
Renamed functions:
* addScriptToList0 -> addScriptToGlobalScripts
* executeList0 -> executeGlobalScripts
* executeList1 -> executeObjectScripts
* purgeList1 -> purgeObjectScripts (Also added a clarifying TODO to this function)
* purgeList0 -> purgeGlobalScripts (Also added a clarifying TODO to this function)
svn-id: r33409
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* Implemented command opcode MOVE (not the script instruction).
svn-id: r33408
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whole savefile. Made objectStruct's clearing also clear x and y member variables in resetEngine.
svn-id: r33407
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* Objects can now be really opened and closed in BRA.
svn-id: r33405
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- Emulating the Future Wars savegame loading routine and hoping for the best.
- Fixes an array out of bounds access when loading the global scripts.
Now the loading crashes in the mainloop in processSeqList!
But at least we got a bit farther this time. More fixing to come...
svn-id: r33404
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svn-id: r33402
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svn-id: r33401
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svn-id: r33400
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svn-id: r33394
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svn-id: r33393
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* Adapted loading of faces.
svn-id: r33392
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invoking createInstance() -- detectors must use FSNode for detection, not rely on File::open
svn-id: r33389
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killed second code path which used File::open trial&error directory 'scanning')
svn-id: r33388
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are a warning, not a failure
svn-id: r33387
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svn-id: r33385
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for comparisons.
svn-id: r33384
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svn-id: r33383
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actually 256 global variables although only 255 of them are saved and loaded from savegames. The last one is VAR_BYPASS_PROTECTION and it is written to in the mainLoop so that's why there was a crash).
svn-id: r33380
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- Music related settings and adBgVar0 & adBgVar1 aren't loaded currently.
Modified resetEngine to also reset more of the Operation Stealth specific variables.
Added getter for background scrolling value.
Changed additional background indices 1 & 2 from byte to uint16.
Made savegame loading functions return !in.ioFailed() as return value instead of true as previously.
svn-id: r33379
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svn-id: r33377
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animations.
svn-id: r33376
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svn-id: r33375
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svn-id: r33373
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