Age | Commit message (Collapse) | Author |
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When saving from the pendulum scene the curX and curY values are
negative while the curWidth and curHeight values are unset. This
causes random crashes as we may do an array out of bound access
when enterRoom() is called at the end of the load.
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The previous fix only fixed the incomplete state when loading from
the launcher. Now this is fixed when loading from the game as well.
It also fixes loading a savegame from the first stage of the pendulum
scene (when the protagonist is not visible) to any other scene in
chapter 6. The protagonist was not made visible again when loading
the savegame.
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This removes the superfluous talkHeight, talkWidth and timeDiff
variables. It also changes _loadedDifferentChapter to be a boolean
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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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Safer and less portability issues.
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Some backends may break as I only compiled SDL
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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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svn-id: r53473
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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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deprecated; however, retained ioFailed in SeekableReadStream and File for now (so for now this mainly affects WriteStream subclasses)
svn-id: r40725
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svn-id: r40521
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svn-id: r40476
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svn-id: r35220
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svn-id: r35216
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svn-id: r35213
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of "s99.als", but the main problem is that it's not translated in the English version and it's in Spanish (plus it's creepy and annoying...)
svn-id: r34573
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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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added a new alternate SeekableReadStream::readLine() instead
svn-id: r34315
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svn-id: r34181
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svn-id: r33756
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svn-id: r32661
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svn-id: r32644
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svn-id: r32599
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