Age | Commit message (Collapse) | Author |
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for consistency with other #includes.
svn-id: r23585
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svn-id: r23582
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least for GCC)
svn-id: r23569
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- changes some engine detectors to use it
svn-id: r23559
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Gobliiins detector code too.
svn-id: r23555
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now (hiya eriktorbjorn, this one is for you *ggg*)
svn-id: r23547
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svn-id: r23517
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svn-id: r23464
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checking for GCC / not GCC
svn-id: r23458
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- Updated cursor drawing in general
svn-id: r23429
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- Fixed a small mistake, making the entering animation work
- Correcting Game_v2::playTot() so that the loading screen is shown
- Updated most of the collisions stuff, the objects names hint stuff works now
svn-id: r23346
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* Renamed common.rules to rules.mk
* Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it)
svn-id: r23275
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Rationale: backend implementations belong to backends/, but portable APIs meant to be used by high level code is for common / sound / graphics / ... (compare also with backends/midi vs. sound/mididrv.h)
svn-id: r23274
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return in a switch case.
svn-id: r23198
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svn-id: r23099
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svn-id: r23089
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svn-id: r23078
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svn-id: r23073
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svn-id: r23066
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intro
svn-id: r23060
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svn-id: r23012
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svn-id: r22988
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his boredom. It's the wrong goblin that's deactivated, though.
Also, the entering animation is still missing (now nothing is drawn
instead).
svn-id: r22979
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svn-id: r22954
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- Added a memset in Video_v2::SpriteUncompressor(), that should have
been there in the first place; this fixes the tree in GOB2's first room
- Fixed ADL delete[]ing
svn-id: r22917
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svn-id: r22858
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fixes a small glitch
svn-id: r22857
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- Fixed SegFault due to uninitialized _multData2
- Removed left-over debug comment
svn-id: r22830
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- Removed misplaced Music::stopPlay() call
svn-id: r22816
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complaining).
svn-id: r22810
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svn-id: r22801
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svn-id: r22796
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- Fixed some leaks, unitialized memory and delete/delete[]-errors
svn-id: r22790
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- Added Music_Dummy (for --music-driver=null)
- Implemented IMDs. That took longer than I expected...
On the bright side, Ween's intro now plays more correctly
svn-id: r22754
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svn-id: r22720
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svn-id: r22568
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svn-id: r22431
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- Negative frequences?!? Maybe "SFX"?
- No sound for a small part of the intro
(there aren't any sndKeys covering that part either)
- A rythm-instrument (hi-hat?) in the titlemusic isn't played as one
- More differences in the drawing functions fleshed out
- Some of the goblin handling functions written
- More unnamed functions and variables, wheeee...
svn-id: r22410
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doesn't crash anymore
- Reduced valgrind's complains about unitialized memory
svn-id: r22263
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Global-constructor; valgrind shows invalid reads in parseValExpr()
and parseExpr() while accessing _inter_variables and _inter_execPtr
svn-id: r22262
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- GOB2 handles _frontSurface/_backSurface a bit differently, this fixes
(most of) the drawing glitches in the intro
- Added using a fallback when the user's game version doesn't have the
requested language
- off_2E51B et al. stubs, I think it has something to do with the menu
svn-id: r22254
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subclasses to namespace Audio
svn-id: r22231
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error code (the engine is now passed indirectly via a double pointer)
* Removed Engine_Empty (obsolete now that engines can return actual error codes)
svn-id: r22199
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svn-id: r22006
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- Added a language field in GameSettings, so that the texts in
Gob2 work for other languages than EN_GRB as well
svn-id: r22005
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- Changed Draw::spriteOperation() for blitting from/to/between and
fillrecting to big sprites
- Enabled drawing of text
svn-id: r22001
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svn-id: r21937
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new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places
svn-id: r21916
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- sub_1A52B is Scenery::updateStatic()
svn-id: r21889
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svn-id: r21855
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