Age | Commit message (Collapse) | Author |
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This cleans up the save/load code and resolves multiple issues with the
original save/load screen.
Save game timestamps and thumbnails are now implemented, together with
the ability to load a game from the launcher.
F7 is now mapped to the ScummVM load dialog, and F10 to the save dialog
(if the user has selected to use the ScummVM save screen).
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On some systems, passing signed chars to macros like isspace() etc. lead
to a runtime error. Hence, mark these macros as forbidden by default,
and introduce otherwise equivalent alternatives for them.
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Now the confirm quit screen still updates the room and allows mouse movement.
For me that removes the feeling that ScummVM locked up when I pressed escape.
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This fixes a potential problem with passing char values that would be sign-extended and yield unexpected results.
See http://msdn.microsoft.com/en-us/library/ms245348.aspx
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svn-id: r55685
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A memory leakage was traced down to a failure to call the engine destructor.
This was due to the engine directly calling OSystem quit() i.e. _system->quit(), rather than
just allowing engine::run() to return.
Have removed this code and implemented the changes required to allow graceful Quit/RTL to occur.
svn-id: r55583
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When clicking outside of all inventory objects, the whichObject()
function would return 43, which is an invalid inventoryObjects[]
index. I think that's what caused it to crash for me. There are a
few other inventoryObjects[]-related changes as well.
svn-id: r52843
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svn-id: r49715
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Bug #2826608: "DRASCULA: Cursor GFX error" fixed by introducing
separate buffer for cursors. This also fixes the root cause of
the problem.
svn-id: r49713
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svn-id: r49706
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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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svn-id: r40521
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svn-id: r40476
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svn-id: r35223
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game names lags"
svn-id: r35221
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- Moved grr() to talk.cpp
- Removed the unnecessary parameter length from isTalkFinished()
svn-id: r34577
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svn-id: r34513
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- Cleaned up updateDoor()
- Bugfixes to exitRoom() and gotoObject()
- Moved cursor-related functions to interface.cpp
- alapuertakeva -> roomExits
svn-id: r34493
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the game itself (this means that there might be regressions where the cursor is visible when it shouldn't be)
- Removed the textSurface pointer, which was used in the Spanish version. Non-Spanish versions of the game hold the font data in the tableSurface buffer (which contains picture 96). The font data for Spanish versions is in picture 974. Now both versions load their font data from the tableSurface buffer
- hay_que_load -> loadedDifferentChapter
- Merged withoutVerb() and selectVerb()
This is a big change, it might lead to regressions!
svn-id: r34488
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language strings, not all strings
svn-id: r34472
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svn-id: r33574
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svn-id: r33541
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svn-id: r32645
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svn-id: r32644
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- Removed the rest of the game static data (staticdata.h)
- Some naming convention fixes (added underscore to some shared variables)
- Renamed objeto -> object
svn-id: r32628
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svn-id: r32599
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