Age | Commit message (Collapse) | Author |
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Migration of Queen Engine to Advanced Detector
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The target is not just a bare "queen", but is postfixed by language
variant (and CD if used).
Using this for the savegame naming would be good as it allows several
language variants to have different co-existing savegame sets without
causing conflicts. However, if the savegame format is the same across
all language variants, then using the same naming allows easier
switching between languages if testing.
Currently the queen engine uses a single set of savegames named in the
format "queen.sXX" which are used for all languages, as the format
appears to be compatible across language variants. This may require
changing in future, if a variant with incompatible savegame format
is discovered.
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Also, add missing Spanish DOS CD entry in skeleton form.
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This forces detection of the entries with missing MD5sums via the
fallback detector. This triggers will then trigger a warning
with the associated md5sum for the user to report to the team.
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This tells the advanced detector to skip MD5 validation for this
detection entry, so only filename and size are used as per the
original detection code.
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These are based on queen.1 file lengths from qtable devtool.
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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
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This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
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This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
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Some of the uncompressed language variant entries are missing
currently.
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This breaks the detection until the required checksums for each version
are added and/or the fallback detection is fixed.
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This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.
Thanks to criezy for his suggestion on this approach.
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We now check if the engine should quit in the loop of the end credits animation
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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All instances uncovered by clang warnings.
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This fixes compilation on pre-C++11 compilers.
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This is done in the spirit of 658080deeda79d20ea40643569fbcb072573e7cf.
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That code made llvm-g++ 4.2.1 crash when compiling with
optimizations.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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It's not a floppy version intro, so call it "Alternative intro"
instead. It's too late to make this change in 1.5.0 because it
would need translation changes. (When the option was first added,
it *was* called "Alternative intro" but it got changed along the
way.)
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This is used to set default settings for all custom game options when an
engine starts
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Ideally, this should only be added to the CD version but I don't think
we provide any mechanism for telling the CD and floppy versions apart.
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ALL: Avoid using is* macros from ctype.h
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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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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Check where the click was *before* scrolling the view, so that
it works with a touchscreen. Also, check shouldQuit() here.
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As far as I can tell, this 'canQuit' variable (originally 'CANTQUIT')
has been replaced by the _vm->input->canQuit() method in all other
cases. However, I'm not at all sure what effect this change will have.
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