Age | Commit message (Collapse) | Author |
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Powered by astyle & manual fixup afterwards.
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As far as I can tell, it converted the selection back to Y coordinate
for no apparent reason.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Safer and less portability issues.
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Some backends may break as I only compiled SDL
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svn-id: r55818
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svn-id: r51937
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svn-id: r50944
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svn-id: r49096
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svn-id: r49095
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svn-id: r48994
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svn-id: r48764
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when moving).
The regression was caused by r47505.
svn-id: r48373
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svn-id: r48287
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svn-id: r47541
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disappearing when passing over an empty area with a verb already chosen.
svn-id: r47519
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Copy-pasted X to where Y was meant :-P).
- Hopefully NOW things should work without r33872!
svn-id: r47518
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don't work currently.
svn-id: r47517
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With the latest changes to executePlayerInput we
should now be able to free the girl at the bottom of the
ocean without the r33872.
The commit log from r33872 was:
"Fix for bugging moving at the bottom of the ocean when trying to free the girl from the ropes and swimming to the surface. Some global variables related to mouse position weren't being updated in executePlayerInput, now they are and things seem to work. Also enables moving in the labyrinth arcade sequence at the palace."
svn-id: r47516
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couple of TODOs for Operation Stealth.
- NOTE: This doesn't seem to work correctly yet.
My current guess is that it has to do with how
some keyboard events are handled in cine/main_loop.cpp's
processEvent-function and some in cine/various.cpp's
executePlayerInput.
svn-id: r47515
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svn-id: r47513
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button is down, right mouse button is up'-case for Operation Stealth.
- Also changed a do-while -loop into a
while-loop as it should be for both
FW and OS according to disassembly.
svn-id: r47512
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is down, right mouse button is up'-case for Operation Stealth.
svn-id: r47510
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Operation Stealth.
svn-id: r47509
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button is down'-cases into one code part.
Additionally:
- Operation Stealth specific: Make makeActionMenu() use canUseOnItemTable.
This would seem to be the correct way according to disassembly
(Although there is of course a possibility that I have overlooked
some part of the code).
svn-id: r47508
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svn-id: r47507
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- Combines mouse position and button state fetching
from two branches (allowPlayerInput / !allowPlayerInput)
into a single loop with a little more exotic while-clause.
NOTE! Added manageEvents-call into the unified version although
there was no manageEvents-call in one of the versions that was
combined. Tested a little and didn't seem to matter, but hopefully
won't cause any regressions!
- Limit first possible 'renderer->setCommand(commandBuffer)' call
to Future Wars only (Checked with FW & OS disassembly).
- Combined all cases of 'left and right mouse buttons are down'
into a single if-clause (All those cases call makeSystemMenu).
svn-id: r47505
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(if-clauses that are always true or always false).
svn-id: r47503
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1 and 2).
svn-id: r47502
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svn-id: r45616
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svn-id: r44802
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Amiga version of the game.
svn-id: r44263
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highlight selection is still wrong though.)
svn-id: r44231
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svn-id: r44230
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loop.
These are used as a sort of a backup for the
mouse position (x, y) variables 249 and 250.
Future Wars's VAR_MOUSE_Y_MODE and Operation Stealth's
VAR_MOUSE_X_POS_2ND (251) clash and that's possibly
why executePlayerInput currently works incorrectly
with Operation Stealth. More reverse engineering
is needed...
svn-id: r41915
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svn-id: r40465
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svn-id: r35648
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svn-id: r35033
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svn-id: r35031
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svn-id: r34755
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need to be slightly tweaked to fix overloading errors/warnings)
svn-id: r34514
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svn-id: r34244
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svn-id: r34084
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33777,33781-33788,33790,33792-33793,33795,33797,33805,33807-33812,33815-33817,33819,33822,33826,33829,33837,33839,33844,33847,33858-33861,33864,33871-33873,33875,33877-33879,33886,33889-33892,33894,33896,33900,33902-33903,33919 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33924
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girl from the ropes and swimming to the surface. Some global variables related to mouse position weren't being updated in executePlayerInput, now they are and things seem to work. Also enables moving in the labyrinth arcade sequence at the palace.
svn-id: r33872
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svn-id: r33805
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