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2009-05-11Fix bug #2055836: "FW: Music is not restarted when loading a saved game"Eugene Sandulenko
svn-id: r40465
2008-11-13Started moving Save/Load code to saveload.cpp/.hFilippos Karapetis
svn-id: r35033
2008-11-12Saving and loading from the GMM is now supported in the cine engineFilippos Karapetis
svn-id: r35031
2008-08-16Merged revisions ↵Christopher Page
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
2008-08-12Changed commandBuffer from a char[80] to Common::String and made ↵Kari Salminen
FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid. svn-id: r33793
2008-08-10Merged revisions ↵Christopher Page
33719,33721-33723,33725-33727,33729-33730,33733,33736,33742,33754,33756,33758,33761,33763,33766 via svnmerge from https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk svn-id: r33769
2008-08-09Converted zoneData and zoneQuery tables from plain array types to ↵Kari Salminen
Common::Array. Should help catch out of bounds access errors that may cause memory corruption. svn-id: r33727
2008-08-09Merged revisions ↵Christopher Page
33632-33633,33635,33637,33639-33640,33642-33645,33648,33654-33655,33664,33667-33670,33673-33674,33678,33682,33686-33691,33693,33696,33698,33700,33703,33708,33710,33712-33714,33716 via svnmerge from https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk svn-id: r33720
2008-08-08Added basic moving using keyboard (Only works in Operation Stealth at the ↵Kari Salminen
moment): - Should make it possible to complete the first arcade sequence legitimately Renamed input variables (Their names were mixed up between Future Wars and Operation Stealth): - Future Wars's inputVar1 -> egoMovedWithKeyboard - Future Wars's inputVar2 -> xMoveKeyb - Future Wars's inputVar3 -> yMoveKeyb - Operation Stealth's inputVar0 -> xMoveKeyb - Operation Stealth's inputVar1 -> yMoveKeyb svn-id: r33698
2008-08-04Merged revisions ↵Christopher Page
33188-33189,33191-33193,33196,33198,33202-33203,33206,33210,33212,33218-33220,33222,33224-33226,33229-33243,33246,33248-33250,33252,33258-33261,33263,33266,33270,33272-33283,33285,33287-33290,33295-33298,33321,33325-33330,33332-33335,33337-33340,33342,33345,33347,33349-33350,33352-33357,33359-33367,33369-33371,33373,33375-33377,33379-33380,33383-33385,33387-33389,33392-33394,33400-33402,33404-33405,33407-33410,33412-33416,33418-33419,33425-33427,33432,33436-33438,33444,33446,33452-33453,33455-33459,33463-33464,33466-33471,33473-33474,33478,33490,33492,33495-33496,33509-33512,33518-33519,33522-33527,33529-33530,33537,33541,33544,33546,33550,33552-33554,33556,33558,33561-33562,33565,33568,33570,33574,33576,33578-33581,33584-33587,33590,33596,33604-33611,33614-33615,33617-33618,33620-33621 via svnmerge from https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk svn-id: r33624
2008-07-27Added a preliminary saving routine for Operation Stealth (Disabled by ↵Kari Salminen
default, needs more work still. WIP!). Added backgrounds' name saving (8 names in Operation Stealth instead of just 1 like in Future Wars). Added 256 color palette saving and restoring (One of the palettes isn't properly handled yet though). svn-id: r33349
2008-07-22Fix CineSaveGameFormat enumeration's include order (Caused problems at least ↵Kari Salminen
with GCC). svn-id: r33196
2008-07-22Fix for bug #2019355 (FW: broken compatibility with 0.11.1 saves):Kari Salminen
- Changed savegame loading related functions to use SeekableReadStream rather than InSaveFile so MemoryReadStream can be used transparently. - Fixed loadResourcesFromSave to load multiframe animations correctly and to load 0.11.0/0.11.1 Future Wars savegames which used a slightly different format. - Added a savegame format detector that tries to detect between the old Future Wars savegame format, the new one and a broken revision of the new one. - Changed makeLoad to first load the savegame fully into memory and only then handle it (If the savegame's packed then it's unpacked first). If the packed savegame can't tell its unpacked size (i.e. it's using zlib format) then we'll try to load up to 256kB of the savegame data. Thanks to wjp for his help with nailing this release critical bug. svn-id: r33192
2008-07-14Merged revisions ↵Christopher Page
32744-32745,32747,32750-32759,32762-32764,32769,32777,32783,32785-32786,32789-32791,32798-32799,32801-32807,32809-32812,32816-32817,32819-32821,32823-32830,32832-32836,32838-32844,32846-32850,32852-32854,32858-32859,32865-32868,32873-32874,32879,32883,32895,32899,32902-32904,32910-32912,32923-32924,32930-32931,32938,32940,32948-32949,32951,32960-32964,32966-32970,32972-32974,32976,32978,32983,32986-32990,32992,32994,33002-33004,33006-33007,33009-33010,33014,33017,33021-33023,33030,33033 via svnmerge from https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk svn-id: r33051
2008-06-30Implemented resetGfxEntityEntry and made it used where appropriate (The ↵Kari Salminen
function wasn't very easy to reverse engineer so it may have flaws still, but let's hope it doesn't ;-)). svn-id: r32848
2008-06-26Fixed opcode:Kari Salminen
- 0x83: o2_isSeqRunning (Should it be named o2_isSeqNotRunning?) -- Added previously missing test part -- Negated the result (It was backwards before!) svn-id: r32804
2008-06-25Implemented support for zoneQuery (Operation Stealth specific).Kari Salminen
Fixed opcodes (related to zoneQuery): - 0x08: o1_checkCollision - 0x9A: o2_wasZoneChecked NOTE: Savegame support for the zoneQuery data is broken svn-id: r32790
2008-06-25Implemented opcode:Kari Salminen
- 0x82: o2_modifySeqListElement (Was o2_op82) Seeks a matching element from the seqList and modifies its values. svn-id: r32786
2008-06-24Added main menu dialog files. Gob is now using the new _quit flagChristopher Page
svn-id: r32771
2008-06-24Created Global Main Menu Dialog. Made a uniform _quit flag for engines. So ↵Christopher Page
far agi, agos, and cine are now using the new _quit flag. svn-id: r32770
2008-05-24Patch #1969189: "CinE renderer rewrite"Eugene Sandulenko
svn-id: r32257
2008-04-21Patch #1941066: "CinE sprite overlay rewrite" courtsey of next_ghostEugene Sandulenko
svn-id: r31651
2007-12-14renamed several structures, variables and functionsGregory Montoir
svn-id: r29860
2007-12-12Cleanup, removed duplicate codeFilippos Karapetis
svn-id: r29838
2007-12-09- minor screen fix for OSGregory Montoir
- added new debug channel for sound - updated 2 opcodes comments svn-id: r29790
2007-09-19Merged common/stdafx.h into common/scummsys.h. All referencing files have ↵Nicola Mettifogo
been updated. svn-id: r28966
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-05-30cleanup, don't rely on assert() to ensure a gamefile/savefile is opened. ↵Gregory Montoir
Also removed the use of Common::File global objects. svn-id: r27021
2007-05-29added code for freePartRange, freePartEntry and freeOverlay (also renamed ↵Gregory Montoir
some functions and variables). svn-id: r27006
2007-05-17moved gfx related functions from various.cpp/.h to gfx.cpp/.h and fixed ↵Gregory Montoir
indentation of previous commit svn-id: r26863
2007-03-18CINE: Make use of EventManager::getMousePosMax Horn
svn-id: r26222
2007-02-18Bad hack to make this engine works on PalmOS (compiler still seems to hate ↵Chris Apers
some global objects) svn-id: r25684
2006-12-03Changed CINE_*_H_ to CINE_*_H for consistency with other engines. (Oh, who am ITorbjörn Andersson
kidding, I'm still testing the SVN change.) svn-id: r24806
2006-11-24Let F10 work in all expected cases.Eugene Sandulenko
svn-id: r24785
2006-11-19Proper implementation of o1_allowSystemMenu()Eugene Sandulenko
svn-id: r24750
2006-11-19Don't allow the F9 and F10 keys to open menus if a menu is already open. (MightTorbjörn Andersson
need more testing.) svn-id: r24747
2006-11-18Implement naming save games in cinE. See also FR #1579780: "FW: naming saveEugene Sandulenko
games" svn-id: r24731
2006-11-14Added per game target saves.Eugene Sandulenko
svn-id: r24718
2006-11-11Improve international support in CINE engine.Eugene Sandulenko
svn-id: r24678
2006-11-08Fix bug #1579776: "FW: Save does not work properly"Eugene Sandulenko
svn-id: r24659
2006-10-15Add proper game detection to CinE engine.Eugene Sandulenko
svn-id: r24320
2006-05-26As far as I can tell, there's no longer any reason for PartBuffer and AnimDataTorbjörn Andersson
to be packed, so I've removed the packing and added the 'refresh' field to AnimData instead of having it as a separate array. On the other hand, animHeaderStruct and animHeader2Struct *should* have been packed, but weren't. I've changed they way they are initialised so that the packing should no longer matter for them either. svn-id: r22651
2006-04-11Add F1-F10 keymappings like in original engine.Eugene Sandulenko
svn-id: r21815
2006-04-10If I understand things correctly, cinE used to dump the entire animDataTableTorbjörn Andersson
element to the savefile, including data pointers. After reading the savefile, it would then test if ptr1 was NULL, to see if it should load the object. I've extended the savefile format with a byte to indicate whether or not ptr1 was non-NULL. This seems to fix the problems I had with with loading savegames, but of course any old savegame is now even more broken than before. I still can't seem to get out of the room with the machine, though. Another regression when migrating the code from cinE, or just my ability to get past this annoying, timed puzzle? svn-id: r21772
2006-04-09Fixed savegame saving/loading. I haven't done anything about the userTorbjörn Andersson
interface, so it's still even worse than in the original interpreter (just like in cinE, presumably), but at least it no longer crashes when loading the saved game, and hopefully the correct palette is saved. svn-id: r21718
2006-04-08Began collecting hard-coded language-specific strings in a new initLanguage()Torbjörn Andersson
function. It's now possible to choose between English and French menus, and the command string preposition in English is "on", not "sur". There are still plenty of hard-coded French messages to do with savegame handling. I haven't done anything about them. svn-id: r21682
2006-03-23uint8 -> byteEugene Sandulenko
svn-id: r21414
2006-03-15added mouse cursorsGregory Montoir
svn-id: r21321
2006-03-09minor cleanup.Gregory Montoir
svn-id: r21189
2006-03-02fixed compilation.Gregory Montoir
svn-id: r21014