Age | Commit message (Collapse) | Author |
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svn-id: r48935
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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svn-id: r48843
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svn-id: r48821
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svn-id: r48764
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svn-id: r48637
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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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This removes the dependency on array.h from str.h.
Also, begun migration from the confusing type name "StringList" to
the more appropriate StringArray.
svn-id: r48282
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svn-id: r48279
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passing a reference of a Color instance to saturatedAddColor instead of a value.
svn-id: r48006
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palette in Palette::setGlobalOSystemPalette.
svn-id: r48005
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(Hopefully this "workaround" will work also for Chrilith's compiler ;-).
svn-id: r47771
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svn-id: r47770
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something
svn-id: r47766
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svn-id: r47716
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sound/decoders/
svn-id: r47579
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svn-id: r47556
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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: r47492
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svn-id: r47377
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Also fix several recently introduced new/delete vs. malloc/free mismatches.
svn-id: r47369
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/ company.
Check this for reference:
http://en.wikipedia.org/wiki/Ad_Lib,_Inc.
http://www.crossfire-designs.de/images/articles/soundcards/adlib.jpg (note the upper left of the card)
This commit does not touch "adlib" and "ADLIB" uses!
Also it does not update all the SCUMM detection entries, which still use "Adlib".
svn-id: r47279
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svn-id: r47182
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This makes sense as a default for CLUT8 modes, but not really
for anything else. As part of the gsoc2009-16bit merge, the
default was changed to "all ones", with extra code in the SDL
backend to truncate this to the depth of the mode. However,
"all ones" (white) still isn't a very useful default for RGB modes.
So rather than jumping through hoops to provide a bad default,
it's better to remove the default altogether. Engines which relied
on the old default of 255 have been updated to specify it explicitly.
svn-id: r47118
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before freeing it, which isn't necessary.
svn-id: r46941
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svn-id: r46235
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without details; help filling these out is welcome)
svn-id: r46128
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svn-id: r45616
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svn-id: r45364
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svn-id: r44848
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svn-id: r44802
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svn-id: r44264
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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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